Racial skill modifiers

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The different races have, in addition to their special abilities, different recruitment costs and modifiers on their skills. These are summarised in this table. In the report, these modifiers are already taken into account, which means that the effective level is always displayed.

Racial Modifiers
Skill dwarves orcs elves cats demons halflings humans goblins insects trolls aqua.
recruitment 110 70 130 90 150 80 75 40 80 90 80
hit points 24 24 18 20 50 18 20 16 24 30 20
nat. armour 0 0 0 0 2 0 0 0 2 1 0
regeneration 5% 5% 5% 5% 7.5% 5% 5% 10% 5% 7.5% 5%
resist Magic 5 -5 10 0 15 5 0 -5 5 10 0
alchemy 0 +1 -1 -1 +2 0 0 +1 0 0 0
crossbow 0 0 0 0 0 +1 0 0 +1 0 0
endurance 0 0 0 0 0 0 0 0 0 0 0
mining +2 +1 -2 -2 0 +1 0 +1 +1 +2 -2
bow -1 0 +2 0 0 -1 0 0 -2 -2 0
masonry +2 +1 -1 -1 0 +1 0 +1 +2 +2 -1
trade +1 -3 0 0 -3 +2 +1 -1 -1 0 +2
melee +1 0 0 0 +1 -1 0 0 -1 +1 0
forestry -1 +1 0 0 +1 0 0 0 +1 0 0
catapult +2 0 -2 -1 0 -1 0 +1 0 +2 0
herbalism -2 -2 +2 +1 -3 +2 -1 0 +1 -1 0
magic -2 -1 +1 0 +1 0 0 -1 0 0 0
taming -2 -1 +1 0 -3 -1 0 0 -3 -1 0
riding -2 0 0 0 -1 -1 0 0 -3 -2 0
armoursmithing +2 +1 -1 -1 0 0 0 0 +2 +2 -1
shipcraft -1 -1 -1 -1 -1 -1 +1 -2 0 -1 +3
sailing -2 -1 -1 -2 -1 -2 +1 -2 0 -1 +3
espionage 0 -1 0 +2 0 +1 0 0 0 -3 0
polearm 0 0 0 0 +1 -1 0 0 +1 0 0
quarrying +2 +1 -1 -1 0 0 0 0 0 +2 0
taxation +1 +1 0 +1 +1 -1 0 0 0 +1 0
roadwork +2 0 -1 -1 0 +1 0 -2 -1 +2 -1
tactics 0 +1 0 0 -1 0 0 -2 -1 -1 0
stealth -1 0 +1 +1 +1 +1 0 +1 -1 -3 0
entertainment -1 -2 0 0 -3 +1 0 -1 -2 -1 0
weaponsmithing +2 +2 0 0 +1 0 0 0 0 0 0
cartmaking 0 -1 0 0 -2 +2 0 -1 0 0 0
perception 0 0 +1 +2 +1 +1 0 0 +1 -1 0


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