In Black Geyser: Couriers of Darkness, the character creation allow you to freely choose the appearance of your character, from selecting the gender, race, choosing various parts of the facial structure, body appearance, and many more.

 

Races in Black Geyser determines many aspects of a character, from their appearance to their innate capabilities and skills. Choosing a race in Black Geyser: Courier of Darkness is only available during Character Creation, and each class you select consists of its own unique stats and Class exclusivity. Players looking to optimize their Builds will take into account character race as well as Stats & Attributes, Equipment & Magic, as well as Skills. Check out our Builds page as well to find various build guides that we recommend you to try out. This page covers a list of all the available races in Black Geyser: Courier of Darkness.

 

Black Geyser All Races

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Humans

The Breaking of the First Tribe

 

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Dwarves

The Dwarves of Yerengal

 

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Elves

Protectors of Nature

 

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Feldegug

Feldegug, the White Elves

 

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Rillow

Rillow, the Seekers

 

Black Geyser Races History

Humans

Features:

  • Class restrictions: None
  • -1 to maximum Supernatural

 

Humans were once a united tribe that roamed Yerengal for generations. The dark goddess of greed, Zornilsa, infected their heads slowly with greed, avarice, and jealousy. The single tribe of man became many as they turned on one another. They warred for resources and land, forgetting their roots. Their bonds were broken and their old alliances splintered. Humans come in many different shapes and colors and can be found all over Yerengal. They are natural farmers, working the land as an artist works clay. Human versatility means that they can fill virtually any role.

 

 

Dwarves

Features:

  • +1 to maximum Physique
  • -2 to maximum Charisma
  • -1 to maximum Supernatural
  • +35% Resistance to Poison and Acid
  • +20% Resistance to Depressive Effects
  • +15% Resistance to Pulse and Blow
  • +12% Attack with War Clubs and Hammers
  • +12% Attack with Battle Axes
  • +9% Attack with Slings and Fustibals
  • Every dwarf, with no regard to its class, can use War Clubs and Hammers
  • Class restrictions: Cannot be Necromancer, Wintermage, Spellweaver, Druid, Swindler, Templar, or Ranger.

 

The Devil-god Rothgor was angry over the creation of the elves and the threat they represented to his plans to throw the world into darkness. He sent a succubus to pregnant elven women in an effort to steal the essence that lie within their wombs. The Elven mothers despaired, but the Green Goddess told her daughters to seek the first waters of Yerengal. They did so, but were trapped in a stone cavern when Rothgor sent demons to destory them.

The children survived the attack, but their mothers died. Men in the mountains found the babes and raised them as their own, but the Elven progeny were stunted and hairy. The children (now known as Dwarves) grew and prospered, sharing their love of from their Elven parents, but began to exhibit a preference for the depths of the world. Dwarves are very materialistic but have a strong connection to clan and family. They are stout and powerfully built, well-suited to exploiting the natural tunnels that form deep in the ground.

 

 

Elves

Features:

  • +1 to maximum Dexterity
  • -2 to maximum Physique
  • +40% Resistance to Depressive Effects
  • +30% Resistance to Illusion and Manipulation
  • -20% Resistance to Pulse and Blow
  • +15% Attack with (wooden) Bows and Arrows
  • +10% Attack with weapons made of wood
  • Class restrictions: Cannot be Necromancer, Shaman, or Templar.

 

As the tribes of men fell to greed and the world was spoiled, the Green Goddess wept. The King-God allowed  Tilindia to select a few tribes of man, those least affected by greed, to be her vassals in Inilmerald. Tilindia chose eleven tribes of man ti ckauns as her own. Those eleven tribes were come to be known as elves as time passed. Elves share a special connection with nature, feeling an inherent connection to all natural things.

Their generations apart from men have changed them physically; their narrow frames allowed them to move faster and quieter than men. Their ears grew pointed to better pick out distant or small sounds. The elves tend to be xenophobic and haughty towards the other races due to their chosen status imparted by Tilindia.

 

 

Feldegug

Features:

  • +1 to maximum Intelligence
  • +1 to maximum Supernatural
  • -1 to maximum Physique
  • -1 to maximum Charisma
  • +35% Resistance to Cold
  • +10% Resistance to Arousal Effects
  • +5% Resistance to Depressive Effects
  • -10% Resistance to Pulse and Blow
  • +10% Attack with weapons made of ice or crystals
  • Class restrictions: Cannot be Necromancer, Shaman, or Templar.

 

The Feldegug were once Elven tribes who lived closed to the north. The demigod Dargalmir grew jealous over the love the Elves showed for Tilindia and imprisoned a number of Elven tribes in the snowy, cold north. He would forge his own race and command them as he saw fit. But the Elves were first a creation of the God-King and the Green Goddess, and as they changed to survive in the north, they also realized the strength they would need to be free.

Dargalmir eventually realized his mistake and allowed his creations to rule themselves and commanded them to form six tribes. Drawing from the strength granted by their cold imprisonment and their god and goddess, they rebelled against their demigod. Feldegug are similar to elves but much paler. They are resistant to a hard environment who msot would consider unlivable. They are rarely seen outside of their snowy northern homelands and most other races are very distrustful of them.

 

 

Rillow

Features:

  • +2 to maximum Physique
  • -2 to maximum Dexterity
  • +20% Resistance to Heat
  • -20% Resistance to Cold
  • -10% Resistance to Illusion and Manipulation
  • +20% to Brewing and Drying
  • Rillow are immune to the negative secondary effects of Drugs
  • Class restrictions: Cannot be Templar, Ranger, or Wintermage.

 

Travelers, traders and alchemists from the Eastern Empires, the Rillow are a child race of a powerful Djinni called Elenuator. Their homeland is shrouded in mystery, so few outside the Rillow themselves know much about them. What is know is that they are seekers of pleasure and experience, consumate traders and nomadic caravaneers. Rillow are a large, physically imposing race who bear a passing resemblance to elephants. They eschew religion and favor displays of wealth, and have a natural talent for Brewing & Drying.

 

 

Jotnar

Features:

  • n/a

 

Jotnar, the Giants of the Far North is a non-playable race. The far north of Yerengal is a frozen land of ice and snow where only the strongest of creatures survive. Since before the mortal races arrived, the Jotnar have inhabited the land, thriving were few others dare tread.

The Jotnar are a race of giants. Direct descendants of the far north’s demigod ruler, Dargalmir. The Jotnar are larger and more muscular than their younger Frost Giant cousins. They boast high intelligence, high craft work abilities and greater magical skill than all other giants of Yerengal. Their appearance can vary, but all Jotnar have bright blue eyes with white pupils and grey-blue skin.

 

Classes in Black Geyser are styles of play for each character of the game. In Black Geyser, players are given the chance to select their Class during Character Customization. Apart from that, upon reaching a certain level for each class, players will be able to choose a secondary classification which is Subclasses that further develop the character by adding feats, abilities, and more. Each class also gives you a set of equipment that you can customize. This page covers a list of all the Classes presented in the game.

Categories of Classes

When you start a game, you can either choose from a selection of pre-generated protagonist characters or create your own character which brings you to the Character Creation section of the game. In Black Geyser: Couriers of Darkness, there are 4 groups of classes that consists of a total of 13 classes that you can choose from.

Warriors
Outlaws
Priests
Wizards

 

What is Multi-Class?

The Multi-Class feature in Black Geyser: Couriers of Darkness is only available during Character Creation. If you choose to create your own character, you will have the option to choose multi-class when you are choosing your Class.

This is only optional and you can still just have your character stick to one type of class. Example: If you choose a class such as the Cleric, next to it, there is an option to "Add More", a secondary type of class which gives you a limited list of other classes that resonate with the pre-selected class, and then you can choose a third type of class to "Add More", which again only gives you a limited number of classes to choose from that resonate with the first two classes you've selected.

You can choose up to two additional classes for your character. While a higher amount of experience is needed for advancing, the character gains access to a wider range of skills and abilitites. This feature is recommended for advanced players.

 

Black Geyser All Classes

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Fighter

Class Group: Warriors

 

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Templar

Class Group: Warriors

 

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Highlander

Class Group: Warriors

 

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Ranger

Class Group: Warriors

 

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Thief

Class Group: Outlaws

 

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Swindler

Class Group: Outlaws

 

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Cleric

Class Group: Priests

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Druid

Class Group: Priests

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Shaman

Class Group: Priests

 

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Necromancer

Class Group: Wizards

 

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Wintermage

Class Group: Wizards

 

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Spellweaver

Class Group: Wizards

 

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Convoker

Class Group: Wizards

 

 

 

Black Geyser Class Backgrounds

Fighter

Features:

 

Fighters train to be ready for anything. They are a very versatile profession and are the most common of all martial professions. Fighters are proficient with all weapons and armor, making them a deadly and well prepared combatant.

 

Templar

Features:

 

Templars are human warrior priests. The most devout of their kind (and only the most dedicated) can become a Templar. Sworn to a strict code of conduct, they train endlessly in combat so that they might fight evil in whatever form it manifests. They are specially trained to hunt and dispatch the undead.

 

Highlander

Features:

 

Highlanders are hardy and strong warriors. Their profession, originating in the harsh north, forged strong warriors tough enough to resist the elements. They prefer thick armor that doesn't restrict their movement and helps them blend into natural environments. While they can pick up and use any weapon, they prefer the raw and crushing power of clubs and hammers.

 

Ranger

Features:

 

Ramgers are warriors who feel most at home in the hearth of the wild and pledge to protect Yerengal from man and beast alike. They are sworn to preserve a balance between man and nature; they enforce this with their actions. Rangers are skilled in the use of any weapon but excel with the bow. They also abhor the unnatural and are trained to take down the undead and other aberrant creations of men.

 

Thief

Features:

  • Can only wear Light Armor.
  • Race Restrictions: None
  • Can wield the following Weapons: Bows and Arrows, Slings and Fustibals, Throwing Weapons, Small Blades, Rods and Staves.
  • +2 Dexterity to racial base
  • +2 Focus to racial base
  • +3 to Brewing and Drying
  • +1 to Bargain and Persuasion
  • + Damage against Sleeping enemies
  • + Damage agaunst Stunned enemies

 

In a world infested with greed, the Thief has become much more common. Thier skillset is diverse and they can function as common footpads or royal spies. They prefer subterduge and misdirection to open conflict. Their ability to steal or plant items, remain undetected and create all manner of powders makes them a deadly an unpredictable foe in or out of combat.

 

Swindler

Features:

 

Swindlers are master con men. They focus less on outright burglary and more on manipulating the weak or greedy. Unlike Thieves, Swindlers hide in plain sight. Because of this, they are better in open combat while their plans and machinations unfold in the shadows.

 

Cleric

Features:

  • Can only wear Heavy Armor.
  • Race Restrictions: None
  • Can wield the following Weapons: Slings and Fustibals, Throwing Weapons, Small Blades, Rods and Staves.
  • +2 Focus to racial base
  • +1 to Brewing and Drying
  • + Resistance to Arousal
  • + Resistance to Illusion and Manipulation

 

Clerics are priests of faith who have taken up arms to better serve their god. While not as combat oriented as a Templar they can serve in other ways. Their faith to a deity allows them to wield magical powers that can help their team or hunt their foes. They are first and foremost servants to their gods and they harness that faith for the good of their religion

 

Druid

Features:

  • Can only wear Robes.
  • Race Restrictions: Cannot be Dwarf.
  • Cannot cast Unnatural Spells.
  • Can wield the following Weapons: Slings and Fustibals, Throwing Weapons, War Clubs and Hammers, Rods and Staves.
  • +1 Focus to racial base
  • +4 to Brewing and Drying
  • + Damage to Animated Undead
  • + Damage to Restless Undead
  • + Resistance to Arousal
  • + Resistance to Illusion and Manipulation

 

Druids, like Rangers, are stewards of the wild. They use their faith in the wild gods to protect nature against the enroachments of man. They spend their days away from people so that they may stay better in tune with nature. Druids can call upon the powers of their deity to heal or bring the tgerrible and powerful forces of nature to call. They feel a kinship with rangers bu still prefer solitude.

 

Shaman

Features:

 

Shamans are beings of faith who channel their power in an unusual manner. They attempt to connect with their deity on a spiritual level and can communicate with spirits and other servants of their god. Shamans have access to a kind of magic that is not easily understood by wizards or priests. They use an ancient magic, and their ability to travel with their non-physical souls to further their communion with ther god tends to confuse more short-sighted magical practitioners.

 

Necromancer

Features:

 

Necromancers are viewed by society in a negative light and shunned due to their proximity to death. That said, Necromancers understand that a dead body is just a vessel, and they have learned to use death and its trappings as tools. They pursue great mysteries which others have shunned and deemed immoral. But Necromancers are not evil; they are merely focused on their inherent powers of life and death... sometimes even more than their own existence. Because of this, powerful necromancers are an extremely rare sight. But the most powerful are said to have transcended death and can even create powerful undead servants.

 

Wintermage

Features:

  • Can only wear Robes
  • Race Restrictions: Cannot be Dwarf or Rillow.
  • Can wield the following Weapons: Slings and Fustibals, Throwing Weapons, Rods and Staves, Small Blades
  • +3 Focus to racial base
  • +2 Intelligence to Racial base
  • +3 to starting Brewing and Drying
  • +4 to starting Learning and Research
  • + Resistance to Cold
  • + Resistance to Arousal
  • Can build Ice Golems from a certain (very high) level

 

There are wizards called WIntermages who seek the mastery of the harsh magics of the cold north. They have an extremely high resistance to cold and can withstand temperatures that would kill mortal men. Because of this, they are uncomfortable in warmer climates, but some Wintermages still travel to further their knowledge. Wintermages need less sleep than other mortals, using a technique they developed known as Cold Sleep. Powerful WIntermages can use their knowledge and magical skills to craft Ice Golems which can serve as mighty guardians.

 

Spellweaver

Features:

  • Can only wear Robes.
  • Race Restrictions: Cannot be Dwarf.
  • Can wield the following Weapons: Slings and Fustibals, Throwing Weapons, Rods and Staves, Small Blades.
  • +3 Focus to racial base
  • +3 Intelligence to racial base
  • +5 to starting Brewing and Drying
  • +5 to starting Learning and Research
  • Can build any Machinery (such as Stone, Ice or Bone Golems) from a certain (very high) level

 

Spellweavers are the most common form of wizards in Yerengal. They are as varied as the world itself. Some Spellweavers focus on a single shcool of magic, while others seek to explore each magical discipline as equals. Thus, no two Spellweavers are the same; all they share in common is an unquenchable thirst for knowledge. Spellweavers are much too busy studying arcane to bother with martial training and as such rely on their mastery of the eldritch magics to protect them.

 

Convoker

Features:

  • Can only wear Robes.
  • Race Restrictions: Cannot be Dwarf.
  • Can wield the following Weapons: Slings and Fustibals, Throwing Weapons, Rods and Staves, Small Blades.
  • +2 Focus to racial base
  • +3 Intelligence to racial base
  • + Damage by summoned creatures
  • + Health for summoned creatures
  • +5 to starting Brewing and Drying
  • +5 to starting Learning and Research
  • Can build Guardian Golems from a certain (very high) level

 

The convoker eschews most other magical pursuits in favor of the summoning capabilities of each spell class. Convokers are versatile masters of adaptation; instead of focusing on the icy grasp of a Wintermage or the dark energies of a Necromancer, Convokers call upon a wide range of creatures to suit any needed task. But don't mistake their versatility as pacifism: the summoning abilities they bring to bear can rain destruction on their enemies through claw, flame, or steel.

 

Stats & Atrributes in Black Geyser refers to the many numerical values that define the strengths and capabilities of the player's character. Stats are determined by your player level and equipment that are worn, upon increasing your level, you can allocate points to certain attributes, as well as during Character Creation where it allows you to distribute a certain number of points to your desired attribute. This page covers a list of the different stats and attributes, as well as information on Resistances that are featured in Black Geyser: Courirers of Darkness.

 

Black Geyser Stats & Attributes

 

All Attributes

Physique

Physique displays a character's overall physical build and state.

 

Dexterity

Dexterity displays a character's agility.

 

Intelligence

Intelligence displays a character's ability to think, plan, and use logic in different situations.

 

Focus

Focus displays a character's overall mental strength and resilience.

 

Charisma

Charisma displays a character's natural aptitude to compel, attract, and influence others.

 

Supernatural

Supernatural displays a feature of characters that elevates them above ordinary creatures.

 

 

All Resistances

Heat

Heat resistance displays a character's general protection against attacks with flaming weapons and scorching or fire attacks.

 

Cold

Cold resistance displays a character's general protection against attacks with frozen weapons and freezing effects.

 

Poison & Acid

Poison and Acid resistance displays a character's general protection against attacks with venomous, poisonous and acidic attacks, and effects.

 

Pulse & Blow

Description

 

Strain & Pain

Description

 

Stabbing

Description

 

Slashing

Description

 

Depressive Effects

Description

 

Arousal Effects

Description

 

Illusion & Manipulation

Description

 

 

 

 

 

 




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