I did some racial modifications for various reasons as follows:
1. All racial spells were removed and race guilds were given those spells that
were not there yet.
This was the way race guilds were intended the first place, but the job was
not finished when they were put in game.
If you feel like some race lost an ability that should be innate, post me an
'idea' -report of it and look into a feasible solution to implement it without
racial spells or skills.
2. Some races received some statistical changes to upgrade their playability a
bit. These races are: Gnome, Cyclops, Leprechaun, Merfolk and Orc in no
particular order.
3. Dwarf was modified to more closely match the mental image most people have
of dwarves. Tunewise the race should be about the same - let us know if this
is not the case.
4. Two races, Ent and Gnoll, got a bit downtuned - reasoning behind this was
that both being played mostly by highbie minmaxers and we'd like to promote
more race diversity even amongst the minmaxers. Don't worry, both of the
races still got the keep the things that make them optimal for minmaxing.
They just got minor impariment in other fields so you might want to at least
consider other races for "ultimate expfest -tankling" and "hard hitting level
100 reaver"