back to The Greatest Homepage on the Internet RACE RACES The race you choose when creating your character determine which are your characters primary stats. Each race also have additional features that can affect how you play your character. The world of Imperial has eight standard races, these being Dwarf, Elf, Halfling, Human, Mandrake, Orc, Lemyrian and Pixie. See also: DWARF, ELF, HALFLING, HUMAN, MANDRAKE, ORC, PIXIE, LEMYRIAN DWARF DWARVES DWARFS Dwarves are very tough, as solid as the rocks they come from. Because of their affinity to steel dwarves get an attack bonus when wielding any weapon. Dwarves have permanent infravision because of the perpetual darkness of their homeland and they are immune to paralyzation and poisoning. Dwarves of evil alignment are sometimes called Duergar. Dwarves have the ability to go mining in mountain regions and dig for gold and gems using the "mine" command occasionally. Dwarves can use the following racial actions 'race <action>': Comb, stance, flex, tie, caress, mug. See also: RACE, MINE, PARALYZE, POISON ELF ELVES Elves are a very intelligent race, perhaps because of their relationship with nature. Elves have permanent infravision and the ability to detect magic. Elves get a positive attack bonus outdoors and in sunlight and a negative modifier when inside dark, indoors rooms. Elves learn new spells faster than other races do and are naturally able to fade into forest terrain, becoming invisible to normal detection by using the fade command. Elves of evil alignment are sometimes called Dark Elves, or Drow. Elves can use the following racial actions 'race<action>': Rub, noble, wiggle, think, mutter, smile. See also: RACE, FADE HALFLING HALFLINGS HOBBITS HOBBIT Halflings are small and quick, and can often pass unseen where larger races cannot. Halflings love food and need to eat often, due to the pleasure they derive from eating food, they cannot be satiated by magic. Halflings are generally well mannered and polite, getting a positive modifier to shop prices. Halflings cannot become Clerics. Halflings are adept with a sling and are quite lucky at times. Halflings can use the following racial actions 'race<action>': Wiggle, smoke, smile, hide, flip, rumble. See also: RACE SLING Note: Sling's are EXTREMELY rare and very hard to find! Halfling Rangers: Perfect Aim works with Sling's, but they do NOT get gain extra shots EVER and NO plans are underway to change that. Stones can only be found in certain areas, most common in caves and underground tunnels. HUMAN HUMANS Humans are the basic race inhabiting the lands of Imperial, they gain no special abilities, but have no special restrictions either. Humans have great adaptability to new situations and can become powerful in any class. Humans learn new skills a bit faster than any other race. See also: RACE MANDRAKE MANDRAKES The combination of a Human and a Dragon, Mandrakes are the largest of the races. Great strength and a thick hide make Mandrakes of any class fearsome at hand to hand fighting, using their claws and teeth to good effect. However the natural armor that Mandrakes develop on their bodies is much too large for any armor to be worn on the body or about the body. Mandrakes have several special attacks, they will gain an elemental breath and if they are not wielding a weapon they will fight with their claws and teeth. As a mandrake matures (gains levels) these attacks get more powerful. To use these attacks Mandrakes must train second and third attack skills. They achieve the ability to fly upon choosing a guild. The third attack skill is a warrior only skill and will only be trainable by Mandrake warriors. WARRIOR Mandrakes now can use dual wield weapon only to gain the benefits of the dual wielding skills. The skills also work without the dual wield weapon and you get extra claw attacks. Mandrakes may not be thieves. Mandrakes may use the following racial actions 'race<action>': Pound, roar, flex, stretch, glow, smoke See also: RACE ORC ORCS Orcs are a strong race, and regenerate quickly, but they are very sensitive to the sunlight. Because of this their attack bonuses and regeneration are lower in sunlight than in the dark, they also get infravision due to their affinity to the dark. Orcs tend to be good fighters, gaining an additional bite attack in combat. Orcs are also generally ill mannered and unpleasant, resulting in them getting a negative modifier to shop prices. Orcs can't become Mages. Orcs can go into a frenzy and lose control of themselves for short periods of time. This creates more damage to their attacks at a loss of accuracy in aiming the blows. Orcs can use the following racial actions 'race <action>': Grunt, caress, clench, grin, crack, stance. See also: RACE, FRENZY Note: Frenzy is NOT fury...not by a longshot, but the of loss accuracy is substantial. PIXIE PIXIES Pixies are the smallest of the races. Tiny and fragile, these fairy folk make up for it by being exceedingly quick in both mind and body. Born of magic, all classes of Pixie can detect magic. Natural wings allow them to traverse any terrain and they can use their "dust" once in a while to soar even higher into the upper elevations. Pixies may not be warriors. Pixies may use the following racial actions 'race <action>': Giggle, buzz, dust, flutter, glow, crinkle See also: RACE, FLY, DUST, DETECT MAGIC LEMYRIAN Lemyrians are aquatic people who normally live deep under the water. They have webbed tissue between each digit and both gills and lungs, allowing them to breathe in air and water. Lemyrians have high constitution and strength due to the high pressure of their native areas. They are also granted a minor bonus to armor class when in water to make up for the lack of feet and leg equipment (the items remain on the character but do not have any effect while under water). Lemyrians may use the following racial actions 'race<action>': Flare, blink, odor, gurgle, patter, spit See also: RACE, WATER BREATHING Note: Lemyrians of any class get the Water Breathing spell at 100% and increased regeneration rates under water.