Monday, March 21, 2011

Race: Clockwork

   The amazing creations of extremely talented inventors, the Clockwork race
are similar to golems but are fully self aware.  They are not quite on par
societally as humankind but they are making leaps and bounds toward learning
where they belong among the other races of the world. There is a lot of variety
in the visual appearance of different Clockworks: some have outer shells while
some have many gears and pistons sticking out.  Some are made of different
metals but their overall endurance remains virtually the same.

  Clockwork - Heavy Metal, Unstoppable, Selfsustain   +2S +2C -1D    +1I -5W    -2V

   Heavy Metal - Clockwork take 20% reduced damage from all sources at cost
                of 20% reduced haste. The protection does not work vs lightning.
   Unstoppable - Your vitality regen increases by 500% when you are below
                one fourth of your max. Paralysis resist is maxed from level 1.
   Abstain - You do not require food, drink. You cannot attain drunk status.

Lv100: Youarewhatyoueat - Eat metal objects of any type to regain a fair amount
                of health. Soft metal items make you less threatening to others and give hp
                while hard metal items make you seem more threatening and give damroll.

Race: Deathless

   Undead special agents of the Arch-Lich Kairreln.  Unlike most
undead the Deathless possess a high degree of conciousness and some
ability to make their own decisions.  That being said, they find
it extremely difficult to resist the bidding of their master.

  Deathless - Doomtouch, Unstoppable, Bloodless                  -4c

     Doomtouch - Magic attack that can cause doom status and/or
       undead status in the victim.
     Bloodless - Immunity to most damage over time effects,
       such as bleeding and poison and resistance to critical hits.
     Eternal - Innately possess hunger and thirst freedom. Death
       resist and Petrify/Fear resist maxed.

Lv100: Unceasing - Half the standard fumble chances/reduction from
       equipment and become unstunned automatically at round's end.

Race: Wolfman

   A human/wolf hybrid.  The wolfman (or woman) is a not a lycanthrope, but
is the product of a magical splicing of species.  The product is neither man
nor wolf, and is a bipedal, furry, wolf-faced creature with large paws that
are able to wield and hold objects with fair amount of dexterity. They range
in color from white to black, including brown and gray between. Some have
multiple colors, although the most common of this is the gray and black.

  Wolfman - Packmember, Keen Smell, WolfDash               +1S +1C +1D    -2W  +1V

   Packmember - You deal additional damage when not the target of the opponent.
   Keen Smell - You automatically sense life and can uncannily dodge attacks
                that are used against you when you are yet currently fighting.
   Wolfdash - A short duration buff which gives 50 haste and reduces movement
                costs and delay while present.

Lv100: Packleader - Receive bonuses to crit chance and defense when in a group.
                These bonuses are increased further with more party members.
                Applies to spells also.

Race: Thri-Kreen

   Six-limbed insectoids, the Thri-kreen are an anti-social race by nature and
have only recently left their desert home to travel amongst the people of the world.
They look much like a mantis, and come in colors ranging from bright yellow, bright
green, to more sandy tones, dusty brown or camougflage colors.  They are incredibly
intelligent, and commonly misunderstood.

  Thri-Kreen - Detect Magic, Increased Armor, Quad Wield   -2S -2C -2D +4I   -3c   +2V
     
   Detect Magic - Permanent detect magic ability
   Exo - Increased armor due to insectoid exoskeleton.
   Fourhand - Dual wield a two-handed weapon as if it were a regular weapon.
                It helps to have four hands to do this with. You may sometimes take
                additional damage when using this ability.
 
Lv100: Thriwield- Able to use a third and fourth weapon if not using Fourhand.
                These weapons occupy your arms and hands equipment slots.

Race: Shadow

   The Shadow race are a mysterious lot.  They typically come from the Overcast
Village within the Shadow Realm.  They are a very peaceful lot, though they share
many traits with wraiths and ghosts. 

Shadow - Dissipate, Realmgate, Darkener      -3S             +3I

 Dissipate: whenever a shadow is struck by a hit that does more than
         10% of his or her maximum health he or she will enter a mode
         where all damage taken is reduced by 40% and all regeneration
         rates increase by 40% for a few minutes.
 Realmgate: creates a realmgate item that can be used to instantly transfer
         to the shadow realm. remains in the shadow's inventory and can be
         used to return to the previous location with the enter command.
         a shadow within the shadow realm regenerates very quickly and
         also recovers from skill learning very quickly.
 Darkener: a debuff that reduces the target's spell and death resistance
         by a decent margin, plus causes the target's special attacks to
         sometimes fizzle out. Shadow are also immune to most forms of
         blindness.

Lv100: Shadowclone - Buff, copies a portion of all damage you do, and can block a hit.

Race: Giff

   Large and very stern by nature.  The Giff are a race of hippo-noids
whose origin is unknown.  They may have lived undisturbed in their
subterranean civilization for many ages before being discovered.
They are gray with hints of pink.  Giff have a strictly militaristic
 society that teaches them from very young age how to work as a team
and how to use perform certain tasks such a fire ranged weaponry.

Giff - Sighting, Backup, Guerrilla               +3C -3D     +2I -4c   +1V

 Sighting: giff are gifted with advanced aiming capabilities,
         especially with ranged weapons, even moreso with guns.
         improves their chances for crits, and their hit chance.
         also causes the aim ability to work slightly better.
 Backup: a giff is trained in the art of assisting a fellow
         fighter. can use this ability to reduce the damage that
         your group leader will take by a large margin.
 Guerrilla: giff tactics are quite varied and they receive bonuses
         to the following situations:
         counterstancing: giff receive double regular counterstancing
                          bonuses both offensively and defensively.
         blessed: a giff using a blessed weapon will inflict greater
                          than usual damage to their foes.
         armor: a giff has a higher than usual maximum armor bonus
                          from all armor types.
         weapon runes: a giff has a slight bonus to all situational
                          damage via weapon runes.
         camouflage: a non-moving giff will rarely be noticed or
                          attacked by regular monsters and npc.

Lv100: Spellshot - Shoot along with spellcasts, if you are using a ranged weapon.

Race: Goblin

   Small, stalky green creatures with very sharp yellow teeth and
a very strong odor.  They are not evil necessarily, but Goblin culture
is far more brutal than the norm.  Betrayal, murder and burglary are
very common among them.  They usually have white, black, gray or brown
hair, and it is tends to grow in small densely packed tufts.

Goblin - Crafty, IronStomach, RazzleDazzle   +1S     +2D -4W +2I -3c

 Crafty: Goblin have a natural skill with trades, especially
         smithing/tempering and customizing. They start with
         some skill% in them right from the begining, plus
         receive a bonus to chance for improving in all skills.
         starting skill in smithing and customize: 25%
         starting skill in other trade abilities: 10%
 Ironstomach: goblin may eat items that are no longer needed.
         this ability is similar to the junk command, but the
         goblin receives some health,mana, and vitality instead
         of a small amount of gold. rarely causes the goblin to
         gain a small permanent bonus to their maximum of a stat.
         health, mana, or vitality is based on the type of item
         ingested. potency is loosely derived from item strength.
 Razzledazzle: goblin magic and skill damage is boosted by a random
         amount each time. sometimes particularily large boosts
         are accompanied by an extra flashy display and big damage.
         applies to damage caused by an item or weapon 'proc' too.

Lv100: Kaboom - Detonate for ae damage, causes large damage on self too, though.

Race: Gnoll

   Related to hyena somehow, these humanoids are strong and fast.  They
are known for their mocking, annoying laugh, as well as their ability to
hunt down a foe. They are mottled tan and gray.

  Gnoll - Hyenaclaw, Cunning, CallHyena        +2S     +1D     -2I -1c   +1v

     Hyenaclaw - Combat manuever combined with a mocking laugh, the Gnoll
       dashes in and repeatedly claws the victim.
     Cunning - Tracking ability, allowing track and where commands.
     Callhyena - Call out for assistance from a hyena, this is a pet
       that will follow and assist you as you see fit.

Lv100: Surround - Group buff, aids group damage, especially when fighting one
                  enemy only lasts until end of current fight.

Race: Dromite

   Dromites are small and beetle-like. Their eyes are like an insects
and they have short antennae on the sides of their head in place of
ears. The Dromites skin is normally gray with dark gray to black
jagged dots, or runish markings. Their skin patterns can vary greatly.
They have three fingers and are very agile but also possess a degree
of psionic ability that can carry them to great careers within the
magical arts. Even those that choose physical-oriented careers tend
to eventually bring some degree of magical aptitude to the table.

 Dromite - Carapace, Drainwill, Sudden   -1S  +2D  +1I -2c   +2V

     Carapace - Dromite receive a large bonus toward their armor.
       This bonus increases as they grow in level.
     Drainwill - Extract the mental force from a target, this drains
       mana from a victim and gives it to the Dromite.
     Sudden - Dromite have a sudden and jerking method of movement
       and thus are difficult to predict. In other words their opponents
       receive a penalty to dodging-type skills.  In addition, Dromites
       have an increased chance to receive an extra attack after they
       are dodged.

Lv100: Pyschosoma - Both physical and magical damage are increased by
       damroll and magroll together. in other words magroll helps phys
       damage and damroll helps magic damage. str and int also apply to both.

Race: Maenid

   Magical creatures that seem to be hollow except for within their bodies
is pure light.  They are very secretive and not much is known of their origin
or habits.

  Maenid - Glowing Body, Glimmer, Ignite       -3S -2C         +4I +2c

     Glowing Body - Maenid natural glow, which provides light the
       surrounding area. Some creatures are more prone to attack
       them due to this, however.
     Glimmer - Maenid take reduced damage due to the nature of
       their body type.  This applies to both physical and magical.
       Does not work when ignite is enabled.
     Ignite - Initiates the full effect of their inner light,
       granting them a large bonus to magical damage but reducing
       the speed at which they regenerate mana by half.
       Ignite cancels the benefits of Glimmer while it is in
       effect.

Lv100: Firefly - Mode which increases physical durability and damage if
       the target of combat, also increases threat/switch levels greatly.

Race: Lasairn

   A race of ancient tree people, the Lasairn are hardy and wise.
They are relatively small, unlike the traditional treant or ent.
Most Lasairn have fully formed faces, so can be spotted in a forest
quite easily if you spot a face. Some even have somewhat delicate
features, it all depends on what race the Lasairn of that particular
area saw the most, as Lasairn form their faces based on the humanoid
race they see when they are young an going through their main growth.
Lasairn can look like virtually any type of tree, but only small
versions of them.

  Lasairn - Chloroplast, Entwine                +3C -4D +2W -2V

Chloroplast - 20% health regeneration boost, stacks with other forms
          of regeneration and is usable on others. Consumes 25 M.
Entwine - Single target root attack, lasts a bit longer than entangle.
          Lasairn can use this while in combat or out. Consumes 35 V.
Photosynthesis - Sustains you, thus you do not need to eat or drink.

Lv100: Roughbark - Improves lasairn armor factor.

Race: Orc

   A brutal race of people, the Orcs are a young race that is very
aggressively attempting to take more of the world for their own.
Some Orcs become adventurers, seeking fame and forture, or perhaps
just glorious battles and a death in battle.  Orcs are slightly
larger than humans in general and have an easier time building up
muscle mass.  They typically have green skin, although some tribes
have been known to have dark gray, dusty brown or pale yellow skin.
Orcs have small tusks and coarse, greasy hair.

  Orc - Brute Force, Warg Call              +2S +2C -2W -2I -2c +0.5

Blood Pact - Orcs can cast spells using their health instead of mana
  if they run out of mana.
Brute Force - Orcs are predisposed to attack, recieving a 10% bonus
  to their physical damage.
Warg Call - Orcs and Wargs are somehow tied.  Orcs can howl in a
  special way to call forth a Warg whenever they are outside.
  This Warg is a powerful mount that can carry the Orc around.

Lv100: Warghowl - Increases rage in orc, also in warg if it is nearby.

Race: Vampire

   Pure-blooded Vampires are the source of the vampirism curse.
They are an eccentric race, very solitary and at the same time
violent.  Nearly all vampires are extremely charismatic and good
at convincing people to do things.  Vampire are not very healthy
in general, and must drink blood from a living target often to
sustain themselves. 

   Vampire themselves are usually very pale, and closely resemble
humans but with typically pointed, narrow features.  Their hair
can range in color from black to red to blue, including the colors
between.

  Vampire - Batform, Bite, Dark Power *         -4C +2D +4c +1V

Batform - Transform into a bat, which grants flight and prevents
  them from being the target of most aggressive creatures.
Bite - Drain health and sustainence from a victim.  Vampire may
  use this command in place of drinking and eating.
Dark Power - Vampire do increased damage with all attacks based
  on how dark it is in the room.  The bonus ranges from 15 to 30%.

Lv100: Unblessed - Take greatly reduced damage from any non-blessed
  weaponry/attacks.

Race: Naga

   Naga - distant sea cousins to the yuan-ti, the naga are sea-dwellers
that prey upon merchant vessels and coastal cities.  They are a hardy
race compared to yuan-ti, and not nearly as dexterous.  Most Naga are
blue-gray in color, although there are some rarities that can cause
red-gray, aqua, and charcoal colors.  They are not poisonous by nature,
although they enjoy employing poison in their battle tactics.  Naga
possess small channels in their limbs that can intake and expel water,
although the ability is not viable away from water. They are not very
good at speech, although this can be overcome with effort, the wail of
a Naga can actually harm the ears of others. Naga are weak against ice
attacks, although cold weather does not signifigantly affect them.

 Naga - Shriek, Uncurse, Sea Affinity  +1C +1D +1I -1W +2c

Sea Affinity - Naga can swim from birth, and also gain a range of
   bonuses when near/in water. These bonuses include health and
   mana regeneration boosts, dodging increases and a chance to do
   water with a melee attack based on climate and weather.
Shriek - Powerful area-effect silence attack that also stuns
   everything in the room with a high probability.  A Naga can
   only use this ability once per day.
Uncurse - Naga are capable of uncursing themselves at will.
   This ability requires some mana and movement.

Naga, like Yuan-ti have no feet.  They do not take hits there and have an
   easier time completing large equipment sets to offset this.

Lv100: Waterspit - Fairly powerful water attack against one opponent.

Race: Neko

   Bipedal felines, Neko are an ancient race that just recently came
into the land of Tirn Aill through one of the portals.  They are furry,
have large ears, long tails, big eyes and otherwise look very much like
"Human Cats."  There are Neko of many colors and variety, some have
long hair, some have shorter.  Some have stripes, some don't.  It is
not known how they came to be, although some guess that it may have
been some kind of magical expiriment.  There is an enclave of Neko in
the dangerous cliffs of the Valley of Draeda known as the Fu-lin.

 Neko - Catform, Distract, Persevere    -3C +4D -3W +1I +2c      +1.5V

Catform - Transform into a fully cat form with increased strength
  capacity and more combat ability. They can only transform into this
  form once per day, although they can mantain it indefinately.
Persevere - Neko are capable of resisting some aspects of negative
  status. Such as spells that would lower your maximum strength.
  Persevere also grants them some additional avoidance.
Distract - Neko attempts to distract a target for one round,
  a very effective tactic when grouping.

Lv100: Affine - Distract lasts longer and dexterity now benefits spells/heals.

Race: Fae

   A race of small spritely people who guard nature from would-be
defilers.  They have a mystical nature and are rarely seen unless
they want to be seen. 

   Fae are very small and lightweight, smaller than even a gnome.
There are a few freakishly tall Fae, which the normal type usually
shun, thinking that they aren't really Fae.

   They have pointed ears, not as narrow as elves, but much larger.
They typically have very long hair, which can be any color normally
found in plant life. Their eyes are large, although it doesn't
seem to give them any particular advantage.

 Fae - Fade, Regenerative Touch, Sparkle   -4S -3C     +4W +3I +2c

Fade - Become invisible at will.  This is an advanced form of
  invisibility that does not cease in combat, it has a long
  duration as well.  It requires a chunk of mana to use, however.
Regenerative Touch - Fae regenerate a little health when they
  connect with a melee attack.
Sparkle - Causes a target to be surrounded by magical wisps
  that raise the amount of magical damage that a creature will
  take.  This is a short duration debuff.  The wisps also prevent
  the creature from being hidden from view.  Lasairn receive sparkle
  as a benefit, not as a problem.  Fae and Lasairn are closely tied.

Lv100: Force of Nature - Grants magical procs to melee based on environment.

Race: Ogre

   Large, muscular creatures. Ogres are a little too muscular for
their own good, as their bulk gets in the way of their ability to
move quickly.
   Brutal killers by nature, they are not interested or capable of
very much higher learning.  Most are content to live out their lives
in a small area, hunting for Gnomes and other small things to eat.
Some live in groups, although most are solitary.
   They are usually tall, although some short Ogres have been known
to exist.  They are rather silly-looking, as they still have the
same amount of musculature as their larger brethren.  Skin tones
are usually brownish, although it can vary quite a bit.  Male Ogres
have small tusks which they are rather proud of.  These often get
broken off if the Ogre manages to live very long.

 Ogre - Slam, Thick Skin, Wild Swing +4S +3C -4D -4W -2I -3c -2V

Slam - A hit that can stun a target for a short time.
Thick Skin - Ogre have thick skin, and are capable of resisting

Spells and skill of a stunning nature more easily than others.
Wild Swing - Ogre casters can hit with a melee strike while casting
a spell, this ability allows Ogres to be decent casters. Wild
Swing also grants a bonus to two-handed damage based on weapon
weighting, making Ogres more likely to prefer 2h.

Lv100: Feriocioushunger - Ogre gains a boost to damage after eating.

Race: Yuan-ti

   The Yuan-Ti are a race of nomadic snake people that tend to prey on weaker
foes they come across.  Now and again a young Yuan-Ti assimilates into society
either from the compassion from others or from sheer will.  They are very agile
and intelligent, and have a potent poison in their fangs that reacts strangely
with its victim.  They tend to be reddish colors, marroon and rust to more of
an orange depending from which tribe and such they originate.

 Yuan-Ti - Coil, Slither, Venomous Bite        -2C +2D     +2I +1c   +.5V

Coil - A riposting technique that prevents the user from attacking,
   using skills or casting spells, but allows you to dodge (dex+int)% of the time
   and (dex+int)% of those dodges are turned around to hit the attacker. Chances
   are modified slightly by attacker's dex and int and level vs level.
Slither - Automatic skill that grants the Yuan-Ti the ability to quickly
   dodge incoming attacks or spells. Chance is (dex/2)%
Venomous Bite - A draining bite that does about 10 to 25 damage to an opponent
   and turns that hp into mana for the Yuan-Ti. Also used to cause Poison affect
   in victim. Consumes a portion of user's movement.

Yuan-ti, like Naga have no feet.  They do not take hits there and have an
   easier time completing large equipment sets to offset this.

Lv100: Shedskin - Pause for a few moments to greatly recover life at the cost of some mana.

Race: Gnome

    Diminutive people who specialize in tinkering around with everything.
They have amazing problem solving ability, making them highly skilled with
magic and with making objects.  Gnomes tend to look very old for their age,
usually having white hair and wrinkles before they even leave home, some say
it is a product of their brains always considering every side of things...
no one really knows.  They are not ashamed of this, however, the men usually
growing long, narrow beards, a lot of ear hair and combing their hair away
from bald spots, to display them prominently.

Gnome - Dirt Fighting, Logic, Tinker, Infra         -2S +1C     -2W +3I       -1V  

Dirty Fighting - Make use of any advantage in combat that you can get.
   Causes you to use a cheapshot attack based on the situation.
Logic - Allows use of Conserve and Waste. Only one may be used at a time.
   Applies to status durations and to healing spells. Magical skills as well,
   such as most offensive Mystic abilities.
   Conserve - Mana cost for damage spells goes down 20% and damage goes down 10%.
   Waste - Mana cost for damage spells goes up 10% and damage goes up 20%.
Tinker - Trade skill - the ability to combine different items in creative
   ways to make them better.  Doesn't always work that way. :)
Infravision - the ability to see in the dark.

Lv100: Unassuming - Bonus phys damage when striking from concealment or not tanking.

Race: Drow

  Drow are dark elves, prefering the darkness of the underground to nature.
They are shorter than normal elves, and have black skin, tinted slightly blue.
Drow have a range of hair color from black to white to blue or anywhere
between.

   They can see in the dark very well, and are very comfortable in it, granting
them increased ability to avoid attacks when in dark places.  Drow also have
resistance to offensive and affect magic... however the resistance is a chaotic
form that can sometimes make helpful status not work and very rarely can make
damage increased from spells instead of decreased.

   Drow function well in any role, although as a race they tend to prefer
classes that rely on speed and agility, such as judoka and assassin.

Drow - Black Calm, Defiance, Night Orb, Infra      -1C +2D     +1I -1c   +1V

Black Calm - Drow are very comfortable in the dark, and gain large bonuses
   to their armor and avoidance while in it. These bonuses are larger

   if their opponents cannot see in the dark. Pair well with Night Orb,
   which simulates some of the effects of night.
   Black Calm also grants Sense Life to the drow.
Defiance - Chaotic resistance to magic. Average of 33% resistance to magical
   damage. 50% resistance to negative magical affects, 25% to positive.
   This ability can be annoying at times, but it can also be a lifesaver.
Night Orb - Has two uses. The primary use is an orb of darkness around the
   drow, causing night effects nearby. This causes Black Calm to take effect
   to a lesser than normal degree in a lighted room.
   The other use is to cause victims who cannot see in the dark to be blinded
   by the darkness effect. One blinded it is not removable by merely finding
   a glowing item, etc, it must run its course or be removed magically.
Infravision - the ability to see in the dark.

Lv100: Deathdance - Increases all damage for drow and party for short period.

Race: Troll

   Troll are not known for their brain power, but they can take a hit like
none other, thus they make great warriors and barbarians.  Some Trolls enter
the healing or rogue fields, hoping to use the power of their extreme health.
 
Troll - Greenblood, Regrow, Pregenerate, Infra   +1S +4C -1D -2W -4I -3c  -1.5V

Greenblood - 25% bonus to health regeneration and immunity to poison
             attacks.
Regrow - Spontaneously heal 50% of maximum health once per mud day.
Pregenerate - Gorge on regenerative energy so that you can take a
             few hits without any damage.
Infravision - the ability to see in the dark. 

Lv100: Witchdoctor - Increases heals and spells by a factor of strength.

Race: Molnese

   Molnese are very small and furry, they closely resemble rodents and
have short tails.  They are typically a very reserved, hermit-like race,
and live underground, preferably near pools of water.  Molnese are
notoriously bad at conversation, since they usually spend very little
time with others.  They enjoy learning and have been known to make very
skilled magic users. 

   They are covered with oily fur with colors ranging from brown to
beige to black to white.  They have large eyes which are almost always
black.

Molnese - Flurry, Dig, Molnese Pride, Infra     +1S +1C -3D +2W +2I -2c

Flurry - Series of quick clawing attacks, power and aim increase as
   agitation goes up, and as hit points go down. Also based on basic
   damage statistics such as damage roll and strength.
Dig - Dig into the ground to hide and improve health and mana
   regeneration rates by 10% while underground. Not usable everywhere.
   When buried, Molnese regeneration rates for hp/mana/mv are all
   increased by 16%.
Molnese Pride - Hermits by nature, Molnese get 100 extra mana at level
   1. Due to this, they have very small eyes, making them immune to
   Blindness of nearly all types.
Infravision - The ability to see in the dark.

Lv100: Unearth - Surprise attack only usable from dig status.

Race: Emengo

   They are considered to be Deep Dwarves by the majority of the populace,
but the Emengo insist that that have no relation to them.  Emengo are a short,
stalky, hairy race, and are brutal fighters when pushed.  They have been known
to fly into a rage like no other in the heat of battle.

   Emengo are a little taller than Dwarves and usually have oddly pigmented
skin tones ranging from red to brown to yellow.  They typically have very long
beards and keep them neatly tied.

Emengo - Berserk, Realization, Transform, Infra +2S +2C -2D -1W     -3c   -2V

Berserk - The ability to fly into a rage at will, granting increased damage
   at the cost of avoidance.
Realization - Recover mana whenever you make a kill.
Transform - Become a powerful beast once per day, +50%(max 500) hp, increased
   strength and constitution, also +3 to MAX of both for duration.
Infravision - the ability to see in the dark.

Lv100: Ingestion - Large health/mana/vit recovery bonus from eating and drinking.

Combination Abilities:
Emengo + Berserker/Warrior(Class Berserk Skill)
Temperance - The ability to turn anger on and off at will.

Race: Telnarius

   Ice-elves, who long ago chose to leave their forest homes, seeing
the forests as not the perfect form of nature.  Instead, ice-elves saw
the pefection and beauty in the arctic land, where everything is frozen
and unmoving.  Telnarius are generally a bit taller and slimmer than
their cousin elves.  They can have one of two skin colors depending on
which line they come from, either silvery white or if they're descended
from dark elves, a frosty blue.  They commonly have white, blue, black,
or silver hair, no matter their age.  They have various eye colors
ranging from black to gray to red.

Telnarius - Coldsight, Disrupt, Infra, Wit -2S -1C     +1W +1I +3c   +1V

Coldsight - All Telnarius are able to detect invisibility at all times
   Note that invisibility is different from being hidden.
   Also increases critical strike chance and hit chance.
Disrupt - Damage ability that reduces victim hp and mana by a small
   amount. Silences the victim for a very short period of time.
Wit - 25% mana regeneration bonus, 25% bonus toward skill learning.
Infravision - the ability to see in the dark.

Lv100: Spelltrap - Traps an incoming spell and recovers mana from it instead
                         You will also inflict greater damage while the trap persists.

Race: Drakkar

   Drakkar are strong, dexterous, intelligent and hearty.  With all
that you would think they'd have conquered the world by now, however,
they are typically very arrogant and unwise by nature, and don't always
interact with people appropriately.  They do have one other ability:
innate movement recovery, which means they don't have to stop and rest
for as long as the other races once tired out.
   They have dark, spotted skin, straight black hair and their arms and
legs narrow as near the hand or foot, ending with claw-like fingers.
They are the twisted expiriments of some unknown magi in blending humanity
with Dragonkin.  They are neither... a race of their own forging.

Drakkar - Steadiness, Vigor, Flight     +1S +1C +1D -2W +1I -1c   +0.5V

Steadiness - Immunity to silence and the effects of slow.  The actual
   slowing status sticks to drakkar, however, so if the status also any
   other things besides slow, those effects will still apply... like Decay.
Vigor - 25% movement regeneration bonus, basic attacks don't use movement.
Flight - Not as able as Aroca, but nonetheless Drakkar can fly using their
   elegant black wings.

Lv100: Dragonsblood - Perform a breath-like attack on all in room.

Race: Aroca

   Bird people, Aroca are feathered and light-weight.  They live
primarily in jungle tribes, or certain warm, moist forests.  Aroca have
many healers and magic casters, and thus are smart and wise compared to
some, and dexterous due to their bird-like nature, however they aren't
very strong, and have very fragile bone structure.
   Feathers cover their entire body and are typically red, sometimes
green, but they often grow many different colors near their head and on
their tail.

Aroca - Flight, Spirit Touch, Swiftness   -1S -2C +1D +3W     +2c   +2V

Flight - The ability to fly, this skill has a few uses... one is the
   Fly command, which makes you fly, but if not flying, flight can
   automatically enable when needed, if caught off guard. Also grants
   use of Dive command -- a swooping, short stun attack.
Spirit Touch - Summon spirits to heal a target, or yourself. Similar
   amount as heal spell, but the mana is reduced. However, you also
   pay movement in addition to the 2/3 normal mana. This ability is
   a skill, and thus immune to the effects of silence and nomagic.  
Swiftness - 30% haste, similar to that of a Judoka. stacks with all.

Lv100: Arocancry - Area attack, lowers resolve, meaning the enemy take increased damage.

Race: Centaur

   Centaurs have the head and torso of a man and the body of a horse.  This
combination gives them considerable strength and quickness.  However, centaurs
are not known for their levelheadedness: they enjoy drinking and carousing and
seldom back down from an insult or a fight.
   A full-grown centaur stands six or seven feet tall, and weighs much more
than a human.  Centaurs' hair color tends to match their body coloring, usually
brown.
   Centaurs are born with the ability to stamp their hooves on an opponent in
combat.

Centaur - Hardiness, Stamp, Survival          +1C     +1W -2I       +4.5V

Stamp - A rearing kick attack that can be used during combat.
Survival - Centaur only require half the normal amount of food/water.
Hardiness - Descreases movement used in travelling, similar to that of a horse.

Combination Abilities:
Centaur + Hunger Freedom + Thirst Freedom
Durability - Decreases damage taken by 10%, stacks with all.

Lv100: Manadance - Recover a large amount of mana at the cost of vit.

Race: Wemic

   Wemics are also known as "liontaurs."  They have the body of a lion and
a humanoid torso, with a complete covering of fur.  Wemic faces have a feline
appearance: some humans say that this makes their speech sound funny.
   Such humans soon encounter the wemic's notorious hot temper.  Since wemics
are generally stronger and better-built than humans, the wemic tends to come
out on top of such confrontations.  Wemics have the ability to attack by
pouncing on a victim and knocking him over.
   Wemic fur tends to be blond or light brown.  This, combined with their
comparatively large eyes, makes them look "cute" to centaurs--- almost like
a centaur teddy bear.  Wemics are not known to appreciate this comparison.

Wemic - Fighting Instinct, Pounce, Stalk     +1S     +1D -2W     +2c   +2V

Fighting Instinct - Automatic ability to get clawing attacks in battle
   periodically, and automatically jump to your feet if you're knocked down.
Pounce - A leaping attack that knocks an opponent down. Can only be used to
   initiate combat.
Stalk - Innate ability to track and sneak after prey, those are the
   commands to use to enable it.

Lv100: Wemicanroar - Strike fear into your enemies, reducing their damage.

Race: Minotaur

   The first minotaur was an experiment by an unknown magician in another
realm.  He hoped to create the ultimate army by combining the strength of a
bull with the intelligence and dexterity of a man.
   Although minotaurs tend not to be too bright, they are truly fearsome
creatures.  Minotaurs stand over seven feet tall and have enormous amounts
of strength.  Their horns can be used in battle to gore opponents.
   Minotaur's bodies span the whole range of human coloring, while their
heads tend to be brown or black.  However, albinos are not uncommon, and
the rarer red-headed minotaurs are reputed to be the fiercest fighters.
   Humans tend to dislike and distrust minotaurs, but few men are foolish
enough to show their contempt publicly.  The race of minotaurs has flourished
in Tirn Aill; their settlements, however, tend to be located far from the
other races.

Minotaur - Bloodlust, Gore, Intimidation  +3S +1C -1D -1W -2I -3c   -0.5V

Bloodlust - Extra attacks at the expense of avoidance and hit chance,
  can only be engaged if highly agitated.
Gore - A relatively slow rushing attack that causes a lot of damage.
Intimidation - Chance to prevent weaker monsters from attacking you.

Lv100: Snort - Short buff that increases all phys/mag damage done and
  decreases phys/mag damage taken for that period of time.

Combination Abilities:
Minotaur + Barbarian
Visage - Weaker opponents suffer a penalty to attacking the minotaur due
   to fear.  Increases success chance with Intimidation, as well.

Race: Kender

   Other races shy away from the kender's undersized figure, for the kender
have a reputation as the 'race of thieves.'  Kenders are hurt when they hear
such a remark however. Kenders call it 'borrowing' and surely 'borrowing' a
few goods from 'friends' isn't bad thing...
   Kenders are smaller people compared to humans, standing only four or
five feet tall.  Often it is easy to mistake a kender for a human child.
Their complexion can range anywhere, and their hair color tends to be brown
or darker, with various eye colors.

Kender - Peek, Reflex, Steal              -1S -1C +3D               +1.5V

Peek - The ability to see other people's inventory when looking at them.
Steal - The ability to steal items or gold from someone else's inventory.
Reflex - Exceptional ability to avoid attack (dex)% and other harm,
   such as traps and some spells.

Lv100: Goldentone - Your damage will increase based upon your wealth.

Combination Abilities:
Kender + Bard
Luck - Strange luck for finding gold.  Adds to Steal.

Race: Lizard

   It wouldn't be fair to say that a lizard-man thinks with his muscle.  It
would be much more accurate to say that they didn't think at all.  Lizard-men
are seven feet of green-skinned strength and ferocity.
   Lizard-men are rare in the cities of humans, but that's probably just as
well for both parties.  Although lizard-men are not clumsy, they have a
tendancy to break anything that gets in their way.
   A Lizard-man has sharp claws and a powerful tail that can be used to great
effect in combat.

Lizard-Man - Claw, Tailslap, Scale Skin   +2S +2C +1D -3W -3I -2c

Claw - A quick physical attack that can be used often.
Tailslap - A relatively slow attack with a chance to stun.
Scale Skin - 10% health regeneration bonus, 10 armor, 10 avoidance.

Lv100: Slime: Increases HP/Mana/Vit regen for a short time.

Race: Dwarf

   All dwarves know they are the oldest race in the world.  Scholars disagree,
but arguing with stubborn dwarves will not change anything.  Dwarves are people
of the earth, very strong-willed and loyal to their friends.
   Dwarves are stocky people and shorter than normal humans (4-5 ft).
However, dwarves weigh about the same as an average human.  Their complexion
tends to be a little dark and their eye and hair colors also tend to be darker.
   Dwarves are best with using tools.  This can be anything from constructing
buildings to wielding weapons of war.  They are a strong and healthy people.
   Dwarves, like elves, have innate infravision.

Dwarf - Lore, Repair, Tenacity, Infra          +1S +2C -1D         -2c   -1.5V

Lore - The ability to identify valuable or rare items by using assess command.
   Dwarves also receive bonuses to mining, tempering and forging.
Repair - Allows a dwarf to repair most items without any training.
Tenacity - Resistance to stunning attacks, raises aggression if immobilized.
   Also raises damage/defense for a short period of time afterward.  Dwarves
   also have increased ability to hold their alcohol.
Infravision - the ability to see in the dark.

Lv100: Gruff - Self buff, reduces damage taking capacity for a short time.

Combination Abilities:
Dwarf + Warrior
Prevention - A dwarven warrior's items take half damage.
Dwarf + Bard
Improved Lore - Ability to identify ANY item just by looking at it with assess.
See Also: Race, Infravision, Racials

Race: Elf

   Elves are members of an ancient race, surviving to this date.  Unlike
other ancient peoples, the elves have readily adapted to the changing world.
They are in no danger of extinction: elven communities can be found in most
major human cities.
   Elves have about same height as a normal human.  However, they are far
more thin.  Their complexion tends to be lighter, while eye color and hair
color can range anywhere from plain black to forest green. Their pointed
ears are their most distinguishing feature.
   Due to frailness of body, elves tend to shy away from physical crafts. 
Rather they excel at the usage of the mind, like spellcrafts.  Elves also have
quick reflexes and innate infravision.

Elf - Affect Magic, Grace, Keen Sense, Infra       -1C +1D     +1I +1c   +1.5V

Affect Magic - Doubles the duration of positive affect magic and halves duration
   of negative affect magic coming at the Elf. Affect Magic is always beneficial.
Grace - Avoid attack (dex/2)% and gives a damage bonus with swords and archery.
Keen Sense - Sense hidden and sneaking creatures.
   Functions exactly like the Sense Life Spell, but is always in effect.
Infravision - the ability to see in the dark.

Lv100: Wardance - Party buff to hit chance, evasion, crit chance.

Race: Human

   Many scholars speculate that humans are perhaps the newest comer into
the known world. Despite that, humans are already starting to dominate the
other races, due to their ambition and versatility. Many cities are built
and new kingdoms are starting to appear by humans.
   They are 5 to 6 ft tall average, with medium built body. Their complexion
ranges from dark to light with many combinations for hair color and eye color.
   They can master any crafts known to the world, be it ancient spellcraft
or warriors' swordplay.

Human - Adapt, Determination, Versatality              None              

Adapt - Ability to use many items that your class normally could not.
Determination - 50% chance to resist con loss on death. Also grants one
   addition grandmaster proficiency for both weapon and magic groups.
Versatality - 20% increase in experience gained from killing.

Lv100: Jack of all trades - increases maximum for all basic attributes by 1

Combination Abilities:
Human + Warrior
Weapons Master - Grants two more 'GM' proficiencies than the two combined.
   Human - jack of all trades (increases maximum for all basic attributes by 1)

About Us

Welcome to the Blog/Website for Otherworld the realm of Tirn Aill.

We are an Multi-User Dungeon game RPG.  Otherwise known as a MUD.
MUDs are old-school text games first created in the late 80s and use telnet
protocol to connect and play.

MUDs are generally based somewhat upon Dungeons & Dragons.

We originally started out in January 1996, and were then known just as 'Tirn Aill'
Here we are in 2011 and we're still active.  More content is around the corner.
We could use more players!  Come join us and have fun. :)

Telnet to:     tirnaill.com    port 4000

You may use programs such as:
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ZMUD / CMUD   ZMUD's website  This is pretty much the best way to go, but costs some scratch.

GMUD Download GMUD on sourceforge.net  Gmud isn't the best but it's free.

Connect via Mudconnect.com Go here and find Otherworld the realm of Tirn Aill on their list  Mudconnect's free flash client is actually pretty good.  Logging in is mildly annoying.

Or connect to us on our website: http://tirnaill.com/  This is a very basic client, but it's free and convenient.  Play at work! :)