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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.