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=CoffeeMUD Player Information=
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Description: Merfolk are half-fish, half-humanoid dwellers of the sea. They can breathe air and water, enabling trade with surface dwellers. Merfolk are the dominant underwater race.
Stat Adjustments: dexterity+2, wisdom-2, save vs fire-20, save vs water+35, save vs electricity-15, max dexterity adj.+2, max wisdom adj.+1
Racial Abilities: AutoSwim Swim
Cultural Abilities: Fishing Land Legs
Racial Effects:
Bonus Languages: Aquan
Bonus Abilities: infravision
Immunities: Scurvy, Lycanthropy, Sea Sickness
Experience Modification: 0%
Life Expectancy: 215 years
Starting Equipment: a delicate scaley green shirt, a knitted weapon belt
Wear Locations: head neck torso arms left wrist right wrist left finger right finger held wield hands floating nearby waist eyes ears body mouth back
Qualifying Classes: Abjurer Alterer Apprentice Arcanist Artisan Assassin Barbarian Bard Beastmaster Burglar Cleric Conjurer Delver Diviner Doomsayer Druid Enchanter Evoker Fighter Gaian Gaoler Healer Illusionist Jester Mage Mer Minstrel Missionary Necromancer Oracle Pirate Dancer Purist Ranger Reliquist Sailor Scholar Shaman SkyWatcher Templar Thief Transmuter Trapper Wizard

Character Information

Start Area Cora Isle
Player Ambassador
Racial Cities Atlantis

How to Play