Difference between revisions of "PlayerRaces(CoffeeMUD)"
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There are many races in CoffeeMUD, including 19 starting player races and many other stock races. The list of races is ever-growing with the addition of new builder-created races to meet the needs of builders, as well as auto-generated races from the crossbreeding of mobs or through the planar travel system. | There are many races in CoffeeMUD, including 19 starting player races and many other stock races. The list of races is ever-growing with the addition of new builder-created races to meet the needs of builders, as well as auto-generated races from the crossbreeding of mobs or through the planar travel system. | ||
The entries for races include the following categories: | The entries for races include the following categories: | ||
− | *Description: A general overview of the race and physical description. | + | *'''Description''': A general overview of the race and physical description. |
− | *Stat Adjustments: Racial stat adjustments apply after character creation. Note that a stat adjustment does not automatically confer a bonus to the maximum stat value, although most races adjust stat and max stat values equally. | + | *'''Stat Adjustments''': Racial stat adjustments apply after character creation. Note that a stat adjustment does not automatically confer a bonus to the maximum stat value, although most races adjust stat and max stat values equally. |
− | *Racial Abilities: These are skills automatically granted to the race at a set proficiency (percentage skill). Racial abilities may be assigned to specific level before gaining them, but they never improve in proficiency. | + | *'''Racial Abilities''': These are skills automatically granted to the race at a set proficiency (percentage skill). Racial abilities may be assigned to specific level before gaining them, but they never improve in proficiency. |
− | *Cultural Abilities: These are skills automatically granted to any mob starting as that race. Polymorphing into a race will not grant the cultural abilities of the race. | + | *'''Cultural Abilities''': These are skills automatically granted to any mob starting as that race. Polymorphing into a race will not grant the cultural abilities of the race. |
− | *Racial Effects: These are affects that persist as long as the mob remains that race, such as a fear aura on a lich, or a stench on a zombie. | + | *'''Racial Effects''': These are affects that persist as long as the mob remains that race, such as a fear aura on a lich, or a stench on a zombie. |
− | *Bonus Languages: These are bonus starting languages that the race receives. | + | *'''Bonus Languages''': These are bonus starting languages that the race receives. |
− | *Bonus Abilities: Other non-skill affects that the race receives, such as infravision, are listed in this category. | + | *'''Bonus Abilities''': Other non-skill affects that the race receives, such as infravision, are listed in this category. |
− | *Immunities: Racial immunities provide complete protection against the listed affects. These are often diseases, but other affects could be granted immunity. | + | *'''Immunities''': Racial immunities provide complete protection against the listed affects. These are often diseases, but other affects could be granted immunity. |
− | *Experience Modification: If the race has a positive experience adjustment, then they gain experience faster. Likewise, a negative adjustment indicates the race levels more slowly. | + | *'''Experience Modification''': If the race has a positive experience adjustment, then they gain experience faster. Likewise, a negative adjustment indicates the race levels more slowly. |
− | *Life Expectancy: This is the anticipated lifespan in mudyears of a mob. If a mob's age exceeds this value, they will suffer aging penalties and be more prone to a variety of diseases associated with age. | + | *'''Life Expectancy''': This is the anticipated lifespan in mudyears of a mob. If a mob's age exceeds this value, they will suffer aging penalties and be more prone to a variety of diseases associated with age. |
− | *Starting Equipment: This is the equipment that the race starts with, and can be reequipped with the OUTFIT command. | + | *'''Starting Equipment''': This is the equipment that the race starts with, and can be reequipped with the OUTFIT command. |
− | *Wear Locations: These are the locations the race is permitted to wear items on. NOTE: It is possible for a race to have a limb location, with no associated wear location. | + | *'''Wear Locations''': These are the locations the race is permitted to wear items on. NOTE: It is possible for a race to have a limb location, with no associated wear location. |
− | *Qualifying Classes: These are the permitted classes a race may train into. | + | *'''Qualifying Classes''': These are the permitted classes a race may train into. |
==Player Races== | ==Player Races== |
Revision as of 18:34, 16 January 2017
CoffeeMUD |
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Administrator Builder Player |
=CoffeeMUD Player Information= | |||
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Basics | Info Commands Socials Combat Groups | Character | Stats Races Classes Abilities Expertises Achievements |
World | Deities Areas Property Quests Clans Triumphs | Items | Items Crafting Ships |
There are many races in CoffeeMUD, including 19 starting player races and many other stock races. The list of races is ever-growing with the addition of new builder-created races to meet the needs of builders, as well as auto-generated races from the crossbreeding of mobs or through the planar travel system.
The entries for races include the following categories:
- Description: A general overview of the race and physical description.
- Stat Adjustments: Racial stat adjustments apply after character creation. Note that a stat adjustment does not automatically confer a bonus to the maximum stat value, although most races adjust stat and max stat values equally.
- Racial Abilities: These are skills automatically granted to the race at a set proficiency (percentage skill). Racial abilities may be assigned to specific level before gaining them, but they never improve in proficiency.
- Cultural Abilities: These are skills automatically granted to any mob starting as that race. Polymorphing into a race will not grant the cultural abilities of the race.
- Racial Effects: These are affects that persist as long as the mob remains that race, such as a fear aura on a lich, or a stench on a zombie.
- Bonus Languages: These are bonus starting languages that the race receives.
- Bonus Abilities: Other non-skill affects that the race receives, such as infravision, are listed in this category.
- Immunities: Racial immunities provide complete protection against the listed affects. These are often diseases, but other affects could be granted immunity.
- Experience Modification: If the race has a positive experience adjustment, then they gain experience faster. Likewise, a negative adjustment indicates the race levels more slowly.
- Life Expectancy: This is the anticipated lifespan in mudyears of a mob. If a mob's age exceeds this value, they will suffer aging penalties and be more prone to a variety of diseases associated with age.
- Starting Equipment: This is the equipment that the race starts with, and can be reequipped with the OUTFIT command.
- Wear Locations: These are the locations the race is permitted to wear items on. NOTE: It is possible for a race to have a limb location, with no associated wear location.
- Qualifying Classes: These are the permitted classes a race may train into.
Player Races
There are 19 player races: Aarakocran, Centaur, Drow, Duergar, Dwarf, Elf, Githyanki, Gnoll, Gnome, Goblin, Half Elf, Halfling, Human, Lizard Man, Merfolk, MindFlayer, Orc, Ogre, Pixie and Svirfneblin.
Known Races
Races are grouped into racial categories, or families of races. A listing of known pure races by category is provided in the following table. Only pure, uncrossbred races are listed on this table.
Note: Class selection is limited by the class itself, not the race. Classes that accept all races are listed below:
Appentice Artisan Gaoler Cleric Doomsayer Missionary Necromancer Shaman Templar Fighter Barbarian Thief Arcanist Assassin Burglar Trapper Minstrel
Crossbreeding
CoffeeMUD has a dynamic crossbreeding system, so new races are generated when parents of different races magically mate. Some crossbreeds produce known results, some produce new races entirely.
Races Table
create a table with Race, class restrictions, ability modifiers, saving throw modifiers, innate skills, and other notes.