Difference between revisions of "PlayerRaces(CoffeeMUD)"

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*[[Giant Wolf|Giant Wolf]]
 
*[[Giant Wolf|Giant Wolf]]
 
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*[[Gnoll|Gnoll]]
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*[[Hyena|Hyena]]
 
*[[Puppy|Puppy]]
 
*[[Puppy|Puppy]]
 
*[[WereWolf|WereWolf]]
 
*[[WereWolf|WereWolf]]

Revision as of 13:28, 27 October 2020

CoffeeMUD
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=CoffeeMUD Player Information=
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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. This category also provides resistances, with a positive number equivalent to that percentage likelihood to avoid that type of affect.
  • 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, unless you happen to gain the appropriate level of the cultural ability while that race. For example, if a race gains a cultural ability at level 10, and you are a level 9 player who is polymorphed into that race, and then gain level 10, you will qualify for the cultural ability.
  • 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 20 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.

Race-Class Table

This table includes all the base races that a player may start off with. An X in a class box means that the class is AVAILABLE to that race.

Stats Bard Cleric Commoner Druid Fighter Mage Thief
Race S I D Co Ch W B C D J M C D H M N O P S T Ap Ar G Sa Sc B De Dr G M S B F M P R Ab Al C D En Ev I M T Ar As B P Th Tr Notes
Aarakocran +2 -1 -1 X X X X X X X X X X X X X X X X X X X X X X X X X X
Centaur +1 +1 -1 -1 X X X X X X X X X X X X X X X X X X X X X X X X
Drow +1 +3 -4 -3 X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X
Duergar +1 -4 X X X X X X X X X X X X X X X X X X X X X X X
Dwarf +1 -1 X X X X X X X X X X X X X X X X X X X X X X X X X X
Elf +1 -1 X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X
Githyanki +1 +1 X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X
Gnoll +2 -3 -2 X X X X X X X X X X X X X X X X X X X X X X X X
Gnome +1 -1 X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X
Goblin -1 +1 +2 -1 -1 X X X X X X X X X X X X X X X X X X X X X X X X
Half Elf X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X
Halfling -1 +1 X X X X X X X X X X X X X X X X X X X X X X
Human X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X
Lizard Man +1 -1 +1 -1 X X X X X X X X X X X X X X X X X X X X X X X X X X
Merfolk +2 -2 X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X
Mindflayer -4 +4 -2 +2 X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X
Orc +2 -1 -1 -1 X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X
Ogre +4 -1 -2 -1 X X X X X X X X X X X X X X X X X X X X X X X
Pixie -6 +7 -7 +2 X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X
Svirfneblin +2 +1 -2 -1 X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X X
All other var var var var var var X X X X X X X X X X X X X X X X X X

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.

Amphibian Animal Arachnid Avian Bovine Canine
Celestial Crustacean Demon Devil Dragon Dwarf
Elemental Elf Equine Fairy-kin Feline Fish
Giant-kin Gnome Goblinoid Halfling Humanoid Illithid
Insect Mephit Metal Golem Ophidian Ovine Pachyderm
Porcine Primate Pteropine Reptile Rodent Sea Mammal
Slime Stone Golem Undead Unique Unknown Ursine
Vegetation Wood Golem Worm

Note: Class selection is limited by the class itself, not the race. Classes that accept all races are listed below:

Appentice      Artisan      Gaoler      Scholar      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. Please do not update this wiki with stats on cross-bred races. Since they are dynamically generated, the stats may vary between servers, and can even vary on the same server if enough time has lapsed to reset the race. Humans are notorious crossbreeders, and can crossbreed with some other races without the assistance of magic (for example humans and elves can produce half-elves). Other combinations are possible with the druid crossbreeding chant.

Notes on Crossbreeding

  • If a parent combination is not already defined, a new race will be dynamically created.
    • When a new race is created, it will (primarily) average the parent races' base stats and resists.
      • If the parent races have set stats, it may choose one parent's stat, and/or modify the stat based on the other parent.
        • For example, if a parent has animal intelligence (set INTELLIGENCE=1), and another parent has +2 racial intelligence, it may choose to go with animal intelligence (set INTELLIGENCE=1) or Intelligence+2 minus 8(?) for the animal parent.
        • Due to the way the formula works with set stats, it will scale in some fashion with your class's maxstat each time you switch classes with a different maxstat value. This could result in a lower maxstat for your character even though the class maxstat was higher than before. It could also result in a higher value. In general, it is best to avoid breeding with races with a set stat.
    • When a new race is created, it will gain the "first four" abilities from its parent races.
      • I don't know what "first four" means...just that it is limited to 4, and I suspect these 4 will be selected by listing all abilities from both parent races in some fashion.
  • Most cold-blooded racial categories (Dragons, Birds, Fish, Reptiles) produce eggs. Most warm-blooded racial categories produce babies.
  • Eggs/Babies won't age to childhood until they are picked up.
  • The mob will become a playable character provided it meets the following criteria:
    • It does not have a fixed animal intelligence.
      • Bred children with animal intelligence cannot become player characters.
    • It is Christened before the baby/egg has taken it's first steps (reaches childhood age).
    • The player holding the baby/egg is one of the parents of the baby/egg when it is christened.
    • The account of the player parent has an available character slot for the baby/egg.