Post by One on Mar 19, 2011 23:42:48 GMT -6
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
Increased armor - Increased armor due to insectoid exoskeleton.
Fourhand - Dual wield a two-handed weapon as if it were a regular weapon.
It helps to hand 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.
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.
Undead special agents of the Arch-Lich Kairreln. Unlike most
undead the Damned 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 strike 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 criticals.
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.
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 - Metalmen 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.
Selfsustain - 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 while
hard metal items make you seem more threatening.
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
Increased armor - Increased armor due to insectoid exoskeleton.
Fourhand - Dual wield a two-handed weapon as if it were a regular weapon.
It helps to hand 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.
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.
Undead special agents of the Arch-Lich Kairreln. Unlike most
undead the Damned 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 strike 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 criticals.
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.
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 - Metalmen 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.
Selfsustain - 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 while
hard metal items make you seem more threatening.