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Evil RacesEdit

Evil races in Duris suffer a great number of penalties, their hometown guards won't defend them, the sun blinds and harms most of them making daylight movement above ground difficult, the underdark where they reside is a very dangerous and unforgiving place and their hometowns even have all manner of deadly monsters out for blood

in return their statistics are generally slightly better, and their racial abilities are superior to the ones the good races receive, as such they are a better choice for experienced players who wish to challenge themselves, but gain power equal to the skill and perseverance they put into their character


OrcEdit

Orcs are a race of evil humanoids that are, typically, five feet
tall with green or yellowish skin and red eyes. Orcs tend to be more
social then most other evil races, preferring to group with as many
of their fellows as possible. Orcs, while preferring the company of other
orcs, are known to also group with Ogres and Trolls, and even Drow, Goblins,
Githyanki, and Duergar from time to time.
Orcs are the only evil race that can multi-class, and enjoy having day-vision.
Additionally, Orcs accumulate experience points faster than all the other
evil races.

Orcs possess unique vision, which allows them to see in both darkness and
light, allowing them to be one of the few races on Duris to travel both the
lands of light and dark.

STR:120, AGI:100, DEX:100, CON:125, POW:95, INT:95, WIS:95, CHA:85, LUK:90

Combat Pulse : average
Spell Pulse  : average

Innate Skills

  •  summon horde (obtained at level 11)

This innate skill allows the Orc to call upon his brethren for assistance
in battle. A great many number of low level orc warriors will show up in
a short amount of time to help the Orc in his battles. The orc warriors
cannot respond to calls made from the outer planes or the ocean, as they
do not have the means to get to the summoner. The horde is unable to
respond to single file rooms.

  • ultravision

Ultravision is the ability to see in darkness as though it
were broad daylight.

  • dayvision

Dayvision is the ability that allows an individual to see in the daylight,
unlike other Neutral, Evil or Undead races.

  • seadog

The Seadog innate grants affected races both a small bonus in maximum speed of their ship
as well as the return on sales of cargo.

  • Devotion

Devoted magic user types have a small (9% max) chance to please their diety so much so that their spell
is cast without cost. Such devotion to the higher powers also makes it possible (12% max) for these
players to "cast double offense spells"(Holy Offensive Spells Only).

  • Improved Endurance

This ability allows the character to have a much higher endurance, and therefore
having more movement, based on the current skill level. It is even rumored that
at higher skill, it increases the amount that the movement replenishes. This skill

  • Scribe Mastery

ages who have mastered this art have learned how to scribe spells
faster and more efficiently, taking up fewer pages in their spellbooks,
as well as taking less time to do it. It is also rumored that those who advance
this skill into the highest levels gain the ability to scribe spell but from
memory.

  • Shield Combat

This ability allows those who use a shield to benefit slightly more from it.
The benefit is based on the skill level of the user.

  • Improved shield combat

This skill builds upon the Shield Combat ability. It allows the user to gain
a shield based attack whenever their Shield Block skill hits. The amount of
damage and frequency of these shield attacks is based on the player's skill.


Drow ElfEdit

Living far beneath the surface, deep within the bowels of the Underdark,
Drow Elves are a swift-moving, crafty, remorselessly wicked people ruled
by a society of priestesses who serve the demonic Spider Queen, Lloth.
The Drow are an extremely intelligent race, and their abilities and
ambition are feared and loathed by races throughout the Realms,
particularly Grey Elves, their distant cousins and blood enemies.

Because of the length of time they spend below the surface, Drow are hurt
by the natural light of the sun  and the light of fire. To compensate,
they have permanent ultravision, allowing them to see in total darkness.
However, they seldom travel to the surface, and never during the daytime.
Drow tend to be weaker and frailer than humans, but are better in most
other areas. Low level Drow are somewhat resistant to magical attacks, but
gain more resistance as they level.

STR:90, AGI:115, DEX:110, CON:85, POW:85, INT:105, WIS:110, CHA:95, LUK:90

Combat Pulse : good
Spell Pulse  : very good

Innate Skills

  •  levitate (obtained at level 11)

"Levitate" allows you to skim lightly over the ground without regard
for surface interference.

  •  faerie fire

"Faerie Fire" causes the target's armor class to increase for a limited
time, making it easier to hit. The Faeries being fey in their way may
sometimes accidentally reveal more than should be seen when this spell is
cast.

  • ultravision

Ultravision is the ability to see in darkness as though it
were broad daylight.

  •  globe of darkness (obtained at level 26)

"Globe of Darkness" creates a globe to appear over the casters" head which
emanates total darkness around the room.  The dark globe travels with the
caster until its duration expires or it is cancelled by "mage flame".

  • magic resistance

Spell Resistance is an always active innate ability for certain races.  Commonly referred to as "shrug" or "spell shrug," this ability give a character a chance to avoid magical attacks entirely.  The chance to shrug a spell is based on the level of the victim and his or her races|race.

  • dayblind

Dayblind entities become blinded when they enter sunlit areas on the worldmap, they can only see 1 north/south, and 2 west/east, you can only detect mobiles and players one square away while under these effects and cannot scan

  • vulnerable to sun

Races that are vulnerable to the sun take damage while outside underneath it

  • longsword master (obtained at level 11)

This ability gives bonuses to hit rolls and damage rolls while wielding a longsword


GithyankiEdit

Coming from the Astral Plane, this race of evil humanoids were slaves of
the Illithid race millennia ago. The Githyanki broke away from their former
masters after learning many of their mental powers and became pure evil.

Githyanki HATE their former masters more then anything and will instantly
attack them on site! Giths will go out of their way to hunt down and
kill any illithid they can find. Githyanki do not have a normal hometown
but must start on the Astral Plane in a Githyanki fortress. As a young
adult, Giths venture to the prime plane and make a name for themselves.

Githyanki look much like humans only slightly taller, thinner, and with
faces that resemble a decomposing corpse. They tend to be ruthless and
significantly smarter than humans.

STR:95, AGI:105, DEX:100, CON:90, POW:120, INT:115, WIS:90, CHA:85, LUK:90

Combat Pulse : average
Spell Pulse  : good

Innate Skills

  •  levitate (obtained at level 11)

"Levitate" allows you to skim lightly over the ground without regard
for surface interference.

  • ultravision

Ultravision is the ability to see in darkness as though it
were broad daylight.

  • shift_astral

Shifting is an ability granted to only a few classes of players
on Duris.  It is rumored that their is an entire race of
people that also have this skill.  In order to 'shift astral'
one must be in a portable room and unengaged.  A successful
shift astral will land you on the Astral Plane, a terribly
dangerous place.

  • shift_prime

Shifting is an ability granted to only a few classes of players
on Duris.  It is rumored that their is an entire race of
people that also have this skill.  In order to 'shift prime'
one must be on the Astral Plane and unengaged.  A successful
shift prime will send you randomly to anywhere on the surface
or the Underdark.

  • magic resistance

Spell Resistance is an always active innate ability for certain races.  Commonly referred to as "shrug" or "spell shrug," this ability give a character a chance to avoid magical attacks entirely.  The chance to shrug a spell is based on the level of the victim and his or her races|race.

  • dayblind

Dayblind entities become blinded when they enter sunlit areas on the worldmap, they can only see 1 north/south, and 2 west/east, you can only detect mobiles and players one square away while under these effects and cannot scan

  • vulnerable to sun

Races that are vulnerable to the sun take damage while outside underneath it

  • Advanced meditation

This ability allows the individual to sink into a deeper form of
meditation, allowing them to further communicate with their body
and aids healing, prayer, and memorization.


Duergar DwarfEdit

The duergar are an evil race of gray dwarves that live deep under the
surface of the world, within the depths of the Underdark.  Extremely
cunning and wicked creatures, duergar are known for their deceit and
evil ways. They hate all other races, except for the drow, with whom
they have grudging trade relations. They are mortal enemies of the
mountain dwarves.

Duergar are inordinately sturdy and strong, and have permanent ultravision.
Duergar are hurt by natural daylight, and therefore travel to the surface
rarely. They are somewhat smaller then humans.

STR:130, AGI:90, DEX:90, CON:135, POW:80, INT:70, WIS:135, CHA:70, LUK:90

Combat Pulse : below average
Spell Pulse  : good

Innate Skills

  •  invisibility

This spell turns the victim or object invisible. Invisibility can only be
detected via the "Detect Invisibility" spell. Invisibility on objects can
be dispelled via the "Dispel Invisible" spell. Invisibility on creatures
can be dispelled via the "Dispel Invisible", "Reveal True Form" and
"Faerie Fog" spells, or if the creature enters battle.

  •  strength (obtained at level 6)

Mountain and Duergar Dwarves are able to increase their strength for a short
period of time.

  • ultravision

Ultravision is the ability to see in darkness as though it
were broad daylight.

  • ud-sneak (obtained at level 31)

This signifies the ability to naturally sneak in the underdark and
underground terrain.

  •  enlarge (obtained at level 26)

This spell causes the victim to grow almost twice his size. The victim will
become stronger but will lose agility and dexterity.
NOTE: The Duergar Dwarf innate does not reduce OR increase player stats.

  • battle frenzy (obtained at level 16)

Some warriors train every portion of their body as a weapon. When engage
in battle, they utilize every advantage at their disposal. Some may
consider this fighting dirty and dishonorable. Yet, it matters not to
someone deep in Battle Frenzy. Knees and elbows fly about smashing into
their opponent.

  •  battlerage (obtained at level 31)

Unlike berserking, a Duergar can enter into a battle rage that greatly
enhances their combat and casting speed. This rage will last but a short
time.

  • dayblind

Dayblind entities become blinded when they enter sunlit areas on the worldmap, they can only see 1 north/south, and 2 west/east, you can only detect mobiles and players one square away while under these effects and cannot scan

  • vulnerable to sun

Races that are vulnerable to the sun take damage while outside underneath it

  • magical reduction

Dwarves take less damage from magical attacks


TrollEdit

Swamp Trolls are a large, massive, evil, and disgusting species that
are greatly feared by all races. They are often hunted by humans, and are
easily identifiable by their decided lack of intelligence, green hair, and
pale-green, horned and slimy skin. Troll's strength is horrifying and, since
they are destructive by nature, they customarily spend all of their time
killing and destroying. Trolls also frequently raid towns in order to
procure slaves that become the "guests of honor" at future feasts. Trolls
live in hot swamps and lakes, and generally band together in clans. Their
only contact with other races occurs during acts of war. Trolls regenerate
faster than other races do, and possess innate ultravision.

STR:160, AGI:100, DEX:100, CON:160, POW:75, INT:75, WIS:85, CHA:70, LUK:90

Combat Pulse : below average
Spell Pulse  : very bad

  •  doorbash

This ability lets you use your huge weight to bash in a door and charge
into a room, although there is the distinct possibility of something nasty
waiting in the room. Unpickable doors cannot be bashed in.

  • ultravision

Ultravision is the ability to see in darkness as though it
were broad daylight.

  •  bodyslam

This command is very similar to "Bash", except that it requires no shield
and can only be used to start a fight. A successful bodyslam will send the
victim sprawling, leaving them sitting on the ground.

  • regeneration

"Regeneration" causes the recipient's body to heal itself at a faster rate.

The swamp troll metabolism heals wounds quickly, which is very similar to
the regeneration spell.

  • troll skin (obtained at level 21)

Swamp trolls have developed a highly resistant leathery skin from
eons of dwelling within treacherous environments. Their skin mitigates
melee damage. It also rumored that their skin is highly susceptible
to flame based attacks.

  • vulnerable to fire

This weakness some creatures suffer from make them more vulnerable to fire based spell|spells.

  • dayblind

Dayblind entities become blinded when they enter sunlit areas on the worldmap, they can only see 1 north/south, and 2 west/east, you can only detect mobiles and players one square away while under these effects and cannot scan

  • vulnerable to sun

Races that are vulnerable to the sun take damage while outside underneath it

  • Anatomy

Races with expertise in this skill area gain the ability to enhance their
unarmed damage at certain areas of the body. Fighters use anatomy
to inflict more damage upon their opponent with certain  attack forms.
Overall, the skill delivers a little more damage in melee  combat, however
the benefits are not readily noticeable until a character achieves
significant proficiency.
It is also rumored that those with a healing ability learn to become much
more thorough at applying their craft.

  • Totemic Mastery

A shaman with this skill gains the ability to focus their spells purely into
the spirit realm, allowing them to complete their incantations without a totemic
focus. However, as their skill in this progresses, their skill with a totem itself
will be greatly enhanced, allowing them to greatly speed up their spellcasting
process.


OgreEdit

Ogres are a race of massive humanoids that are typically
three feet taller and twice as strong as average humans.
Although they are extremely unintelligent and clumsy,
Ogres are fearsome warriors and are feared by all races.
Ogres are evil and ill-tempered creatures, and they tend
to be excessively destructive and have been known to
occasionally eat humans. They live amongst themselves in
clan-fashion and often organize war parties to raid and
pillage.  

STR:240, AGI:65, DEX:65, CON:200, POW:60, INT:70, WIS:80, CHA:50, LUK:90

Combat Pulse : poor
Spell Pulse  : atrociously bad

Innate Skills

  • doorbash

This ability lets you use your huge weight to bash in a door and charge
into a room, although there is the distinct possibility of something nasty
waiting in the room. Unpickable doors cannot be bashed in.

  • ultravision

Ultravision is the ability to see in darkness as though it
were broad daylight.

  •  bodyslam

This command is very similar to "Bash", except that it requires no shield
and can only be used to start a fight. A successful bodyslam will send the
victim sprawling, leaving them sitting on the ground.

  •  ogre roar (obtained at level 11)

Syntax: ogreroar <victim>

Roar is a social command often used to let another player
know you are awesome.  This social command can be targetted
at another player, yourself or at the room in general.

Dragons, Dracolichs and Ogres are also known to roar, which can be
a terrifying experience for any brave adventurer.

  • dayblind

Dayblind entities become blinded when they enter sunlit areas on the worldmap, they can only see 1 north/south, and 2 west/east, you can only detect mobiles and players one square away while under these effects and cannot scan

  • vulnerable to sun

Races that are vulnerable to the sun take damage while outside underneath it

  • magic vulnerability

magic vulnerability makes one take extra damage from magical abilities

  •  Devastating Critical

This skill allows a character to extend their knowledge of dealing critical
blows, and allows them to greater focus the blow, as to incur more damage. The
amount of damage incurred by this devastating attack is based upon the skill
level of the attacker.


KoboldEdit

A race of small reptilians who are distantly related to dragons but also bear a marked resemblance to
dogs. Kobolds maintain they are draconian in descent but dragons of course claim otherwise. Kobolds
culture consists of mining, hunting, burrowing and killing the good races of Duris, especially Gnomes
whose deity they blame for luring and confining their God Kurtulmak in a mine using deceit and then
caving it in. Kobolds are known for their trickery and love of traps and ambushes. They are an
intelligent race who served dragons as slaves for many centuries until their emancipation by
Kurtulmak.

STR:85, AGI:140, DEX:125, CON:85, POW:70, INT:100, WIS:105, CHA:70, LUK:90

Combat Pulse : excellent
Spell Pulse  : incredible

Innate Skills

  • ultravision

Ultravision is the ability to see in darkness as though it
were broad daylight.

  • ud-sneak

This signifies the ability to naturally sneak in the underdark and
underground terrain.

  • dayvision

Dayvision is the ability that allows an individual to see in the daylight,
unlike other Neutral, Evil or Undead races.

  • calming

This signifies the innate ability that aggressive mobiles will be delayed on attacking the player.
In addition, switching to the player will prove harder than average.


GoblinEdit

Goblins are an inhospitable, evil race that prefers to
dwell deep within the depths of the Underdark. They live
in a largely tribal society where the strongest rule
over the rest, existing preferably in underground caves
and similar dismal surroundings. Despite their primitive
habitat they are a rather clever and devious people that
have mastered many of the same skills and magics of the
sun-loving races. Goblins are avid slavers and routinely
capture others to serve at their bidding, especially
gnomes and mountain dwarves whom they hate more than
anything else.

STR:90, AGI:125, DEX:140, CON:105, POW:85, INT:115, WIS:105, CHA:80, LUK:90

Combat Pulse : very good
Spell Pulse  : awesome

Innate Skills

  • ultravision

Ultravision is the ability to see in darkness as though it
were broad daylight.

  •  disappear (obtained at level 31)

This Goblin innate ability allows them to utilize their small size and great agility to hide themselves in the heat of a battle, but this ability will not hide them during combat in which they are participating.

  • dayblind

Dayblind entities become blinded when they enter sunlit areas on the worldmap, they can only see 1 north/south, and 2 west/east, you can only detect mobiles and players one square away while under these effects and cannot scan

  •  summon warg (obtained at level 16)

Need a ride, or a crude tank? If you're a Goblin go ahead and summon a warg to give u a hand. You can only summon one warg per mud day.

Syntax:  innate summon warg

  •  summon totem (obtained at level 26)

This allows the goblin to summon a spirit totem, imbued with his or her power.
As he or she grows in strength, the foul goblin diety Maglubiyet will grant even
greater powers to his or her spirit totem. No others can use the goblin's spirit
totem, for if they even try, it will dissipate into the winds of time.

  •  Expert Parry

Expert parry grants an enhanced ability to thwart off incoming attacks.
The expert level provides far greater defensive capabilities to those
who typically engage in face to face melee combat.

  • Fix

Fix allows the user to repair damaged equipment. Many players find over time
their equipment from zones or PvP gets damaged. The fix skill is very useful to the enterprising
adventurer who does not feel the need to spend their own money on repairing equipment.

Syntax:  Fix <item>