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Goodie RacesEdit

Good races in duris are designed to be simple to use, without major penalties or benefits and due to this as well as the areas they reside in at first, they are the best for newbies to learn the game with


HumanEdit

The Human race encompasses the general population of civilized
towns and cities. They are commonplace beings, and are found in most
populated areas. Humans have the broadest range of classes from which
to choose, but no extraordinary innate abilities. Due to the versatility
of Humans to adapt to extraordinary situations, so they will start
with slightly higher statistics than other races.

Humans are the only good race allowed to multi-class. In addition, Humans accumulate experience points faster than all the other good races.

STR:115, AGI:95, DEX:95, CON:110, POW:100, INT:100, WIS:100, CHA:100, LUK:115

Combat Pulse : average
Spell Pulse  : average

Innate Skills

  • 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.

  • Scribe Mastery

Mages 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

  • 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.


Grey ElfEdit

Unlike their cousins the Drow, Grey Elves live on the surface and prefer
to dwell in forests. They are exceptionally intelligent and swift, but
are inclined to be weaker and smaller than humans. Grey Elves have a
good-natured disposition and tend to love animals and nature, although
they loathe Drow. They are born with infravision, but, unlike Drow,
can see perfectly in daylight.

STR:90, AGI:120, DEX:105, CON:90, POW:85, INT:100, WIS:110, CHA:120, LUK:90

Combat Pulse : good
Spell Pulse  : very good

Innate Skills

  • infravision

Infravision is the ability to sense the presence of creatures in a dark
room by the means of heat.

  • outdoor sneak (obtained at level 21) - passive

Outdoor sneak is an innate ability depending on your races|race and/or class.  Basically it grants you the ability to sneak but only in an outdoor environment.

  • forest sight (obtained at level 11) - passive

Forest Sight is the ability to see normal distances than usual while in the forest (which typically restricts vision)

  • magic resistance - passive

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.

  • longsword master (obtained at level 11) -passive

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


GithzeraiEdit

eralding from the plane of Limbo, the Githzerai were brought into the fold of
the great Durian conflict during the outcast wars. Once they saw firsthand the
evil that both the Illithids and Githyanki were capable of in league with their
unholy allies, they chose to ally themselves with the good races of the realm.

Githzerai look very human, though they are thinner and their skin tone is
frequently gray or yellowish. They are, on average, six feet in height and about
one hundred sixty pounds in weight. Most have a high natural resistance to
magic. Most Githzerai are either monks or mages, having chosen to shun the
psionic powers of their evil brethren the Githyanki, citing that simply embra-
cing such power eats away at the spirit and soul. Instead of worshipping a god
-- a form of slavery, in their opinion -- they revere the memory of their
ancient hero, Zerthimon. His followers call themselves Zerth.

STR:100, AGI:105, DEX:105, CON:98, POW:115, INT:105, WIS:95, CHA:90, 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 (obtained at level 45)

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.

  • dayvision

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

  • 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.

  • spirit of the rrakkma (obtained at level 21)

The essence of the Rrakkma still flows strongly in the Githzerai, even
after the Illithid's defeat in the outcast war. When in the company of others of
his kind, the Githzerai will begin to notice his defense against magic increasing,
continuing to increase as more Githzerai join the party.


Mountain DwarfEdit

Preferring to dwell in fortresses built into huge mountain ranges,
mountain dwarves are a mining race known for their fine craftsmanship of
weapons and armor. They are good-natured, sturdy, fearsome warriors who
possess, due to extremely dense muscle and bone structure, high endurance.
Stronger and wiser than humans, mountain dwarves tend to live to be
hundreds of years old and often acquire great wisdom with their age. This
accumulation of intense wisdom frequently induces many of this race to
become mentors later in life. Mountain dwarves are born with natural
infravision, which allows them to maneuver quite skillfully in the dark.
They are well respected among most of the other races, and often trade
among the general colonies. Mountain dwarves hold a deep abhorrence for the
races of the Underdark, particularly their evil cousins, the gray dwarves,
more commonly known as Duergar.

STR:130, AGI:85, DEX:85, CON:130, POW:85, INT:80, WIS:130, CHA:85, LUK:90

Combat Pulse : below average
Spell Pulse  : good

Innate Skills

  • strength

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

  • infravision

Infravision is the ability to sense the presence of creatures in a dark
room by the means of heat.

  • hammer master (obtained at level 31)

Dwarves receive bonuses to hitroll and damageroll with any hammer they wield (only works for hammers, not all bludgeon weapons)

  • axe master (obtained at level 11)

Dwarves receive bonuses to hitroll and damageroll with any axe they wield

  • hatred (obtained at level 21)

A Mountain Dwarf is as changeable as the rock he came from but as a result they
also never forget. Many are the long wars fought against the invading Orcs
and the battles against the Duergar and Drow Elf. Over the passing millennia,
a deep hatred has grown into the hearts of all Mountain Dwarves and they will
battle this evil anywhere and everywhere. A result of this hatred is a rage that
will help the dwarf to keep on fighting when others others would tire and to fight
with determination unheard of.

  • magical reduction

Dwarves take less damage from magical attacks

  • giant avoidance

Dwarves have an easier time dodging extremely large races


BarbarianEdit

Barbarians are large ill-tempered beings of the Northern
Tribes of Ugta. The cold terrain from which they come serves
to mask their strong scent, yet most still agree that the
company of a Barbarian is best enjoyed from afar. Surprisingly,
Barbarians are quite agile for their size which grants them
the unique ability to fight exceptionally well when taken by
surprise. This has helped transform their brutish reputation
into one of heroic nature. Barbarians are the best all around
fighters bar none, with a mean disposition to fit. They are
often described as brutes or brawlers, with little regard for
manners or thought. Occasionally, the rare individual will
attempt to utilize his head for something more then a butting
contest.

STR:155, AGI:90, DEX:90, CON:165, POW:70, INT:70, WIS:95, CHA:75, LUK:90

Combat Pulse : below average
Spell Pulse  : 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.

  •  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.

  • groundfighting (obtained at level 21)

Groundfighting is an innate skill mastered by the hefty barbarians.
When sitting, kneeling or laying down on your ass you most of the
time take either 1.5x (kneeling) or 2x(sitting, assed) the damage.
However, groundfighting will make you take the same amount of damage
as you do when standing up.

  • dauntless (obtained at level 41)

Certain races are less affected by fear than others. Any race that can
boast of the dauntless innate shrugs off fear like oil on water. The
player becomes almost totally immune.

  • protection from cold (obtained at level 31)

This spell gives the victim some protection from cold-type beings,
cold-based attacks and cold in general.


FirbolgEdit

A race of reclusive and noble giant-kind, the Firbolg are somewhat smaller than other giants but still
stand a massive 12-15 feet tall on average and are extremely rugged. They live by a strict code of
honor and consider all intelligent creatures as equals unlike other giants who consider their race
superior. They also have a form of democracy in which all members of the tribe can vote on an
appointed issue in a method called "the Cast". They prefer a farming lifestyle as opposed to the
raider/brigand lives of other giant races.

STR:230, AGI:75, DEX:75, CON:175, POW:65, INT:75, WIS:80, CHA:80, 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.

  •  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.

  • forest sight

Forest Sight is the ability to see normal distances than usual while in the forest (which typically restricts vision)

  • magic vulnerability

magic vulnerability makes one take extra damage from magical abilities


CentaurEdit

Centaurs are a half horse, half human race, with the upper half looking
like a human, and the lower half looking like a large draft horse.
Centaur have been known to allow close friends to ride upon their saddled
backs. Flailing hooves will greet one who mounts without prior consent.
Centaur are a very powerful race and have both great strength and hearty
constitution. Being 1/2 horse, they can out-distance any other race in
the world, being able to travel miles a day without growing tired.

Due to their odd body shape, Centaur cannot be bashed by any creature
of smaller stature.
Centaur can't wear anything on their legs or feet. It is said they wear
tail rings to attract those of opposite gender.
Warning: Centaurs are a flighty race by nature, and thus ALWAYS flee when
they hear the roar of a dragon. In fact, they flee quite a lot. It is said
that a certain song sung by the Bards of Duris may calm Centaurs, thus
allowing them to face the might of dragons.

STR:140, AGI:90, DEX:90, CON:155, POW:65, INT:80, WIS:90, CHA:90, LUK:90

Combat Pulse : below average
Spell Pulse  : poor

Innate Skills

  • horse body

Horse body grants the Horse special abilities related to having a horse body.
Some benefits include being able to be mounted by another player.  Also takedowns
only work when the aggressor is a size larger.

  •  doorkick

oorkick is a skill used to knock doors from their hinges.
The skill can be used to sometimes smash open doors that
are locked.  NOTE:  Not all locked doors can be doorkicked.

  •  stampede (obtained at level 21)

Stampede is an innate ability only available to the Centaur race. It can
only be used to engage an enemy and if successful, will knock them down for a
short period of time.  This will aggro the room.

  • two-handed sword mastery (obtained at level 31)

Two-handed sword mastery gives the recipient the ability to wield 2 handed swords and be extremely proficient with them, even when they normally would not be able to use 2 handed swords at all.

  • Expert Riposte

This skill allows you to sometimes attack twice upon riposte, the frequency of these attacks is based on the player's skill.

  • Two Weapon Fighting

This ability allows those who dual wield to gain additional benefits.
Their attacks will tend to land more, and each swing will tend to land
with more force than before.

  • Improved Two Weapon Fighting

This skill builds upon the Dual Wield ability. It allows the user to gain
a weapon based attack whenever their two weapon fighting skill hits. This
attack will be from the secondary hand. The frequency of these attacks is
based on the player's skill.

Gnome
Edit

Gnomes are small, sturdy humanoids who are well known
for their quick hands and good humor. Smaller and weaker
than humans, gnomes have more wit to compensate. Gnomes
have colonies of their own, but are commonplace among the
major surface communities. Gnomes and dwarves are
distantly related, and gnomes often understand dwarves
fairly well.

Gnomes have permanent infravision. After the centuries
of experiments and research the Gnomish Schools of
Engineering and Magic have finished their work on another
advancement for their race: ultravision.

STR:95, AGI:140, DEX:125, CON:105, POW:80, INT:120, WIS:95, CHA:80, LUK:90

Combat Pulse : excellent
Spell Pulse  : incredible

Innate Skills

  • infravision

Infravision is the ability to sense the presence of creatures in a dark
room by the means of heat.

  • ultravision

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

  • farsee (obtained at level 21)

"Farsee" enables the individual to look into an adjacent room, as if the
caster were actually there, but without the corresponding risks.

  • 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>


HalflingEdit

Halflings are remarkably small humanoids that are renowned for being goodhearted
and naive. Customarily rogues by nature, halflings are much weaker than humans,
but possess impressive dexterity, agility, and luck and often have a penchant
towards meticulousness. Unfortunately for other beings who must deal with them,
they also have a tendency toward kleptomania. They also possess infravision,
keen eyes, and recover movement quickly if their large hairy feet are not
squished into a boot.

STR:95, AGI:120, DEX:145, CON:100, POW:70, INT:90, WIS:115, CHA:90, LUK:90

Combat Pulse : very good
Spell Pulse  : awesome

Innate Skills

  •  burrow

A Halfling is very adaptive to his surroundings. He can quickly find somewhere
to hide, even if it's a small crack in a wall or a depression on the ground.

  • perception (obtained at level 11)

Due to enhanced natural senses(and perhaps some cultural influences),
Halflings and Harpies are able to perceive more than other races,
giving them longer and wider views of the open terrain on the continent
surfaces.

  • quick thinker

This innate gives the player an ability to have a slightly higher resistance to
spells that impact their intelligence, and also power of the mind.

  • gamblers luck (obtained at level 26)

Gamblers luck allows the Halfling to take advantage of their experience with luck
throughout their everyday activities.  It is rumored they are also able to benefit
from spilling the blood of their enemies.

  •  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.