Heroes of the Lance MudHelpRacesClassesAreasRulesClansPantheonHeroesJournalsRepositoryIdeasHOTL3 Home
 


Genes

The biological composition of each race varies unimaginably. Each race may have one or more unique gene that endows it with special characteristics, such as extra attacks from body parts, or natural abilities in certain skills. These genes may or may not be able to compensate for deficiencies in other areas, so be sure to choose your race wisely.

Good Regenerate Tail Water breath Smurfberry
Evil Fly wings Infravision Transform Bounce
Neutral Flap wings Bodycontrol Stoning Gummy power
Male Claws Sneak Stun Lifeforce
Female Horns Hide Scream Center eye
Archery Fangs Berserk Invulnerability Disintegrate
Clear sight Stoneform Fear Drain Ichor
Charm Silence


Good
Having this gene means that you can only gain experience when you are good. The closer your alignment is to 1000, the more experience you will receive when killing evil monsters.

Evil
Having this gene means that you can only gain experience when you are evil. The closer your alignment is to -1000, the more experience you will receive when killing good monsters.

Neutral
Having this gene means that you can only gain experience while your alignment remains neutral, i.e. between -300 to 300.

-->Note: Alignment genes may be lost through fusion, but may not be transferred to your fusion partner.

Male/Female
Races with these genes can only be male or female respectively.

Regenerate
This special gene allows you to regenerate hitpoints faster than usual.

Fly wings
Certain races have wings, but not all have the ability to use them in transport. Those with this gene are able to traverse difficult terrain with ease, just as if you were affected with a 'fly' spell.

Flap wings
Apart from acting as a means of aerial transport, a set of strong wings can be used as an effective attack. When beaten ferociously during combat, your opponent is likely to suffer physical harm.

Claws
Claws are razor-sharp, deadly extensions of your appendages that allow you to rip and shred the soft flesh of your opponent. Needless to say, they deal considerable damage in combat.

Horns
Horns give you the ability to gore your opponents at critical points, inflicting twice your normal damage.

Fangs
Fangs are long, pointed teeth that can be used as a stinging attack on your victims. You may even drain some of their hitpoints in doing so. This is also the basic feeding skill of the vampire. Vampires cannot eat nor drink, therefore they need to fang corpses to survive.

Tail
Races with this extra appendage are blessed with an additional attack - a powerful swipe of the tail at their opponent. This is especially useful at higher levels.

Archery
This gene grants you a 95 percent competence in the use of bows.

Infravision
This gene improves your night vision, allowing you to see in the dark.

Bodycontrol
Similar to the thief skill, bodycontrol improves your reflexes, resulting in quicker combat moves.

Sneak
Similar to the thief skill, sneak allows you to move in and out of the room without trace.

Hide
Similar to the thief skill, hide allows you to remain hidden provided you remain stationary and quiet.

Berserk
Similar to the warrior skill, berserk involves a huge surge of combat prowess, coupled with a complete disregard for personal safety.

Water Breath
This gene allows you to become one with water and breathe it as you would air.

Stoning
The terrible gaze of a medusa petrifies, causing excruciating pain as the victim is turned to stone. Movement points are needed for this skill.

Stun
Used by cyclops and shamblers, this gene enables them to immobolise their opponents for one tick. Movement points are needed for this skill.

Scream
The trademark shriek of banshees splits the eardrums of their victims and causes them to flee the battle in mortal terror. Movement points are needed for this skill.

Invulnerability
Similar to the invulnerability spell, this gene renders wraiths immune to physical attacks, but uses up hp and Mana each tick. The effectiveness of fade is reduced when a wraith gains bodyparts.

Smurfberry
Smurfberries are tiny magical fruit thrown by smurfs to hurt and blind their victims.

Bounce
When a battle is not going well, a gummybear can use this skill to flee without losing experience. You need to drink gummy juice before hand for bounce to work.

Gummy power
Gummy power enhances a gummy bear's strength and dexterity, and they become so fast that warriors and spell-casters alike find it hard to strike them with their weapons or magic. Due to the extensive concentration needed, gummy bears can only do this once a day.

Transform
Changelings are so flexible that they can mimic any skills or spells inflicted upon them back to their opponent. And they are able to duplicate the feat so well that no Mana or time is required.

Lifeforce
The natural ability of the Irda is to drain away the lifeforce of his victim while restoring himself in HP, Mana and Movement.

Center eye
The front eye of a beholder is able to produce a flashing light that negates any magic used within the area of the light, as well as acts as a natural shield against attacks.

Disintegrate
Beholders may cause mortal injury by destroying the very molecular structure of their enemy, and if powerful enough, the victim may be completely shattered.

Clear sight
With this gene, azureans and abishais are able to tell straight whether the alignment of any character, thus discerning friend and foe.

Stoneform
Gargoyles can turn into stone anytime at will, but the process takes some time, and might put the gargoyle at risk.However, its hp heals faster than usual and damage taken is reduced.

Fear
Skeletons make use of this gene to deter aggressive monsters from attacking them, thus allowing them to pass through an area unharmed.

Drain
Vampires are able to sink their fangs into their target, draining their hp.

Ichor
What makes a vampire live forever? Its the ichor in his blood. Taint a corpse with it, just a little bit, enough to keep it fresh but not alive.Then keep it as food to fang.

Charm
Sirens have an enchanting voice that is actually magic manifested in sound. The melody is so rapturous that usually the charmed target will obey the siren's every wish and want.

Silence
As a cerebral race, the Eldar is born as a master of mind control; with an instinctive talent to impair his enemies from their magic incantations by psychically silencing them.

 


Races
Abishai
Azurean
Balrog
Banshee
Beholder
Centaur
Changeling
Cyclops
Draconian
Dragon
Dryad
Dwarf
Eldar
Elf
Gargoyle
Giant
Goblin
Golem
Griffon
Gummybear
Human
Irda
Kender
Medusa
Merfolk
Minotaur
Nymph
Ogre
Orc
Panthatian
Pixie
Shambler
Siren
Skeleton
Smurf
Titan
Troll
Vampire
Wraith


<Mud> <Help> <Races> <Classes> <Areas> <Rules> <Clans> <Pantheon> <Heroes> <Journals> <Repository> <Ideas> <Home>