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
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.
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