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Races and Classes of Ghost Dancer
</title>
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<h1><center>Races and Classes of GhostMUD</center></h1>
<P>The Realm of GhostMUD is host to many unique races and classes
of characters. Players who Remort have the option of choosing
from even more powerful classes.<BR><BR>
Each race has certain innate affects, immunities, resistances,
vulnerabilities, and skills. Beyond this, each class offers a wide
range of additional spell groups and skills.</P>
<CENTER><P><FONT SIZE=+1><A HREF="#MortalRaces">Mortal Races
</A> - <A HREF="#ReincRaces">Remort Races <BR>
</A><A HREF="#MortalClasses">Mortal Classes
</A> - <A HREF="#ReincClasses">Remort Classes </A></FONT><BR>
</P></CENTER><BR><BR>
<CENTER><P>Automated webpage function ©2001 by Taka of
<A HREF="bb12.betterbox.net:3333" target="_top">
GhostMUD</A></P></CENTER>
<A NAME="MortalRaces">
<hr><h2><center>Mortal Races</center></h2></A>
<CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER">
<td><A HREF="#archon">archon</A></td><td><A HREF="#human">human</A></td><td><A HREF="#elf">elf</A></td><td><A HREF="#sylvan">sylvan</A></td><td><A HREF="#daergar">daergar</A></td></tr><tr>
<td><A HREF="#drow">drow</A></td><td><A HREF="#dracon">dracon</A></td><td><A HREF="#dwarf">dwarf</A></td><td><A HREF="#giant">giant</A></td><td><A HREF="#goblin">goblin</A></td></tr><tr>
<td><A HREF="#gnome">gnome</A></td><td><A HREF="#kyrie">kyrie</A></td><td><A HREF="#saurial">saurial</A></td><td><A HREF="#vampire">vampire</A></td><td><A HREF="#tigriat">tigriat</A></td></tr><tr>
<td><A HREF="#barbarian">barbarian</A></td><td><A HREF="#orc">orc</A></td><td><A HREF="#troll">troll</A></td><td><A HREF="#oyate">oyate</A></td><td><A HREF="#halfelf">halfelf</A></td></tr><tr>
<td><A HREF="#halforc">halforc</A></td><td><A HREF="#halfgiant">halfgiant</A></td><td><A HREF="#werewolf">werewolf</A></td><td><A HREF="#lich">lich</A></td></tr></TABLE></CENTER>
<FONT SIZE=0><CENTER><P><A HREF="#ReincRaces">Remort Races
</A> | <A HREF="#MortalClasses">Mortal Classes
</A> | <A HREF="#ReincClasses">Remort Classes </A>
</br>
<A HREF="#raceclassmenu">
Races and Classes of GhostMUD</A></P></CENTER></FONT>
<A NAME="ReincRaces">
<hr><h2><center>Remort Races</center></h2></A>
<CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER">
<td><A HREF="#dragonkin">dragonkin</A></td></tr></TABLE></CENTER>
<FONT SIZE=0><CENTER><P><A HREF="#MortalRaces">Mortal Races
</A> | <A HREF="#MortalClasses">Mortal Classes
</A> | <A HREF="#ReincClasses">Remort Classes </A>
</br>
<A HREF="#raceclassmenu">
Races and Classes of GhostMUD</A></P></CENTER></FONT>
<A NAME="MortalClasses">
<hr><h2><center>Mortal Classes</center></h2></A>
<CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER">
<td><A HREF="#mage">mage</A></td><td><A HREF="#cleric">cleric</A></td><td><A HREF="#thief">thief</A></td><td><A HREF="#warrior">warrior</A></td><td><A HREF="#ranger">ranger</A></td></tr><tr>
<td><A HREF="#enchanter">enchanter</A></td><td><A HREF="#berserker">berserker</A></td><td><A HREF="#druid">druid</A></td></tr></TABLE></CENTER>
<FONT SIZE=0><CENTER><P><A HREF="#MortalRaces">Mortal Races
</A> | <A HREF="#ReincRaces">Remort Races
</A> | <A HREF="#ReincClasses">Remort Classes </A>
</br>
<A HREF="#raceclassmenu">
Races and Classes of GhostMUD</A></P></CENTER></FONT>
<A NAME="ReincClasses">
<hr><h2><center>Remort Classes</center></h2></A>
<CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER">
<td><A HREF="#assassin">assassin</A></td><td><A HREF="#paladin">paladin</A></td><td><A HREF="#witch">witch</A></td><td><A HREF="#necromancer">necromancer</A></td><td><A HREF="#death_knight">death knight</A></td></tr><tr>
<td><A HREF="#soldier">soldier</A></td><td><A HREF="#opoya">opoya</A></td><td><A HREF="#wicasa">wicasa</A></td><td><A HREF="#telepath">telepath</A></td><td><A HREF="#priest">priest</A></td></tr><tr>
<td><A HREF="#bard">bard</A></td><td><A HREF="#sage">sage</A></td><td><A HREF="#sorcerer">sorcerer</A></td><td><A HREF="#bishop">bishop</A></td><td><A HREF="#templar">templar</A></td></tr><tr>
<td><A HREF="#monk">monk</A></td><td><A HREF="#psionist">psionist</A></td><td><A HREF="#ninja">ninja</A></td></tr></TABLE></CENTER>
<FONT SIZE=0><CENTER><P><A HREF="#MortalRaces">Mortal Races
</A> | <A HREF="#ReincRaces">Remort Races
</A> | <A HREF="#MortalClasses">Mortal Classes </A>
</br>
<A HREF="#raceclassmenu">
Races and Classes of GhostMUD</A></P></CENTER></FONT>
<hr><h2><center>Mortal Races</center></h2></A><hr>
<A NAME="archon"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td colspan=2>
<center><h2>archon</h2></center> for racial stats, help RHISTORY_ARCHON for history{x
{Mand more details{x
</td></tr><tr><td colspan=2>
Affected by:
flying, haste
</td></tr><tr><td colspan=2>
Skills:
, , , ,
</td></tr><tr><td WIDTH="40%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="CENTER"><td VALIGN="CENTER">
</td><td>Str</td><td>Int</td><td>Wis</td><td>Dex</td><td>Con
</td></tr><tr><td>Base
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td></tr><tr><td>Max
</td><td>15
</td><td>25
</td><td>25
</td><td>21
</td><td>14
</td></tr></table>
</td><td WIDTH="60%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
Immune to:
no immunities.
</td></tr><tr><td>
Resistant to:
lightning
</td></tr><tr><td>
Vulnerable to:
no vulnerabilities.
</td></tr></table>
</td></tr></TABLE></CENTER>
<FONT SIZE=0><CENTER><P><A HREF="#MortalRaces">Mortal Races
</A> | <A HREF="#ReincRaces">Remort Races
</A> | <A HREF="#MortalClasses">Mortal Classes
</A> | <A HREF="#ReincClasses">Remort Classes </A>
<br><A HREF="#raceclassmenu">
Races and Classes of GhostMUD</A></P></CENTER></FONT><hr>
<A NAME="human"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td colspan=2>
<center><h2>human</h2></center> are of medium stature
EYE: COLOR: Any color
HAIR: COLOR: Any color
HEIGHT: 5'5 to 6'6
WEIGHT: 140lbs average
OTHER FEATURES: None
BUILD: varied
{Mhelp RSTAT_HUMAN for racial stats, help RHISTORY_HUMAN for history{x
{Mand more details{x
</td></tr><tr><td colspan=2>
Affected by:
no permanent affects.
</td></tr><tr><td colspan=2>
Skills:
, , , ,
</td></tr><tr><td WIDTH="40%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="CENTER"><td VALIGN="CENTER">
</td><td>Str</td><td>Int</td><td>Wis</td><td>Dex</td><td>Con
</td></tr><tr><td>Base
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td></tr><tr><td>Max
</td><td>21
</td><td>21
</td><td>21
</td><td>21
</td><td>21
</td></tr></table>
</td><td WIDTH="60%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
Immune to:
no immunities.
</td></tr><tr><td>
Resistant to:
no resistances.
</td></tr><tr><td>
Vulnerable to:
no vulnerabilities.
</td></tr></table>
</td></tr></TABLE></CENTER>
<FONT SIZE=0><CENTER><P><A HREF="#MortalRaces">Mortal Races
</A> | <A HREF="#ReincRaces">Remort Races
</A> | <A HREF="#MortalClasses">Mortal Classes
</A> | <A HREF="#ReincClasses">Remort Classes </A>
<br><A HREF="#raceclassmenu">
Races and Classes of GhostMUD</A></P></CENTER></FONT><hr>
<A NAME="elf"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td colspan=2>
<center><h2>elf</h2></center> for racial stats, help RHISTORY_ELF for history and more{x
{Mdetails{x
</td></tr><tr><td colspan=2>
Affected by:
infrared
</td></tr><tr><td colspan=2>
Skills:
sneak, hide, , ,
</td></tr><tr><td WIDTH="40%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="CENTER"><td VALIGN="CENTER">
</td><td>Str</td><td>Int</td><td>Wis</td><td>Dex</td><td>Con
</td></tr><tr><td>Base
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td></tr><tr><td>Max
</td><td>14
</td><td>27
</td><td>27
</td><td>16
</td><td>16
</td></tr></table>
</td><td WIDTH="60%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
Immune to:
no immunities.
</td></tr><tr><td>
Resistant to:
charm
</td></tr><tr><td>
Vulnerable to:
no vulnerabilities.
</td></tr></table>
</td></tr></TABLE></CENTER>
<FONT SIZE=0><CENTER><P><A HREF="#MortalRaces">Mortal Races
</A> | <A HREF="#ReincRaces">Remort Races
</A> | <A HREF="#MortalClasses">Mortal Classes
</A> | <A HREF="#ReincClasses">Remort Classes </A>
<br><A HREF="#raceclassmenu">
Races and Classes of GhostMUD</A></P></CENTER></FONT><hr>
<A NAME="sylvan"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td colspan=2>
<center><h2>sylvan</h2></center> are of medium stature
EYE: COLOR:
HAIR: COLOR:
HEIGHT:
WEIGHT:
OTHER FEATURES:
BUILD:
{Mhelp RSTAT_SYLVAN for racial stats, help RHISTORY_SYLVAN for history{x
{Mand more details{x
</td></tr><tr><td colspan=2>
Affected by:
infrared
</td></tr><tr><td colspan=2>
Skills:
sneak, hide, , ,
</td></tr><tr><td WIDTH="40%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="CENTER"><td VALIGN="CENTER">
</td><td>Str</td><td>Int</td><td>Wis</td><td>Dex</td><td>Con
</td></tr><tr><td>Base
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td></tr><tr><td>Max
</td><td>15
</td><td>22
</td><td>27
</td><td>18
</td><td>18
</td></tr></table>
</td><td WIDTH="60%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
Immune to:
no immunities.
</td></tr><tr><td>
Resistant to:
charm
</td></tr><tr><td>
Vulnerable to:
no vulnerabilities.
</td></tr></table>
</td></tr></TABLE></CENTER>
<FONT SIZE=0><CENTER><P><A HREF="#MortalRaces">Mortal Races
</A> | <A HREF="#ReincRaces">Remort Races
</A> | <A HREF="#MortalClasses">Mortal Classes
</A> | <A HREF="#ReincClasses">Remort Classes </A>
<br><A HREF="#raceclassmenu">
Races and Classes of GhostMUD</A></P></CENTER></FONT><hr>
<A NAME="daergar"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td colspan=2>
<center><h2>daergar</h2></center></td></tr><tr><td colspan=2>
Affected by:
infrared
</td></tr><tr><td colspan=2>
Skills:
berserk, , , ,
</td></tr><tr><td WIDTH="40%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="CENTER"><td VALIGN="CENTER">
</td><td>Str</td><td>Int</td><td>Wis</td><td>Dex</td><td>Con
</td></tr><tr><td>Base
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td></tr><tr><td>Max
</td><td>21
</td><td>16
</td><td>21
</td><td>17
</td><td>25
</td></tr></table>
</td><td WIDTH="60%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
Immune to:
no immunities.
</td></tr><tr><td>
Resistant to:
poison, disease
</td></tr><tr><td>
Vulnerable to:
magic
</td></tr></table>
</td></tr></TABLE></CENTER>
<FONT SIZE=0><CENTER><P><A HREF="#MortalRaces">Mortal Races
</A> | <A HREF="#ReincRaces">Remort Races
</A> | <A HREF="#MortalClasses">Mortal Classes
</A> | <A HREF="#ReincClasses">Remort Classes </A>
<br><A HREF="#raceclassmenu">
Races and Classes of GhostMUD</A></P></CENTER></FONT><hr>
<A NAME="drow"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td colspan=2>
<center><h2>drow</h2></center> for racial stats, help RHISTORY_DROW for history{x
{Mand more details{x
</td></tr><tr><td colspan=2>
Affected by:
detect hidden, infrared
</td></tr><tr><td colspan=2>
Skills:
sneak, hide, , ,
</td></tr><tr><td WIDTH="40%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="CENTER"><td VALIGN="CENTER">
</td><td>Str</td><td>Int</td><td>Wis</td><td>Dex</td><td>Con
</td></tr><tr><td>Base
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td></tr><tr><td>Max
</td><td>14
</td><td>27
</td><td>27
</td><td>16
</td><td>16
</td></tr></table>
</td><td WIDTH="60%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
Immune to:
no immunities.
</td></tr><tr><td>
Resistant to:
no resistances.
</td></tr><tr><td>
Vulnerable to:
no vulnerabilities.
</td></tr></table>
</td></tr></TABLE></CENTER>
<FONT SIZE=0><CENTER><P><A HREF="#MortalRaces">Mortal Races
</A> | <A HREF="#ReincRaces">Remort Races
</A> | <A HREF="#MortalClasses">Mortal Classes
</A> | <A HREF="#ReincClasses">Remort Classes </A>
<br><A HREF="#raceclassmenu">
Races and Classes of GhostMUD</A></P></CENTER></FONT><hr>
<A NAME="dracon"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td colspan=2>
<center><h2>dracon</h2></center> for racial stats, help RHISTORY_DRACON for history{x
{Mand more details{x
</td></tr><tr><td colspan=2>
Affected by:
no permanent affects.
</td></tr><tr><td colspan=2>
Skills:
fast, trip, , ,
</td></tr><tr><td WIDTH="40%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="CENTER"><td VALIGN="CENTER">
</td><td>Str</td><td>Int</td><td>Wis</td><td>Dex</td><td>Con
</td></tr><tr><td>Base
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td></tr><tr><td>Max
</td><td>20
</td><td>22
</td><td>22
</td><td>16
</td><td>20
</td></tr></table>
</td><td WIDTH="60%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
Immune to:
no immunities.
</td></tr><tr><td>
Resistant to:
cold
</td></tr><tr><td>
Vulnerable to:
fire
</td></tr></table>
</td></tr></TABLE></CENTER>
<FONT SIZE=0><CENTER><P><A HREF="#MortalRaces">Mortal Races
</A> | <A HREF="#ReincRaces">Remort Races
</A> | <A HREF="#MortalClasses">Mortal Classes
</A> | <A HREF="#ReincClasses">Remort Classes </A>
<br><A HREF="#raceclassmenu">
Races and Classes of GhostMUD</A></P></CENTER></FONT><hr>
<A NAME="dwarf"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td colspan=2>
<center><h2>dwarf</h2></center> for racial stats, help RHISTORY_DWARF for history{x
{Mand more details{x
</td></tr><tr><td colspan=2>
Affected by:
infrared
</td></tr><tr><td colspan=2>
Skills:
berserk, , , ,
</td></tr><tr><td WIDTH="40%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="CENTER"><td VALIGN="CENTER">
</td><td>Str</td><td>Int</td><td>Wis</td><td>Dex</td><td>Con
</td></tr><tr><td>Base
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td></tr><tr><td>Max
</td><td>21
</td><td>16
</td><td>21
</td><td>17
</td><td>25
</td></tr></table>
</td><td WIDTH="60%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
Immune to:
no immunities.
</td></tr><tr><td>
Resistant to:
poison, disease
</td></tr><tr><td>
Vulnerable to:
drowning
</td></tr></table>
</td></tr></TABLE></CENTER>
<FONT SIZE=0><CENTER><P><A HREF="#MortalRaces">Mortal Races
</A> | <A HREF="#ReincRaces">Remort Races
</A> | <A HREF="#MortalClasses">Mortal Classes
</A> | <A HREF="#ReincClasses">Remort Classes </A>
<br><A HREF="#raceclassmenu">
Races and Classes of GhostMUD</A></P></CENTER></FONT><hr>
<A NAME="giant"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td colspan=2>
<center><h2>giant</h2></center> are stature of large
EYE: COLOR:
HAIR: COLOR:
HEIGHT:
WEIGHT:
OTHER FEATURES:
BUILD:
HISTORY:
STARTING STATS: Str 10 Int 10 Wis 10 Dex 10 Con 10
MAXIMUM STATS: Str 22 Int 15 Wis 18 Dex 15 Con 20
TRAINING POINTS TO START 18
SPECIAL ABILITIES: bash, fast healing
</td></tr><tr><td colspan=2>
Affected by:
no permanent affects.
</td></tr><tr><td colspan=2>
Skills:
bash, fast healing, , ,
</td></tr><tr><td WIDTH="40%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="CENTER"><td VALIGN="CENTER">
</td><td>Str</td><td>Int</td><td>Wis</td><td>Dex</td><td>Con
</td></tr><tr><td>Base
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td></tr><tr><td>Max
</td><td>30
</td><td>10
</td><td>16
</td><td>19
</td><td>25
</td></tr></table>
</td><td WIDTH="60%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
Immune to:
no immunities.
</td></tr><tr><td>
Resistant to:
fire, cold
</td></tr><tr><td>
Vulnerable to:
lightning, mental
</td></tr></table>
</td></tr></TABLE></CENTER>
<FONT SIZE=0><CENTER><P><A HREF="#MortalRaces">Mortal Races
</A> | <A HREF="#ReincRaces">Remort Races
</A> | <A HREF="#MortalClasses">Mortal Classes
</A> | <A HREF="#ReincClasses">Remort Classes </A>
<br><A HREF="#raceclassmenu">
Races and Classes of GhostMUD</A></P></CENTER></FONT><hr>
<A NAME="goblin"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td colspan=2>
<center><h2>goblin</h2></center> are of small statue
EYE: COLOR: Red, Yellow
HAIR: COLOR:
HEIGHT: 3'6" to 4'2"
WEIGHT: 80lbs average
OTHER FEATURES: Skincolor ranges from Yellow to Red
BUILD: stocky
HISTORY:
Goblins have flat faces, broad noses, pointed ears, wide mouths and small, sharp fangs. Their
foreheads slope back, and their eyes are usually dull and glazed. They always walk upright, but their
arms hang down almost to their knees. Their skin colors range from yellow through any shade of orange
to a deep red. Usually a single tribe has members all of about the same color skin. Their eyes vary
from bright red to a gleaming lemon yellow. They wear clothing of dark leather, tending toward dull
soiled-looking colors.
Humans would consider the caves and underground dwellings of goblins to be dank and dismal. Those few
tribes that live above ground are found in ruins, and are only active at night or on very dark, cloudy
days. They use no form of sanitation, and their lairs have a foul stench. Goblins seem to be somewhat
resistant to the diseases that breed in such filth.
They live a communal life, sharing large common areas for eating and sleeping. Only leaders have
separate living spaces. All their possessions are carried with them. Property of the tribe is kept
with the chief and sub-chiefs. Most of their goods are stolen, although they do manufacture their own
garments and leather goods. The concept of privacy is largely foreign to goblins.
STARTING STATS: Str 10 Int 10 Wis 10 Dex 10 Con 10
MAXIMUM STATS: Str 18 Int 15 Wis 16 Dex 19 Con 17
TRAINING POINTS TO START 12
SPECIAL ABILITIES: hide
</td></tr><tr><td colspan=2>
Affected by:
infrared
</td></tr><tr><td colspan=2>
Skills:
hide, , , ,
</td></tr><tr><td WIDTH="40%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="CENTER"><td VALIGN="CENTER">
</td><td>Str</td><td>Int</td><td>Wis</td><td>Dex</td><td>Con
</td></tr><tr><td>Base
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td></tr><tr><td>Max
</td><td>17
</td><td>16
</td><td>22
</td><td>22
</td><td>23
</td></tr></table>
</td><td WIDTH="60%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
Immune to:
no immunities.
</td></tr><tr><td>
Resistant to:
disease
</td></tr><tr><td>
Vulnerable to:
magic
</td></tr></table>
</td></tr></TABLE></CENTER>
<FONT SIZE=0><CENTER><P><A HREF="#MortalRaces">Mortal Races
</A> | <A HREF="#ReincRaces">Remort Races
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<A NAME="gnome"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td colspan=2>
<center><h2>gnome</h2></center> is medium in stature
EYE: COLOR: Brown or Black
HAIR: COLOR: Brown or Black
HEIGHT: 3'6 to 4'3
WEIGHT: 72lbs average
OTHER FEATURES:
BUILD: Short
HISTORY:
Kin to dwarves, gnomes are noticeably smaller than their distant cousins. Gnomes, as they proudly
maintain, are also less rotund than dwarves. Their noses, however, are significantly larger. Most
gnomes have dark tan or brown skin and white hair. A typical gnome lives for 350 years.
Gnomes have lively and sly senses of humor, especially for practical jokes. They have a great love of
living things and finely wrought items, particularly gems and jewelry. Gnomes love all sorts of
precious stones and are masters of gem polishing and cutting.
Gnomes prefer to live in areas of rolling, rocky hills, well wooded and uninhabited by humans. Their
diminutive stature has made them suspicious of the larger races--humans and elves--although they are
not hostile. They are sly and furtive with those they do not know or trust, and somewhat reserved even
under the best of circumstances. Dwelling in mines and burrows, they are sympathetic to dwarves, but
find their cousins' aversion to surface dwellers foolish.
STARTING STATS: Str 10 Int 10 Wis 10 Dex 10 Con 10
MAXIMUM STATS: Str 17 Int 17 Wis 18 Dex 19 Con 18
TRAINING POINTS TO START 14
SPECIAL ABILITIES:
</td></tr><tr><td colspan=2>
Affected by:
no permanent affects.
</td></tr><tr><td colspan=2>
Skills:
, , , ,
</td></tr><tr><td WIDTH="40%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="CENTER"><td VALIGN="CENTER">
</td><td>Str</td><td>Int</td><td>Wis</td><td>Dex</td><td>Con
</td></tr><tr><td>Base
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td></tr><tr><td>Max
</td><td>17
</td><td>19
</td><td>22
</td><td>18
</td><td>24
</td></tr></table>
</td><td WIDTH="60%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
Immune to:
no immunities.
</td></tr><tr><td>
Resistant to:
poison
</td></tr><tr><td>
Vulnerable to:
magic
</td></tr></table>
</td></tr></TABLE></CENTER>
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<A NAME="kyrie"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td colspan=2>
<center><h2>kyrie</h2></center> are of medium stature
EYE: COLOR: Yellow
HAIR: COLOR: Feathers, Brown/White
HEIGHT: 5' to 7'
WEIGHT: 120lbs average
OTHER FEATURES: Wings
BUILD: Muscular
HISTORY:
The typical kyrie resembles a humanoid hawk wearing human clothing. Kenku have both arms and wings.
The wings are usually folded across the back and may be mistaken at a distance for a large backpack.
Height ranges from 5 to 7 feet. The feathers are predominantly brown with white underfeathers and face
markings. The eyes are a brilliant yellow.
Kenku are a secretive race that lives among the human and demihuman races without the bulk of the
population ever being aware of their presence.
The actual structure of kyrie society is elusive. The kyrie themselves either refuse to comment or
lie. Those kyrie lairs that have been encountered tend to be small underground chambers or cave
complexes.
STARTING STATS: Str 10 Int 10 Wis 10 Dex 10 Con 10
MAXIMUM STATS: Str 16 Int 18 Wis 19 Dex 19 Con 17
TRAINING POINTS TO START 17
SPECIAL ABILITIES: None
</td></tr><tr><td colspan=2>
Affected by:
flying
</td></tr><tr><td colspan=2>
Skills:
, , , ,
</td></tr><tr><td WIDTH="40%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="CENTER"><td VALIGN="CENTER">
</td><td>Str</td><td>Int</td><td>Wis</td><td>Dex</td><td>Con
</td></tr><tr><td>Base
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td></tr><tr><td>Max
</td><td>18
</td><td>21
</td><td>22
</td><td>21
</td><td>18
</td></tr></table>
</td><td WIDTH="60%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
Immune to:
no immunities.
</td></tr><tr><td>
Resistant to:
poison
</td></tr><tr><td>
Vulnerable to:
no vulnerabilities.
</td></tr></table>
</td></tr></TABLE></CENTER>
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<A NAME="saurial"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td colspan=2>
<center><h2>saurial</h2></center> are of medium stature
EYE: COLOR: Green
HAIR: COLOR: Green, Brown
HEIGHT: 6' to 7'
WEIGHT: 200lbs average
OTHER FEATURES: Tail
BUILD: Muscular
HISTORY:
Adult Saurial stand 6 to 7 feet tall, weighing 200 to 250 pounds. Skin tones range from dark green
to gray to brown, and their scales give them a flecked appearance. Their tails average 3 to 4 feet
long and are not prehensile. Males are nearly impossible to distinguish from females without close
inspection. Saurial garb is limited to strings of bones and other barbaric ornament.
Saurial are typically found in swamps, marshes, and similar places, often (35 dwelling totally
underwater in air-filled caves. A tribe rarely numbers more than 150 individuals, including females
and hatchlings. It is not uncommon for several tribes in an area to forge an informal alliance against
outsiders, including other saurial tribes.
STARTING STATS: Str 10 Int 10 Wis 10 Dex 10 Con 10
MAXIMUM STATS: Str 19 Int 19 Wis 18 Dex 14 Con 18
TRAINING POINTS TO START 17
SPECIAL ABILITIES: trip
</td></tr><tr><td colspan=2>
Affected by:
infrared
</td></tr><tr><td colspan=2>
Skills:
trip, , , ,
</td></tr><tr><td WIDTH="40%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="CENTER"><td VALIGN="CENTER">
</td><td>Str</td><td>Int</td><td>Wis</td><td>Dex</td><td>Con
</td></tr><tr><td>Base
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td></tr><tr><td>Max
</td><td>22
</td><td>22
</td><td>22
</td><td>14
</td><td>20
</td></tr></table>
</td><td WIDTH="60%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
Immune to:
no immunities.
</td></tr><tr><td>
Resistant to:
charm, cold
</td></tr><tr><td>
Vulnerable to:
poison
</td></tr></table>
</td></tr></TABLE></CENTER>
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<A NAME="vampire"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td colspan=2>
<center><h2>vampire</h2></center> are of medium stature
EYE: COLOR: black
HAIR: COLOR: white
HEIGHT: 5'5" to 6'4"
WEIGHT: 120lbs average
OTHER FEATURES: Lack of reflection
BUILD: lean
HISTORY:
Of all the chaotic evil undead creatures that stalk the world, none is more dreadful than the vampire.
Moving silently through the night, vampires prey upon the living without mercy or compassion. Unless
deep underground, they must return to the coffins in which they pass the daylight hours, and even in
the former case they must occasionally return to such to rest, for their power is renewed by contact
with soil from their graves.
One aspect that makes the vampire far more fearful than many of its undead kindred is its appearance.
Unlike other undead creatures, the vampire can easily pass among normal men without drawing attention
to itself for, although its facial features are sharp and feral, they do not seem inhuman. In many
cases, a vampire's true nature is revealed only when it attacks.
There are ways in which a vampire may be detected by the careful observer, however. Vampires cast no
reflection in a glass, cast no shadows, and move in complete silence.
Vampires live in areas of death and desolation where they will not be reminded of the lives they have
left behind. Ruined castles or chapels and large cemeteries are popular lairs for them, as are sites
of great tragedies or battles. Vampires often feel a strong attachment to specific areas with some
morbid significance, like the grave of a suicide or the site of a murder.
When deciding on a course of action or planning a campaign, vampires move very slowly and
meticulously. It is not uncommon for a vampire to undertake some scheme which may take decades or even
centuries to reach its conclusion. Because of the curse of immortality that has fallen upon them, they
feel that time is always on their side and will often defeat foes who might otherwise overcome them;
the vampire can simply go into hiding for a few decades until the passing of the years brings down its
enemies.
Vampires are normally solitary creatures. When they are found in the company of others of their kind,
the group will certainly consist of a single vampire lord and a small group of vampires which it has
created to do its bidding. In this way, the vampire can exert its power over a greater range without
running the risk of exposing itself to attack by would-be heroes.
In general, vampires feel only contempt for the world and its inhabitants. Denied the pleasures of a
true life, they have become dark and twisted creatures bent on revenge and terror. When a vampire
creates another of its kind, it considers the new creature a mere tool. The minion will be sent on
missions which the vampire feels may be too dangerous or unimportant for its personal attention. If
the need arises, these pawns will gladly be sacrificed to protect or further the ends of their master.
The vampire has no place in the world of living creatures. It is a thing of darkness that exists only
to bring about evil and chaos. Almost without exception, the vampire is feared and hated by those who
dwell in the regions in which it chooses to make its home. The vampire's unnatural presence is
all-pervasive and will cause dogs and similar animals to raise a cry of alarm at the presence of the
creature.
Vampires sustain themselves by draining the life force from living creatures. Unless they have a
specific need to create additional minions, however, they are careful to avoid killing those they
attack. In cases where the death of a victim is desired, the vampire will take care to see that the
body is destroyed and thus will not rise as an undead.
STARTING STATS: Str 10 Int 10 Wis 10 Dex 10 Con 10
MAXIMUM STATS: Str 19 Int 18 Wis 18 Dex 19 Con 18
TRAINING POINTS TO START 23
SPECIAL ABILITIES:
</td></tr><tr><td colspan=2>
Affected by:
infrared, flying
</td></tr><tr><td colspan=2>
Skills:
, , , ,
</td></tr><tr><td WIDTH="40%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="CENTER"><td VALIGN="CENTER">
</td><td>Str</td><td>Int</td><td>Wis</td><td>Dex</td><td>Con
</td></tr><tr><td>Base
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td></tr><tr><td>Max
</td><td>20
</td><td>20
</td><td>20
</td><td>20
</td><td>20
</td></tr></table>
</td><td WIDTH="60%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
Immune to:
disease
</td></tr><tr><td>
Resistant to:
charm
</td></tr><tr><td>
Vulnerable to:
fire, holy, light, silver
</td></tr></table>
</td></tr></TABLE></CENTER>
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<A NAME="tigriat"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td colspan=2>
<center><h2>tigriat</h2></center> are of medium stature
EYE: COLOR:Green, Yellow
HAIR: COLOR: Range from light Yellow to Brownish Red
HEIGHT: 5'9" to 6'6"
WEIGHT: 160lbs average
OTHER FEATURES: Claws, tail
BUILD: Lean
HISTORY:
Tigriat have spotted coats ranging in color from light yellow to brownish red. These graceful feline
humanoids are tall and slender, with retractable claws, and eyes of green or yellow.
Tigriat are reclusive and avoid other intelligent beings, even other tabaxi clans. They do not engage
in trade, which they consider demeaning, but some few have agents who trade for them. Tigriat speak
their own ancient language. Legends tell of a great tabaxi civilization that was supplanted by other
races.
Tigriat have few natural enemies. For food, they prefer the boar-like peccaries and huge rodents
called capybaras; only a very degenerate clan attacks members of another intelligent species for food.
Tigriat are sometimes hunted for their pelts, worth up to 250 gp each. Their skins and claws are also
useful in some types of natural magic.
STARTING STATS: Str 10 Int 10 Wis 10 Dex 10 Con 10
MAXIMUM STATS: Str 18 Int 18 Wis 16 Dex 21 Con 17
TRAINING POINTS TO START 18
SPECIAL ABILITIES: haste
</td></tr><tr><td colspan=2>
Affected by:
detect hidden, infrared
</td></tr><tr><td colspan=2>
Skills:
haste, , , ,
</td></tr><tr><td WIDTH="40%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="CENTER"><td VALIGN="CENTER">
</td><td>Str</td><td>Int</td><td>Wis</td><td>Dex</td><td>Con
</td></tr><tr><td>Base
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td></tr><tr><td>Max
</td><td>22
</td><td>16
</td><td>16
</td><td>24
</td><td>22
</td></tr></table>
</td><td WIDTH="60%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
Immune to:
no immunities.
</td></tr><tr><td>
Resistant to:
charm
</td></tr><tr><td>
Vulnerable to:
silver
</td></tr></table>
</td></tr></TABLE></CENTER>
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<A NAME="barbarian"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td colspan=2>
<center><h2>barbarian</h2></center> for racial stats, help RHISTORY_BARBARIAN for history{x
{Mand more details{x
</td></tr><tr><td colspan=2>
Affected by:
none
</td></tr><tr><td colspan=2>
Skills:
fast healing, second attack, , ,
</td></tr><tr><td WIDTH="40%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="CENTER"><td VALIGN="CENTER">
</td><td>Str</td><td>Int</td><td>Wis</td><td>Dex</td><td>Con
</td></tr><tr><td>Base
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td></tr><tr><td>Max
</td><td>22
</td><td>15
</td><td>21
</td><td>20
</td><td>22
</td></tr></table>
</td><td WIDTH="60%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
Immune to:
no immunities.
</td></tr><tr><td>
Resistant to:
blunt, fire, cold
</td></tr><tr><td>
Vulnerable to:
no vulnerabilities.
</td></tr></table>
</td></tr></TABLE></CENTER>
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<A NAME="orc"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td colspan=2>
<center><h2>orc</h2></center>s are of medium stature
EYE: COLOR: varied
HAIR: COLOR: varied
HEIGHT: 5'3" to 6'
WEIGHT: 190lbs average
OTHER FEATURES:
BUILD: muscular
HISTORY:
Orcs are a species of aggressive mammalian carnivores that band together in tribes and survive by
hunting and raiding. Orcs believe that in order to survive they must expand their territory, and so
they are constantly involved in wars against many enemies: humans, elves, dwarves, goblins, and other
orc tribes.
Orcs vary widely in appearance, as they frequently crossbreed with other species. In general, they
resemble primitive humans with grey-green skin covered with coarse hair. Orcs have a slightly stooped
posture, a low jutting forehead, and a snout instead of a nose, though comparisons between this facial
feature and those of pigs are exaggerated and perhaps unfair. Orcs have well-developed canine teeth
for eating meat and short pointed ears that resemble those of a wolf. Orcish snouts and ears have a
slightly pink tinge. Their eyes are human, with a reddish tint that sometimes makes them appear to
glow red when they reflect dim light sources in near darkness. This is actually part of their optical
system, a pigment which gives them infravision. Male orcs are about 5? to 6 feet tall. Females average
6 inches shorter than males. Orcs prefer to wear colors that most humans think unpleasant: blood red,
rust red, mustard yellow, yellow green, moss green, greenish purple, and blackish brown. Their armor
is unattractive besides -- dirty and often a bit rusty. Orcs speak Orcish, a language derived from
older human and elvish languages. There is no common standard of Orcish, so the language has many
dialects which vary from tribe to tribe. Orcs have also learned to speak local common tongues, but are
not comfortable with them. Some orcs have a limited vocabulary in goblin, hobgoblin, and ogre
dialects.
STARTING STATS: Str 10 Int 10 Wis 10 Dex 10 Con 10
MAXIMUM STATS: Str 20 Int 14 Wis 15 Dex 19 Con 21
TRAINING POINTS TO START 18
SPECIAL ABILITIES: berserk, second attack
</td></tr><tr><td colspan=2>
Affected by:
infrared
</td></tr><tr><td colspan=2>
Skills:
berserk, second attack, , ,
</td></tr><tr><td WIDTH="40%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="CENTER"><td VALIGN="CENTER">
</td><td>Str</td><td>Int</td><td>Wis</td><td>Dex</td><td>Con
</td></tr><tr><td>Base
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td></tr><tr><td>Max
</td><td>25
</td><td>14
</td><td>15
</td><td>23
</td><td>23
</td></tr></table>
</td><td WIDTH="60%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
Immune to:
no immunities.
</td></tr><tr><td>
Resistant to:
disease
</td></tr><tr><td>
Vulnerable to:
light
</td></tr></table>
</td></tr></TABLE></CENTER>
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</A> | <A HREF="#ReincRaces">Remort Races
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<A NAME="troll"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td colspan=2>
<center><h2>troll</h2></center>s are of medium stature
EYE: COLOR: Brown, black
HAIR: COLOR: Brown, black
HEIGHT: 8'5" to 9'3"
WEIGHT: 250lbs average
OTHER FEATURES: Hair covers most of the body, like a furr
BUILD: tall, muscular
HISTORY:
Trolls are horrid carnivores found in all climes, from arctic wastelands to tropical jungles. Most
creatures avoid these beasts, since trolls know no fear and attack unceasingly when hungry. Their
frame appears thin and frail, but trolls possess surprising strength. Their arms and legs are long and
ungainly. The legs end in great three-toed feet, the arms in wide, powerful hands with sharpened
claws. The trolls' rubbery hide is colored a moss green, mottled green and gray, or putrid gray. A
writhing hairlike mass grows out of their skulls and is usually greenish black or iron gray in color.
Their dull, sunken black eyes possess 90-foot infravision. Females are easily distinguished from
males; they are both larger and more powerful than their male counterparts.
Trolls walk upright but hunched forward with sagging shoulders. The trolls' gait is uneven and, when
running, the arms dangle free and drag along the ground. For all this seeming awkwardness, trolls are
very agile. They are masterful climbers and can scale even sheer cliffs with an 80chance of success.
Trolls have a poor hearing, but their sense of smell is superior.
Trolls have no language of their own, using ``trollspeak'', a guttural mishmash of common, giant,
goblin, orc, and hobgoblin.
Trolls can survive in all climes, but prefer dense forests and subterranean locales, since bright
sunlight hurts their eyes; trolls suffer no combat penalties because of this. They usually make their
lairs in caves, using great boulders to block the entrances. Inside a troll cave are a number of rough
nests made of straw and grass, plus scattered bones and treasure from victims. If there are no caves
in an area, trolls dig themselves a trollhole and cover its opening with twigs and leaves.
STARTING STATS: Str 10 Int 10 Wis 10 Dex 10 Con 10
MAXIMUM STATS: Str 21 Int 13 Wis 14 Dex 21 Con 21
TRAINING POINTS TO START 19
SPECIAL ABILITIES: berserk, second attack, fast healing
</td></tr><tr><td colspan=2>
Affected by:
detect hidden, infrared, slow
</td></tr><tr><td colspan=2>
Skills:
berserk, second attack, fast healing, ,
</td></tr><tr><td WIDTH="40%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="CENTER"><td VALIGN="CENTER">
</td><td>Str</td><td>Int</td><td>Wis</td><td>Dex</td><td>Con
</td></tr><tr><td>Base
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td></tr><tr><td>Max
</td><td>28
</td><td>8
</td><td>12
</td><td>22
</td><td>30
</td></tr></table>
</td><td WIDTH="60%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
Immune to:
no immunities.
</td></tr><tr><td>
Resistant to:
charm, blunt
</td></tr><tr><td>
Vulnerable to:
fire, acid
</td></tr></table>
</td></tr></TABLE></CENTER>
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<A NAME="oyate"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td colspan=2>
<center><h2>oyate</h2></center> are of medium stature
EYE: COLOR: Black, dark brown
HAIR: COLOR: Black
HEIGHT: 5'9" to 6'
WEIGHT: 100lbs average
OTHER FEATURES: Reddish skintone
BUILD: Lean
HISTORY:
These are the native People of Ghost Dancer. They are reclusive people
preferring to hunt and fish in small family groups known as tribes. The
Oyate stand about 5'9" to 6' and resemble elves in many features. They
are skilled hunters and trackers (scouts) and can be fearsome warriors.
They have a reddish appearance to their skin, which protects them from
the bright Ghost Dancer sun. They can be found in even the harshest of
climates.
Little else is known about the Oyate except that when provoked the
outcome is almost always fatal.
The Oyate were here before any other race and Ghost Dancer was
beautiful. They were the first new race introduced to Ghost Dancer the
most beautiful of all the worlds the gods had created. This is why they
choose Ghost Dancer to become mortals on. With the introduction of the
gods came the introduction or the other races (elves, humans, dwarves),
the Oyate fled to solitude leaving a great mystery as to who they are
and what they believe. However two of the immortals befriended the Oyate
and learned their culture. Impressed by their simple life one of these
immortals took an Oyate name Cormac (Cor ha mac "Eternal Life" God of
the after Life) he is their god and his mate also Oyate Taka is
their goddess. They have adopted Taka to mean (Tha-cka "sweet
life" God of Life) and pray regularly to them. The only other god in
their religious system is Makoce (mah-koh-chay "Mother Earth"). They are
highly spiritual and social having a language known as Lakota. After the
arrival of the other races the Oyate retreated into the depths of the
wilderness and few have ever been spotted. To this day the Oyate are
more a myth than a reality. But as of late the myth has emerged into the
public view more and more as Oyate have been spotted in increasing numbers
around larger cities and roads throughout the whole of Ghost Dancer.
Is this a new trend?
STARTING STATS: Str 10 Int 10 Wis 10 Dex 10 Con 10
MAXIMUM STATS: Str 18 Int 18 Wis 19 Dex 21 Con 19
TRAINING POINTS TO START 20
SPECIAL ABILITIES:
</td></tr><tr><td colspan=2>
Affected by:
infrared
</td></tr><tr><td colspan=2>
Skills:
, , , ,
</td></tr><tr><td WIDTH="40%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="CENTER"><td VALIGN="CENTER">
</td><td>Str</td><td>Int</td><td>Wis</td><td>Dex</td><td>Con
</td></tr><tr><td>Base
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td></tr><tr><td>Max
</td><td>20
</td><td>18
</td><td>22
</td><td>20
</td><td>20
</td></tr></table>
</td><td WIDTH="60%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
Immune to:
disease
</td></tr><tr><td>
Resistant to:
charm, fire, cold, poison
</td></tr><tr><td>
Vulnerable to:
no vulnerabilities.
</td></tr></table>
</td></tr></TABLE></CENTER>
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<A NAME="halfelf"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td colspan=2>
<center><h2>halfelf</h2></center></td></tr><tr><td colspan=2>
Affected by:
infrared
</td></tr><tr><td colspan=2>
Skills:
sneak, hide, , ,
</td></tr><tr><td WIDTH="40%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="CENTER"><td VALIGN="CENTER">
</td><td>Str</td><td>Int</td><td>Wis</td><td>Dex</td><td>Con
</td></tr><tr><td>Base
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td></tr><tr><td>Max
</td><td>18
</td><td>23
</td><td>23
</td><td>18
</td><td>18
</td></tr></table>
</td><td WIDTH="60%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
Immune to:
no immunities.
</td></tr><tr><td>
Resistant to:
charm, fire, cold, poison
</td></tr><tr><td>
Vulnerable to:
no vulnerabilities.
</td></tr></table>
</td></tr></TABLE></CENTER>
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<A NAME="halforc"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td colspan=2>
<center><h2>halforc</h2></center></td></tr><tr><td colspan=2>
Affected by:
infrared
</td></tr><tr><td colspan=2>
Skills:
berserk, second attack, , ,
</td></tr><tr><td WIDTH="40%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="CENTER"><td VALIGN="CENTER">
</td><td>Str</td><td>Int</td><td>Wis</td><td>Dex</td><td>Con
</td></tr><tr><td>Base
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td></tr><tr><td>Max
</td><td>23
</td><td>17
</td><td>17
</td><td>21
</td><td>22
</td></tr></table>
</td><td WIDTH="60%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
Immune to:
no immunities.
</td></tr><tr><td>
Resistant to:
cold, poison
</td></tr><tr><td>
Vulnerable to:
no vulnerabilities.
</td></tr></table>
</td></tr></TABLE></CENTER>
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<A NAME="halfgiant"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td colspan=2>
<center><h2>halfgiant</h2></center></td></tr><tr><td colspan=2>
Affected by:
no permanent affects.
</td></tr><tr><td colspan=2>
Skills:
bash, fast healing, , ,
</td></tr><tr><td WIDTH="40%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="CENTER"><td VALIGN="CENTER">
</td><td>Str</td><td>Int</td><td>Wis</td><td>Dex</td><td>Con
</td></tr><tr><td>Base
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td></tr><tr><td>Max
</td><td>25
</td><td>15
</td><td>18
</td><td>22
</td><td>20
</td></tr></table>
</td><td WIDTH="60%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
Immune to:
no immunities.
</td></tr><tr><td>
Resistant to:
fire, cold
</td></tr><tr><td>
Vulnerable to:
no vulnerabilities.
</td></tr></table>
</td></tr></TABLE></CENTER>
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<A NAME="werewolf"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td colspan=2>
<center><h2>werewolf</h2></center> form is equally varied. Many
have a bipedal form that is a hybrid of human and lupine features. These creatures are about 1-foot
taller and stronger than their human forms. The bodies are fur-covered and have short tails, wolflike
legs, and heads that are combinations in varying degrees of human and lupine features.
A second form of hybrid is more wolflike, and may be mistaken for a large wolf when it runs on all
four legs. This hybrid can also walk erect and has humanlike hands.
Another type of werewolf (about 20 looks exactly like a large wolf about the size of a bear. This
creature has no human features, although the eyes may glow red in the dark.
Werewolf packs roam the wilderness in search of human or other prey. True werewolves tend to be
nomadic, although infected werewolves often continue to live the life to which they were accustomed.
Werewolves retreat to their dens during the winter months or the years when the females are raising
the helpless cubs. As humans, werewolves do not build homes, although they may take over existing
dwellings, sometimes the home of past victims. Caves and burrows are the dens most commonly used in
the wild. These sparsely furnished retreats are used mostly as a sleeping area and a place to store
their human possessions. Many werewolf families roam the countryside in wagons, much like gypsies. In
fact, this has caused many gypsies to be accused of being werewolves.
Werewolves live in packs, generally related by bloodlines. Werewolf packs of five to eight individuals
are single family groups consisting of a male, female, and three to six cubs, six to nine years old.
Cubs under six years old are kept in secluded dens and never encountered by hostile humans.
STARTING STATS: Str 10 Int 10 Wis 10 Dex 10 Con 10
MAXIMUM STATS: Str 20 Int 16 Wis 19 Dex 18 Con 19
TRAINING POINTS TO START 19
SPECIAL ABILITIES: bash, fast healing,second attack, sneak
</td></tr><tr><td colspan=2>
Affected by:
no permanent affects.
</td></tr><tr><td colspan=2>
Skills:
bash, fast healing, second attack, sneak,
</td></tr><tr><td WIDTH="40%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="CENTER"><td VALIGN="CENTER">
</td><td>Str</td><td>Int</td><td>Wis</td><td>Dex</td><td>Con
</td></tr><tr><td>Base
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td></tr><tr><td>Max
</td><td>22
</td><td>18
</td><td>18
</td><td>22
</td><td>20
</td></tr></table>
</td><td WIDTH="60%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
Immune to:
charm, poison
</td></tr><tr><td>
Resistant to:
cold
</td></tr><tr><td>
Vulnerable to:
holy, silver
</td></tr></table>
</td></tr></TABLE></CENTER>
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<A NAME="lich"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td colspan=2>
<center><h2>lich</h2></center> are of medium stature
EYE: COLOR: None
HAIR: COLOR: None
HEIGHT: 5'6 to 6'6
WEIGHT: average 100lbs
OTHER FEATURES: Pinpoints of light where eyes should be.
BUILD: Skeletal
HISTORY:
The lich is, perhaps, the single most powerful form of undead known to exist. They seek to further
their own power at all costs and have little or no interest in the affairs of the living, except where
those affairs interfere with their own.
A lich greatly resembles a wight or mummy, being gaunt and skeletal in form. The creature's eye
sockets are black and empty save for the fierce pinpoints of light which serve the lich as eyes
Liches are usually solitary creatures. They have cast aside their places as living beings by choice
and now want as little to do with the world of men as possible. From time to time, however, a lich's
interest in the world at large may be reawakened by some great event of personal importance.
A lich will make its home in some ominous fortified area, often a strong keep or vast subterranean
crypt.
When a lich does decide to become involved with the world beyond its lair, its keen intelligence makes
it a dangerous adversary. In some cases, a lich will depend on its magical powers to accomplish its
goals. If this is not sufficient, however, the lich is quite capable of animating a force of undead
troops to act on its behalf. If such is the case, the lich's endless patience and cunning more than
make up for the inherent disadvantages of the lesser forms of undead which it commands.
Although the lich has no interest in good or evil as we understand it, the creature will do whatever
it must to further its own causes. Since it feels that the living are of little importance, the lich
is often viewed as evil by those who encounter it. In rare cases, liches of a most unusual nature can
be found which are of any alignment.
The lich can exist for centuries without change. Its will drives it onward to master new magics and
harness mystical powers not available to it in its previous life. So obsessed does the monster become
with its quest for power that it often forgets its former existence utterly. Few liches call
themselves by their old names when the years have drained the last vestiges of their humanity from
them. Instead, they often adopt pseudonyms like ``the Black Hand'' or ``the Forgotten King.'' Learning
the true name of a lich is rumored to confer power over the creature.
STARTING STATS: Str 10 Int 10 Wis 10 Dex 10 Con 10
MAXIMUM STATS: Str 20 Int 20 Wis 20 Dex 20 Con 20
TRAINING POINTS TO START 19
SPECIAL ABILITIES: bash, fast healing,second attack, sneak, fly
</td></tr><tr><td colspan=2>
Affected by:
no permanent affects.
</td></tr><tr><td colspan=2>
Skills:
bash, fast healing, second attack, sneak, fly
</td></tr><tr><td WIDTH="40%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="CENTER"><td VALIGN="CENTER">
</td><td>Str</td><td>Int</td><td>Wis</td><td>Dex</td><td>Con
</td></tr><tr><td>Base
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td></tr><tr><td>Max
</td><td>20
</td><td>20
</td><td>20
</td><td>20
</td><td>20
</td></tr></table>
</td><td WIDTH="60%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
Immune to:
charm, magic, poison
</td></tr><tr><td>
Resistant to:
cold
</td></tr><tr><td>
Vulnerable to:
weapon, holy
</td></tr></table>
</td></tr></TABLE></CENTER>
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<hr><h2><center>Remort Races</center></h2></A><hr>
<A NAME="dragonkin"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td colspan=2>
<center><h2>dragonkin</h2></center></td></tr><tr><td colspan=2>
Affected by:
sanctuary, infrared, flying
</td></tr><tr><td colspan=2>
Skills:
sneak, hide, haste, fast healing, second attack
</td></tr><tr><td WIDTH="40%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="CENTER"><td VALIGN="CENTER">
</td><td>Str</td><td>Int</td><td>Wis</td><td>Dex</td><td>Con
</td></tr><tr><td>Base
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td><td>10
</td></tr><tr><td>Max
</td><td>50
</td><td>50
</td><td>50
</td><td>50
</td><td>50
</td></tr></table>
</td><td WIDTH="60%">
<TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
Immune to:
charm, fire, cold, acid
</td></tr><tr><td>
Resistant to:
no resistances.
</td></tr><tr><td>
Vulnerable to:
no vulnerabilities.
</td></tr></table>
</td></tr></TABLE></CENTER>
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<hr><h2><center>Mortal Classes</center></h2></A><hr>
<A NAME="mage"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
<center><h2>mage</h2></center>: The Mage strives to be a master of magical energies, shaping them and casting them as spells.
To do so, he studies strange tongues and obscure facts and devotes much of his time to magical
research.
A mage must rely on knowledge and wit to survive. The mage studies all types of magic and learns a
wide variety of spells. His broad range makes him well suited to the demands of adventuring.
Cleric: A Cleric sees to the spiritual needs of a community or location.
The cleric is a generic priest (of any mythos) who tends to the needs of a community. He is both
protector and healer. He is not purely defensive, however. When evil threatens, the cleric is well-
suited to seek it out on its own ground and destroy it.
<ul>
<li>Primary Statistic:
Intelligence
</li>
<li>Basic Skills:
dagger</li>
<li>Default Skills and Spell Groups:
lore, <A HREF="./spells.html#beguiling">beguiling</A>, <A HREF="./spells.html#combat">combat</A>, <A HREF="./spells.html#detection">detection</A>, <A HREF="./spells.html#enhancement">enhancement</A>, <A HREF="./spells.html#illusion">illusion</A>, <A HREF="./spells.html#maladictions">maladictions</A>, <A HREF="./spells.html#protective">protective</A>, <A HREF="./spells.html#transportation">transportation</A>, <A HREF="./spells.html#weather">weather</A></li></ul>
</td></tr></TABLE></CENTER>
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<A NAME="cleric"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
<center><h2>cleric</h2></center><ul>
<li>Primary Statistic:
Wisdom
</li>
<li>Basic Skills:
mace</li>
<li>Default Skills and Spell Groups:
flail, <A HREF="./spells.html#attack">attack</A>, <A HREF="./spells.html#creation">creation</A>, <A HREF="./spells.html#curative">curative</A>, <A HREF="./spells.html#benedictions">benedictions</A>, <A HREF="./spells.html#detection">detection</A>, <A HREF="./spells.html#healing">healing</A>, <A HREF="./spells.html#maladictions">maladictions</A>, <A HREF="./spells.html#protective">protective</A>, shield block, <A HREF="./spells.html#transportation">transportation</A>, <A HREF="./spells.html#weather">weather</A></li></ul>
</td></tr></TABLE></CENTER>
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<A NAME="thief"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
<center><h2>thief</h2></center>: The thief can be found throughout the world, wherever people gather and money changes hands.
While many thieves are motivated only by a desire to amass fortune in the easiest way possible, some
thieves have noble aims; they use their skills to correct injustice, spread good will, or contribute
to the success of an adventuring group.
To accomplish his goals, for good or ill, the thief is a skilled pilferer. Cunning, nimbleness, and
stealth are his hallmarks. Whether he turns his talent against innocent passers-by and wealthy
merchants or oppressors and monsters is a choice for the thief to make.
<ul>
<li>Primary Statistic:
Dexterity
</li>
<li>Basic Skills:
dagger, steal</li>
<li>Default Skills and Spell Groups:
mace, sword, backstab, disarm, dodge, second attack, trip, hide, peek, pick lock, sneak</li></ul>
</td></tr></TABLE></CENTER>
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<A NAME="warrior"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
<center><h2>warrior</h2></center> is a champion, swordsman, soldier, and brawler. He lives or dies by his knowledge of
weapons and tactics. Warriors can be found at the front of any battle, contesting toe-to-toe with
monsters and villains. A good warrior needs to be strong and healthy if he hopes to survive.
<ul>
<li>Primary Statistic:
Strength
</li>
<li>Basic Skills:
sword, second attack</li>
<li>Default Skills and Spell Groups:
<A HREF="./spells.html#weaponsmaster">weaponsmaster</A>, shield block, bash, disarm, enhanced damage, parry, rescue, third attack</li></ul>
</td></tr></TABLE></CENTER>
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<A NAME="ranger"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
<center><h2>ranger</h2></center> is a warrior and a woodsman. He is skilled with weapons and is knowledgeable in tracking
and woodcraft. The ranger often protects and guides lost travelers and honest peasant-folk. A ranger
needs to be strong and wise to the ways of nature to live a full life.
<ul>
<li>Primary Statistic:
Constitution
</li>
<li>Basic Skills:
sword, second attack</li>
<li>Default Skills and Spell Groups:
<A HREF="./spells.html#weaponsmaster">weaponsmaster</A>, enhanced damage, second attack, <A HREF="./spells.html#attack">attack</A>, <A HREF="./spells.html#elemental">elemental</A>, parry, rescue, third attack</li></ul>
</td></tr></TABLE></CENTER>
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<A NAME="enchanter"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
<center><h2>enchanter</h2></center><ul>
<li>Primary Statistic:
Intelligence
</li>
<li>Basic Skills:
dagger</li>
<li>Default Skills and Spell Groups:
lore, <A HREF="./spells.html#beguiling">beguiling</A>, <A HREF="./spells.html#combat">combat</A>, <A HREF="./spells.html#detection">detection</A>, <A HREF="./spells.html#enhancement">enhancement</A>, <A HREF="./spells.html#illusion">illusion</A>, <A HREF="./spells.html#maladictions">maladictions</A>, <A HREF="./spells.html#protective">protective</A>, <A HREF="./spells.html#transportation">transportation</A>, <A HREF="./spells.html#weather">weather</A>, <A HREF="./spells.html#enchantment">enchantment</A></li></ul>
</td></tr></TABLE></CENTER>
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<A NAME="berserker"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
<center><h2>berserker</h2></center><ul>
<li>Primary Statistic:
Strength
</li>
<li>Basic Skills:
sword, second attack</li>
<li>Default Skills and Spell Groups:
<A HREF="./spells.html#weaponsmaster">weaponsmaster</A>, shield block, bash, disarm, enhanced damage, parry, rescue, third attack</li></ul>
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<A NAME="druid"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
<center><h2>druid</h2></center><ul>
<li>Primary Statistic:
Constitution
</li>
<li>Basic Skills:
dagger, second attack, <A HREF="./spells.html#staff">staff</A>, <A HREF="./spells.html#phase">phase</A></li>
<li>Default Skills and Spell Groups:
flail, <A HREF="./spells.html#attack">attack</A>, <A HREF="./spells.html#creation">creation</A>, <A HREF="./spells.html#curative">curative</A>, <A HREF="./spells.html#benedictions">benedictions</A>, <A HREF="./spells.html#detection">detection</A>, <A HREF="./spells.html#healing">healing</A>, <A HREF="./spells.html#maladictions">maladictions</A>, <A HREF="./spells.html#protective">protective</A>, shield block, <A HREF="./spells.html#transportation">transportation</A>, <A HREF="./spells.html#weather">weather</A></li></ul>
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<A NAME="assassin"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
<center><h2>assassin</h2></center>, a hired
killer. Unlike simple warriors or soldiers, the assassin relies on anonymity and surprise to
earn his living. A successful assassin may not even be seen by his target. Slipping out of the
darkness or a crowd of friends, the assassin does his dark deed and disappears.
Social ranks: Assassins tend to be well off, as their services are expensive. Further, they often are
educated, which helps them fit into different segments of society to stalk their prey.
<ul>
<li>Primary Statistic:
Dexterity
</li>
<li>Basic Skills:
sword, second attack, circle, backstab</li>
<li>Default Skills and Spell Groups:
<A HREF="./spells.html#weaponsmaster">weaponsmaster</A>, enhanced damage, second attack, <A HREF="./spells.html#attack">attack</A>, <A HREF="./spells.html#elemental">elemental</A>, parry, rescue, third attack</li></ul>
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<A NAME="paladin"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
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<center><h2>paladin</h2></center> is a warrior bold and pure, the example of everything good and true. Like the fighter,
the paladin is a man of combat. However, the paladin lives for the ideals of righteousness, justice,
honesty, piety, and chivalry. He strives to be a living example of these virtues so that others
might learn from him as well as gain by his actions.
Deathknights are exactly like paladins except for the fact that they oppose all good.
<ul>
<li>Primary Statistic:
Wisdom
</li>
<li>Basic Skills:
sword, second attack</li>
<li>Default Skills and Spell Groups:
<A HREF="./spells.html#weaponsmaster">weaponsmaster</A>, enhanced damage, second attack, <A HREF="./spells.html#attack">attack</A>, <A HREF="./spells.html#creation">creation</A>, <A HREF="./spells.html#curative">curative</A>, <A HREF="./spells.html#benedictions">benedictions</A>, <A HREF="./spells.html#detection">detection</A>, <A HREF="./spells.html#healing">healing</A>, <A HREF="./spells.html#maladictions">maladictions</A>, <A HREF="./spells.html#protective">protective</A></li></ul>
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<A NAME="witch"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
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<center><h2>witch</h2></center>es of Greek myth, or of medieval legend would know that the witch is
not simply a subclass of the mage, locked in an internal battle against arcane spirits. Witches such
as Circe, Rhiannon, or even Morgan LeFey were priestesses of Gods and Goddesses who were lesser
known, but ultimately no more or less nefarious than their better known kindred. The essence of
witchcraft is knowledge, secrecy, ritual, and a sense of respect for the powers of nature. Evil is
not a necessary part of witchcraft, though certainly the secrecy of their sects has opened them to
numerous rumors. Whatever their alignment, witches have more in common with druidic priests than any
other class of character, though the way in which their spells work often is reminiscent of
magecraft
<ul>
<li>Primary Statistic:
Intelligence
</li>
<li>Basic Skills:
dagger</li>
<li>Default Skills and Spell Groups:
lore, <A HREF="./spells.html#beguiling">beguiling</A>, <A HREF="./spells.html#combat">combat</A>, <A HREF="./spells.html#detection">detection</A>, <A HREF="./spells.html#enhancement">enhancement</A>, <A HREF="./spells.html#illusion">illusion</A>, <A HREF="./spells.html#maladictions">maladictions</A>, <A HREF="./spells.html#protective">protective</A>, <A HREF="./spells.html#transportation">transportation</A>, <A HREF="./spells.html#weather">weather</A></li></ul>
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<A NAME="necromancer"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
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<center><h2>necromancer</h2></center><ul>
<li>Primary Statistic:
Intelligence
</li>
<li>Basic Skills:
dagger</li>
<li>Default Skills and Spell Groups:
lore, <A HREF="./spells.html#beguiling">beguiling</A>, <A HREF="./spells.html#combat">combat</A>, <A HREF="./spells.html#detection">detection</A>, <A HREF="./spells.html#enhancement">enhancement</A>, <A HREF="./spells.html#illusion">illusion</A>, <A HREF="./spells.html#maladictions">maladictions</A>, <A HREF="./spells.html#protective">protective</A>, <A HREF="./spells.html#transportation">transportation</A>, <A HREF="./spells.html#weather">weather</A></li></ul>
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<A NAME="death_knight"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
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<center><h2>death knight</h2></center><ul>
<li>Primary Statistic:
Wisdom
</li>
<li>Basic Skills:
lore, <A HREF="./spells.html#beguiling">beguiling</A>, <A HREF="./spells.html#combat">combat</A>, <A HREF="./spells.html#detection">detection</A>, <A HREF="./spells.html#enhancement">enhancement</A>, <A HREF="./spells.html#illusion">illusion</A>, <A HREF="./spells.html#maladictions">maladictions</A>, <A HREF="./spells.html#protective">protective</A>, <A HREF="./spells.html#transportation">transportation</A>, <A HREF="./spells.html#weather">weather</A></li>
<li>Default Skills and Spell Groups:
lore, <A HREF="./spells.html#beguiling">beguiling</A>, <A HREF="./spells.html#combat">combat</A>, <A HREF="./spells.html#detection">detection</A>, <A HREF="./spells.html#enhancement">enhancement</A>, <A HREF="./spells.html#illusion">illusion</A>, <A HREF="./spells.html#maladictions">maladictions</A>, <A HREF="./spells.html#protective">protective</A>, <A HREF="./spells.html#transportation">transportation</A>, <A HREF="./spells.html#weather">weather</A></li></ul>
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<A NAME="soldier"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
<tr ALIGN="LEFT" VALIGN="CENTER"><td>
<center><h2>soldier</h2></center><ul>
<li>Primary Statistic:
Constitution
</li>
<li>Basic Skills:
sword, second attack</li>
<li>Default Skills and Spell Groups:
<A HREF="./spells.html#weaponsmaster">weaponsmaster</A>, shield block, bash, disarm, enhanced damage, parry, rescue, third attack</li></ul>
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<A NAME="opoya"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
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<center><h2>opoya</h2></center><ul>
<li>Primary Statistic:
Dexterity
</li>
<li>Basic Skills:
<A HREF="./spells.html#weaponsmaster">weaponsmaster</A>, second attack, disarm, enhanced damage, parry, rescue, third attack, circle, <A HREF="./spells.html#phase">phase</A></li>
<li>Default Skills and Spell Groups:
<A HREF="./spells.html#weaponsmaster">weaponsmaster</A>, enhanced damage, second attack, <A HREF="./spells.html#attack">attack</A>, <A HREF="./spells.html#creation">creation</A>, <A HREF="./spells.html#curative">curative</A>, <A HREF="./spells.html#benedictions">benedictions</A>, <A HREF="./spells.html#detection">detection</A>, <A HREF="./spells.html#healing">healing</A>, <A HREF="./spells.html#maladictions">maladictions</A>, <A HREF="./spells.html#protective">protective</A></li></ul>
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<A NAME="wicasa"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
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<center><h2>wicasa</h2></center><ul>
<li>Primary Statistic:
Intelligence
</li>
<li>Basic Skills:
sword, second attack, enhanced damage, parry, third attack, <A HREF="./spells.html#phase">phase</A></li>
<li>Default Skills and Spell Groups:
lore, <A HREF="./spells.html#beguiling">beguiling</A>, <A HREF="./spells.html#combat">combat</A>, <A HREF="./spells.html#detection">detection</A>, <A HREF="./spells.html#enhancement">enhancement</A>, <A HREF="./spells.html#illusion">illusion</A>, <A HREF="./spells.html#maladictions">maladictions</A>, <A HREF="./spells.html#protective">protective</A>, <A HREF="./spells.html#transportation">transportation</A>, <A HREF="./spells.html#weather">weather</A></li></ul>
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<A NAME="telepath"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
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<center><h2>telepath</h2></center><ul>
<li>Primary Statistic:
Intelligence
</li>
<li>Basic Skills:
dagger, second attack</li>
<li>Default Skills and Spell Groups:
lore, <A HREF="./spells.html#beguiling">beguiling</A>, <A HREF="./spells.html#combat">combat</A>, <A HREF="./spells.html#detection">detection</A>, <A HREF="./spells.html#enhancement">enhancement</A>, <A HREF="./spells.html#illusion">illusion</A>, <A HREF="./spells.html#maladictions">maladictions</A>, <A HREF="./spells.html#protective">protective</A>, <A HREF="./spells.html#transportation">transportation</A>, <A HREF="./spells.html#weather">weather</A></li></ul>
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<A NAME="priest"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
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<center><h2>priest</h2></center><ul>
<li>Primary Statistic:
Intelligence
</li>
<li>Basic Skills:
mace, second attack</li>
<li>Default Skills and Spell Groups:
flail, <A HREF="./spells.html#attack">attack</A>, <A HREF="./spells.html#creation">creation</A>, <A HREF="./spells.html#curative">curative</A>, <A HREF="./spells.html#benedictions">benedictions</A>, <A HREF="./spells.html#detection">detection</A>, <A HREF="./spells.html#healing">healing</A>, <A HREF="./spells.html#maladictions">maladictions</A>, <A HREF="./spells.html#protective">protective</A>, shield block, <A HREF="./spells.html#transportation">transportation</A>, <A HREF="./spells.html#weather">weather</A></li></ul>
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<A NAME="bard"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
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<center><h2>bard</h2></center><ul>
<li>Primary Statistic:
Constitution
</li>
<li>Basic Skills:
<A HREF="./spells.html#staff">staff</A>, polearm, dagger</li>
<li>Default Skills and Spell Groups:
<A HREF="./spells.html#weaponsmaster">weaponsmaster</A>, enhanced damage, second attack, <A HREF="./spells.html#attack">attack</A>, <A HREF="./spells.html#elemental">elemental</A>, parry, rescue, third attack</li></ul>
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<A NAME="sage"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
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<center><h2>sage</h2></center><ul>
<li>Primary Statistic:
Intelligence
</li>
<li>Basic Skills:
dagger, second attack</li>
<li>Default Skills and Spell Groups:
lore, <A HREF="./spells.html#beguiling">beguiling</A>, <A HREF="./spells.html#combat">combat</A>, <A HREF="./spells.html#detection">detection</A>, <A HREF="./spells.html#enhancement">enhancement</A>, <A HREF="./spells.html#illusion">illusion</A>, <A HREF="./spells.html#maladictions">maladictions</A>, <A HREF="./spells.html#protective">protective</A>, <A HREF="./spells.html#transportation">transportation</A>, <A HREF="./spells.html#weather">weather</A></li></ul>
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<A NAME="sorcerer"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
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<center><h2>sorcerer</h2></center><ul>
<li>Primary Statistic:
Intelligence
</li>
<li>Basic Skills:
dagger, second attack, <A HREF="./spells.html#staff">staff</A></li>
<li>Default Skills and Spell Groups:
lore, <A HREF="./spells.html#beguiling">beguiling</A>, <A HREF="./spells.html#combat">combat</A>, <A HREF="./spells.html#detection">detection</A>, <A HREF="./spells.html#enhancement">enhancement</A>, <A HREF="./spells.html#illusion">illusion</A>, <A HREF="./spells.html#maladictions">maladictions</A>, <A HREF="./spells.html#protective">protective</A>, <A HREF="./spells.html#transportation">transportation</A>, <A HREF="./spells.html#weather">weather</A></li></ul>
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<A NAME="bishop"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
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<center><h2>bishop</h2></center><ul>
<li>Primary Statistic:
Wisdom
</li>
<li>Basic Skills:
mace, second attack, <A HREF="./spells.html#staff">staff</A>, <A HREF="./spells.html#phase">phase</A></li>
<li>Default Skills and Spell Groups:
flail, <A HREF="./spells.html#attack">attack</A>, <A HREF="./spells.html#creation">creation</A>, <A HREF="./spells.html#curative">curative</A>, <A HREF="./spells.html#benedictions">benedictions</A>, <A HREF="./spells.html#detection">detection</A>, <A HREF="./spells.html#healing">healing</A>, <A HREF="./spells.html#maladictions">maladictions</A>, <A HREF="./spells.html#protective">protective</A>, shield block, <A HREF="./spells.html#transportation">transportation</A>, <A HREF="./spells.html#weather">weather</A></li></ul>
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<A NAME="templar"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
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<center><h2>templar</h2></center><ul>
<li>Primary Statistic:
Wisdom
</li>
<li>Basic Skills:
<A HREF="./spells.html#weaponsmaster">weaponsmaster</A>, second attack</li>
<li>Default Skills and Spell Groups:
<A HREF="./spells.html#weaponsmaster">weaponsmaster</A>, enhanced damage, second attack, <A HREF="./spells.html#attack">attack</A>, <A HREF="./spells.html#creation">creation</A>, <A HREF="./spells.html#curative">curative</A>, <A HREF="./spells.html#benedictions">benedictions</A>, <A HREF="./spells.html#detection">detection</A>, <A HREF="./spells.html#healing">healing</A>, <A HREF="./spells.html#maladictions">maladictions</A>, <A HREF="./spells.html#protective">protective</A></li></ul>
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<A NAME="monk"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
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<center><h2>monk</h2></center><ul>
<li>Primary Statistic:
Wisdom
</li>
<li>Basic Skills:
mace, <A HREF="./spells.html#staff">staff</A>, hand to hand</li>
<li>Default Skills and Spell Groups:
flail, <A HREF="./spells.html#attack">attack</A>, <A HREF="./spells.html#creation">creation</A>, <A HREF="./spells.html#curative">curative</A>, <A HREF="./spells.html#benedictions">benedictions</A>, <A HREF="./spells.html#detection">detection</A>, <A HREF="./spells.html#healing">healing</A>, <A HREF="./spells.html#maladictions">maladictions</A>, <A HREF="./spells.html#protective">protective</A>, shield block, <A HREF="./spells.html#transportation">transportation</A>, <A HREF="./spells.html#weather">weather</A></li></ul>
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<A NAME="psionist"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
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<center><h2>psionist</h2></center><ul>
<li>Primary Statistic:
Intelligence
</li>
<li>Basic Skills:
dagger, second attack</li>
<li>Default Skills and Spell Groups:
lore, <A HREF="./spells.html#beguiling">beguiling</A>, <A HREF="./spells.html#combat">combat</A>, <A HREF="./spells.html#detection">detection</A>, <A HREF="./spells.html#enhancement">enhancement</A>, <A HREF="./spells.html#illusion">illusion</A>, <A HREF="./spells.html#maladictions">maladictions</A>, <A HREF="./spells.html#protective">protective</A>, <A HREF="./spells.html#transportation">transportation</A>, <A HREF="./spells.html#weather">weather</A></li></ul>
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<A NAME="ninja"><br></A><CENTER><TABLE BORDER=0 CELLPADDING=2>
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<center><h2>ninja</h2></center><ul>
<li>Primary Statistic:
Constitution
</li>
<li>Basic Skills:
lore, <A HREF="./spells.html#beguiling">beguiling</A>, <A HREF="./spells.html#combat">combat</A>, <A HREF="./spells.html#detection">detection</A>, <A HREF="./spells.html#enhancement">enhancement</A>, <A HREF="./spells.html#illusion">illusion</A>, <A HREF="./spells.html#maladictions">maladictions</A>, <A HREF="./spells.html#protective">protective</A>, <A HREF="./spells.html#transportation">transportation</A>, <A HREF="./spells.html#weather">weather</A></li>
<li>Default Skills and Spell Groups:
lore, <A HREF="./spells.html#beguiling">beguiling</A>, <A HREF="./spells.html#combat">combat</A>, <A HREF="./spells.html#detection">detection</A>, <A HREF="./spells.html#enhancement">enhancement</A>, <A HREF="./spells.html#illusion">illusion</A>, <A HREF="./spells.html#maladictions">maladictions</A>, <A HREF="./spells.html#protective">protective</A>, <A HREF="./spells.html#transportation">transportation</A>, <A HREF="./spells.html#weather">weather</A></li></ul>
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Races and Classes of GhostMUD</A></P></CENTER></FONT><hr>
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This file last updated at Thu Jan 29 19:38:10 2004
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