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[Human]
[Giant]
[Elf]
[Halfling]
[Dwarf]
[Gnome]
[Lich]
[Drow]
[Dragon]
[Kender]
This is a list of the races on Northern Crossroads, including a
description of each race and some of their statistics. You can
get full statistics on the mud by using the "race" command.
The output of this command is always kept up-to-date by the mud;
this web page is not.
Note: Skills listed in bold, such as mend, are unique to
that race.
Human
Considered one of the more advanced races, the humans have learned,
by thousands of years of trial and error, to live in prosperity -
usually in harmony with nature. Where nature and man collide, they
have learned to adapt or change nature to suit themselves, whether this
is for the better or for the worse. With their storytelling and scribes,
the knowledge of centuries has been carried down for generations. With
their advanced weaponry and equipment, the humans have lost much of their
brute strength and their dexterity has been blunted.
| Stat | Max |
| Str | 18/100 |
| Int | 18 |
| Wis | 18 |
| Dex | 18 |
| Con | 18 |
|
|
| Min alignment | -1000 |
| Max alignment | 1000 |
| Darkness vision | Pretty good |
| Brightness penalty | None |
|
| | Start | Gain | Regain | Max |
| Hitpoints | 2d10+20 | 1d3+1 | 5d10+100 | 1200 |
| Mana | 2d10+20 | 1d2+2 | 5d10+100 | 1200 |
| Movement | 5d10+50 | 1d2+1 | 5d10+20 | 600 |
Disallowed classes: None.
Natural skills:
armor
rescue
mend
magical vestment
Giant
Giants originated from the mountainous regions to the north. With
sheer brute strength and size, these barbaric warriors descended to seek
new territory. They established new encampments within striking distance of
the human
settlements, creating a bitter rivalry between giants and humans. Due to
their extrodinary physique, they do no have much need for intelligence
or speed.
| Stat | Max |
| Str | 19/100 |
| Int | 14 |
| Wis | 15 |
| Dex | 17 |
| Con | 19 |
|
|
| Min alignment | -1000 |
| Max alignment | 1000 |
| Darkness vision | Pretty good |
| Brightness penalty | None |
|
| | Start | Gain | Regain | Max |
| Hitpoints | 4d10+40 | 2d3+6 | 5d10+400 | 1500 |
| Mana | 1d10+10 | 1d4+-1 | 5d10+75 | 500 |
| Movement | 3d10+50 | 1d2+-3 | 5d10+20 | 250 |
Disallowed classes: Mage, Thief, Archmage, Assassin.
Natural skills:
sleep
pick lock
dispel magic
shockwave
sonic blast
parry
Elf
The race of elves vary drastically from region to region. Typically
very slender of build they are taller than most other races. Known
far and wide for their longevity, mental capacity, and physical
speed, they are among the most advanced races. There are many different
types of elves which have evolved slightly differently depending on
the areas they inhabit. The most well known are the Grey (or High) Elves,
also common are the Wood Elves.
| Stat | Max |
| Str | 17/100 |
| Int | 19 |
| Wis | 18 |
| Dex | 19 |
| Con | 17 |
|
|
| Min alignment | -1000 |
| Max alignment | 1000 |
| Darkness vision | Excellent |
| Brightness penalty | Slightly impaired |
|
| | Start | Gain | Regain | Max |
| Hitpoints | 2d10+20 | 1d3+1 | 5d10+100 | 1300 |
| Mana | 1d10+30 | 1d2+2 | 5d10+250 | 1200 |
| Movement | 3d10+50 | 1d4+1 | 5d10+75 | 800 |
Disallowed classes: Cleric, Druid.
Natural skills:
cure blind
cure critic
remove curse
sanctuary
Halfling
Halflings are a strange and unique race. Possessing many of the
qualities of both elves and dwarves it is thought that they are the
result of interbreeding. Halflings are short with the pointed ears
and almond eyes which are characteristic of the Elves, they also
possess the body hair and musculature which is characteristic of the
Dwarves. Although Halflings are more physically frail than many other
races, they posses great wisdom, greater than that of possible all
other races.
| Stat | Max |
| Str | 18/100 |
| Int | 19 |
| Wis | 20 |
| Dex | 17 |
| Con | 17 |
|
|
| Min alignment | -1000 |
| Max alignment | 1000 |
| Darkness vision | Great |
| Brightness penalty | None |
|
| | Start | Gain | Regain | Max |
| Hitpoints | 2d10+10 | 1d3+5 | 5d10+150 | 1200 |
| Mana | 4d10+10 | 1d4+5 | 5d10+200 | 1500 |
| Movement | 2d10+50 | 1d2+1 | 5d10+50 | 500 |
Disallowed classes: Warrior, Blademaster.
Natural skills:
rescue
parry
disarm
pummel
Dwarf
The Dwarves are a proud and noble race. They are predominantly
underground dwellers and are well known for their craft of stone,
having built vast and wonderous cities under the greatest of
mountains. Although they tend to be short of stature they are
among the very toughest and wisest of creatures.
| Stat | Max |
| Str | 18/100 |
| Int | 18 |
| Wis | 19 |
| Dex | 17 |
| Con | 20 |
|
|
| Min alignment | -1000 |
| Max alignment | 1000 |
| Darkness vision | Fantastic |
| Brightness penalty | Slightly impaired |
|
| | Start | Gain | Regain | Max |
| Hitpoints | 2d10+30 | 1d4+6 | 5d10+250 | 1400 |
| Mana | 2d10+10 | 1d1 | 5d10+100 | 700 |
| Movement | 3d10+50 | 0 | 5d10+40 | 350 |
Disallowed classes: Mage, Archmage.
Natural skills:
summon
infravision
throw
inspect
Gnome
Gnomes are a unique and rare race. They are an ancient and
mystical race whose origins are clouded in mystery. Some speculate
that they were in fact the very first race and that all others are
their decendants. However most other races strongly contest this
point and argue that the Gnomes were actually a perverted joke of
the Gods. Gnomes are very well suited for the arcane arts and are
unusually intelligent and wise.
| Stat | Max |
| Str | 16/75 |
| Int | 19 |
| Wis | 19 |
| Dex | 18 |
| Con | 16 |
|
|
| Min alignment | -1000 |
| Max alignment | 1000 |
| Darkness vision | Mediocre |
| Brightness penalty | None |
|
| | Start | Gain | Regain | Max |
| Hitpoints | 2d10+10 | -2 | 5d10+100 | 700 |
| Mana | 2d10+50 | 2d3+8 | 5d10+350 | 2000 |
| Movement | 1d10+60 | 0 | 5d10+30 | 250 |
Disallowed classes: Cleric, Thief, Avatar, Druid, Assassin.
Natural skills:
pick lock
shield
concoct
block
Lich
These foul beings are the result of powerful magic gone wrong.
Once great Mages, they sought to bind their life force with that
of the magic to increase their power. They appear more as rotting
corpses than living beings, and in fact whether they are actually
living is debated among scholars. They are possessors of powerful
magic and have been made utterly evil by their abuse of the natural
world.
| Stat | Max |
| Str | 18/100 |
| Int | 20 |
| Wis | 16 |
| Dex | 17 |
| Con | 19 |
|
|
| Min alignment | -1000 |
| Max alignment | 0 |
| Darkness vision | Reasonable |
| Brightness penalty | Mildly impaired |
|
| | Start | Gain | Regain | Max |
| Hitpoints | 1d10+30 | 1d3+3 | 5d10+200 | 1100 |
| Mana | 2d10+30 | 1d4+7 | 5d10+250 | 1600 |
| Movement | 1d10+50 | 2d1+-1 | 5d10+75 | 400 |
Disallowed classes: Warrior, Blademaster.
Natural skills:
invisibility
sleep
rescue
decay
hunt
Drow
The drow are a fearsome cousin of the High Elves. Having
adopted the skills of stealth and darkness they are the most
dangerous of Assassins and are feared across all the lands. They
have lived underground for many thousands of years and have
developed excellent night vision. Their skin tone is that of dark
graphite, dark charcoal grey with the slightest metallic sheen to
it. Some drow have been able to master many weapon skills and
are fearsome in one on one combat.
| Stat | Max |
| Str | 18/100 |
| Int | 17 |
| Wis | 16 |
| Dex | 20 |
| Con | 17 |
|
|
| Min alignment | -1000 |
| Max alignment | 500 |
| Darkness vision | Nearly unsurpassed |
| Brightness penalty | Impaired |
|
| | Start | Gain | Regain | Max |
| Hitpoints | 2d10+30 | 1d5+9 | 5d10+200 | 1300 |
| Mana | 2d10+20 | 1d1+-2 | 5d10+150 | 500 |
| Movement | 5d10+50 | 1d2+-2 | 5d10+100 | 400 |
Disallowed classes: Warrior, Blademaster.
Natural skills:
strength
sneak
shield
sphere of darkness
berserk
Dragon
Dragons are an ancient and mysterious race. Little is known
of their origins; however it is believed that they witnessed the
birth of all other intelligent life. They are powerfully magical
creatures and are possessors of incredible intelligence and
wisdom. Although fearsomely strong, they tend to be much slower
than any of the other races. The mere thought of a dragon is
enough to send even the toughest of adventurers running.
| Stat | Max |
| Str | 20/100 |
| Int | 19 |
| Wis | 18 |
| Dex | 15 |
| Con | 18 |
|
|
| Min alignment | -1000 |
| Max alignment | 1000 |
| Darkness vision | Fantastic |
| Brightness penalty | Slightly impaired |
|
| | Start | Gain | Regain | Max |
| Hitpoints | 2d10+20 | 2d3+2 | 5d10+250 | 1200 |
| Mana | 2d10+20 | 2d4+1 | 5d10+250 | 1400 |
| Movement | 5d10+50 | 0 | 5d10+40 | 350 |
Disallowed classes: Cleric, Thief, Druid, Assassin.
Natural skills:
summon
rescue
dragon breath
magical vestment
block
aid
Kender
Kender are unique to Krynn, but some have wandered to Midgaard.
They are the halflings which many other worlds sport, but they
are much more interesting than that. Kender appear to be small
human children slight of build, beardless, about three and half
to four feet tall. Kender wander for years, settling down after
they feel they have wandered down all the roads their heart desires.
Everything is an adventure, including death, which is the last
great adventure (many a kender have wondered what it is like to
be breathed upon by a red dragon, but few who have experienced
it live to tell the tale). This fearlessness might be interpreted
as stupidity, but kender are fiendishly clever in a child-like
sort of way. Though not magically inclined some spells come
easily to them.
| Stat | Max |
| Str | 16/75 |
| Int | 20 |
| Wis | 16 |
| Dex | 22 |
| Con | 17 |
|
|
| Min alignment | -1000 |
| Max alignment | 1000 |
| Min ego | 90 |
| Max ego | 100 |
| Darkness vision | Reasonable |
| Brightness penalty | Slightly impaired |
|
| | Start | Gain | Regain | Max |
| Hitpoints | 2d10+20 | 1d8+2 | 5d10+100 | 1100 |
| Mana | 1d10+20 | 1d2+2 | 5d10+100 | 500 |
| Movement | 3d10+50 | 1d10+5 | 5d10+75 | 1000 |
Disallowed classes: Mage, Cleric, Archmage, Druid.
Natural skills:
burning hands
invisibility
magic missile
pickpocket