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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