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	<updated>2026-05-25T16:40:07Z</updated>
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		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Official_CoffeeMUD&amp;diff=21510</id>
		<title>Official CoffeeMUD</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Official_CoffeeMUD&amp;diff=21510"/>
		<updated>2025-11-14T00:57:32Z</updated>

		<summary type="html">&lt;p&gt;Xanthia: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Back to [[MUDListings|CoffeeMUD Systems In Use]] &lt;br /&gt;
{{CoffeeMUDWikiTOC}}&lt;br /&gt;
&lt;br /&gt;
=CoffeeMUD=&lt;br /&gt;
CoffeeMUD is the official production server for the CoffeeMUD codebase.  We try to showcase some of the versatility of the CoffeeMUD codebase, while adding new features to improve our happy little world.  Many of the features of CoffeeMUD can be manipulated by [[INISettings|INI settings]] or through clever building of areas.  CoffeeMUD is a fully functional MUD where players can explore the vast world of Alramidgaardia, rich with a mixture of imported areas, modified imported areas and original content to provide many adventuring opportunities.  &lt;br /&gt;
&lt;br /&gt;
==Playing this CoffeeMUD==&lt;br /&gt;
CoffeeMUD uses an [[Account|Account System]], which is a collection of characters.  On our CoffeeMUD, the INI settings allow for 3 active characters to be online from a single account at a time.  When you first log in to CoffeeMUD, you will be asked to [[AccountCreation|create an account]].  Your account name will be displayed in game upon gaining certain account achievements.  After you create your account, you may create a character (each account may have up to 50 characters).&lt;br /&gt;
&lt;br /&gt;
===Creating Your First Character===&lt;br /&gt;
There are many considerations in character creation, and while there are no characters that are unplayable, there are some that will make learning CoffeeMUD harder. As a general recommendation, no starting stat should be set less than 9, as this will allow you to play with a character with the fewest weaknesses (but also less optimized than a min-maxed character). Certain classes require stats of a certain value, and there are negative impacts to any stat below a 10 value with increasingly worse results the lower you go. As you level, you will gain practice points and train points to improve your character. While there are real, lasting impacts to your choices, it is better to spend some/most of your points early on to give you a broad selection of abilities, improved stats and increased proficiencies. Do not worry about min-maxing your first character, as there are many, many systems in CoffeeMUD that you will find during your adventures, each of which will make you rethink your direction a little. Have fun with your first character, and play them. There will be enough time to develop additional characters later, which you can put to use some of the tricks you have learned from your first character. The [[REMORT]] system will allow you to correct build decisions when you get to a high enough level, and restart your first character at level 1 again.&lt;br /&gt;
&lt;br /&gt;
If you have time, you may wish to view this user-made video on You-Tube on character creation:&lt;br /&gt;
*[https://youtu.be/SmzqCRR2cas Character Creation]&lt;br /&gt;
&lt;br /&gt;
===Character Stats===&lt;br /&gt;
When you first create a character, you will get a choice to customize your 6 primary stats. Each stat has multiple purposes in the game, so it is important to consider impacts to choosing high and low stats:&lt;br /&gt;
*[[Stats#Strength|Strength]] determines how much you can carry, how well you can hit in melee combat, and how much damage you do in melee combat.&lt;br /&gt;
*[[Stats#Intelligence|Intelligence]] determines how quickly you increase skill proficiency, how much proficiency you gain per practice point, spell critical chance, and spell critical damage.&lt;br /&gt;
*[[Stats#Dexterity|Dexterity]] determines defense, ability to avoid certain affects, ranged critical chance and ranged critical damage.&lt;br /&gt;
*[[Stats#Constitution|Constitution]] determines movement gains per level, hit point gains per level, and the ability to resist diseases and poisons.&lt;br /&gt;
*[[Stats#Charisma|Charisma]] determines the maximum number of followers you can have and cost for buying and selling from shopkeepers.&lt;br /&gt;
*[[Stats#Wisdom|Wisdom]] determines additional practices gained per level and the ability to resist mind-based affects.&lt;br /&gt;
&lt;br /&gt;
===Character Races===&lt;br /&gt;
There are twenty available [[PlayerRaces(CoffeeMUD)|Player Races]] for CoffeeMUD for starting characters.  Advanced players may find a variety of ways of becoming many different races, or even creating new races through cross-breeding or uplifting druid chants.  If you are fairly new to MUDs, it is recommended to stay with one of the basic demi-human races (Human, Half-Elf, Elf, Dwarf, Halfling or Gnome).  The starting races are fairly balanced, so races with powerful abilities have some major disadvantages as well.  Your starting race will determine your [[InstalledAreas(CoffeeMUD)#Starting_Areas|start area]].&lt;br /&gt;
&lt;br /&gt;
===Character Classes===&lt;br /&gt;
Starting characters may choose between one of seven [[PlayerClasses(CoffeeMUD)|Player Classes]], but may change to another class within their base class.  The exception to this is the commoner base class, which can switch to any base class.&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &amp;lt;div class=&amp;quot;left&amp;quot; style=&amp;quot;width: auto; Margin-left: auto; margin-right: auto;&amp;quot;&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! Starting Class&lt;br /&gt;
! Base Class&lt;br /&gt;
! Stat Requirements&lt;br /&gt;
! Qualifying Classes &lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| [[Apprentice(Commoner)|Apprentice]]&lt;br /&gt;
| [[Commoner(Base)|Commoner]]&lt;br /&gt;
| [[Stats#Intelligence|Intelligence]] 5+, [[Stats#Wisdom|Wisdom]] 5+&lt;br /&gt;
| ALL classes&lt;br /&gt;
| Cannot level.  Must save 1 TRAIN for class change to level.&lt;br /&gt;
|-&lt;br /&gt;
| [[Bard(Bard)|Bard]]&lt;br /&gt;
| [[Bard(Base)|Bard]]&lt;br /&gt;
| [[Stats#Charisma|Charisma]] 9+&lt;br /&gt;
| Any [[Bard(Base)|Bard]] sub-classes.&lt;br /&gt;
| Bards often work best in groups, whether with other players or mobs they charm with their unique magical abilities ([[Songs(Abilities)|songs]]).&lt;br /&gt;
|-&lt;br /&gt;
| [[Cleric(Cleric)|Cleric]]&lt;br /&gt;
| [[Cleric(Base)|Cleric]]&lt;br /&gt;
| [[Stats#Wisdom|Wisdom]] 9+&lt;br /&gt;
| Any [[Cleric(Base)|Cleric]] sub-classes&lt;br /&gt;
| Clerics should chose a [[Deities(CoffeeMUD)|Deity]] for maximum effect, and often must adhere to strict [[:Category:Alignment|Alignment]] restrictions to use their magic ([[Prayers(Abilities)|prayers]]).&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid(Druid)|Druid]]&lt;br /&gt;
| [[Druid(Base)|Druid]]&lt;br /&gt;
| [[Stats#Constitution|Constitution]] 9+&lt;br /&gt;
| Any [[Druid(Base)|Druid]] sub-classes&lt;br /&gt;
| Most druidic magic ([[Chants(Abilities)|chants]]) work best in the appropriate wilderness settings.&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter(Fighter)|Fighter]]&lt;br /&gt;
| [[Fighter(Base)|Fighter]]&lt;br /&gt;
| [[Stats#Strength|Strength]] 9+&lt;br /&gt;
| Any [[Fighter(Base)|Fighter]] sub-classes&lt;br /&gt;
| One of the most straight-forward classes.  Heavily dependent upon good gear.&lt;br /&gt;
|-&lt;br /&gt;
| [[Mage(Mage)|Mage]]&lt;br /&gt;
| [[Mage(Base)|Mage]]&lt;br /&gt;
| [[Stats#Intelligence|Intelligence]] 9+&lt;br /&gt;
| Any [[Mage(Base)|Mage]] sub-classes&lt;br /&gt;
| Mages start very weak, and are very delicate throughout their career having low hit points and poor armor.  However, they make up for these weakness at higher levels where their magic ([[Spells(Abilities)|spells]]) is very powerful.&lt;br /&gt;
|-&lt;br /&gt;
| [[Thief(Thief)|Thief]]&lt;br /&gt;
| [[Thief(Base)|Thief]]&lt;br /&gt;
| [[Stats#Dexterity|Dexterity]] 9+&lt;br /&gt;
| Any [[Thief(Base)|Thief]] sub-classes&lt;br /&gt;
| This class relies upon stealth to deliver powerful attacks.  Similar to Fighters, Thieves are heavily reliant upon their gear, although they cannot wear as heavy of armor as Fighters.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===How To Play===&lt;br /&gt;
When you first create a character on CoffeeMUD, there will be a whole world of things to do, some of which won&#039;t unlock for particular classes or until certain levels. Generically speaking, any class can level from 1 to 91 (except Apprentice, which can only ever be level 1, and must [[TRAIN]] into another class to gain levels) without the assistance of another player. However, there may be tools required along the way to make that happen, and your character may need to discover some truths about their strengths and limitations before advancing. In terms of game hours, it will probably take a player more than one hour per level to get to level 91 (some levels may be easier than others). This doesn&#039;t mean every character can defeat every challenge, some are better at particular challenges than others, and sometimes you will require a different tactic than what you are trying to accomplish your goal.&lt;br /&gt;
&lt;br /&gt;
Your first character should probably be one of the more basic characters until you understand the world better: a [[Mage(Mage)|Mage]] (but don&#039;t specialize), a [[Fighter(Fighter)|Fighter]] (or immediately [[TRAIN]] to a [[Monk(Fighter)|Monk]]), a [[Thief(Thief)|Thief]] (or immediately train to a [[Assassin(Thief)|Assassin]]) or [[Cleric(Cleric)|Cleric]] (or switch immediately to a [[Templar(Cleric)|Templar]]). These are the easiest classes to begin with.&lt;br /&gt;
*Mages will be weak at low levels and often fail at casting their spells, so will have to rely upon their staff or dagger for some damage. Learn to pick your fights while you have maximum mana, and consider [[PRACTICE|PRACTICING]] your most important skills to get them to near 75% proficiency (the maximum proficiency you can spend practice points for). Be prepared to [[FLEE]] or have an adequate [[WIMPY]] setting for fights that run too long.&lt;br /&gt;
*Fighters will be heavy reliant upon their gear, so always upgrade your armor and weapons. The [[COMPARE]] command will be useful at low levels, but some powerful items compare poorly due to the nature of their modifiers being difficult to factor in the formula.&lt;br /&gt;
**Monks are a subclass of Fighters, and are less reliant upon gear. Make sure you select useful abilities to [[TRAIN]] and consider [[PRACTICE|PRACTICING]] them to 75% proficiency. Monks generally do more damage while unarmed and unarmored, but some enchanted jewelry and clothing may be useful to them.&lt;br /&gt;
*Thieves do heavy amounts of damage when attacking from stealth, but lack the fighter&#039;s ability to wear heavy armor. Play a thief if you like sneaking around and picking your fights carefully. Always be on the lookout for better weapons and armor (limited to leather armor).&lt;br /&gt;
**Assassins area  subclass of Thief, who specialize in killing. Assassins can be very powerful as they level.&lt;br /&gt;
*Clerics can use a variety of armors and weapons, similar to a fighter, but also gain access to powerful prayers. However, prayers are classified by their alignment, and are less reliable (if they work at all) when a cleric drifts from the prayer&#039;s base alignment. For example, cure light wounds is a GOOD prayer, and unusable by a pure evil cleric. It is important for a cleric to watch their alignment closely. For this reason, clerics can be difficult as a starting class, despite their many benefits.&lt;br /&gt;
**Templars are an evil cleric class that have access to a powerful prayer early on to create their own gear sets. This gear is better than base equipment, but remains at the level the gear was cast at, resulting in Templars recreating gear sets every few levels to ensure their gear is above average. Templars must remain evil, which requires finding good mobs to kill, so their adventuring areas may be more limited than other classes.&lt;br /&gt;
*Other classes not listed are entirely possible to play (or even mixes of subclasses within the same base class), but may require a larger learning curve than the above classes.&lt;br /&gt;
&lt;br /&gt;
Your first character should complete their starting area, and continue to explore and/or kill mobs in the starting area until level 6. Make sure you [[READ]] signs, plaques and other notices while in your starting zone. Those will provide clues on the basics on how to play the MUD. It is often useful to use EXAMINE or LONGLOOK when you enter a room to notice extra details. Once you reach level 6, you will want to talk with Mrs Pippet or Mr Pippet (they are normally near your [[Skill_Recall|RECALL]], except in [[Magthere Wa`q]], to get transported to the open world adventering areas. [[Cora Isle]] starting zone also provides an option of riding one of two different boats to alternate cities to begin your adventures in.) If this is your first character, you should choose [[Midgaard]] as your destination and new home until you are more familiar with the MUD.&lt;br /&gt;
&lt;br /&gt;
===How to Create the Ultimate Character===&lt;br /&gt;
There are many definitions of what the Ultimate Character would look like, so it is difficult to provide a specific guide to this goal. Overall, there will always be a better option for something, so we recommend you play something you enjoy playing. Making the ultimate character can take years of development, tons of gold, lots of exploration, crafting, clan activity and other forms of experimentation. Instead of focusing on the end-character, we recommend you focus on short-term goals to get to longer-term goals. Some mechanics to making the ultimate character include:&lt;br /&gt;
*Breeding in in-game child (called PLAYERBORN) for additional benefits. This requires assistance from a cleric (for [[Prayer_Christen|Christening]] the child) and can be greatly assisted by a druid or beastmaster to reduce the in-game time it takes to mature the child.&lt;br /&gt;
*Cross breeding races (with the assistance of a high level beastmaster) to find the perfect race.&lt;br /&gt;
*Crafting the perfect gear set (with assistance from Artisans, Arcanists, Reliquists, Gypsies, Enchanters and maybe other classes for support).&lt;br /&gt;
*Buying a permanent resident (which will eventually be reclaimed through the taxation system, if you don&#039;t maintain your character over many years).&lt;br /&gt;
*Running a successful Clan.&lt;br /&gt;
**Conquering areas with your clan&lt;br /&gt;
**Earning clan experience, clan trophies and clan achievements to make your clan (and clan members) even more powerful.&lt;br /&gt;
*Exploring Planar Travel&lt;br /&gt;
*Attaining permanent enchanted abilities (with the help of an Enchanter)&lt;br /&gt;
*[[REMORT|Remorting]] your character (or Remorting 2 level 91 characters of each class, and 4 more level 30 characters of each class for the maximum possible remort rewards!). NOTE: This can take a very, very long time to get all possible remort achievements.&lt;br /&gt;
*Attaining the perfect travel companion or breeding partner (some charmed, befriended, bribed or otherwise convinced powerful mob to travel with you).&lt;br /&gt;
*Attaining every possible ability in the game (probably with the help of WISH, Achievements, or gear).&lt;br /&gt;
*Gaining knowledge of all the areas in the world for special items&lt;br /&gt;
**Areas give advantages for leveling different classes and races due to environment, layout, behaviors of mobs and other factors.&lt;br /&gt;
*Finding quests that give questpoints which exchange for useful equipment.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The first full-time CoffeeMUD server started running in early 2002 with the development of version 2.0 (1.2) of the codebase.  At that time it consisted entirely of stock Merc/Dikumud areas that had been imported.  These were very quickly expanded to include areas from other abandoned muds. Since then, talented builders have worked until over half of the 250 areas are of original authorship, as well as &amp;quot;CoffeeMudifying&amp;quot; the existing stock areas to take advantage of the features of the codebase.&lt;br /&gt;
&lt;br /&gt;
==Address==&lt;br /&gt;
CoffeeMUD now offers a multitude of login options to address a variety of playstyles.  All are available at coffeemud.net, but the different ports have different play options.&lt;br /&gt;
&lt;br /&gt;
IP Address:  coffeemud.net:(port number) or 104.14.28.106:(port number)&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;4&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &amp;lt;div class=&amp;quot;left&amp;quot; style=&amp;quot;width: auto; Margin-left: auto; margin-right: auto;&amp;quot;&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! Port&lt;br /&gt;
! Account&lt;br /&gt;
! Multiplay&lt;br /&gt;
! Features &lt;br /&gt;
|-&lt;br /&gt;
| 23&lt;br /&gt;
| Standard&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is the standard version of CoffeeMUD, with optional Player Kill toggle.  Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2323&lt;br /&gt;
| Standard&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is the standard version of CoffeeMUD, with optional Player Kill toggle.  Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2324&lt;br /&gt;
| Standard&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is a persistent Player Kill port.  Your Player Kill flag may not be toggled, but you will not experience Hunger or Thirst on this port.  Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2325&lt;br /&gt;
| Hardcore&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This port uses a separate account (hardcore) for your characters.  Experience rewards are tripled for kills.  However, any death will result in permanent deletion of the character. Uses a separate hardcore [[Account]], and hardcore characters may only join hardcore clans.&lt;br /&gt;
|-&lt;br /&gt;
| 2326&lt;br /&gt;
| Standard&lt;br /&gt;
| No&lt;br /&gt;
| This is a heavy Role-Playing Port.  &lt;br /&gt;
*Most [[CHANNELS]] are disabled except the NEWBIE channel, which should only be used for NEWBIE questions like HOW DO I DRINK MILK FROM A COW?  &lt;br /&gt;
*[[TELL]]S are also disabled.  &lt;br /&gt;
*You must introduce yourself to fellow players to see them appear on the [[WHO]] screen (which only works with fellow RPers).  &lt;br /&gt;
*Most statistics are displayed descriptively instead of numerically.&lt;br /&gt;
*Experience is deferred.  This means that you must [[TRAIN]] with someone of your class (or a class guildmaster) to gain experience, which you may only do once per real hour, starting from the last time you successfully gained experience with the TRAIN command.&lt;br /&gt;
*You gain Roleplaying Experience (RXP) for being social, talking to other players, using [[SOCIALS]] and a few other things.  This experience is also deferred, so you wont see it rewarded until you [[TRAIN]].&lt;br /&gt;
*Uses the shared [[Account]].&lt;br /&gt;
|-&lt;br /&gt;
| 2327&lt;br /&gt;
| No account&lt;br /&gt;
| Yes (3)&lt;br /&gt;
| This is a classic view of how CoffeeMUD was originally started:&lt;br /&gt;
*New Classes from Artisan forward are not available.&lt;br /&gt;
*Maximum character level is 31.&lt;br /&gt;
*Experience requirements are based on original XP tables, requiring significantly more XP to level.&lt;br /&gt;
*There is no REMORT system.&lt;br /&gt;
*There is no [[Account]] system.  Each character is a unique entity.&lt;br /&gt;
*Access to high level areas is restricted.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Website===&lt;br /&gt;
[http://coffeemud.net:27744/ http://coffeemud.net:27744/]  &lt;br /&gt;
&lt;br /&gt;
===MUD Clients===&lt;br /&gt;
There are many good MUD clients out there.  Besides using the web application (Siplet) to play CoffeeMUD, our playerbase has provided a listing of useful clients to try:&lt;br /&gt;
&lt;br /&gt;
*Listing of [[MUD Clients|MUD Clients]]&lt;br /&gt;
&lt;br /&gt;
===Contact Email===&lt;br /&gt;
Loki@coffeemud.net&lt;br /&gt;
&lt;br /&gt;
Zac@Coffeemud.net&lt;br /&gt;
&lt;br /&gt;
These contact emails only work if you have a CoffeeMUD account associated with your email account.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Clans==&lt;br /&gt;
Clans are internal social organizations within CoffeeMUD.  As you might have guessed, our CoffeeMUD uses the default [[Clans(CoffeeMUD)|Clan Settings]].&lt;br /&gt;
&lt;br /&gt;
==Achievements==&lt;br /&gt;
[[Achievements(CoffeeMUD)|Achievements]] are a way of flagging special events in a character&#039;s career, or over a player&#039;s account.  CoffeeMUD has a modified list of the default achievements.&lt;br /&gt;
&lt;br /&gt;
==Online Resources==&lt;br /&gt;
Tok has generated a [[Tok&#039;s YouTube Tutorials|series of videos]] explaining CoffeeMUD.&lt;br /&gt;
&lt;br /&gt;
==Accessibility Information==&lt;br /&gt;
CoffeeMUD has a long list of features useful to players using screen-readers.  See our [[Guide For Screen-Reader Users]] (work in progress).&lt;/div&gt;</summary>
		<author><name>Xanthia</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Fighter_Remort_Achievements_(AccountCoffeeMUD)&amp;diff=21414</id>
		<title>Fighter Remort Achievements (AccountCoffeeMUD)</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Fighter_Remort_Achievements_(AccountCoffeeMUD)&amp;diff=21414"/>
		<updated>2025-09-13T23:10:44Z</updated>

		<summary type="html">&lt;p&gt;Xanthia: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OCMAchievementTOC}}&lt;br /&gt;
&lt;br /&gt;
=Fighter Remort Achievements= &lt;br /&gt;
&lt;br /&gt;
When a character of level 61 or higher uses the REMORT command, they gain an achievement based on the classes and levels in those classes that they have at the instance before REMORTing. Remort achievements are numbered to display how many times a character must remort at or above the level requirement to gain that achievement (and the associated benefits). All Remort benefits are cumulative, so a level 90 character with 60 levels of fighter and 30 levels of barbarian would gain a fighter 30 remort achievement, a fighter 60 remort achievement and a barbarian 30 remort achievement. Remorting a subsequent time in the same class would increment the &amp;quot;Past Life&amp;quot; number, so a player will receive the benefits of &amp;quot;Past Life II&amp;quot; on the next REMORT after receiving the Past Life I achievement  from a particular class.  The bonuses from each of those achievements are also cumulative, so if two achievements each offer a Attack +2 bonus, then all subsequent characters on the account would gain Attack +4. Skills and Expertises are granted for free at the level indicated in the &amp;quot;Rcv Lvl&amp;quot; column.  Skills gained this way begin with a 0% starting proficiency. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto&amp;quot; border=1px&lt;br /&gt;
|-&lt;br /&gt;
!  width=&amp;quot;125&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Achievement&lt;br /&gt;
!  width=&amp;quot;50&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Min Remort Lvl&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Barbarian&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Cavalier&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Fighter&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Monk&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Paladin&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Ranger&lt;br /&gt;
!  width=&amp;quot;25&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Rcv Lvl&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life I&lt;br /&gt;
|  30&lt;br /&gt;
|  Attack +2&lt;br /&gt;
|  Attack +2&lt;br /&gt;
|  Attack +2&lt;br /&gt;
|  Attack +2&lt;br /&gt;
|  Attack +2&lt;br /&gt;
|  Attack +2&lt;br /&gt;
|  1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life II&lt;br /&gt;
|  30&lt;br /&gt;
|  Axe Focus I&lt;br /&gt;
|  Polearm Focus I&lt;br /&gt;
|  Sword Focus I&lt;br /&gt;
|  Iron Punching I&lt;br /&gt;
|  Hammer Focus I&lt;br /&gt;
|  Ranged Focus I&lt;br /&gt;
|  3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life III&lt;br /&gt;
|  30&lt;br /&gt;
|  Wilderness Lore&lt;br /&gt;
|  [[Fighter_RearGuard|Rearguard]]&lt;br /&gt;
|  Armor Tweaking&lt;br /&gt;
|  Climb&lt;br /&gt;
|  Shield Bash&lt;br /&gt;
|  Track Animal&lt;br /&gt;
|  5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life IV&lt;br /&gt;
|  30&lt;br /&gt;
|  Axe Slicing I&lt;br /&gt;
|  Polearm Piercing I&lt;br /&gt;
|  Sword Slicing I&lt;br /&gt;
|  Unarmed Bashing I&lt;br /&gt;
|  Shield Focusing I&lt;br /&gt;
|  Ranged Piercing I&lt;br /&gt;
|  7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life V&lt;br /&gt;
|  30&lt;br /&gt;
|  Berzerk&lt;br /&gt;
|  [[Fighter_FaithfulMount|Faithful Mount]]&lt;br /&gt;
|  Blind Fighting&lt;br /&gt;
|  Ax Kick&lt;br /&gt;
|  Shield Block&lt;br /&gt;
|  Point Blank Shot&lt;br /&gt;
|  9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life VI&lt;br /&gt;
|  30&lt;br /&gt;
|  Ax Striking I&lt;br /&gt;
|  Polearm Striking I&lt;br /&gt;
|  Sword Striking I&lt;br /&gt;
|  Unarmed Striking I&lt;br /&gt;
|  Shield Striking I&lt;br /&gt;
|  Ranged Striking I&lt;br /&gt;
|  11&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Savant Past Life I&lt;br /&gt;
|  60&lt;br /&gt;
|  Attack +2&lt;br /&gt;
|  Attack +2&lt;br /&gt;
|  Attack +2&lt;br /&gt;
|  Attack +2&lt;br /&gt;
|  Attack +2&lt;br /&gt;
|  Attack +2&lt;br /&gt;
|  1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Savant Past Life II&lt;br /&gt;
|  60&lt;br /&gt;
|  Strength +1&lt;br /&gt;
|  Strength +1&lt;br /&gt;
|  Strength +1&lt;br /&gt;
|  Strength +1&lt;br /&gt;
|  Strength +1&lt;br /&gt;
|  Strength +1&lt;br /&gt;
|  1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Prodigal Past Life I&lt;br /&gt;
|  90&lt;br /&gt;
|  Attack +3&lt;br /&gt;
|  Attack +3&lt;br /&gt;
|  Attack +3&lt;br /&gt;
|  Attack +3&lt;br /&gt;
|  Attack +3&lt;br /&gt;
|  Attack +3&lt;br /&gt;
|  1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Prodigal Past Life II&lt;br /&gt;
|  90&lt;br /&gt;
|  Maximum Strength +1&lt;br /&gt;
|  Maximum Strength +1&lt;br /&gt;
|  Maximum Strength +1&lt;br /&gt;
|  Maximum Strength +1&lt;br /&gt;
|  Maximum Strength +1&lt;br /&gt;
|  Maximum Strength +1&lt;br /&gt;
|  1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
.&lt;br /&gt;
[[Category:Title]]&lt;/div&gt;</summary>
		<author><name>Xanthia</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Fighter_Remort_Achievements_(Account)&amp;diff=21413</id>
		<title>Fighter Remort Achievements (Account)</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Fighter_Remort_Achievements_(Account)&amp;diff=21413"/>
		<updated>2025-09-13T23:10:00Z</updated>

		<summary type="html">&lt;p&gt;Xanthia: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{OCMAchievementTOC}}&lt;br /&gt;
&lt;br /&gt;
=Fighter Remort Achievements= &lt;br /&gt;
&lt;br /&gt;
When a character of level 61 or higher uses the REMORT command, they gain an achievement based on the classes and levels in those classes that they have at the instance before REMORTing. Remort achievements are numbered to display how many times a character must remort at or above the level requirement to gain that achievement (and the associated benefits). All Remort benefits are cumulative, so a level 90 character with 60 levels of fighter and 30 levels of barbarian would gain a fighter 30 remort achievement, a fighter 60 remort achievement and a barbarian 30 remort achievement. Remorting a subsequent time in the same class would increment the &amp;quot;Past Life&amp;quot; number, so a player will receive the benefits of &amp;quot;Past Life II&amp;quot; on the next REMORT after receiving the Past Life I achievement  from a particular class.  The bonuses from each of those achievements are also cumulative, so if two achievements each offer a Attack +2 bonus, then all subsequent characters on the account would gain Attack +4. Skills and Expertises are granted for free at the level indicated in the &amp;quot;Rcv Lvl&amp;quot; column.  Skills gained this way begin with a 0% starting proficiency. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto&amp;quot; border=1px align=left&lt;br /&gt;
|-&lt;br /&gt;
!  width=&amp;quot;125&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Achievement&lt;br /&gt;
!  width=&amp;quot;50&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Min Remort Lvl&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Barbarian&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Fighter&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Monk&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Paladin&lt;br /&gt;
!  width=&amp;quot;100&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Ranger&lt;br /&gt;
!  width=&amp;quot;25&amp;quot; align=&amp;quot;center&amp;quot; style=&amp;quot;background:#CC9966&amp;quot;|Rcv Lvl&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life I&lt;br /&gt;
|  30&lt;br /&gt;
|  Attack +2&lt;br /&gt;
|  Attack +2&lt;br /&gt;
|  Attack +2&lt;br /&gt;
|  Attack +2&lt;br /&gt;
|  Attack +2&lt;br /&gt;
|  1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life II&lt;br /&gt;
|  30&lt;br /&gt;
|  Axe Focus I&lt;br /&gt;
|  Sword Focus I&lt;br /&gt;
|  Iron Punching I&lt;br /&gt;
|  Hammer Focus I&lt;br /&gt;
|  Ranged Focus I&lt;br /&gt;
|  3&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life III&lt;br /&gt;
|  30&lt;br /&gt;
|  Wilderness Lore&lt;br /&gt;
|  Armor Tweaking&lt;br /&gt;
|  Climb&lt;br /&gt;
|  Shield Bash&lt;br /&gt;
|  Track Animal&lt;br /&gt;
|  5&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life IV&lt;br /&gt;
|  30&lt;br /&gt;
|  Axe Slicing I&lt;br /&gt;
|  Sword Slicing I&lt;br /&gt;
|  Unarmed Bashing I&lt;br /&gt;
|  Shield Focusing I&lt;br /&gt;
|  Ranged Piercing I&lt;br /&gt;
|  7&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life V&lt;br /&gt;
|  30&lt;br /&gt;
|  Berzerk&lt;br /&gt;
|  Blind Fighting&lt;br /&gt;
|  Ax Kick&lt;br /&gt;
|  Shield Block&lt;br /&gt;
|  Point Blank Shot&lt;br /&gt;
|  9&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Past Life VI&lt;br /&gt;
|  30&lt;br /&gt;
|  Ax Striking I&lt;br /&gt;
|  Sword Striking I&lt;br /&gt;
|  Unarmed Striking I&lt;br /&gt;
|  Shield Striking I&lt;br /&gt;
|  Ranged Striking I&lt;br /&gt;
|  11&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Savant Past Life I&lt;br /&gt;
|  60&lt;br /&gt;
|  Attack +2&lt;br /&gt;
|  Attack +2&lt;br /&gt;
|  Attack +2&lt;br /&gt;
|  Attack +2&lt;br /&gt;
|  Attack +2&lt;br /&gt;
|  1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Savant Past Life II&lt;br /&gt;
|  60&lt;br /&gt;
|  Strength +1&lt;br /&gt;
|  Strength +1&lt;br /&gt;
|  Strength +1&lt;br /&gt;
|  Strength +1&lt;br /&gt;
|  Strength +1&lt;br /&gt;
|  1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Prodigal Past Life I&lt;br /&gt;
|  90&lt;br /&gt;
|  Attack +3&lt;br /&gt;
|  Attack +3&lt;br /&gt;
|  Attack +3&lt;br /&gt;
|  Attack +3&lt;br /&gt;
|  Attack +3&lt;br /&gt;
|  1&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|  Prodigal Past Life II&lt;br /&gt;
|  90&lt;br /&gt;
|  Maximum Strength +1&lt;br /&gt;
|  Maximum Strength +1&lt;br /&gt;
|  Maximum Strength +1&lt;br /&gt;
|  Maximum Strength +1&lt;br /&gt;
|  Maximum Strength +1&lt;br /&gt;
|  1&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Xanthia</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Clans(ClanCrafting)&amp;diff=21239</id>
		<title>Clans(ClanCrafting)</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Clans(ClanCrafting)&amp;diff=21239"/>
		<updated>2025-07-27T13:24:11Z</updated>

		<summary type="html">&lt;p&gt;Xanthia: Spelling - &amp;quot;deputys&amp;quot; to deputies&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDClansTOC}}&lt;br /&gt;
&lt;br /&gt;
=Clan Crafting=&lt;br /&gt;
The [[ClanCrafting]] skill can only be used by clan members with the enchanting permission, because all clan crafted gear will cost the clan experience to create. Gear that provides a specific ability, such as the miners pick, requires the clan crafter to possess that ability in order to craft the clan gear.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;margin: 1em auto 1em auto&amp;quot; border=1px&lt;br /&gt;
|- &lt;br /&gt;
! | Clan LVL&lt;br /&gt;
! | Item&lt;br /&gt;
! | Exp to craft&lt;br /&gt;
! | Material&lt;br /&gt;
! | Quantity&lt;br /&gt;
! | 2nd Material&lt;br /&gt;
! | Quantity&lt;br /&gt;
! | Function&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Flag                                                             &lt;br /&gt;
| 2500&lt;br /&gt;
| cotton&lt;br /&gt;
| 1&lt;br /&gt;
| oak&lt;br /&gt;
| 1&lt;br /&gt;
| Stakes claim to an area, enabling conquest of that area.  Maintains claim.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Tabbard                                                             &lt;br /&gt;
| 1000&lt;br /&gt;
| cotton&lt;br /&gt;
| 10&lt;br /&gt;
| gold&lt;br /&gt;
| 2&lt;br /&gt;
| Doubles the amount of experience contributed to the clan (without doubling the loss to the clanmember).&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Journal&lt;br /&gt;
| 50&lt;br /&gt;
| pine&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| This creates a clan-specific journal for clan members to communicate with one-another.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Sailors Cap&lt;br /&gt;
| 1000&lt;br /&gt;
| silk&lt;br /&gt;
| 5&lt;br /&gt;
| gold&lt;br /&gt;
| 1&lt;br /&gt;
| This clan gear can be worn by clan members to provide permissions to command clan ships, regardless of clan rank.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| GuardBanner&lt;br /&gt;
| 500&lt;br /&gt;
| cotton&lt;br /&gt;
| 1&lt;br /&gt;
| oak&lt;br /&gt;
| 1&lt;br /&gt;
| These can be given to mobs in a conquered area to designate them as deputies of the area, who are authorized to enforce laws and arrest lawbreakers.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Judges Gavel&lt;br /&gt;
| 1000&lt;br /&gt;
| mithril&lt;br /&gt;
| 2&lt;br /&gt;
| oak&lt;br /&gt;
| 5&lt;br /&gt;
| This can be given to a mob in a conquered area to designate him as the judge of the area, authorizing him to deal out punishments like parole, jail time, or death.&lt;br /&gt;
|-    &lt;br /&gt;
| 10     &lt;br /&gt;
| Book of the Laws&lt;br /&gt;
| 2000&lt;br /&gt;
| oak&lt;br /&gt;
| 100&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| These must be constructed inside the area for which the book is intended.  It will allow a properly privileged clan member to read and modify numerous aspects of law and order in the area, including the location of jails, the types of laws, and the duration of punishments. A Law Book must be read by clan member authorized to change law before the Guardbanner and Gavel below will begin working.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Pamphlet&lt;br /&gt;
| 500&lt;br /&gt;
| pine&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| These can be given to mobs conquered by RIVAL clans to make them disloyal to the conquering clan. Pamphlets will have a tendency to spread over time. Pamphlet holders will also drop any rival clan items they have, which hurts control.&lt;br /&gt;
|-      &lt;br /&gt;
| 5                                                  &lt;br /&gt;
| Membership Card&lt;br /&gt;
| 100&lt;br /&gt;
| pine&lt;br /&gt;
| 5&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| These can be given to mobs conquered by your clan to make them utterly loyal to your clan.  Mobs with membership cards will never accept Pamphlets, and will take them away if they are offered any.&lt;br /&gt;
|-     &lt;br /&gt;
| 10                                                    &lt;br /&gt;
| Donation List&lt;br /&gt;
| 1000&lt;br /&gt;
| maple&lt;br /&gt;
| 1&lt;br /&gt;
| silk&lt;br /&gt;
| 20&lt;br /&gt;
| This item should be placed inside the official Donation Room for a clan.  If this is done, the list will automatically grow to include every single addition and removal.&lt;br /&gt;
|-   &lt;br /&gt;
| 1     &lt;br /&gt;
| Miners Pick&lt;br /&gt;
| 100&lt;br /&gt;
| oak&lt;br /&gt;
| 5&lt;br /&gt;
| iron&lt;br /&gt;
| 10         &lt;br /&gt;
| Items such as the Miners Pick can be given to mobs to make them work for the clan, performing the mining skill.  If the mobs with these items are also Mobile, they may also carry their resources to other mobs in the same area who need their resources in order to use their Crafting items.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Foragers Basket&lt;br /&gt;
| 100&lt;br /&gt;
| vine&lt;br /&gt;
| 20&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Items such as the Foragers Basket can be given to mobs to make them work for the clan, performing the foraging skill.  If the mobs with these items are also Mobile, they may also carry their resources to other mobs in the same area who need their resources in order to use their Crafting items.&lt;br /&gt;
|-  &lt;br /&gt;
| 1                                              &lt;br /&gt;
| Lumberjacks Saw&lt;br /&gt;
| 100&lt;br /&gt;
| oak&lt;br /&gt;
| 10&lt;br /&gt;
| iron&lt;br /&gt;
| 5&lt;br /&gt;
| Items such as the Lumberjacks Saw can be given to mobs to make them work for the clan, performing the wood chopping skill.  If the mobs with these items are also Mobile, they may also carry their resources to other mobs in the same area who need their resources in order to use their Crafting items.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Diggers Shovel&lt;br /&gt;
| 100&lt;br /&gt;
| pine&lt;br /&gt;
| 10&lt;br /&gt;
| iron    &lt;br /&gt;
| 5&lt;br /&gt;
| Items such as the Diggers Shovel can be given to mobs to make them work for the clan, performing the gem digging skill.  If the mobs with these items are also Mobile, they may also carry their resources to other mobs in the same area who need their resources in order to use their Crafting items.&lt;br /&gt;
|-   &lt;br /&gt;
| 1    &lt;br /&gt;
| Tanners Knife&lt;br /&gt;
| 100&lt;br /&gt;
| oak&lt;br /&gt;
| 1&lt;br /&gt;
| iron&lt;br /&gt;
| 3          &lt;br /&gt;
| Items such as the Tanners Knife can be given to mobs to make them work for the clan, performing the butchering skill.  If the mobs with these items are also Mobile, they may also carry their resources to other mobs in the same area who need their resources in order to use their Crafting items.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Fishers Pole&lt;br /&gt;
| 100&lt;br /&gt;
| hickory&lt;br /&gt;
| 10 &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Items such as the Fishers Pole can be given to mobs to make them work for the clan, performing the fishing skill.  If the mobs with these items are also Mobile, they may also carry their resources to other mobs in the same area who need their resources in order to use their Crafting items.&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Hunters Snare&lt;br /&gt;
| 100&lt;br /&gt;
| redwood&lt;br /&gt;
| 10&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Items such as the Hunters Snare can be given to mobs to make them work for the clan, performing the hunting skill.  If the mobs with these items are also Mobile, they may also carry their resources to other mobs in the same area who need their resources in order to use their Crafting items.&lt;br /&gt;
|-    &lt;br /&gt;
| 10                             &lt;br /&gt;
| Farmers Tiller&lt;br /&gt;
| 100&lt;br /&gt;
| balsa&lt;br /&gt;
| 10                                                           &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Items such as the Farmers Tiller can be given to mobs to make them work for the clan, performing the farming skill.  If the mobs with these items are also Mobile, they may also carry their resources to other mobs in the same area who need their resources in order to use their Crafting items.&lt;br /&gt;
|-  &lt;br /&gt;
| 10                             &lt;br /&gt;
| Shroomers Bag&lt;br /&gt;
| 100&lt;br /&gt;
| hemp&lt;br /&gt;
| 10                                                           &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Items such as the Shroomers Bag can be given to mobs to make them work for the clan, performing the shrooming skill.  If the mobs with these items are also Mobile, they may also carry their resources to other mobs in the same area who need their resources in order to use their Crafting items. &lt;br /&gt;
|- &lt;br /&gt;
| 2&lt;br /&gt;
| Tailors Needle&lt;br /&gt;
| 100&lt;br /&gt;
| copper&lt;br /&gt;
| 5                                                            &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Items such as the Tailors Needle can be given to mobs to make them craft items for the clan, performing the tailoring skill.  These mobs can be given example items to use as templates for what they will attempt to make, or they can be given nothing to make them craft items at random.  For the skill to work, the mob must not have anything in its inventory to confuse the skill, such as a Blacksmith item holder carrying some smurfberries.  Also, the holder must have the correct resource and sufficient quantity in the room to work from, although, they may receive assistance gaining the resources they need from mobs with Gathering Items.&lt;br /&gt;
|- &lt;br /&gt;
| 2  &lt;br /&gt;
| Weaponsmiths Hammer&lt;br /&gt;
| 100&lt;br /&gt;
| granite&lt;br /&gt;
| 10                                                           &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Items such as the Weaponsmiths Hammer can be given to mobs to make them craft items for the clan, performing the weaponsmithing skill.  These mobs can be given example items to use as templates for what they will attempt to make, or they can be given nothing to make them craft items at random.  For the skill to work, the mob must not have anything in its inventory to confuse the skill, such as a Blacksmith item holder carrying some smurfberries.  Also, the holder must have the correct resource and sufficient quantity in the room to work from, although, they may receive assistance gaining the resources they need from mobs with Gathering Items.&lt;br /&gt;
|-   &lt;br /&gt;
| 2&lt;br /&gt;
| Armorsmiths Anvil&lt;br /&gt;
| 100&lt;br /&gt;
| iron&lt;br /&gt;
| 50                                                           &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Items such as the Armorsmiths Anvil can be given to mobs to make them craft items for the clan, performing the armorsmithing skill.  These mobs can be given example items to use as templates for what they will attempt to make, or they can be given nothing to make them craft items at random.  For the skill to work, the mob must not have anything in its inventory to confuse the skill, such as a Blacksmith item holder carrying some smurfberries.  Also, the holder must have the correct resource and sufficient quantity in the room to work from, although, they may receive assistance gaining the resources they need from mobs with Gathering Items.&lt;br /&gt;
|-   &lt;br /&gt;
| 2&lt;br /&gt;
| Leatherworkers Tools&lt;br /&gt;
| 100&lt;br /&gt;
| iron&lt;br /&gt;
| 6                                                            &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Items such as the Leatherworkers Tools can be given to mobs to make them craft items for the clan, performing the leatherworking skill.  These mobs can be given example items to use as templates for what they will attempt to make, or they can be given nothing to make them craft items at random.  For the skill to work, the mob must not have anything in its inventory to confuse the skill, such as a Blacksmith item holder carrying some smurfberries.  Also, the holder must have the correct resource and sufficient quantity in the room to work from, although, they may receive assistance gaining the resources they need from mobs with Gathering Items.&lt;br /&gt;
|-   &lt;br /&gt;
| 2&lt;br /&gt;
| Blacksmiths Bellows&lt;br /&gt;
| 100&lt;br /&gt;
| obsidian&lt;br /&gt;
| 8&lt;br /&gt;
|&lt;br /&gt;
|                                                       &lt;br /&gt;
| Items such as the Blacksmiths Bellows can be given to mobs to make them craft items for the clan, performing the blacksmithing skill.  These mobs can be given example items to use as templates for what they will attempt to make, or they can be given nothing to make them craft items at random.  For the skill to work, the mob must not have anything in its inventory to confuse the skill, such as a Blacksmith item holder carrying some smurfberries.  Also, the holder must have the correct resource and sufficient quantity in the room to work from, although, they may receive assistance gaining the resources they need from mobs with Gathering Items.&lt;br /&gt;
|-   &lt;br /&gt;
| 2&lt;br /&gt;
| Wainwrights Tools&lt;br /&gt;
| 100&lt;br /&gt;
| iron&lt;br /&gt;
| 8                                                            &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Items such as the Wainwrights Tools can be given to mobs to make them craft items for the clan, performing the wainwrighting skill.  These mobs can be given example items to use as templates for what they will attempt to make, or they can be given nothing to make them craft items at random.  For the skill to work, the mob must not have anything in its inventory to confuse the skill, such as a Blacksmith item holder carrying some smurfberries.  Also, the holder must have the correct resource and sufficient quantity in the room to work from, although, they may receive assistance gaining the resources they need from mobs with Gathering Items.&lt;br /&gt;
|-   &lt;br /&gt;
| 2&lt;br /&gt;
| Potters Wheel&lt;br /&gt;
| 100&lt;br /&gt;
| maple&lt;br /&gt;
| 20                                                           &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Items such as the Potters Wheel can be given to mobs to make them craft items for the clan, performing the pottery skill.  These mobs can be given example items to use as templates for what they will attempt to make, or they can be given nothing to make them craft items at random.  For the skill to work, the mob must not have anything in its inventory to confuse the skill, such as a Blacksmith item holder carrying some smurfberries.  Also, the holder must have the correct resource and sufficient quantity in the room to work from, although, they may receive assistance gaining the resources they need from mobs with Gathering Items.&lt;br /&gt;
|-   &lt;br /&gt;
| 2&lt;br /&gt;
| Jewellers Tools&lt;br /&gt;
| 100&lt;br /&gt;
| silver&lt;br /&gt;
| 10                                                           &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Items such as the Jewellers Tools can be given to mobs to make them craft items for the clan, performing the jewelmaking skill.  These mobs can be given example items to use as templates for what they will attempt to make, or they can be given nothing to make them craft items at random.  For the skill to work, the mob must not have anything in its inventory to confuse the skill, such as a Blacksmith item holder carrying some smurfberries.  Also, the holder must have the correct resource and sufficient quantity in the room to work from, although, they may receive assistance gaining the resources they need from mobs with Gathering Items.&lt;br /&gt;
|-   &lt;br /&gt;
| 2&lt;br /&gt;
| Scrimshawers Blade&lt;br /&gt;
| 100&lt;br /&gt;
| iron&lt;br /&gt;
| 5    &lt;br /&gt;
|&lt;br /&gt;
|                                                        &lt;br /&gt;
| Items such as the Scrimshawers Blade can be given to mobs to make them craft items for the clan, performing the scrimshawing skill.  These mobs can be given example items to use as templates for what they will attempt to make, or they can be given nothing to make them craft items at random.  For the skill to work, the mob must not have anything in its inventory to confuse the skill, such as a Blacksmith item holder carrying some smurfberries.  Also, the holder must have the correct resource and sufficient quantity in the room to work from, although, they may receive assistance gaining the resources they need from mobs with Gathering Items.&lt;br /&gt;
|-   &lt;br /&gt;
| 5&lt;br /&gt;
| Papermakers Tools&lt;br /&gt;
| 100&lt;br /&gt;
| iron&lt;br /&gt;
| 10     &lt;br /&gt;
|&lt;br /&gt;
|                                                      &lt;br /&gt;
| Items such as the Papermakers Tools can be given to mobs to make them craft items for the clan, performing the papermaking skill.  These mobs can be given example items to use as templates for what they will attempt to make, or they can be given nothing to make them craft items at random.  For the skill to work, the mob must not have anything in its inventory to confuse the skill, such as a Blacksmith item holder carrying some smurfberries.  Also, the holder must have the correct resource and sufficient quantity in the room to work from, although, they may receive assistance gaining the resources they need from mobs with Gathering Items.&lt;br /&gt;
|-   &lt;br /&gt;
| 2&lt;br /&gt;
| Carpenters Hammer&lt;br /&gt;
| 100&lt;br /&gt;
| stone&lt;br /&gt;
| 10&lt;br /&gt;
| oak&lt;br /&gt;
| 5          &lt;br /&gt;
| Items such as the Carpenters Hammer can be given to mobs to make them craft items for the clan, performing the carpentry skill.  These mobs can be given example items to use as templates for what they will attempt to make, or they can be given nothing to make them craft items at random.  For the skill to work, the mob must not have anything in its inventory to confuse the skill, such as a Blacksmith item holder carrying some smurfberries.  Also, the holder must have the correct resource and sufficient quantity in the room to work from, although, they may receive assistance gaining the resources they need from mobs with Gathering Items.&lt;br /&gt;
|-   &lt;br /&gt;
| 2&lt;br /&gt;
| Firebuilders Flint&lt;br /&gt;
| 100&lt;br /&gt;
| flint&lt;br /&gt;
| 1         &lt;br /&gt;
|&lt;br /&gt;
|                                                   &lt;br /&gt;
| Items such as the Firebuilders Flint can be given to mobs to make them work for the clan, performing the fire building skill.  If the mobs with these items are also Mobile, they may also carry their resources to other mobs in the same area who need their resources in order to use their Crafting items.  Firebuilders are especially good at this task, as they will carry wood they find to smiths and light the fires that the smiths need to shape the metals.&lt;br /&gt;
|-   &lt;br /&gt;
| 2&lt;br /&gt;
| Fletchers Tools&lt;br /&gt;
| 100&lt;br /&gt;
| bronze&lt;br /&gt;
| 20   &lt;br /&gt;
|&lt;br /&gt;
|                                                        &lt;br /&gt;
| Items such as the Tailors Needle and Potters Wheel can be given to mobs to make them craft items for the clan, performing the Common skill associated with the item.  These mobs can be given example items to use as templates for what they will attempt to make, or they can be given nothing to make them craft items at random.  For the skill to work, the mob must not have anything in its inventory to confuse the skill, such as a Blacksmith item holder carrying some smurfberries.  Also, the holder must have the correct resource and sufficient quantity in the room to work from, although, they may receive assistance gaining the resources they need from mobs with Gathering Items.&lt;br /&gt;
|-   &lt;br /&gt;
| 2&lt;br /&gt;
| Glassblowers Tools&lt;br /&gt;
| 100&lt;br /&gt;
| tin&lt;br /&gt;
| 5                                                            &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Items such as the Tailors Needle and Potters Wheel can be given to mobs to make them craft items for the clan, performing the Common skill associated with the item.  These mobs can be given example items to use as templates for what they will attempt to make, or they can be given nothing to make them craft items at random.  For the skill to work, the mob must not have anything in its inventory to confuse the skill, such as a Blacksmith item holder carrying some smurfberries.  Also, the holder must have the correct resource and sufficient quantity in the room to work from, although, they may receive assistance gaining the resources they need from mobs with Gathering Items.&lt;br /&gt;
|-   &lt;br /&gt;
| 2&lt;br /&gt;
| Sculptors Chisel&lt;br /&gt;
| 100&lt;br /&gt;
| brass&lt;br /&gt;
| 20                                                           &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Items such as the Tailors Needle and Potters Wheel can be given to mobs to make them craft items for the clan, performing the Common skill associated with the item.  These mobs can be given example items to use as templates for what they will attempt to make, or they can be given nothing to make them craft items at random.  For the skill to work, the mob must not have anything in its inventory to confuse the skill, such as a Blacksmith item holder carrying some smurfberries.  Also, the holder must have the correct resource and sufficient quantity in the room to work from, although, they may receive assistance gaining the resources they need from mobs with Gathering Items.&lt;br /&gt;
|-   &lt;br /&gt;
| 5&lt;br /&gt;
| Boatwrights Tools&lt;br /&gt;
| 100&lt;br /&gt;
| lead&lt;br /&gt;
| 10                                                           &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Items such as the Tailors Needle and Potters Wheel can be given to mobs to make them craft items for the clan, performing the Common skill associated with the item.  These mobs can be given example items to use as templates for what they will attempt to make, or they can be given nothing to make them craft items at random.  For the skill to work, the mob must not have anything in its inventory to confuse the skill, such as a Blacksmith item holder carrying some smurfberries.  Also, the holder must have the correct resource and sufficient quantity in the room to work from, although, they may receive assistance gaining the resources they need from mobs with Gathering Items.&lt;br /&gt;
|-   &lt;br /&gt;
| 2&lt;br /&gt;
| Weavers Loom&lt;br /&gt;
| 100&lt;br /&gt;
| oak&lt;br /&gt;
| 5                                                            &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Items such as the Tailors Needle and Potters Wheel can be given to mobs to make them craft items for the clan, performing the Common skill associated with the item.  These mobs can be given example items to use as templates for what they will attempt to make, or they can be given nothing to make them craft items at random.  For the skill to work, the mob must not have anything in its inventory to confuse the skill, such as a Blacksmith item holder carrying some smurfberries.  Also, the holder must have the correct resource and sufficient quantity in the room to work from, although, they may receive assistance gaining the resources they need from mobs with Gathering Items.&lt;br /&gt;
|-   &lt;br /&gt;
| 5&lt;br /&gt;
| Executioners Scales&lt;br /&gt;
| 500&lt;br /&gt;
| bronze&lt;br /&gt;
| 20&lt;br /&gt;
|&lt;br /&gt;
|                             &lt;br /&gt;
| This item makes the mob a tenacious attacker of evil creatures and thieves.&lt;br /&gt;
|-   &lt;br /&gt;
| 2&lt;br /&gt;
| Shop Apron&lt;br /&gt;
| 250&lt;br /&gt;
| cotton&lt;br /&gt;
| 30                                                           &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| These can be given to mobs conquered by your clan, or to mobs permanently stationed at your clan home.  They turn the mob into a shopkeeper, who will sell things in their shop inventory, and buy things as their coinage allows.  They can be GIVEN things to sell by clan members in proper authority over them.  They will not deal with clans with whom your clan is hostile or at war.&lt;br /&gt;
|-   &lt;br /&gt;
| 5&lt;br /&gt;
| Assassins Eye&lt;br /&gt;
| 500&lt;br /&gt;
| bronze&lt;br /&gt;
| 20                                                           &lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| This item makes the mob a tenacious attacker of good creatures and paladins.&lt;br /&gt;
|-   &lt;br /&gt;
| 1&lt;br /&gt;
| Scavengers Sticker&lt;br /&gt;
| 100&lt;br /&gt;
| maple&lt;br /&gt;
| 20&lt;br /&gt;
| iron&lt;br /&gt;
| 20          &lt;br /&gt;
| This item makes the mob a scavenger, picking anything up they find on the ground.&lt;br /&gt;
|-   &lt;br /&gt;
| 5&lt;br /&gt;
| Tax Collectors Clipboard&lt;br /&gt;
| 1000&lt;br /&gt;
| ironwood&lt;br /&gt;
| 20&lt;br /&gt;
| gold&lt;br /&gt;
| 10 &lt;br /&gt;
| This item makes the mob a collector of tax money from anyone who is not also a member of their clan.    &lt;br /&gt;
|-   &lt;br /&gt;
| 15&lt;br /&gt;
| Concierges Uniform&lt;br /&gt;
| 500&lt;br /&gt;
| wool&lt;br /&gt;
| 10&lt;br /&gt;
| silk&lt;br /&gt;
| 2&lt;br /&gt;
| This item will enable a MOB to provide directions to any room in ANY area that the clan controls.  &lt;br /&gt;
|-   &lt;br /&gt;
| 3&lt;br /&gt;
| Concierges Cap&lt;br /&gt;
| 100&lt;br /&gt;
| wool&lt;br /&gt;
| 5&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| This item will enable a MOB to provide directions to any room in this area that the clan controls.  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Using Clan Crafted Gear==&lt;br /&gt;
Most clan-crafted gear is designed to be given to a conquered mob, who will then perform the designated action over and over again.  Conquered mobs with gathering gear or crafting gear normally collect their gear until someone in your clan goes in and gathers it all.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*The Clan Apron only works for conquered mobs in their home territory.  If you desire to set up a clan merchant in your clan hall, hire a retainer, or use a mob that is born inside the clan hall.&lt;/div&gt;</summary>
		<author><name>Xanthia</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Spell_ClanExperience&amp;diff=21183</id>
		<title>Spell ClanExperience</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Spell_ClanExperience&amp;diff=21183"/>
		<updated>2024-09-11T00:41:40Z</updated>

		<summary type="html">&lt;p&gt;Xanthia: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDAbilitiesTOC}}&lt;br /&gt;
{{#section-h:LISTSPELLS|Clan Experience}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*This ability is only gained by the Clan members of [[Clans(Governments)#Anarchy|Anarchy-style]] and [[Clans(Governments)#Meritocracy|Meritocracy-style]] clans, and is the only way for any of these clan-types to gain levels.&lt;br /&gt;
[[Category:Spell XP Cost]]&lt;br /&gt;
[[Category:ClanAbility]]&lt;/div&gt;</summary>
		<author><name>Xanthia</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Halfling&amp;diff=21087</id>
		<title>Halfling</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Halfling&amp;diff=21087"/>
		<updated>2024-07-24T18:06:20Z</updated>

		<summary type="html">&lt;p&gt;Xanthia: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RaceTemplate|Name=Halfling|Description=Halflings are a very short fur-footed folk.  They receive one bonus Dexterity point, but lose one point of Strength.  They have Infravision, make excellent Cooks, though their class choices will be limited.|Statadj=strength-1, dexterity+1, paralysis save+10, max strength adj.+1, max dexterity adj.+1, save vs detection+10|RacialAbilities=|CulturalAbilities=[[Cooking|Cooking]] [[Proficiency_Sling|Sling Proficiency]] [[Fighter_FastSlinging|Fast Slinging]] |RacialEffects=|BonusAbilities=infravision|BonusLanguages=[[Elvish|Elvish]] |Immunities=|LifeExpectancy=120 years|Startingequipment=a small tunic, some small pants, a knitted weapon belt|WearLocs= head neck torso arms left wrist right wrist left finger right finger feet held wield hands floating nearby waist legs eyes ears body mouth back|ExpMod=0%|Qualifyingclasses=[[Apprentice(Commoner)|Apprentice]] [[Artisan(Commoner)|Artisan]] [[Assassin(Thief)|Assassin]] [[Barbarian(Fighter)|Barbarian]] [[Bard(Bard)|Bard]] [[Burglar(Thief)|Burglar]] [[Cleric(Cleric)|Cleric]] [[Doomsayer(Cleric)|Doomsayer]] [[Fighter(Fighter)|Fighter]] [[Gaoler(Commoner)|Gaoler]] [[Jester(Bard)|Jester]] [[Minstrel(Bard)|Minstrel]] [[Missionary(Cleric)|Missionary]] [[Necromancer(Cleric)|Necromancer]] [[Pirate(Thief)|Pirate]] [[Dancer(Bard)|Dancer]] [[Sailor(Commoner)|Sailor]] [[Scholar(Commoner)|Scholar]] [[Shaman(Cleric)|Shaman]] [[Templar(Cleric)|Templar]] [[Thief(Thief)|Thief]] [[Trapper(Thief)|Trapper]] }}&lt;br /&gt;
&lt;br /&gt;
==Character Information==&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;60%&amp;quot;  &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot;| Start Area&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| [[Mud School]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot;| Player Ambassador&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align:left&amp;quot;| Racial Cities&lt;br /&gt;
| style=&amp;quot;text-align:left&amp;quot;| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==How to Play==&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Any race with crossbred with a Halfling will become a (that race)ling.  For example, if an Elf and a Halfling crossbred, the result would be an Elfling.&lt;br /&gt;
*There is a Halfling trainer in [[Sehaire]].&lt;/div&gt;</summary>
		<author><name>Xanthia</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=PlayerRaces(CoffeeMUD)&amp;diff=21086</id>
		<title>PlayerRaces(CoffeeMUD)</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=PlayerRaces(CoffeeMUD)&amp;diff=21086"/>
		<updated>2024-07-24T17:51:04Z</updated>

		<summary type="html">&lt;p&gt;Xanthia: /* Race-Class Relationships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
There are many races in CoffeeMUD, including 19 starting player races and many other stock races.  The list of races is ever-growing with the addition of new builder-created races to meet the needs of builders, as well as auto-generated races from the crossbreeding of mobs or through the planar travel system.&lt;br /&gt;
 &lt;br /&gt;
The entries for races include the following categories:&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;: A general overview of the race and physical description.&lt;br /&gt;
*&#039;&#039;&#039;Stat Adjustments&#039;&#039;&#039;: Racial stat adjustments apply after character creation.  Note that a stat adjustment does not automatically confer a bonus to the maximum stat value, although most races adjust stat and max stat values equally.  This category also provides resistances, with a positive number equivalent to that percentage likelihood to avoid that type of affect.&lt;br /&gt;
*&#039;&#039;&#039;Racial Abilities&#039;&#039;&#039;: These are skills automatically granted to the race at a set proficiency (percentage skill).  Racial abilities may be assigned to specific level before gaining them, but they never improve in proficiency.&lt;br /&gt;
*&#039;&#039;&#039;Cultural Abilities&#039;&#039;&#039;: These are skills automatically granted to any mob starting as that race.  Polymorphing into a race will not grant the cultural abilities of the race, unless you happen to gain the appropriate level of the cultural ability while that race.  For example, if a race gains a cultural ability at level 10, and you are a level 9 player who is polymorphed into that race, and then gain level 10, you will qualify for the cultural ability.&lt;br /&gt;
*&#039;&#039;&#039;Racial Effects&#039;&#039;&#039;: These are affects that persist as long as the mob remains that race, such as a fear aura on a lich, or a stench on a zombie.&lt;br /&gt;
*&#039;&#039;&#039;Bonus Languages&#039;&#039;&#039;: These are bonus starting languages that the race receives.&lt;br /&gt;
*&#039;&#039;&#039;Bonus Abilities&#039;&#039;&#039;: Other non-skill affects that the race receives, such as infravision, are listed in this category.&lt;br /&gt;
*&#039;&#039;&#039;Immunities&#039;&#039;&#039;: Racial immunities provide complete protection against the listed affects.  These are often diseases, but other affects could be granted immunity.&lt;br /&gt;
*&#039;&#039;&#039;Experience Modification&#039;&#039;&#039;: If the race has a positive experience adjustment, then they gain experience faster.  Likewise, a negative adjustment indicates the race levels more slowly.&lt;br /&gt;
*&#039;&#039;&#039;Life Expectancy&#039;&#039;&#039;: This is the anticipated lifespan in mudyears of a mob.  If a mob&#039;s age exceeds this value, they will suffer aging penalties and be more prone to a variety of diseases associated with age.&lt;br /&gt;
*&#039;&#039;&#039;Starting Equipment&#039;&#039;&#039;: This is the equipment that the race starts with, and can be reequipped with the OUTFIT command.&lt;br /&gt;
*&#039;&#039;&#039;Wear Locations&#039;&#039;&#039;: These are the locations the race is permitted to wear items on.  NOTE:  It is possible for a race to have a limb location, with no associated wear location.&lt;br /&gt;
*&#039;&#039;&#039;Qualifying Classes&#039;&#039;&#039;: These are the permitted classes a race may train into.&lt;br /&gt;
&lt;br /&gt;
==Player Races==&lt;br /&gt;
There are 21 player races:  [[Aarakocran|Aarakocran]], [[Beastkin|Beastkin]], [[Centaur|Centaur]], [[Drow|Drow]], [[Duergar|Duergar]], [[Dwarf|Dwarf]], [[Elf|Elf]], [[Githyanki|Githyanki]], [[Gnoll|Gnoll]], [[Gnome|Gnome]], [[Goblin|Goblin]], [[Half Elf|Half Elf]], [[Halfling|Halfling]], [[Human|Human]], [[Lizard Man|Lizard Man]],  [[Merfolk|Merfolk]], [[MindFlayer|MindFlayer]], [[Ogre|Ogre]], [[Orc|Orc]], [[Pixie|Pixie]], [[Svirfneblin|Svirfneblin]], and [[Tiefling|Tiefling]].&lt;br /&gt;
&lt;br /&gt;
==Race-Class Table==&lt;br /&gt;
This table includes all the base races that a player may start off with.  An X in a class box means that the class is AVAILABLE to that race.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &amp;lt;div class=&amp;quot;left&amp;quot; style=&amp;quot;width: auto; Margin-left: auto; margin-right: auto;&amp;quot;&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
!  &lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;background:#FFD98C&amp;quot;| Stats&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;background:#FFD98C&amp;quot;| Bard&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;background:#FFD98C&amp;quot;| Cleric&lt;br /&gt;
! colspan=&amp;quot;5&amp;quot; style=&amp;quot;background:#FFD98C&amp;quot;| Commoner&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;background:#FFD98C&amp;quot;| Druid&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; style=&amp;quot;background:#FFD98C&amp;quot;| Fighter&lt;br /&gt;
! colspan=&amp;quot;9&amp;quot; style=&amp;quot;background:#FFD98C&amp;quot;| Mage&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; style=&amp;quot;background:#FFD98C&amp;quot;| Thief&lt;br /&gt;
!  &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| Race&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| S&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| I&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| D&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| Co&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| Ch&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| W&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| B&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| C&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| D&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| J&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| M&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| C&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| D&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| H&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| M&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| N&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| O&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| P&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| S&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| T&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| Ap&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| Ar&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| G&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| Sa&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| Sc&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| B&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| De&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| Dr&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| G&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| M&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| S&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| B&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| C&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| F&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| M&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| P&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| R&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| Ab&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| Al&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| C&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| D&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| En&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| Ev&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| I&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| M&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| T&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| Ar&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| As&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| B&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| P&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| R&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| Th&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| Tr&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
| Aarakocran&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| +2&lt;br /&gt;
| -1&lt;br /&gt;
| -1&lt;br /&gt;
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| X&lt;br /&gt;
|&lt;br /&gt;
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| X&lt;br /&gt;
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| X&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| Beastkin&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| +1&lt;br /&gt;
| +2&lt;br /&gt;
| -1&lt;br /&gt;
| -2&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| X&lt;br /&gt;
|&lt;br /&gt;
| X&lt;br /&gt;
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| X&lt;br /&gt;
| &lt;br /&gt;
| N&lt;br /&gt;
| X&lt;br /&gt;
| -&lt;br /&gt;
| &lt;br /&gt;
| X&lt;br /&gt;
| N&lt;br /&gt;
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| -&lt;br /&gt;
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| X&lt;br /&gt;
| X&lt;br /&gt;
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| X&lt;br /&gt;
| X&lt;br /&gt;
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|-&lt;br /&gt;
| Centaur&lt;br /&gt;
| +1&lt;br /&gt;
| +1&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| -1&lt;br /&gt;
| -1&lt;br /&gt;
| X&lt;br /&gt;
| &lt;br /&gt;
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| X&lt;br /&gt;
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| X&lt;br /&gt;
| X&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Drow&lt;br /&gt;
| &lt;br /&gt;
| +1&lt;br /&gt;
| +3&lt;br /&gt;
| -4&lt;br /&gt;
| -3&lt;br /&gt;
| &lt;br /&gt;
| X&lt;br /&gt;
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| X&lt;br /&gt;
| X&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Duergar&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| +1&lt;br /&gt;
| -4&lt;br /&gt;
| &lt;br /&gt;
| X&lt;br /&gt;
| &lt;br /&gt;
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|-&lt;br /&gt;
| Dwarf&lt;br /&gt;
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| +1&lt;br /&gt;
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|-&lt;br /&gt;
| Elf&lt;br /&gt;
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| +1&lt;br /&gt;
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| Githyanki&lt;br /&gt;
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|-&lt;br /&gt;
| Gnoll&lt;br /&gt;
| +2&lt;br /&gt;
| -3&lt;br /&gt;
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| -2&lt;br /&gt;
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|-&lt;br /&gt;
| Gnome&lt;br /&gt;
| &lt;br /&gt;
| +1&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| -1&lt;br /&gt;
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Beastkin race is still in work. The classes marked with a &#039;-&#039; are planned to be available, but not yet available. The classes marked with a &#039;N&#039; are planned to be unavailable, but currently available.&lt;br /&gt;
&lt;br /&gt;
===Race-Class Relationships===&lt;br /&gt;
Class definitions primarily determine which races may train for a class. This means that newly created races (such as through crossbreeding) have a limited set of classes that they qualify for.&lt;br /&gt;
*Races do not have data for what classes they qualify for.&lt;br /&gt;
*Classes keep a whitelist of what races qualify for them.&lt;br /&gt;
**If a class does not have an &amp;quot;all races&amp;quot; option enabled, then all races outside its narrow whitelist don&#039;t qualify for it.&lt;br /&gt;
**Class definitions can be overridden by an ini file updated dynamically by an Archon, or by a base code update (requiring recompile and reboot). &lt;br /&gt;
*Race-class barriers can be bypassed with certain mechanics such as Wish.&lt;br /&gt;
&lt;br /&gt;
==Known Races==&lt;br /&gt;
Races are grouped into racial categories, or families of races.  A listing of known pure races by category is provided in the following table.  Only pure, uncrossbred races are listed on this table.&lt;br /&gt;
{| style=&amp;quot;border: 1px solid #c6c9ff; border-collapse: collapse;&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; border=&amp;quot;1&amp;quot; width=&amp;quot;100%&amp;quot; &amp;lt;div class=&amp;quot;left&amp;quot; style=&amp;quot;width: auto; Margin-left: auto; margin-right: auto;&amp;quot;&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Amphibian(RacialCategory)|Amphibian]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Animal(RacialCategory)|Animal]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Arachnid(RacialCategory)|Arachnid]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Avian(RacialCategory)|Avian]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Bovine(RacialCategory)|Bovine]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Canine(RacialCategory)|Canine]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
*[[Bullywug|Bullywug]]&lt;br /&gt;
*[[Frog|Frog]]&lt;br /&gt;
*[[Giant Amphibian|Giant Amphibian]]&lt;br /&gt;
*[[Great Amphibian|Great Amphibian]]&lt;br /&gt;
*[[Ixitxachitl|Ixitxachitl]]&lt;br /&gt;
*[[Rock Toad|Rock Toad]]&lt;br /&gt;
*[[WereAmphibian|WereAmphibian]]&lt;br /&gt;
| &lt;br /&gt;
*[[Animal|Animal]]&lt;br /&gt;
*[[Beastkin|Beastkin]]&lt;br /&gt;
*[[Giant Animal|Giant Animal]]&lt;br /&gt;
*[[WereAnimal|WereAnimal]]&lt;br /&gt;
|&lt;br /&gt;
*[[Arachnid|Arachnid]]&lt;br /&gt;
*[[Drider|Drider]]&lt;br /&gt;
*[[Giant Scorpion|Giant Scorpion]]&lt;br /&gt;
*[[Giant Spider|Giant Spider]]&lt;br /&gt;
*[[Man-Scorpion|Man-Scorpion]]&lt;br /&gt;
*[[Scorpion|Scorpion]]&lt;br /&gt;
*[[Spider|Spider]]&lt;br /&gt;
*[[Tarantula|Tarantula]]&lt;br /&gt;
*[[WebSpider|WebSpider]]&lt;br /&gt;
|&lt;br /&gt;
*[[Aarakocran|Aarakocran]]&lt;br /&gt;
*[[Bird|Bird]]&lt;br /&gt;
*[[Birdman|Birdman]]&lt;br /&gt;
*[[Chicken|Chicken]]&lt;br /&gt;
*[[Duck|Duck]]&lt;br /&gt;
*[[Eagle|Eagle]]&lt;br /&gt;
*[[Giant Eagle|Giant Eagle]]&lt;br /&gt;
*[[Great Bird|Great Bird]]&lt;br /&gt;
*[[Griffon|Griffon]]&lt;br /&gt;
*[[Harpy|Harpy]]&lt;br /&gt;
*[[Hawk|Hawk]]&lt;br /&gt;
*[[Owl|Owl]]&lt;br /&gt;
*[[Penguin|Penguin]]&lt;br /&gt;
*[[Raven|Raven]]&lt;br /&gt;
*[[Robin|Robin]]&lt;br /&gt;
*[[Song Bird|Song Bird]]&lt;br /&gt;
*[[Turkey|Turkey]]&lt;br /&gt;
*[[Water Fowl|Water Fowl]]&lt;br /&gt;
|&lt;br /&gt;
*[[Buffalo|Buffalo]]&lt;br /&gt;
*[[Bull|Bull]]&lt;br /&gt;
*[[Cow|Cow]]&lt;br /&gt;
*[[Minotaur|Minotaur]]&lt;br /&gt;
|&lt;br /&gt;
*[[Blink Dog|Blink Dog]]&lt;br /&gt;
*[[Dire Wolf|Dire Wolf]]&lt;br /&gt;
*[[Dog|Dog]]&lt;br /&gt;
*[[Fido|Fido]]&lt;br /&gt;
*[[Fox|Fox]]&lt;br /&gt;
*[[Giant Wolf|Giant Wolf]]&lt;br /&gt;
*[[Gnoll|Gnoll]]&lt;br /&gt;
*[[Hyena|Hyena]]&lt;br /&gt;
*[[Puppy|Puppy]]&lt;br /&gt;
*[[WereWolf|WereWolf]]&lt;br /&gt;
*[[Wolf|Wolf]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Celestial(RacialCategory)|Celestial]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Demon(RacialCategory)|Crustacean]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Demon(RacialCategory)|Demon]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Devil(RacialCategory)|Devil]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Dragon(RacialCategory)|Dragon]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Dwarf(RacialCategory)|Dwarf]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Deva|Deva]]&lt;br /&gt;
*[[Planetar|Planetar]]&lt;br /&gt;
*[[Solar|Solar]]&lt;br /&gt;
|&lt;br /&gt;
*[[Aldani|Aldani]]&lt;br /&gt;
*[[Chuul|Chuul]]&lt;br /&gt;
*[[Crab|Crab]]&lt;br /&gt;
*[[GiantCrab|Giant Crab]]&lt;br /&gt;
*[[GiantLobster|Giant Lobster]]&lt;br /&gt;
*[[GreatLobster|Great Lobster]]&lt;br /&gt;
*[[Lobster|Lobster]]&lt;br /&gt;
*[[Shrimp|Shrimp]]&lt;br /&gt;
|&lt;br /&gt;
*[[Barghest|Barghest]]&lt;br /&gt;
*[[Demodand|Demodand]]&lt;br /&gt;
*[[Demon|Demon]]&lt;br /&gt;
*[[Slaad|Slaad]]&lt;br /&gt;
*[[Tiefling|Tiefling]]&lt;br /&gt;
*[[Yugoloth|Yugoloth]]&lt;br /&gt;
|&lt;br /&gt;
*[[Devil|Devil]]&lt;br /&gt;
|&lt;br /&gt;
*[[Bluedrake|Bluedrake]]&lt;br /&gt;
*[[Draconian|Draconian]]&lt;br /&gt;
*[[Dragon|Dragon]]&lt;br /&gt;
*[[Faerie Dragon|Faerie Dragon]]&lt;br /&gt;
*[[Hydra|Hydra]]&lt;br /&gt;
*[[Whelpling|Whelpling]]&lt;br /&gt;
|&lt;br /&gt;
*[[Duergar|Duergar]]&lt;br /&gt;
*[[Dwarf|Dwarf]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Elemental(RacialCategory)|Elemental]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Elf(RacialCategory)|Elf]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Equine(RacialCategory)|Equine]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Fairy-kin(RacialCategory)|Fairy-kin]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Feline(RacialCategory)|Feline]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Fish(RacialCategory)|Fish]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Air Elemental|Air Elemental]]&lt;br /&gt;
*[[Comet|Comet]]&lt;br /&gt;
*[[Earth Elemental|Earth Elemental]]&lt;br /&gt;
*[[Electricity Elemental|Electricity Elemental]]&lt;br /&gt;
*[[Fire Elemental|Fire Elemental]]&lt;br /&gt;
*[[Star|Star]]&lt;br /&gt;
*[[Supergiant|Supergiant]]&lt;br /&gt;
*[[Water Elemental|Water Elemental]]&lt;br /&gt;
*[[Whitedwarf|Whitedwarf]]&lt;br /&gt;
|&lt;br /&gt;
*[[Avariel|Avariel]]&lt;br /&gt;
*[[Drow|Drow]]&lt;br /&gt;
*[[Elf|Elf]]&lt;br /&gt;
*[[Half Drow|Half Drow]]&lt;br /&gt;
*[[Half Elf|Half Elf]]&lt;br /&gt;
*[[Elf-Kin|Elf-Kin]]&lt;br /&gt;
|&lt;br /&gt;
*[[Centaur|Centaur]]&lt;br /&gt;
*[[Deer|Deer]]&lt;br /&gt;
*[[Equine|Equine]]&lt;br /&gt;
*[[Horse|Horse]]&lt;br /&gt;
*[[Moose|Moose]]&lt;br /&gt;
*[[Pegacorn|Pegacorn]]&lt;br /&gt;
*[[Pegasus|Pegasus]]&lt;br /&gt;
*[[Unicorn|Unicorn]]&lt;br /&gt;
|&lt;br /&gt;
*[[Brownie|Brownie]]&lt;br /&gt;
*[[Dryad|Dryad]]&lt;br /&gt;
*[[Faerie|Faerie]]&lt;br /&gt;
*[[Fey(Race)|Fey]]&lt;br /&gt;
*[[Nymph|Nymph]]&lt;br /&gt;
*[[Pixie|Pixie]] &lt;br /&gt;
*[[SeaSprite|SeaSprite]]&lt;br /&gt;
*[[Smurf|Smurf]]&lt;br /&gt;
|&lt;br /&gt;
*[[Cat|Cat]]&lt;br /&gt;
*[[Dire Cat|Dire Cat]]&lt;br /&gt;
*[[Displacer Beast|Displacer Beast]]&lt;br /&gt;
*[[Great Cat|Great Cat]]&lt;br /&gt;
*[[Jaguar|Jaguar]]&lt;br /&gt;
*[[Kitten|Kitten]]&lt;br /&gt;
*[[Lion|Lion]]&lt;br /&gt;
*[[Manticore|Manticore]]&lt;br /&gt;
*[[Puma|Puma]]&lt;br /&gt;
*[[Tabaxi|Tabaxi]]&lt;br /&gt;
*[[Wemic|Wemic]]&lt;br /&gt;
|&lt;br /&gt;
*[[Angelfish|Angelfish]]&lt;br /&gt;
*[[Clown Fish|Clown Fish]]&lt;br /&gt;
*[[Fish|Fish]]&lt;br /&gt;
*[[Giant Fish|Giant Fish]]&lt;br /&gt;
*[[Giant Seahorse|Giant Seahorse]]&lt;br /&gt;
*[[GiantSquid|Giant Squid]]&lt;br /&gt;
*[[Great Fish|Great Fish]]&lt;br /&gt;
*[[Merfolk|Merfolk]]&lt;br /&gt;
*[[Shark|Shark]]&lt;br /&gt;
*[[Small Fish|Small Fish]]&lt;br /&gt;
*[[Swordfish|Swordfish]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Giant-kin(RacialCategory)|Giant-kin]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Gnome(RacialCategory)|Gnome]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Goblinoid(RacialCategory)|Goblinoid]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Halfling(RacialCategory)|Halfling]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Humanoid(RacialCategory)|Humanoid]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Illithid(RacialCategory)|Illithid]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Cyclops|Cyclops]]&lt;br /&gt;
*[[Giant|Giant]]&lt;br /&gt;
*[[Half Ogre|Half Ogre]]&lt;br /&gt;
*[[Ogre|Ogre]]&lt;br /&gt;
*[[Troll|Troll]]&lt;br /&gt;
*[[Umber Hulk|Umber Hulk]]&lt;br /&gt;
|&lt;br /&gt;
*[[Gnome|Gnome]]&lt;br /&gt;
*[[Svirfneblin|Svirfneblin]]&lt;br /&gt;
|&lt;br /&gt;
*[[Bugbear|Bugbear]]&lt;br /&gt;
*[[Goblin|Goblin]]&lt;br /&gt;
*[[Hobgoblin|Hobgoblin]]&lt;br /&gt;
|&lt;br /&gt;
*[[Halfling|Halfling]]&lt;br /&gt;
*[[Hobbit|Hobbit]]&lt;br /&gt;
*[[Kender|Kender]]&lt;br /&gt;
|&lt;br /&gt;
*[[Castaway|Castaway]]&lt;br /&gt;
*[[Enfan|Enfan]]&lt;br /&gt;
*[[Githyanki|Githyanki]]&lt;br /&gt;
*[[Human|Human]]&lt;br /&gt;
*[[Humanoid|Humanoid]]&lt;br /&gt;
*[[Troglodyte|Troglodyte]]&lt;br /&gt;
|&lt;br /&gt;
*[[MindFlayer|MindFlayer]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Insect(RacialCategory)|Insect]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Mephit(RacialCategory)|Mephit]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Metal Golem(RacialCategory)|Metal Golem]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Mustelid(RacialCategory)|Mustelid]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Ophidian(RacialCategory)|Ophidian]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Ovine(RacialCategory)|Ovine]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Centipede|Centipede]]&lt;br /&gt;
*[[Cricket|Cricket]]&lt;br /&gt;
*[[Giant Insect|Giant Insect]]&lt;br /&gt;
*[[Grasshopper|Grasshopper]]&lt;br /&gt;
*[[Insect|Insect]]&lt;br /&gt;
*[[Millipede|Millipede]]&lt;br /&gt;
*[[Scarab|Scarab]]&lt;br /&gt;
|&lt;br /&gt;
*[[Ash Mephit|Ash Mephit]]&lt;br /&gt;
*[[Ice Mephit|Ice Mephit]]&lt;br /&gt;
*[[Light Mephit|Light Mephit]]&lt;br /&gt;
*[[Lightning Mephit|Lightning Mephit]]&lt;br /&gt;
*[[Magma Mephit|Magma Mephit]]&lt;br /&gt;
*[[Mephit|Mephit]]&lt;br /&gt;
*[[Mineral Mephit|Mineral Mephit]]&lt;br /&gt;
*[[Ooze Mephit|Ooze Mephit]]&lt;br /&gt;
*[[Salt Mephit|Salt Mephit]]&lt;br /&gt;
*[[Smoke Mephit|Smoke Mephit]]&lt;br /&gt;
*[[Steam Mephit|Steam Mephit]]&lt;br /&gt;
*[[Void Mephit|Void Mephit]]&lt;br /&gt;
|&lt;br /&gt;
*[[Clockwork|Clockwork]]&lt;br /&gt;
*[[Metal Golem|Metal Golem]]&lt;br /&gt;
|&lt;br /&gt;
*[[Badger|Badger]]&lt;br /&gt;
*[[Dire Otter|Dire Otter]]&lt;br /&gt;
*[[Giant Otter|Giant Otter]]&lt;br /&gt;
*[[Mustelid|Mustelid]]&lt;br /&gt;
*[[Mustie|Mustie]]&lt;br /&gt;
*[[Otter|Otter]]&lt;br /&gt;
*[[Wolverine|Wolverine]]&lt;br /&gt;
|&lt;br /&gt;
*[[Cobra|Cobra]]&lt;br /&gt;
*[[Corn Snake|Corn Snake]]&lt;br /&gt;
*[[Garden Snake|Garden Snake]]&lt;br /&gt;
*[[Naga|Naga]]&lt;br /&gt;
*[[Python|Python]]&lt;br /&gt;
*[[Snake|Snake]]&lt;br /&gt;
| &lt;br /&gt;
*[[Goat|Goat]]&lt;br /&gt;
*[[Sheep|Sheep]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Pachyderm(RacialCategory)|Pachyderm]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Porcine(RacialCategory)|Porcine]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Primate(RacialCategory)|Primate]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Pteropine(RacialCategory)|Pteropine]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Reptile(RacialCategory)|Reptile]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Rodent(RacialCategory)|Rodent]]&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
*[[Elephant|Elephant]]&lt;br /&gt;
*[[Pachyderm|Pachyderm]]&lt;br /&gt;
| &lt;br /&gt;
*[[Dire Boar|Dire Boar]]&lt;br /&gt;
*[[Giant Boar|Giant Boar]]&lt;br /&gt;
*[[Orc|Orc]]&lt;br /&gt;
*[[Pig|Pig]]&lt;br /&gt;
*[[School Monster|School Monster]]&lt;br /&gt;
| &lt;br /&gt;
*[[Ape|Ape]]&lt;br /&gt;
*[[Chimp|Chimp]]&lt;br /&gt;
*[[Gorilla|Gorilla]]&lt;br /&gt;
*[[Grinch|Grinch]]&lt;br /&gt;
*[[Monkey|Monkey]]&lt;br /&gt;
*[[Orangutan|Orangutan]]&lt;br /&gt;
*[[Sasquatch|Sasquatch]]&lt;br /&gt;
*[[Spidermonkey|Spidermonkey]]&lt;br /&gt;
| &lt;br /&gt;
*[[Bat|Bat]]&lt;br /&gt;
*[[WereBat|WereBat]]&lt;br /&gt;
|&lt;br /&gt;
*[[Alligator|Alligator]]&lt;br /&gt;
*[[Crocodile|Crocodile]]&lt;br /&gt;
*[[Giant Lizard|Giant Lizard]]&lt;br /&gt;
*[[Giant Turtle|Giant Turtle]]&lt;br /&gt;
*[[Great Lizard|Great Lizard]]&lt;br /&gt;
*[[Kobold|Kobold]]&lt;br /&gt;
*[[Lizard|Lizard]]&lt;br /&gt;
*[[Lizard Man|Lizard Man]]&lt;br /&gt;
*[[Turtle|Turtle]]&lt;br /&gt;
*[[Wyvern|Wyvern]]&lt;br /&gt;
|&lt;br /&gt;
*[[Beaver|Beaver]]&lt;br /&gt;
*[[Dire Rat|Dire Rat]]&lt;br /&gt;
*[[Giant Rat|Giant Rat]]&lt;br /&gt;
*[[Labrat|Labrat]]&lt;br /&gt;
*[[LargeRat|LargeRat]]&lt;br /&gt;
*[[Mouse|Mouse]]&lt;br /&gt;
*[[Porcupine|Porcupine]]&lt;br /&gt;
*[[Rabbit|Rabbit]]&lt;br /&gt;
*[[Rat|Rat]]&lt;br /&gt;
*[[Rodent|Rodent]]&lt;br /&gt;
*[[Squirrel|Squirrel]]&lt;br /&gt;
*[[Skaven|Skaven]]&lt;br /&gt;
*[[WereRat|WereRat]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Sea Mammal(RacialCategory)|Sea Mammal]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Slime(RacialCategory)|Slime]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Stone Golem(RacialCategory)|Stone Golem]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Undead(RacialCategory)|Undead]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Unique(RacialCategory)|Unique]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Unknown(RacialCategory)|Unknown]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Dolphin|Dolphin]]&lt;br /&gt;
*[[Seal|Seal]]&lt;br /&gt;
*[[Selkie|Selkie]]&lt;br /&gt;
*[[Walrus|Walrus]]&lt;br /&gt;
*[[Whale|Whale]]&lt;br /&gt;
|&lt;br /&gt;
*[[Blob|Blob]]&lt;br /&gt;
*[[Jelly|Jelly]]&lt;br /&gt;
*[[Slime|Slime]]&lt;br /&gt;
|&lt;br /&gt;
*[[Clay Golem|Clay Golem]]&lt;br /&gt;
*[[Flesh Golem|Flesh Golem]]&lt;br /&gt;
*[[Gargoyle|Gargoyle]]&lt;br /&gt;
*[[Stone|Stone]]&lt;br /&gt;
*[[Stone Golem|Stone Golem]]&lt;br /&gt;
|&lt;br /&gt;
*[[Ghast|Ghast]]&lt;br /&gt;
*[[Ghost|Ghost]]&lt;br /&gt;
*[[GhostPirate|GhostPirate]]&lt;br /&gt;
*[[Ghoul|Ghoul]]&lt;br /&gt;
*[[Lich|Lich]]&lt;br /&gt;
*[[Mummy|Mummy]]&lt;br /&gt;
*[[Nightgaunt|Nightgaunt]]&lt;br /&gt;
*[[Revenant|Revenant]]&lt;br /&gt;
*[[Shadow|Shadow]]&lt;br /&gt;
*[[Skeleton|Skeleton]]&lt;br /&gt;
*[[Spectre|Spectre]]&lt;br /&gt;
*[[Spirit|Spirit]]&lt;br /&gt;
*[[Undead|Undead]]&lt;br /&gt;
*[[Vampire|Vampire]]&lt;br /&gt;
*[[Vampirella|Vampirella]]&lt;br /&gt;
*[[Zombie|Zombie]]&lt;br /&gt;
|&lt;br /&gt;
*[[Abomination|Abomination]]&lt;br /&gt;
*[[Beholder|Beholder]]&lt;br /&gt;
*[[Dream|Dream]]&lt;br /&gt;
*[[Floating Eye|Floating Eye]]&lt;br /&gt;
*[[Modron|Modron]]&lt;br /&gt;
*[[Otyugh|Otyugh]]&lt;br /&gt;
*[[Roper|Roper]]&lt;br /&gt;
*[[Unique|Unique]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Ursine(RacialCategory)|Ursine]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Vegetation(RacialCategory)|Vegetation]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Wood Golem(RacialCategory)|Wood Golem]]&lt;br /&gt;
! style=&amp;quot;background:#FFD98C&amp;quot;| [[Worm(RacialCategory)|Worm]]&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
*[[Bear|Bear]]&lt;br /&gt;
*[[Cub|Cub]]&lt;br /&gt;
*[[Dire Bear|Dire Bear]]&lt;br /&gt;
*[[Giant Bear|Giant Bear]]&lt;br /&gt;
*[[Grizzly Bear|Grizzly Bear]]&lt;br /&gt;
*[[Polar Bear|Polar Bear]]&lt;br /&gt;
*[[WereBear|WereBear]]&lt;br /&gt;
|&lt;br /&gt;
*[[Flower|Flower]]&lt;br /&gt;
*[[MiGo|MiGo]]&lt;br /&gt;
*[[Mold|Mold]]&lt;br /&gt;
*[[Plant|Plant]]&lt;br /&gt;
*[[Shambler|Shambler]]&lt;br /&gt;
*[[Toadstool|Toadstool]]&lt;br /&gt;
*[[Tree Golem|Tree Golem]]&lt;br /&gt;
*[[Tumbleweed|Tumbleweed]]&lt;br /&gt;
*[[Vine|Vine]]&lt;br /&gt;
|&lt;br /&gt;
*[[Doll|Doll]]&lt;br /&gt;
*[[Dummy|Dummy]]&lt;br /&gt;
*[[Wooden Golem|Wooden Golem]]&lt;br /&gt;
|&lt;br /&gt;
*[[Giant Silkworm|Giant Silkworm]]&lt;br /&gt;
*[[Giant Worm|Giant Worm]]&lt;br /&gt;
*[[Snail|Snail]]&lt;br /&gt;
*[[Worm|Worm]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note:  Class selection is limited by the class itself, not the race.  Classes that accept all races are listed below:&lt;br /&gt;
&lt;br /&gt;
[[Apprentice(Commoner)|Appentice]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Artisan(Commoner)|Artisan]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Gaoler(Commoner)|Gaoler]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Scholar(Commoner)|Scholar]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Cleric(Cleric)|Cleric]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Doomsayer(Cleric)|Doomsayer]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Missionary(Cleric)|Missionary]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Necromancer(Cleric)|Necromancer]]  &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Shaman(Cleric)|Shaman]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Templar(Cleric)|Templar]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Fighter(Fighter)|Fighter]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Barbarian(Fighter)|Barbarian]]  &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Thief(Thief)|Thief]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Assassin(Thief)|Assassin]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Burglar(Thief)|Burglar]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Trapper(Thief)|Trapper]] &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; [[Minstrel(Bard)|Minstrel]]&lt;br /&gt;
&lt;br /&gt;
=Breeding=&lt;br /&gt;
When two members of the opposite genders use the [[MATE|MATE]] social while not wearing anything on their waist or legs, there is a chance the female will become pregnant.  For more information, see the [[:Category:Breeding|Breeding]] page. Most races may only breed within their own race to produce offspring.&lt;br /&gt;
&lt;br /&gt;
==Crossbreeding==&lt;br /&gt;
CoffeeMUD has a dynamic crossbreeding system, so new races are generated when parents of different races magically mate.  Some crossbreeds produce known results, some produce new races entirely.  Please do not update this wiki with stats on cross-bred races.  Since they are dynamically generated, the stats may vary between servers, and can even vary on the same server if enough time has lapsed to reset the race.  There are literally thousands of crossbreeds in existence at any given time.  Unused crossbred races will be deleted after a long period of disuse, so it is possible for a crossbred race to be recreated with a different mix of features.&lt;br /&gt;
&lt;br /&gt;
*Crossbreeding basic races is called &amp;quot;low-order crossbreeding&amp;quot;. This includes crossbred races that result in a unique racial name. Examples of low order crossbreeding would be an Elf with a Dwarf, or an Owl with a Crocodile. Low-order crossbreeding also applies to uniquely generated races, like a Dwarfling (a low-order crossbreed between a Dwarf and a Halfling) with a Half-Dwarf (a low-order crossbreed between a dwarf and a human).&lt;br /&gt;
**Low-order crossbreeds will always result in the same final race, regardless of the race/gender combination of the parents. That is, a Male Dwarf and female Owl will produce the same offspring as a Female Dwarf and a male Owl.&lt;br /&gt;
***Specific race-mixing rules or other affects may produce different results, but notwithstanding specific exceptions, parent gender/race combination of low-order crossbreeds does not impact the final crossbred race name.&lt;br /&gt;
**High-order crossbreeds MAY result in a different final race depending on which parent is which gender.&lt;br /&gt;
&lt;br /&gt;
Please do NOT add crossbreed races to this wiki page.&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Xanthia</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Monk(Fighter)&amp;diff=21069</id>
		<title>Monk(Fighter)</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Monk(Fighter)&amp;diff=21069"/>
		<updated>2024-07-20T12:16:06Z</updated>

		<summary type="html">&lt;p&gt;Xanthia: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDClassesTOC}}&lt;br /&gt;
{{CoffeeMUDFighterClassesTOC}}&lt;br /&gt;
{{#section-h:WikiHelpClasses|Monk}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=How to Play=&lt;br /&gt;
&lt;br /&gt;
=Multi-Classing Options and Effectiveness=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
*Monks must have both hands empty to maximize their unarmed combat abilities (nothing HELD and nothing WIELD).&lt;/div&gt;</summary>
		<author><name>Xanthia</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Combat(CoffeeMUD)&amp;diff=21067</id>
		<title>Combat(CoffeeMUD)</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Combat(CoffeeMUD)&amp;diff=21067"/>
		<updated>2024-07-18T23:08:05Z</updated>

		<summary type="html">&lt;p&gt;Xanthia: /* Being Swallowed */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDCombatTOC}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=Basics of Combat=&lt;br /&gt;
Combat in CoffeeMUD is an action-based system that combines automatic attacks and specified commands.  Combat is initiated when one participant initiates a hostile action on another target.  This can be accomplished with a [[KILL]] command, or by using an ability that has a hostile affect.  The outcome of the initial attack does not matter; combat will begin even if the target suffers no ill affects.  Each MOB (including players) has a SPEED score, which determines how many actions they can take per tick (~4 seconds).  A mob will perform any specific commands in the action queue, and an automatic action (melee attack/ranged attack) each combat round.&lt;br /&gt;
&lt;br /&gt;
==Offense==&lt;br /&gt;
Each mob will automatically try to attack with the weapon in their WIELD slot each tick as many times as their SPEED score.  Abilities such as [[Skill_Attack2|Second Attack]] directly impact a player&#039;s SPEED score.  When making a physical attack, the character&#039;s ATTACK score is compared to the defender&#039;s ARMORED DEFENCE score, to determine the percentage chance of the attack succeeding.  The difference in levels between the attacker and defender also affects the success chance. &lt;br /&gt;
&lt;br /&gt;
Abilities have a broad variety of affects depending upon the ability.  Abilities that are MALEVOLENT will generally start combat when used on a neutral mob.  Abilities that are CIRCUMSTANTIAL or BENEVOLENT may cause combat to start, so be careful when using abilities on others.&lt;br /&gt;
==Defense==&lt;br /&gt;
Defense comes in three varieties, Armored Defence for reducing the likelihood of a physical attack from succeeding, Resistances for preventing an attack of a certain type from succeeding, and ability-based defenses.&lt;br /&gt;
===Armored Defence===&lt;br /&gt;
For starters, let&#039;s all accept that DEFENCE is an archaic spelling for defense.  It is a valid word.  When talking about armored defence we are specifically referring to a character&#039;s armor score.  Armored Defence is an integer based on a character&#039;s armor rating.  Behind the scenes, armor is a value from 100 to negative infinity (well, not infinity, but for this discussion we will assume it can go that far).  The lower the value, the better protected the character is.  Armored defence takes this weird mechanic and displays it as a (mostly) positive value with 0 armored defence equaling 100 armor rating, and 300 armored defence being equivelant to -200 armor rating.  Worn armor will provide a positive &amp;quot;Base Protection&amp;quot; value, which will be added to your armored defence if worn (or subtracted from your armor rating).  However, certain magical affects may report out a -10 ARMOR, instead of reporting it as 10 PROTECTION.  In these cases, this negative ARMOR score is beneficial to your armored defence score.&lt;br /&gt;
===Resistances===&lt;br /&gt;
Resistances offer a chance to entirely mitigate a part or all of an attack or ability.  The level difference, special abilities, and other circumstances may modify the effectiveness of a resistance.&lt;br /&gt;
===Ability-Based Defenses===&lt;br /&gt;
Some abilities may provide reduction of affects or entirely protect from certain forms of attacks.&lt;br /&gt;
&lt;br /&gt;
==Damage==&lt;br /&gt;
If an attack or spell succeeds, it may apply damage to a character&#039;s hit points, mana or movement.  Attacks that cause mana or movement damage merely reduce the number of points available for other actions requiring those resources.  Running out of mana has no affect other than the inability to use mana-based abilities.  Depleting movement has the added affect of preventing the FLEE command, and any ability that requires movement.  Losing all hit points will result in player death (unless another result prevents death, or the server&#039;s settings state otherwise).  Other affects from hit point damage are also possible.&lt;br /&gt;
&lt;br /&gt;
===Damage Locations===&lt;br /&gt;
While hit points reflects a characters overall capacity to tolerate damage, individual appendages may suffer damage from particularly powerful strikes.  This damage normally results in a percentage of that appendage&#039;s damage being noted on the AFFECTS screen of the character.  However, starting at level 10, when an appendage damage hits 100%, there is a 50% chance appendage falls off and is considered destroyed.  This may have an impact on the character&#039;s overall performance.&lt;br /&gt;
*The first hand to be lost will always be considered the HOLD position (so you will be able to continue to wield a single-handed weapon).&lt;br /&gt;
*Losing both eyes will result in blindness.&lt;br /&gt;
*Losing feet and/or legs will result in reduced mobility and may require the character to crawl from place to place (using much more movement along the way).&lt;br /&gt;
&lt;br /&gt;
===Bleeding===&lt;br /&gt;
Starting at level 15, characters may suffer from bleeding when they take more than 20% of their hit points in a single blow, or when they lose a limb.  Bleeding will cause continual damage until it is healed by magic or bandaged, or naturally coagulates (bleed timer expires).  While bleeding, characters will also lose a percentage of their mana and movement, based on the percentage of remaining hit points they have.&lt;br /&gt;
&lt;br /&gt;
===Underwater===&lt;br /&gt;
Blunt and slashing weapons do 1/3 damage underwater, making piercing weapons the preferred choice for underwater combat.&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Combat Information==&lt;br /&gt;
===Being Swallowed===&lt;br /&gt;
Some creatures may have the ability to swallow their opponents. This can result in you being placed inside their stomach, sustaining blunt and acid damage until you die. While inside a stomach most abilities to teleport will not work. There are two possibilities for getting out: Have friends free you by slaying the swallower, or deal enough damage to the stomach (KILL STOMACH) to cause a rupture.&lt;br /&gt;
&lt;br /&gt;
Of course, it may be better to just not be swallowed in the first place. Swallowing requires the creature to be bigger than his snack, and to be able to use their mouth. Abilities that reduce the opponents size, increase your size, or block the opponents mouth will prevent swallowing, and when encountering creatures that can swallow, these countermeasures should be engaged first (depending upon what is available to you).&lt;br /&gt;
&lt;br /&gt;
=Combat Formulas=&lt;br /&gt;
&lt;br /&gt;
===Notes===&lt;br /&gt;
*Combat range of 1 is normally within 10 feet. Combat range of 3 is about 100 feet. Combat range of 5 is about 1000 feet.&lt;/div&gt;</summary>
		<author><name>Xanthia</name></author>
	</entry>
	<entry>
		<id>http://www.coffeemud.net:8080/wiki/index.php?title=Cleric(Cleric)&amp;diff=21060</id>
		<title>Cleric(Cleric)</title>
		<link rel="alternate" type="text/html" href="http://www.coffeemud.net:8080/wiki/index.php?title=Cleric(Cleric)&amp;diff=21060"/>
		<updated>2024-06-28T22:48:24Z</updated>

		<summary type="html">&lt;p&gt;Xanthia: /* How to Play */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CoffeeMUDWikiTOC}}&lt;br /&gt;
{{CoffeeMUDClassesTOC}}&lt;br /&gt;
{{CoffeeMUDClericClassesTOC}}&lt;br /&gt;
{{#section-h:WikiHelpClasses|Cleric}}&lt;br /&gt;
__NOTOC__&lt;br /&gt;
=How to Play=&lt;br /&gt;
The cleric may seem like an uninteresting class, due to it&#039;s basic attributes and the host of other, specialized subclasses. However, played correctly, the humble cleric can be devastating, and more importantly, very flexible. The primary advantages to the base class cleric is that you can functionally choose your alignment without restriction. You can even modify your character&#039;s alignment ingame, and have skills/prayers that work for multiple alignment sets. In contrast, the other cleric subclasses require one alignment choice, and if you deviate from these choices, you lose your abilities. The standard cleric can&lt;br /&gt;
be either good, neutral or evil. In general, though with some exceptions, there playstyles are as follows: &lt;br /&gt;
*Good: strong healing and buff prayers, good for smiting evil enemies and has the ubiquitous resurrection prayer, which is highly valued by other players. Malla is your primary deity, with some good blessing buffs including globe. Paran is also doable, with some good combat buff. &lt;br /&gt;
*Neutral: Neutral gets electrical and earth based prayers, as well as a lot of utility. Perhaps less powerful and with less staying power early on, neutral clerics develop some nasty abilities later on, and can cover a wide range of situations. Neutral clerics also get access to Lorti as a deity. This gives a lot of extremely good combat buffs, as well as blade barrier, which is very nasty. Bella is also possible, and gives good detection abilities. &lt;br /&gt;
*Evil: Finally, evil clerics specialize in debuffs and maledictions. They don&#039;t get all that many direct damage prayers, however they can strip away attributes and generally make life very complicated for those they dislike. Naturally, Kortamus is the primary deity, and gives some combat buffs. However, he gives some that are less useful, such as obscure self. Evil clerics are probably the nastiest for pk, but are about matched with the others in pure combat capacity. &lt;br /&gt;
Note that all variaties of cleric get divine favor with their blessings. This is useful, and can occasionally strike down an enemy. This doesn&#039;t give exp, but is a random throw of the dice to keep you alive in bad situations. Finally, keep in mind that sermons can grant exp. The summon for the service follows a formula of 1 room per 5 levels. Generally the cleric will want to convert as many npcs in an area as possible. Each initial convert will fail. Do this to as many npcs as possible. Then, after about 3- minutes, convert each of them again. You will successfully convert them at this point. Once you have as many npcs in the area worshipping your deity as possible, start the sermon from a central location. The range is 1 room in all directions per every 5 levels. At early levels, this might not&lt;br /&gt;
result in a lot of exp upon service completion. However, as the levels increase and the number of npcs that can be called to prayer goes up in accordance, the exp will start to accrue.&lt;br /&gt;
&lt;br /&gt;
=Multi-Classing Options and Effectiveness=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Notes=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.&lt;/div&gt;</summary>
		<author><name>Xanthia</name></author>
	</entry>
</feed>