Distant Lands

  Main Menu

· Home
· About DL
· Roleplaying
· Library
· Forums
· Art Gallery
· Photo Gallery
· Links
· Online Help

· Play Now!



Racial Abilities

Upon character creation you get to pick Racial Abilities, these extra
abilities will help you throughout your journeys. To view what racial
abilities you currently have you can use the command racials.

> racials

You have the following chosen racial abilities:

+1 Strength
This gives you a bonus of +1 to your strength at all times.
Strength is a value from 3-25 that is a rating of your character's
overall strength. It affects combat, maximum weight you can carry, and
any other things strength would logically affect.

+1 Intelligence
This gives you a bonus of +1 to your intelligence at all times.
Intelligence is a value from 3-25 that is a rating of your character's
general ability to learn things. It affects many general things, such
as how affective you are with your practice sessions.

+1 Wisdom
This gives you a bonus of +1 to your wisdom at all times.
Wisdom is a value from 3-25 that is a rating of your character's
overall ability to retain knowledge. It affects many general things,
such as how many practice sessions you receive per level.

+1 Dexterity
This gives you a bonus of +1 to your dexterity at all times.
Dexterity is a value from 3-25 that is a rating of your character's
overall agility. It affects combat, maximum volume of items you can
carry, reaction time, and various other things.

+1 Constitution
This gives you a bonus of +1 to your constitution at all times.
Constitution is a value from 3-25 that is a rating of your character's
overall health. It affects hit point gains and various other things.

+1 Charisma
This gives you a bonus of +1 to your charisma at all times.
Charisma is a value from 3-25 that is a rating of your character's
overall presence. It affects the amount of followers you can lead, and
various other things.

+1 Luck
This gives you a bonus of +1 to your luck at all times.
Luck is a value from 3-25 that is a rating of your character's
overall karma. It affects many various things.

+1 Hit Point/Level
This gives you a bonus of +1 hit point per level of skill you achieve.
Hit points are a rating of your characters overall health status.

+1 Power Point/Level
This gives you a bonus of +1 power point per level of skill you achieve.
Power points are used to determine your arcane spell casting ability.
Power points are generally only useful to those who can cast arcane
spells.

+1 Mana Point/Level
This gives you a bonus of +1 mana point per level of skill you achieve.
Mana points are used to determine your ability to channel magical
energy from a god or deity. Mana points are generally only useful to
those who can cast spells via channeling energy from their god.

+1 Song Point/5 Levels
This gives you a bonus of +1 song point per 5 levels of skill you achieve.
Song points are used to determine your ability to channel magical
energy through music and songs. Song points are generally only useful
to bards.

+1 Movement Points/Level
This gives you a bonus of +1 movement point per level of skill you
achieve. Movement points are used to determine your overall stamina.

Advanced Backstab
This gives you an improved backstab (provided you have the class
skill backstab).

Advanced Assassinate
This gives you an improved assassinate (provided you have the class
skill assassinate).

High Awareness
This gives you a higher than normal awareness (which gives you
bonuses when people try to steal from, backstab or assassinate you).

Greater Perception
This gives you a higher than normal perception (which gives you
bonuses to noticing secret doors and when searching rooms).

Lesser Perception
This gives you a higher than normal perception (which gives you
bonuses to noticing secret doors and when searching rooms).

Heightened Reflexes
This gives you higher than normal reflexes (which gives you
a bonus to your armor class).

Quick Hands
This gives you extremely quick hands (which gives you a bonus
when attempting to steal from someone or pick a lock).

Tracking Knowledge
This gives you a natural knowledge of tracking (which makes it
harder for others to track you and easier for your to track others).

+1/+1 with Daggers
This gives you a natural bonus when using a dagger (making it
easier for you to hit a foe and more damaging when you do).

+1/+1 with Knives
This gives you a natural bonus when using a knife (making it
easier for you to hit a foe and more damaging when you do).

+1/+1 with Hammers
This gives you a natural bonus when using a hammer (making it
easier for you to hit a foe and more damaging when you do).

+1/+1 with Long Swords
This gives you a natural bonus when using a long sword (making it
easier for you to hit a foe and more damaging when you do).

+1/+1 with Short Swords
This gives you a natural bonus when using a short sword (making it
easier for you to hit a foe and more damaging when you do).

+1/+1 with Rapiers
This gives you a natural bonus when using a rapier (making it
easier for you to hit a foe and more damaging when you do).

+1/+1 with Scimitars
This gives you a natural bonus when using a scimitar (making it
easier for you to hit a foe and more damaging when you do).

+1/+1 with Two-Handed Swords
This gives you a natural bonus when using a two-handed sword (making
it easier for you to hit a foe and more damaging when you do).

+1/+1 with Spears
This gives you a natural bonus when using a spear (making it
easier for you to hit a foe and more damaging when you do).

+1/+1 with Staves
This gives you a natural bonus when using a staff (making it
easier for you to hit a foe and more damaging when you do).

+1/+1 with Maces
This gives you a natural bonus when using a mace (making it
easier for you to hit a foe and more damaging when you do).

+1/+1 with Clubs
This gives you a natural bonus when using a club (making it
easier for you to hit a foe and more damaging when you do).

+1/+1 with Axes
This gives you a natural bonus when using an axe (making it
easier for you to hit a foe and more damaging when you do).

Heightened Stealth
This gives you a natural bonus when attempting to sneak or hide.

Heightened Health Regeneration
This gives you a somewhat accelerated hit point regeneration.
Hit points are a rating of your characters overall health status.

Heightened Power Regeneration
This gives you a somewhat accelerated power point regeneration.
Power points are used to determine your arcane spell casting ability.
Power points are generally only useful to those who can cast arcane
spells.

Heightened Mana Regeneration
This gives you a somewhat accelerated mana point regeneration.
Mana points are used to determine your ability to channel magical
energy from a god or deity. Mana points are generally only useful to
those who can cast spells via channeling energy from their god.

Heightened Song Regeneration
This gives you a somewhat accelerated song point regeneration.
Song points are used to determine your ability to channel magical
energy through music and songs. Song points are generally only useful
to bards.

Heightened Movement Regeneration
This gives you a somewhat accelerated movement point regeneration.
Movement points are used to determine your overall stamina.

-3 All Saving Throws
This lowers all of your saving throws. Saving throws are used
to determine general resistances. Lower is better.

Ambidexterity
This gives you the ability to use both hands equally.

Tough Hide
This gives you a thick skin that will add a bonus to all of your
armor ratings.

+5% Magic Resistance
This gives you an improved resistance to magic in general.

Infravision
This gives you the ability to see heat, even in the dark.  As a side
effect your eyes will glow red in the dark.

See Also:  Races
Back to Distant Lands Help Help Master Keyword Index List
  Recent Posts

 
  W3C Validation
Valid XHTML 1.0 Strict Valid CSS!

Website layout and design by .
DHTML Menu By Milonic JavaScript