Advantages

ADVANTAGES:

Escape Death:

	This advantage allows the player to sometimes avoid dying to a deadly
blow.  Upon a successful escape death, instead of dying, the player is
healed 
to full hit points and can continue to battle or flee.  The chance to
escape 
death is greater as a newbie and decreases as life level increases. 
Creatures 
with Escape Death are often supernatural or are known for their increadible

resilience and regenerative powers.  Trolls and werewolves are good
examples.

No Unconsciousness:

	This allows the player to function into negative hit points.  normally 
at 0 hit points a player falls unconscious and quickly dies thereafter. 
This 
ability allows the player to function until such time as they bleed to
death 
or die of shock.  Creatures with this advantages often have non-standard 
nervous systems, or are not of flesh and blood.

Infravision:

	This advantage allows the player to see in darkness without the aid of 
light or magic.  

Breathe Water/Does Not Breathe:

	This advantage, common to aquatic races allows the player to survive 
underwater without drowning.  This advantage does not make the player
immune 
to the damage type ASPHYXIATION.

Immune to Poison:

	This advantage allows the player to resist the effects of poison 
that affects via entry to the bloodstream.  various spell, monsters and 
effects poison players in such a manner that for a short time they will 
suffer poison 'shivers' as the toxin wreaks havoc on their system.  Players

with this advantage are immune to poison shivers.  This advantage does not 
make the player immune to the damage type POISON.

Does not Eat:

	With this advantage the player will never hunger or starve and never 
needs to eat food.  In fact this advantage means the race cannot
eat or drink food, mainly due to the lack of orifices/organs.

Hydrophilia:

	This advantage give the player a bonus to skills and spells in an 
environment with water.  Around a foot or more of water, and including 
underwater environs bestows this bonus.  Players with this advantage are
often aquatic in nature.

Eat Corpses:

	Players with this advantage are capable of eating and digesting
carrion and the bodies of dead creatures.  This assists significantly
when if comes time to eat.

See Magic:

	This advantage allows the player to 'see' the aura around enchanted 
items.  The magical aura differ based on the item's powers.  Clever and 
resourceful players will be able to discern the auras' meanings over time.

See Invisible:

	This advantage allows the player to see invisible creatures and 
objects.  Invisible creatures and objects appear before the player in 
( ).  Other players do not see such the creature or object at all.

Detect Traps:

	This advantages allows the player through keen senses to potentially 
discern traps and other dangers inherent in some locations.  The traps can
be 
disarmed and avoided making the way safe.

Flight:

	The player is able to fly either by natural wings or through various 
sorts of magical levitation.  This advantage is handy on some worlds, or
for 
avoiding various dangers.


Natural Swimmer:

        The player is able to swim naturally and without training.  The
player can travel in and under water with greater ease, reducing the ep
cost of movement in those circumstances.

Lucky:

      This race is lucker than usual. When luck is
determined each day, their luck can never end up as low as
is possible for races without this trait.

Steady luck:

      This race is less susceptible to the whims of fate. When
luck is determined each day, this race's luck will never be 
particularly high or low.