This document explains the character creation suite. The character creation suite is 3 rooms laid out in the following manner :: .----. | | | | Gender/Description room `-++-' || .-++-. | | | | Race selection room `-++-' || .-++-. | | | | Guild selection room `----' In the race selection room you choose the physical form that will be your shell as a being in the RetroMUD universe. Your race will not change except through reincarnation. Some races or guilds have available to them powers, skills or spells which allow players to change to a temporary race, although your base race will not change. Your race is important in that each race is uniquely different, and different from all others. Each race has a distinct set of statistics, abilities, powers, and appearance. Your race, in conjunction with your guild ( HELP GUILDS ), determine who you are. When selecting a race you should carefully read the information available on the races that interest you. You should also visit the guild room, the room listed as 'prev' from the race room, to determine the guild you will want to choose. Your guild is likely to determine which race you will select, as certain races are more suited to certain guilds than others. ********************************************************** Using the race room :: 1) Visit the guild room and determine a guild or two that you wish to play. 2) Return to the race room and use the 'list' command to see all the possible races. 3) Use the 'mesh' command to see which of the races are most suitable to your guild choice. 4) Use the 'info' command to receive detailed information about each race you are interested in. 5) Use the 'select' command to choose your race once you decide on a likely one. You can always re 'select' a new race while in the race room. 6) Use the 'help race' command once you have chosen a race to gain information about commands for powers and emotes. ************************************************************* What does all the race information mean? :: 1) Homeworld: RetroMUD is composed of six planets. Homeworld determines which planet is native to the race. This does not necessarily indicate which planet you will start on, because this is determined by your guild. Homeworlds bestow a small bonus to skills and spells used by a member native to that planet. HELP PLANETS for more information on the six planets. 2) Powers: Powers are special commands that members of that race can use. Powers are varied and often make life a little easier. 3) Advantages: Similar to powers, advantages are more generic and do not require active use, as they are 'always on'. Such things as infravision, or water breathing are examples. HELP ADVANTAGES for more information. 4) Disadvantages: Acting like advantages, disadvantages are always in effect, and tend to make life just a little more difficult for the race. HELP DISADVANTAGES for more information. 5) Limbs: Most races have 2 limbs ( 2 arms ), however, RetroMUD has a large variety of strange beings and some races have multiple usable limbs. Some races have no usable limbs, while others may have up to 4. Extra limbs allow more weapons to be wielded and through joining the correct guilds, more attacks. 6) Lost Slots: Some races ( those with 0 limbs ) lose the 'held' slot ability by virtue of losing these two limbs. 7) Restricted Armor: Some race have strange body shapes, and as such make wearing certain type of armor, or possibly any at all upon certain parts of their body, difficult, either because the part is oddly shaped, already has natural armor, or doesnt even exist. A number in the parenthesis after the slot indicates the maximum bulk ( HELP BULK ) of an item that can be worn on that slot. An 'X' in the parenthesis means that no armor may be worn on that slot. 8) Extra Slots: Some races have extra body parts which allow more slots to be armored. These are listed here in the same format as restricted armor. HELP SLOTS after you have chosen a race will reveal your slot configuration. 9) Extra Attacks: Some races have additional natural attacks, such as a fierce bite, a tail attack, or horns which allow an extra attack during combat. These attacks use the race's natural offense rating. 10) Stun Resistance: Ranging from +5 to -5, stun resistance of positive bonuses result in the race being harder to stun. Negative numbers, make the race more susceptible to stun. 11) Statistics: Give the maximum statistic that may be achieved by the race in that stat. New characters start at an amount lower than the max, and max out the statistic between 15th-25th level. Statistics may be enhanced by guild bonuses and equipment. HELP STATISTICS for more information. 12) Skill Mastery: The higher a skill % the more proficient you are. The more often you will suceed with the skill and the more impressive the results will be. Mastery determines the maximum percentage you can train a skill to with this race. 13) Spell Mastery: The higher a spell % the more proficient you are. The more often you will suceed with the spell and the more impressive the results will be. Mastery determines the maximum percentage you can study a spell to with this race. 14) Regen: This is the metabolism of the race in question. A faster regeneration rate, means the race will recover lots hit points, spell points, and endurance points quicker. An important difference is that this is the RATE at which points are recovered and are not an indication of the amount recovered per recovery. That information is only revealed upon actually becoming a member of the race. 15) Max Age: Time flows on RetroMUD. Slowly your character will age. For all but the most short lived of characters, death due to natural aging will likely not result, however, there are magical spells and other effects ( such as returning from death ) that increase your age. Longer lived races will be more resistant to these effects. Some races are immortal and ignore aging altogether. 16) Natural Offense: This gives a vague indication of your unarmed fighting prowess. 17) Natural Defense: This is an indicator of any natural protection, or 'armor class' that comes naturally with the race. Scales, thick hides, shells, or a magical nature will lend to a higher natural defense. 18) Exp Rate: The exp rate determines the cut, or bonus in experience points that are awarded ( typically for slaying monsters ). An exp rate of 75% means that the race in question, due to its superior nature will receive less experience per kill, due to its increased ease in making the kill, because of higher stats, faster regen, or special powers. An exp rate over 100% means the race is considered inferior to the norm, and receives more exp due to the increased difficulty for the race to survive. HELP EXPERIENCE POINTS for more information. 19) Short Description: This gives a short and general overview of what the race is. Gives you a quick feel for the race. |