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Jinn |
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Homeworld: Raji
Description: Native to Raji, the Jinn were once bound to slavery to other races in a lifetime of servitude. They have since escaped their prisons and now willingly serve in the capacity of builders and guards for the various city-islands of Raji. They are most numerous on Suthnas, where King Odie welcomed them with open arms.
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Stat Potential |
Str: | average |
Agi: | average |
Dex: | average |
Con: | moderate |
Int: | good |
Wis: | good |
Per: | moderate |
Cha: | good |
Siz: | 6'4" |
Weight: | 58 kg |
Metarace: Elemental
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| Maximum Age: immortal
Dietary Requirements: omnivore
Number of limbs: two
Natural Armor: weak
Natural Weapons: weak
Experience Rate: 101%
Skill Maximum: 80%
Hermetic Spell Maximum: 90%
Spiritual Spell Maximum: 30%
Heartbeat: rapid
Vision: light and ultra light conditions
Hermetic Conjuration Spell Bonus: 5%
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Slots: a brow, a head, two eyes, a neck, an amulet, a brooch, a cloak, an upper torso, two shoulders, two upper arms, two lower arms, two wrists, two hands, two fingers and a belt.
Advantages: does not need food, enhanced olfactory sense, flight and mindsight.
Disadvantages: cannot ride mounts, cannot sleep and claustrophobia.
Miscellaneous: corpse does not rise, natural terrain: air and non-flesh being.
Resistances and Vulnerabilities: Takes 10% more asphyxiation damage.
| Immune to: physical diseases
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Damage Regeneration: moderate
Mana Regeneration: good
Endurance Regeneration: poor
Emotes: jbrass, jcur, jfloat, jraji and
jwish.
Commands: bolt.
Good Guild Matches: alchemist, bard, mage, merchant and necromancer.
Average Guild Matches: biomancer.
Poor Guild Matches: abjurer, assassin, cultist, druid, fallen, fighter, jomsviking, monk, paladin, psionicist, ranger, sentinel and templar.
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Size Comparison (vs Human):
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