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Mokona's Paradise The Mokeman's MK Tips Pages The Otakings Alliance

The Races of Paradox

        There are many races on paradox with varying attributes. The following chart covers the main features of each race.

Race C
P
M
a
g
C
l
e
T
h
f
W
a
r
B
r
d
Racials Maximums
Str/Int/Wis/Dex/Con
Resist Vulnerable
Human 0 0 0 0 0 0 Experience Break 18/18/18/18/18 - -
Elf 5 5 25 20 20 5 Sneak, Spell Cost Reduction, Infravision 16/20/18/21/15 Charm Iron, Sound
Dwarf 8 50 5 25 5 5 Berserk, Magic Resistance, Infravision, Giant knobbling 20/16/19/14/21 Poison, Disease Charm, Drowning
Giant 6 - 50 - 5 - Bash, Fast Healing, Melee Damage Bonus 23/15/18/15/20 Fire, Cold Lightning, Mental
Khars 8 25 5 50 25 25 Sneak, Trip, Infravision 16/20/18/19/17 Charm, Cold Fire, Drowning
Troll 4 - 50 - 5 5 Bash, Detect Hidden, Infravision, Regeneration, Trollskin 22/13/18/15/20 Charm, Blunt Acid, Mental
Lemming 4 50 100 -10 5 5 Berserk, Sneak, Group Experience Break 15/18/13/24/20 Cold Charm, Drowning
Changeling 8 5 20 20 100 100 Bamf, Infravision, Detect Magic, Detect Invis 16/21/18/18/17 Holy, Mental Cold, Energy
Fairy 8 5 20 20 - 20 Fade, Fly, Improved Invis (@L100) 14/20/20/22/14 Lightning Negative
Scro 2 5 5 5 5 5 Experience Break, Infravision, Maladiction Reflection 19/18/17/18/18 Disease Light

NOTES:

  1. CP is how much extra you have to pay in Creation Points just to be that race.

  2. Listed under Mag (Mage), Cle (Cleric), Thf (Thief), War (Warrior) and Bard are the XP per level modifiers incurred for selecting a particular race/class combination. This is given as a percentage above 100%. So a 20 means that race/class combination takes 20% more experience than normal for each level.

  3. Listed under Racials are all the special abilities of each race and any normal skills that they get for free at 100%.

  4. Maximums shows the maximum possible attributes for a character of that race. This does not include the additional 3 points that a character gains to their classes "prime" attribute. However, in the prime requisite, you can only get a +4 magical bonus.

  5. Resist and Vulnerable show what a particular race is resistant or vulnerable against (strangely enough).