Race

RACE_NONE 0
RACE_HUMAN 1 PH
RACE_BARBARIAN 2 PB
RACE_DROW 3 PL
RACE_GREY 4 PE
RACE_MOUNTAIN 5 PM
RACE_DUERGAR 6 PD
RACE_HALFLING 7 PF
RACE_GNOME 8 PG
RACE_OGRE 9 PO
RACE_TROLL 10 PT
RACE_HALFELF 11 P2
RACE_ILLITHID 12 PI
RACE_YUANTI 13 PY
RACE_LICH 14 PZ
RACE_F_ELEMENTAL 30 EF
RACE_A_ELEMENTAL 31 EA
RACE_W_ELEMENTAL 32 EW
RACE_E_ELEMENTAL 33 EE
RACE_DEMON 34 X
RACE_DEVIL 35 Y
RACE_UNDEAD 36 U
RACE_VAMPIRE 37 UV
RACE_GHOST 38 UG
RACE_LYCANTH 39 L
RACE_GIANT 40 G
RACE_MFLAYER 41 MF
RACE_ORC 42 HO
RACE_GOBLIN 43 HG
RACE_HALFORC 44 H2
RACE_GOLEM 45 OG
RACE_FAERIE 46 HF
RACE_DRAGON 47 D
RACE_DRAGONKIN 48 DK
RACE_REPTILE 49 R
RACE_SNAKE 50 RS
RACE_INSECT 51 I
RACE_ARACHNID 52 AS
RACE_FISH 53 F
RACE_BIRD 54 B
RACE_HORSE 55 AE
RACE_PRIMATE 56 AA
RACE_HUMANOID 57 H
RACE_ANIMAL 58 A
RACE_TREE 59 VT
RACE_HERBIVORE 60 AH
RACE_CARNIVORE 61 AC
RACE_PARASITE 62 AP
RACE_WRAITHFORM 63 WF
LAST_RACE 63

Player Races

P2 - Half-Elf
PB - Barbarian
PD - Duergar
PE - Elf
PF - Halfling The 'P' races are the player races, they
PG - Gnome are in all ways identical to their PC
PH - Human counterparts. All are bipedal humanoids, but details
PI - Illithid and abilities vary widely.
PL - Drow
PM - Dwarf
PO - Ogre
PR - Orc
PT - Troll
PY - Yuanti
PZ - Lich

Humanoids

WE - Wild Elf Nothing terribly inspiring, an elf race that is stronger and heartier than the city dwelling counterparts
H - Humanoid
H2 - Half-Orc
HC - Centaur All humanoids share many characteristics, and level
HF - Faerie does not affect their size much at all. All
HG - Goblin are at least minimally intelligent, can use most equipment
HK - Kobold and weapons, and quite a few can use magic as well.
HO - Orc
HS - Naga
HY - Githyanki
OH - Humanoid Other

These are humanoid monster, or animals, umber hulks, hook horrors, etc. Cannot speak, have no hands, tend to be carnivorous and hostile. All bipedal animals fit in this category.

Animals

A - Animal
AB - Bear
AC - Carnivore These animal races share many features, most notably
AD - Canine they are all non-humanoid, none have hands, none can
AE - Horse talk. For these races, level affects size somewhat.
AF - Feline
AH - Herbivore
AY - Hybrid Animal

AA - Primate

Apes, Yeti, Sasquatch, they are humanoid, and have hands, but can't talk, and most cannot use any tool more complex than a club. Level affects size a little, level 1 would be a 10 lb monkey, while level 59 would be a shaggy 9' tall creature, that's strong as an ox.

AP - Parasite

Parasite is an ancient carryover from gamma diku, and no NPC currently has this race, if you come up with a genius idea for them, let us know.

AS - Arachnid

Spiders, scorpions, centipedes, millipedes, plus more esoteric forms. Almost all of these forms have either a poison sting, or a poison bite. They are all very agile and quick, and stronger than they look. Level affects their size about like for Primates, level 1 would be the sorts of spiders normally seen in the real world, while a level 59 would be an enormous horror 20 feet across and with a bite or sting almost instantly fatal. (Think Shelob).

HH - Hybrid Human

Hybrids are the catch-all category, for all the odd-ball creatures. Chimeras, Griffons, Minotaurs, Manticores, etc. About the only thing they have in common, is having nothing in common with anything else. The major difference between Hybrid animals and Hybrid Humans, the latter have hands, are bipeds, can talk, can rarely fly, and generaly are humanoid in conformation.

Birds

B - Bird
Inoffensive Avians and flying mammals (bats, flying squirrels, etc). Level affects size somewhat, but the largest would still weigh less than a normal human.

BR - Raptor
The more aggressive Avians, hawks, eagles, rocs, etc, can inflict frightful damage with beaks or bites. Size is much more strongly affected by level, Level 1 might be a 4 lb gyrefalcon, while a level 59 Roc would rival a dragon in size and power.

CC - Carrion Crawler

A long worm with tentacles, they have the special ability to induce a minor form of paralysis upon striking their opponent.

CK - Cloaker

A large non-humanoid monster with a wailing keen that can inflict feeblemind on anybody who hears it.

Dragons

D - Dragon
Ah yes, dragons, level strongly affects size as well as power, level 1 is a mere infant, weighing maybe 100 pounds, hardly more dangerous than alligator of similar size. While level 59 is a creature larger than any whale, armored better than any tank, and capable of doing more damage than a small modern war. All dragons can use magic, and some can have druidical or clerical abilities as well. All dragons also have some sort of breath weapon, and quite a few have several.

Adding a color in the mob's keyword list will affect which breath weapons the dragon will use:

gold (fire/gas), brass (sleep/fire), bronze (lightning/fear), silver (frost/minor para), copper (acid/gas), red (fire), blue (lightning), white (frost), black (acid), green (gas), shadow (energy drain + darkness), faerie (gas + reduce)

If none of those keywords are specified, the dragon will cycle through fire, frost, gas and lightning.


DK - Dragonkin
These are the weak sisters to true dragons. Level affects their size about the same as for true dragons, and most have some sort of breath weapon. However, most of these are little more than animals, and cannot use magic (if they had hands, or could use magic, they'd be real dragons). They can be almost as dangerous as their smarter cousins.

DW - Great Wyrm
Biggest, baddest dragons. Should never be lower than 50th level and should be given proper dragon names. Wyrms have roughly 50% more hitpoints than regular dragons, making them the buffest mobs in the game. They also dish out more damage faster than normal dragons, both single target and area. Essentially the ultimate mob, these should always be used with care.

Efreet

E1 - Efreet

E2 - Djinn

Elemental

EA - Air Elemental
Air elementals are immaterial, invisible, and very strange. There are some races of Air Elemental that are more solid than others, but all are immaterial when they wish to be. They are vulnerable to both cold and fire spells, but immune to most others.

EE - Earth Elemental
Earth Elementals are sort of like golems, in fact, it can be tough to tell which is which. The major differences, earth elementals are more fluid, more resistant to damage, they heal, and they are at least minimally intelligent. Resistant to most magic (though not to the extent of golems).

EF - Fire Elemental
Fire elementals are immaterial without being invisible, in fact, they emit light as well as heat. They do damage via their heat alone, and thus fire protection can render them pretty impotent. Very vulnerable to cold spells.

EW - Water Elemental
Water elementals are material, but are almost as resistant to damage as the immaterials. They can do damage either kinetically or through drowning. Very vulnerable to fire spells however. All elementals are very strongly affected by level.

F - Fish

Anything from a tiny goldfish to a 50 foot shark, Level strongly affects size. They all MUST stay in water, and die rather quickly if removed from it.

G - Giant

Giants probably should be several separate races, but this will do for now. Level affects a giant's size rather asymmetrically, level 1-5 varies from 4 to 7 feet tall, above that, it grows much more slowly, so that a level 59 may stand 50 feet tall. All are bipedal and humanoid, though other features vary.

Golems

OG - Golem
Animated statues of various materials, all are VERY resistant to damage, immune to almost all magic, never heal, never tire, and about as smart as the base material they are constructed from.

GS - Small Golem
Modeled mostly off Homelands Gnar race, they're small but have traits of constructs (!stun, etc)

HD - Hell Hound

Canine-type creature but bigger, roughly horse-sized. Fire breath attack periodically. Innate fire_prot and immune to fire based spells

I - Insect

Bugs, of all sorts, six-legged chitinous critters with not much in the way of brains, and incapable of using magic. None have hands, none can speak. Level strongly affects size.

IO - Inanimate Object

Wagons, portals, doors that need to be interacted with as a mob (killing) but shouldn't exhibit other characteristics of being alive.

OU - Sessile

This is also something of a catch-all category. Basically if the NPC can't move, or can but does so very slowly or rarely, it's sessile. Examples are piercers, trappers, mimics, slugs, snails, etc, etc. Typically these things are capable of dealing enormous damage fairly quickly, but aren't much in the defense department.

IX - Ixzan

Found in Underdark lakes and other large bodies of water. Look like manta rays and are highly intelligent.

K - Kirin

Kirin are quite unique, magical creatures, they are quadrupedal, have a horn on their foreheads like a unicorn, but the body is more like a short-legged horse, or a hefty ram. No hands, but can talk, cast spells and fly (magically, no wings), they can also breathe lightning.

L - Lycanthrope

Were-creatures, immune to non-magical material, and heal damn fast.

LT - Aboleth

A gigantic grouchy catfish with a psionic charm ability. !charm and mind blank will ward against the charm, can affect anybody in the room. Typically are obscenely powerful spellcasters, though this isn't hard-coded.

ME - Manticore

A feline type creature who delights in hunting, these beasties are fairly unpleasant. IF they are flagged with sense-life, they will search when there is a lifeform in the room with them. When fighting, they will fling a volley of 1-6 spikes from their tail; these spikes can cause paralysis. If a manticore is not currently fighting and there's a paralyzed victim in the room, victim will die.

MH - Umberhulk

Large humanoid subterranean creatures. Very strong with an extra pincer attack and a confusion gaze. If you give them a weapon they lose their proc ability!

MS - Manscorpion

Large man/scorpion hybrids, nearly impossible to bash, have poison attack.

N - None (No Race)

This is included for completeness, special purposes NPCs (place-holders, repop stoppers, etc), PCs should NEVER see a NPC with no race, if the NPC is in a place that mortals can get into, give them some other race.

OB - Beholder

Floating eyeballs often with tentacles with more eyeballs attached on top.

OP - Possessed

This is a very odd 'race', it is basically magically animated weapons, furniture, gates, etc. If something other than a statue-like lump of normally inanimate material is animated, this is it's 'race'. Fairly tough (depending on what it's made of), immune to all magic not affecting magic or their base material (IE, a dancing sword ignores fireballs, but an animated stool would take damage.) Dispel Magic is the bane of this race.

OS - Slime

Slimes, oozes, scums, molds, puddings, etc. Basically, if it's an amorphous mass of material, capable of moving itself, it's a slime. Slimes are very resistant to physical damage, but most possess no special resistances to magic.

PA - Phaerimm

Large, oblong creatures with a high magic-using ability. They have a stinger which they use in an attempt to paralyze or poison a random being in the room with them

Reptiles

R - Reptile
Lizards, gators, etc, quadropedal scaly cold-bloods. Tough, dumb, big ones can be very dangerous. Level strong affects size. (Think dinosaurs).

RH - Reptoid
Humanoid reptiles, lizard men and snake men, scaly and cold-blooded, but bipedal (though they may have tails), capable of using equipment and weapons, and being able to think and speak (though somewhat worse at either than most warm-bloods).

RS - Snake
Limb-less reptiles, attack by bite or poison or constriction (or all three). Level affects size, but not quite as strongly as for reptiles.

RM - Rust Monster

Standard creature, roughly the same size/dimensions as a race_canine with an innate proc that will fire upon crits. It will target items with keywords: steel, iron, metal, copper, bronze, adamantite, adamantium, mithril. If the item is magical it will receive a save, if the save fails or the item is non-magical then it is destroyed. This will not target items of type CONTAINER

RT - Kuo Toa

Frog men, amphibious bipeds, similar in many respects to Reptoids.

RZ - Remorhaz

Big worm like creatures the generate a tremendous amount of heat. Always fireshielded, people attacking it without a weapon wielded will suffer a great deal of heat damage. Has a swallow proc that works somewhat differently than previous.

Undead

U - Undead
Mindless animated meat, usually rotting, Zombies, Skeletons, etc. Immune to lots of magic, fear, charm, sleep, etc, basically, if the spell has to affect a mind, they are immune. They don't heal either. None of the undead races can be reanimated by a necro anymore.

UG - Ghost
Immaterial and intelligent, have 'age' attack.

UH - High Undead
These are the really dangerous undead, liches, death knights, wights and almost all other non-vampiric undead that still have bodies. They are all intelligent, and most are stronger than a human, almost all can use magic, and most have special attacks of some sort. They don't heal, but are resistant to lots of things.

US - Spirit
This covers most of the immaterials, that aren't actually ghosts, nature spirits, specters, shadows, wraiths. The shamans totem spirits are in this category. Immune to most things, and not generally magic users, though some do have magical or special abilities. Denizens of the positive and negative material planes, and ethereal and astral creatures fall in here.

UV - Vampire
Really nasty and strong undead creatures, quite a few are magic users, and unlike all other undead, they heal rather quickly.

VT - Tree

Mobile plants, treants, strangler vines, things like that, while they may not be able to actually move, or move only glacially, they can move branches or vines or tendils fairly quickly. Some are even intelligent, but as a rule, they don't use magic. Unbashable.

X - Demons

Every mob with race X (former Demon race, now Tanar'ri) has a proc attached to it called standardDemon. This proc sets them PR-FIRE, PR-COLD, PR-LIGHT, PR-GAS and INFRA.

The bulk of the proc is combat-related. If the Demon is being attacked, he will randomly attempt to gate in friends to help him if he is able to. Some types cannot gate at all; others can only gate once in a specified period (i.e., once they make one attempt they have to wait for a timer to run out before trying again). How this is done is based on a check to the demon's keywords. Use the following table:

Keyword Can Gate? Timer
alu-fiend No.
babau Yes. 1/day
balor Yes. 2/hour
bar-lgura Yes. 1/day
cambion No.
chasme Yes. 1/ 2 hours
dretch Yes. 1/day
glabrezu Yes. 1/day
hezrou Yes. 2/hour
manes No.
marilith Yes. 2/hour
molydeus Yes. 2/hour
nabassu Yes. 1/ 2 hours
nalfeshnee Yes. 1/ 2 hours
rutterkin Yes. 1/day
succubus Yes. 1/ 2 hours
incubus Yes. 1/ 2 hours
vrock Yes. 1/day
wastrilith No.

For the moment, race X mobs that do not have any of these keywords can also gate (although that may change soon).

Then, if the demon has a valid gate attempt, he has to see if he makes a success roll. Success rolls vary depending on the type of demon:

babau 40% to get 1 babau or 1d3 cambions balor 100% to get 1 true or 2 greater or 1d3 lesser or 1d4 least bar-lgura 36% to get 1d3 bar-lgura chasme 40% to get 1d4 manes, 1d2 cambion, or 1 chasme dretch 50% to get 1d3 dretches glabrezu 50% to get 1 greater hezrou 20% 1 true; 50% to get 1d4 least, 1d2 lesser, or 1 greater marilith 36% 1 true, 1d2 greater, 1d3 lesser or 1d4 least molydeus 36% 1 molydeus, 1d2 chasme, or 1d3 babau nabassu 46% 1 nabassu, 1d3 cambions, or 1d4 manes nalfeshnee 50% 1 cambion or 1d3 babau rutterkin 50% 1d3 least succubus 40% 1 balor incubus 40% 1 balor vrock 50% 1 nalfeshnee, 1d3 bar-lgura, or 1d4 manes generic 40% 1d3 dretch

If it makes its roll, it gates them in and they're grouped.

Y - Devils

Every mob with race Y (former Devil race, now Baatezu) has a proc attached to it called standardDevil. This proc sets them PR-FIRE, PR-COLD, PR-GAS and INFRA.

The bulk of the proc is combat-related. If the Devil is being attacked, he will randomly attempt to gate in friends to help him if he is able to. Some types cannot gate at all; others can only gate once in a specified period (i.e., once they make one attempt they have to wait for a timer to run out before trying again). How this is done is based on a check to the devil's keywords. Use the following table:

Keyword Can Gate? Timer
abishai Yes. 1/day
amnizu Yes. 1/day
barbazu Yes. 1/day
cornugon Yes. 1/day
erinyes Yes. 1/day
gelugon Yes. 1/day
hamatula Yes. 1/day
lemure No.
nupperibo No.
osyluth Yes. 1/day
fiend (pit fiend) Yes. 2/hour
spinagon Yes. 1/day

for the moment, race Y mobs that do not have any of these keywords can also gate (although that may change soon).

Then, if the devil has a valid gate attempt, he has to see if he makes a success roll. Success rolls vary depending on the type of devil:

abishai 60% 1d3 lemures OR 30% 1d2 abishai
amnizu 50% 1d3 abishai OR 30% 1d2 erinyes
barbazu 50% 1d3 abishai OR 36% 1d2 barbazu
cornugon 50% 1d2 barbazu AND 36% 1d3 abishai AND 20% 1 cornugon
erinyes 50% 1d4 spinagons OR 36% 1d2 barbazu gelugon 50% 1d3 barbazu AND 20% 1d2 gelugon hamatula 50% 1d3 abishai OR 36% 1d2 hamatula osyluth 50% 1d4 nupperibo OR 36% 1d2 osyluth pit fiend 100% 1 Greater or 2 Lesser spinagon 36% 1d3 spinagons
generic 40% 1d3 spinagons

If it makes its roll, it gates them in and they're grouped.

Some stuph applicable to both demons and devils:

Gated demons/devils have all of their success rolls halved. I.e., if an abishai successfully gates in another abishai, that 2nd abishai's success roll is only 30% instead of 60%.

This proc does not work if the demon/devil is following a PC (since conjurers will eventually be getting the spell "control fiend").

Balors are BAAAAAAAD-ass. They will gate in with a vorpal sword and flaming whip. (You can play around with this on test yourself to see what I mean). Any gated demon that has a weapon - the weapon will dissolve with the owner's death.

Many of the gated demon/devil types have their own unique procs. Here's the list:

succubus charm (with potential to sudden-death "kiss" the charmie) chasme buzz (sleep spell) dretch (removes WIMPY bit) rutterkin (empty function - got any ideas?) manesDeath (acid blast effect on death) bar_lgura (sets HAS_TH and HIDE) balorLightningSword (on critical hit, severs the victim's head) balorWhip (damage on hit light burning hands) cambion (sets HAS_TH and SNEAK) vrockScreech (chance to stun all in room) vrockSpores (damage plus chance to poison) vrockDanceofRuin (req. 5 vrocks - massive energy blast)

lemure (sets BREAK_CHARM) spinagonFlameSpike (shoots flaming spikes at attackers) glabrezuGrab (grabs victim in pinchers and acts as para) marilithTail (same) pitFiendTail (same) pitFiendBite (damage and chance to venom victim)

Z - Angel

The good-aligned counterparts to demons and devils, solars, planetars, avatars of good deities. No special procs...yet.