Sidhe


Homeworld: Raji
Description: Sidhe are the reincarnated spirits of powerful Seelie who force themselves back across the veil between life and death and inhabit new, more powerful forms. Sidhe are radiant, glorious beings, appearing like elves but with a noticeable aura of power.
Azamir leads the Sidhe race.
Stat Potential
Str: moderate
Agi: good
Dex: good
Con: average
Int: unsurpassable
Wis: high
Per: good
Cha: excellent
Siz: 7'2"
Weight: 44 kg
Metarace: Seelie

Maximum Age: immortal
Dietary Requirements: omnivore
Number of limbs: two
Natural Armor: weak
Natural Weapons: moderate
Experience Rate: 54%
Skill Maximum: 90%
Hermetic Spell Maximum: 90%
Spiritual Spell Maximum: 90%
Heartbeat: average
Vision: light, dark, ultra light and ultra dark conditions
Hermetic Healing Spell Bonus: 10%

Slots: a brow, a head, two eyes, a neck, an amulet, a brooch, a cloak, an upper torso, a lower torso, two shoulders, two upper arms, two lower arms, two wrists, two hands, two fingers, a belt, two upper legs, two lower legs and two feet.
Advantages: can't fall unconscious, does not need food, enhanced hearing, escape death, infravision, poison immunity, see invisible and see magic.
Disadvantages: cannot sleep and half exp if evil.
Miscellaneous: THIS RACE IS JOINABLE ONLY AFTER REACHING LEVEL 100 AND COMPLETING A SPECIAL QUEST, affected by twilight, energized at night, natural terrain: none and sapped in sunlight.
Resistances and Vulnerabilities: none.
Immune to: physical diseases
Disease Susceptibility: 100% to magical diseases
Damage Regeneration: good
Mana Regeneration: good
Endurance Regeneration: good
Emotes: seelie, self and sremember.
Commands: glamour, rhome, saura and unvanish.
Poor Guild Matches: abjurer, alchemist, assassin, bard, biomancer, cultist, druid, fallen, fighter, jomsviking, mage, merchant, monk, necromancer, paladin, psionicist, ranger, sentinel and templar.
Size Comparison (vs Human):