Difference between revisions of "Illithid (starting race)"

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{{for|the NPC monster also known as an illithid|mind flayer}}
 
{{for|the NPC monster also known as an illithid|mind flayer}}
The '''illithid''' (also known as a [[mind flayer]]) is a playable race that first appears in [[EvilHack]]. They were added as a playable race in version 0.4.0.<ref>[https://github.com/k21971/EvilHack/blob/master/doc/evilhack-changelog.md#version-040 EvilHack changelog]</ref> They are portrayed as an ancient race with psychic abilities and natural spellcasting ability, but are physically weak compared to other beings.
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The '''illithid''' (also known as a [[mind flayer]]) is a playable race that appears in [[EvilHack]], first introduced in version 0.4.0.<ref>[https://github.com/k21971/EvilHack/blob/master/doc/evilhack-changelog.md#version-040 EvilHack changelog]</ref> They are portrayed as an ancient race with psychic abilities and natural spellcasting ability, but are physically weak compared to other beings.
  
 
Illithids are a [[chaotic]] race, and can be played as a [[Convict]], [[Infidel]], [[Priest]], or [[Wizard]].
 
Illithids are a [[chaotic]] race, and can be played as a [[Convict]], [[Infidel]], [[Priest]], or [[Wizard]].

Revision as of 03:21, 6 March 2022

For the NPC monster also known as an illithid, see mind flayer.

The illithid (also known as a mind flayer) is a playable race that appears in EvilHack, first introduced in version 0.4.0.[1] They are portrayed as an ancient race with psychic abilities and natural spellcasting ability, but are physically weak compared to other beings.

Illithids are a chaotic race, and can be played as a Convict, Infidel, Priest, or Wizard.

Racial benefits and restrictions

Player illithids have infravision, and gain more power generation per level than even elven characters. They possess a natural psionic attack that can confuse and kill and is tied to spell power use, but is not considered a spell for the purposes of interactions with the Amulet of Yendor; illithids will start out with an accompanying spellbook for the skill that only they can read. Metal helms block the ability to use the psionic wave, and illithids that have their race changed (e.g., by getting crowned as an Infidel) lose the ability.

Illithids start out with intrinsic psychic resistance and telepathy, and gain flight at level 12 like their more "wild" mind flayer brethren.

Illithids have a single extra tentacle attack that behaves exactly like the tentacle attack from a mind flayer, set up in such a way that it will automatically not be used if attacking something the player should not touch unprotected (e.g., cockatrices). Mind flayers and other monsters with psychic resistance are immune to brain-eating attacks themselves, and a player illithid is likewise immune to having their own brain eaten.

Attribute caps

Character
Race
Strength Dexterity Constitution Intelligence Wisdom Charisma
Illithid 10 20 12 22 22 16

Illithids have exceptional agility and mental prowess that surpass even elves, but are the weakest among playable races in terms of physical strength.

Price adjustments

The following price adjustments are used for illithid interactions with racial shopkeepers:

Shopkeeper's race
Human/Other Elf Dwarf Orc Gnome Illithid Centaur Nymph Giant
Illithid ×1 ×2 ×2 ×1 ×32 if INT is ≤14
×43 if INT is 15-17
×1 ×32 ×43 if CHA is ≥15
×53 if CHA is <15
×43

Of note is that player illithids are the only race not subjected to a 1000% markup from illithid shopkeepers.

Starting equipment

In addition to normal starting equipment for their role, illithids always start with an identified spellbook of psionic wave.

Strategy

To be written.

Origin

Illithids, also known as mind flayers, are derived from Dungeons & Dragons; the illithid is considered "Product Identity" by Wizards of the Coast. Creator Gary Gygax stated that one of his inspirations was the cover painting of the Titus Crow book The Burrowers Beneath by Brian Lumley. They appear in all editions, and were first described in the first issue of TSR Games' official newsletter The Strategic Review (1975); they were included in the Eldritch Wizardry supplement for the original white box edition of Dungeons & Dragons, and further appear in the first edition's Monster Manual. The 3rd and 3.5 editions introduce playable illithids.

In the various universes of Dungeons & Dragons and many other works featuring them, the origins of the illithids are subject to many conflicting stories; a common thread in regards to Wizards properties and the like is that illithid society by and large seeks to rebuild their former empires, wherein all other species were their slaves; as a result, they view any sentient creature as worthy only of being their slaves or their food. They are pragmatic, however, and will trade with other races who are too strong to be conquered. Illithids fear undead, as they are immune to telepathic detection and manipulation and often have no brains to consume.

Illithid dwellings are structured around a creature called an "Elder Brain", which lives in a pool of cerebral fluid in the center of a city. Illithids have their brain extracted upon death and taken to the pool to be added to the collective that the Brain represents, which is believed to be a form of immortality. Since the Elder Brain contains the essence of every illithid that died in its community, it functions in part as a vast library of knowledge that other illithids can call upon. Psionic potential is thus an integral part of the illithid identity - somewhat unlike EvilHack illithids, those who study wizardry often risk becoming outcasts, as magical power cannot be absorbed into the Brain. A limited study of wizardry is tolerated insofar as it allows illithid society to better understand the powers of their enemies; illithids outcast for going to far in this manner often seek their own immortality through undeath, becoming alhoons.

Illithids typically communicate through psychic means, projecting thoughts and feelings to each other in a way non-illithids can scarcely comprehend; their rare forays into written language are known as "qualith", a series of marks consisting of four broken lines that functions like an extremely complex braille - illithids using each tentacle to feel the breaks in the lines, and only by understanding all four lines simultaneously can the meaning be understood properly.

References