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Racial Perks

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Jul 12th, 2014
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  1. <<< Racial Bonuses are as follows:
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  3. Humans: Being the race favored by new players, Human benefits are fully invisible and won't jar anybody with confusion. But they do get their Mob Mentality modifier ('Patriotism' in Telaniresque), which lets them strike against other Players with extra melee damage if a large amount crowd of Humans has formed.
  4. Halflings: Are not mob-oriented and have decreased health. They are compensated with the highest XP modifiers from skills.
  5. Elves: Another simple Race. All Elves but Darkies get a tiny inert speed boost. Generic Elves have this speed boost doubled, while Pure Elves get bonuses depending on their subrace:
  6. Wood Elves: Increased damage when firing arrows.
  7. High Elves: Natural resistance to Magic Damage (harm potions, spells).
  8. Dark Elves: Can activate a quick burst of speed by tapping shift twice, with a cooldown. (My personal favorite)
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  10. To somewhat balance Racial Numbers, the other races receive bonuses that are more complex. Arguably, they are more beneficial than the ones of Humans and Elves, which should hopefully increase their popularity, but they are also harder to master. Each of these races has high benefits, but also a penalty to add flavor.
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  13. Dwarves: Short and stout bulwarks, the Dwarves are able to take a beating and keep ticking. Their size leaves them with a speed penalty, but in return they have vastly increased health and natural sturdiness, which makes it harder to push them out and easier for them to counterattack. They should be especially suited for defending choke points and holding their ground. They have their knockback resistance, which lets them stay in formation and counterattack, making the charging of Dwarves a dangerous endaevour.
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  15. Orcs: Orcs receive something which faintly resembles Blood rage. Although Orcs have a damage penalty when they initially get into a fight, (due to their bad eyesight). They will see their damage increase as the battle rages and they take hits. An Orc that is damaged will be enraged and strike fiercer. Orcs also have increased health due to their desert-grown toughness. They should be ideal for charging headfirst into battle.
  16. Shamans: Receive resistance to Elemental damage (fire, poison, lightning) instead of the above
  17. Goblins: Have slightly decreased health and a speed bonus. They will receive higher XP modifiers for skills
  18. Kha: The swift Kharajyr should be regarded a stealthy hit-and-run race. They are fragile when barraged (decreased health), but are also swift and deal vastly increased melee damage. The Jungle, where arrows fail and surprise flank attacks are crucial, should particularly enhance the Kha gameplay.— Arche-mist, Today 9:47 AM
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