RACES
Human
Adrenaline Rush
->Passive
->speed & fight buff
->fatigue cd, recovers after 10 mins or after eating well
+beast
-evil &/or fear resistance
+5% to all received heals
+5% to all reputation gains/losses
+1% Vendor Bonus (Purchases and sales)
Catfolk
Free Sneak, and +1 to rogue/druid(cat) Sneak
Sprint, +35% speed for 10 seconds, 20 min CD
+dodge
+jump
Ability to climb walls (grab, jump, grab) due to claws
-swim ability
+unarmed combat
Bite, active, Base damage + STR mod, creates bleed
Lick Wounds, equivilent to a bandage, cool down of 5 mins, due to parched tongue
+balance due to having a nice tail
Kenku
-fall damage
Feather Fall, active, strains to keep a slower falling speed, lasts 10 seconds, 10 min CD
Dive, active, must be 10-40 yards and above target. Damage based on fall damage that user has accumulated + distance away when dive was used. 50% of fall damage is detered (and inflicted) on the target. Unlimited use, good luck getting continously 10 ft above your target to spam.
Ability to climb walls (grab, jump grab) due to claws
+1% chance to be crit apon, and 1% more damage from a received critical attack; Birds are fragile.
Lower base HP pool.
+accuracy with spells and ranged attacks that are 10+ yards away, due to keen eyesight.
Elf
-Base HP
+Preform (Bard)
+dodge against projectiles (magic missiles & arrows)
bonus to sneak and camoflage
Free camoflage for non-camo classes
Bluff - distracts enemies for a second, players will likely turn around very quickly, only noobs will fall for it very hard. 5 min CD. Also helps against NPC haggles, getting out of a mess (15 day CD).
3% Vendor Bonus
Super ranged (spell missiles & arrows) accuracy & aditional crit chance (~1 or 2%)
+enhanced stealth detection
+reload speed (arrows)
Dwarf
HARDNESS: (Passive)
-->5% Bleed damage reduction
-->+Armor (maybe 2% more armor, on top of normal armor)
-->+Base HP
+STR
-range (spell missiles & arrows) accuracy
+mining
resistant to charm
ALCOHOL:
-->LOTUS FIST: (Passive)
----->+luck
----->-Enemy Accuracy
----->+taunt
-->HANGOVER EFFECTS:
----->ocasionally have confusion/dissyness, -speed & accuracy
----->takes longer to recover HP & energy
----->Headache: -[lvl] hp :: happens ocasionally
Drakonids P2P
Passive all elly resistance (1%), if attacked by an element, a barrier of 1% vs that element apears to defend you against that element, lasts 10 seconds, stacks up to 5%, if an alternative element apears it steals the last element (if it's fully stacked) and replaces it. It chooses the element that hasn't been encountered the longest to replace.
-minus fall damage
able to GLIDE always
Dive
+magic damage
Mouth Spray of [fire, ice, lightning]
chooses element based on favored clan
+base HP
Revenants P2P
Start at lvl 20.
Elemental alignment from begining, unchangeable.
----->Earth, fire, water/frost, whatever
UP FOR A NEW DISCUSSION
Centaur P2P
+speed
FRIEND MOUNT:
-->free range combat, cannot mount other Centaur
+hp
NO Kicks
bad turning
+range ability
NO daggers
CHARGE: charges into an enemy, stunning for 1 second, 30 sec CD
Gnome
-1% chance to be hit
+INT & MANA
-trap encounters (mage/hunter and dungeon)
less hp
able to pull energy out of the anus hole of their mind, 2 min CD
small, gnome accessible only areas in dungeons and possibly zones
-ability vs beasts
Orc
+Sharp weapons
orc headed: resist stun
-char/int
ENRAGE: on hit, on being hit +DMG
Oni P2P
evil resist
fire resist
Human
Adrenaline Rush
->Passive
->speed & fight buff
->fatigue cd, recovers after 10 mins or after eating well
+beast
-evil &/or fear resistance
+5% to all received heals
+5% to all reputation gains/losses
+1% Vendor Bonus (Purchases and sales)
Catfolk
Free Sneak, and +1 to rogue/druid(cat) Sneak
Sprint, +35% speed for 10 seconds, 20 min CD
+dodge
+jump
Ability to climb walls (grab, jump, grab) due to claws
-swim ability
+unarmed combat
Bite, active, Base damage + STR mod, creates bleed
Lick Wounds, equivilent to a bandage, cool down of 5 mins, due to parched tongue
+balance due to having a nice tail
Kenku
-fall damage
Feather Fall, active, strains to keep a slower falling speed, lasts 10 seconds, 10 min CD
Dive, active, must be 10-40 yards and above target. Damage based on fall damage that user has accumulated + distance away when dive was used. 50% of fall damage is detered (and inflicted) on the target. Unlimited use, good luck getting continously 10 ft above your target to spam.
Ability to climb walls (grab, jump grab) due to claws
+1% chance to be crit apon, and 1% more damage from a received critical attack; Birds are fragile.
Lower base HP pool.
+accuracy with spells and ranged attacks that are 10+ yards away, due to keen eyesight.
Elf
-Base HP
+Preform (Bard)
+dodge against projectiles (magic missiles & arrows)
bonus to sneak and camoflage
Free camoflage for non-camo classes
Bluff - distracts enemies for a second, players will likely turn around very quickly, only noobs will fall for it very hard. 5 min CD. Also helps against NPC haggles, getting out of a mess (15 day CD).
3% Vendor Bonus
Super ranged (spell missiles & arrows) accuracy & aditional crit chance (~1 or 2%)
+enhanced stealth detection
+reload speed (arrows)
Dwarf
HARDNESS: (Passive)
-->5% Bleed damage reduction
-->+Armor (maybe 2% more armor, on top of normal armor)
-->+Base HP
+STR
-range (spell missiles & arrows) accuracy
+mining
resistant to charm
ALCOHOL:
-->LOTUS FIST: (Passive)
----->+luck
----->-Enemy Accuracy
----->+taunt
-->HANGOVER EFFECTS:
----->ocasionally have confusion/dissyness, -speed & accuracy
----->takes longer to recover HP & energy
----->Headache: -[lvl] hp :: happens ocasionally
Drakonids P2P
Passive all elly resistance (1%), if attacked by an element, a barrier of 1% vs that element apears to defend you against that element, lasts 10 seconds, stacks up to 5%, if an alternative element apears it steals the last element (if it's fully stacked) and replaces it. It chooses the element that hasn't been encountered the longest to replace.
-minus fall damage
able to GLIDE always
Dive
+magic damage
Mouth Spray of [fire, ice, lightning]
chooses element based on favored clan
+base HP
Revenants P2P
Start at lvl 20.
Elemental alignment from begining, unchangeable.
----->Earth, fire, water/frost, whatever
UP FOR A NEW DISCUSSION
Centaur P2P
+speed
FRIEND MOUNT:
-->free range combat, cannot mount other Centaur
+hp
NO Kicks
bad turning
+range ability
NO daggers
CHARGE: charges into an enemy, stunning for 1 second, 30 sec CD
Gnome
-1% chance to be hit
+INT & MANA
-trap encounters (mage/hunter and dungeon)
less hp
able to pull energy out of the anus hole of their mind, 2 min CD
small, gnome accessible only areas in dungeons and possibly zones
-ability vs beasts
Orc
+Sharp weapons
orc headed: resist stun
-char/int
ENRAGE: on hit, on being hit +DMG
Oni P2P
evil resist
fire resist