by GDEXXY » Jan 15, 2004 (7:02 pm)
Racial traits have been released for all pure-blood races (except Humans). This excludes half-races for now, but we may eventually give them half of each bonus and penalty of whatever they are half-of. Let us know what your opinions on that are.
Here is the list, which will eventually make its way into our game library in the races section:
Elves
Mystic Aura
Coming from a long line of scholars, historians, and wizards, Elves
tend to be more in touch with The Flow and can more easily draw upon
its powers, giving you a larger pool of mana and strong inclinations
towards using magical devices.
Paranoia
Elves have come to wear a bitter dislike for other races and their
physical training tends to suffer some as a result, leaving them
slightly more frail than most races. They also have a great fear
for the undead and the perversion of the nature that they represent
and are thus more susceptible to damage caused by unholy magic.
Goblins
Lucky
Goblins have an uncanny ability to find the best treasures, despite
having no detectable magic aiding them. Gold, gems, and other items
seem to be found in far greater quantities in the treasures that
Goblins find. Their luck is such too that even health reserves are
often found where none should be and a lucky goblin can often survive
a critical strike that would otherwise kill you.
Shunned
Generally unwelcome in civilized society, and having a certain smell
and color, goblins stick out in a crowd like a sore thumb and are
often eyed carefully by untrusting eyes. This unwelcome attention
puts Goblins at a disadvantage when trying to lie low or steal.
Trolls
Supernatural Regeneration
Trolls have an unreal ability to heal any wound, even in death.
Without the aid of neither alchemy nor magic, a Troll's flesh mends
itself constantly, but at a slow rate. Even when killed, the
regenerative properties of the flesh persist, repairing itself for
when the spirit is again infused with the body.
Fire Susceptibility
An unfortunate byproduct of the supernatural regeneration that
Trolls have is that their skin is much more flammable and burns
at a higher temperature than most, causing the Troll to receive
much more damage from fire-based attacks.
Dwarves
War Mastery
Dwarves are widely known for their combat prowess and are rivaled by
few. Such is their might that they have an inate ability to
attack with greater accuracy and when engaged in melee combat, they
know the precise moment to turn their weapon to produce a bit more
damage. Even more, Dwarves are battle-hardened and know how to
better protect themselves.
Arrogance
Running low in the bloodline of the Dwarves is a lack of patience
for the mystic arts. From holy to arcane, nature to dark, magic
eludes the common Dwarf a bit, reducing the available mana that
Dwarves can use somewhat.
Ogres
Enormous Strength
With brute strength many times over normal, the Ogre can drive
a force behind any attack far greater than any of his or her peers.
This powerful strength also gives Ogres a healthy, ox-like life,
bringing additional health reserves and the ability to withstand
extreme temperatures, toxins, and other hazards.
Dimwitted
Ogres aren't known to be astonishing intellectuals. In fact, a
common Ogre could be found having an intellectually-stimulating
conversation with a potato. This makes it far more difficult for
an Ogre to withstand mental attempts to control him/her as well
as resisting psychic attacks. More than that, the Ogre has
barely any access to The Flow, although a great deal of training
can overcome the handicap. Lastly, the Ogre suffers a slower
reflex than most because of his knack for not thinking quickly.
Drago
Naturalist
The Drago are exceptionally in-tune to the lands and to nature,
learning from all it has to offer and allows all Drago to sharpen
their minds. From this, Drago gain a small bonus to all experience
they earn and are slightly more resistant to psychic attacks as
well as being more resistant to poisons, toxins, extreme
temperatures, etc.
Stubborn
A proud race, Drago tend to diversify their combat tactics by
refusing to learn much from styles that other races have
developed. Their stubborn-born ignorance costs them in battle
by slightly reducing their ability to defend from and attack an
aggressor.
Gnomes
Eye Of The Appraiser
Gnomes are a city folk and generally persue unique relics and
treasures or anything they have not yet experienced before.
This tendancy gives them a better eye for the value of items
as well as a mischievous attitude towards acquiring them,
often giving the Gnome a better opporunity to hide, move
silently, and pick pockets.
Mesmerized
Too curious for their own good, Gnomes are in a constant and
perpetual state of amusement over everything they do and it
generally takes the Gnome a little longer to cast spells and
attack in result.
Size Restriction
Due to their small size, Gnomes can not wear any Heavy armor.
Halflings
Nimble
Being small and agile has its advantages as Halflings often
have an uncanny knack for doing things without anyone
being the wiser. In short, Halflings excel in stealing, but
are also better off hiding, moving silently, disabling traps,
and opening locks than most other races.
Weakling
Being small has its disadvantages too. Halflings are simply
too small to produce as much damage as someone of a larger size,
even if they have the strength to match.
Size Restriction
Due to their small size, Gnomes can not wear any Heavy armor.
Minotaurs
Battle Tactics
Excellent strategists and warriors, Minotaurs have a wonderful
knack of excelling in all areas of battle, mastering skills
a little faster and to a higher level than other races can.
Their wide and diverse studies of combat arts and styles give
them an inate bonus to their reflexes as well.
Tempermental
Minotaurs, although generally friendly, are an often misunderstood
and tempermental folk. The mind of a minotaur working a little
different than most and often focused on warfare makes
controlling them through psychic attacks easier.
Horn Restriction
Having horns sprouting up from their skulls, Minotaurs can not
wear anything over their head.
Avians
Wisened
Seekers of truth, knowledge, and wisdom, Avians excel in mystic
studies and practical use, even more so than the typical Elf.
Avians are able to pool more mana from The Flow as well as
resist psychic attacks and attempts to control easier than
other races.
Frail
Avian bones are brittle and lightweight, making flight possible.
Unfortunately, their physiology suffers and as a result, Avians
have significantly less tolerances to physical damage and to
poisons.
Wings
Wings allow the Avian to fly [note: the flight system is not
released at this time], but restricts the Avian to wearing
armor that is flexible and lightweight.
Rurowli
Swift
Graceful and agile, Rurowli have a developed combat style that
goes unrivaled in unarmed combat and are able to attack faster
than any other race. This trait extends to their accuracy and
relexes too, so long as the Rurowli is not wearing any restrictive
armor (light armor is not restrictive). Even when wearing
Medium and Heavy armors, Rurowli gain a fraction of their inate
bonuses.
Exposed
Rurowli are generally uncomfortable in their armor, should they
be wearing any, and have a constant feeling of being vulnerable
to attacks. Should the Rurowli not be wearing armor, then the
fear is realized all the same, though at least he/she can
spring out of danger easier. This overwhelming suspicion
causes the Rurowli to suffer slightly greater damage in combat
and be slightly less resistant to extreme temperatures, poisons,
toxins, etc.
GameDirector Exxy, CEO
Role-Players Gaming Network, Inc.
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