yus, yus, I know they've been discussed awile now, to be added at some point, but I'd like to see them, and suggest a system for them as well. certain races will be allowed certain classes, no single race can go every class. to switch a race, it will cost more than a simple class change. all races will have unique abilities/passives. you must master lostsoul before becoming a race. after mastering lostsoul, choosing your first race is free, however the class change still costs 250
Human:
The standard being, some are magic, most go a warrior/clerical path.
Available classes: berserker, paladin, ninja, bard, wizard, cleric, disciple
skills:
EveryManForHimself(took name from WoW, up for discussion): escapeartist with 3 minute cooldown, no speed boost, no duration.
Hardy: +5 endurance
Curious: +3 wisdom
SoftFlesh: -4 constitution
resist: none
weak: none
Light/Day Elf:
Elves of the light, they work in the glory of the sun. most magic/clerical, some otherwise
Available classes: paladin, ranger, bard, wizard, beguiler, cleric, druid
skills:
Radiance: blinds nearby enemies within 4 blocks for 2 seconds, 3 minute cooldown, only in sunlight (no slow like despair, terror, etc)
Knowledge: +5 intellect
Agile: +3 agility
LightWeight: -4 endurance
resist: arcane magics (up front magic damage, arcaneblast, fireblast, bolt, firerune, etc)
weak: DoT's (withering, poison, decay, etc)
Dark/Night Elf:
Elves of the dark, Proud and strong in the moonlight. Evil-ish, almost entirely magic
Available classes: dreadknight, ninja, runeblade, pyromancer, necromancer, beguiler, bloodmage
skills:
DuskBomb: blinds nearby enemies in an area around where you're pointing in a 3 block radius. 8 block range, 3 minute cooldown, 2 second duration, requires moonlight(also no slow)
Knowledge: +5 intellect
Agile: +3 agility
Nocturnal: -4 wisdom
resist: DoT's (withering, poison, decay, etc)
weak: arcane magics (up front magic damage, arcaneblast, fireblast, bolt, firerune, etc)
Dwarf:
Short, stout, hardy creatures who dwell underground and drink booze, most warriors, some magic due to drunk science.
Available classes: berserker, paladin, ranger, bard, pyromancer, disciple, shaman
skills:
Aletoss: toss your stein of ale in an arc (snowball thing, low range), where it lands, enemies in a 5 block radius will be nauseated, and poisoned (will deal like 6 damage max over duration) for 5 seconds. 3 minute cooldown
StrongArmed: +5 strength
Hardy: +3 endurance
Hobbler: -4 agility
resist: poison immunity (that booze) withering (half the ticks if possible)
weak: fire
Avian:
Proud bird race of the clouds. Due to dislike of groundlings, they have not updated and stay with primative combat styles.
Available classes: dragoon, ninja, runeblade, bard, beguiler, druid, shaman
skills:
WingFlap: sends your target backwards a small distance (2-3 blocks)and moving you back the same distance, 3 block range, 3 minute cooldown
Agile: +5 agility
Curious: +3 wisdom
FlabbyArmed: -4 strength
resist: fall damage
weak: physical damage
Draconian:
Dwindling race of mutant dragonspawn. Winged, but too heavy to fly, and small wings. very little magic, and if magic, dark magic.
Available classes: berserker, dreadknight, dragoon, runeblade, pyromancer, bloodmage, (need another with da lore)
Skills:
Stomp: Stomp the ground, silencing all enemies within 4 blocks for .75 seconds, 3 minute cooldown
Hardy: +5 endurance
ToughSkinned: +3 constitution
Heavy: -4 agility
resist: Fire
weak: water (slowness in water/increased drowning damage)
Elemental:
Common around the world, yet rarely seen in form. Beings OF magic, they are almost entirely magic
Available classes: pyromancer, wizard, necromancer, druid, bloodmage, disciple, shaman
Skills:
Wind: gives you, or your target speed 3 for 3 seconds, 3 minute cooldown
Experienced: +5 wisdom
Knowledge: +3 intellect
Ethereal: -4 constitution
resist: magic in general
weak: physical in general
Could use a few more, anyone wanna add some? it IS just a suggestion, so go for it, just keep a similiar format. also the attributes numbers i was thinking could be interchanged with percents to be like dis:
(first): +20% (attribute)
(second): +10% (attribute)
(third): -15% (attribute)
and like all my suggestions (and almost every other one that suggests new things), it would need a touch of balancing before consideration, so input is helpful
note: changing races would be highly costly, around 1000s+ if not, make it impossible.
all resistances and weakness are at a 15%-25% rate, decided by balance later
BTW will add more later when i have the time
Human:
The standard being, some are magic, most go a warrior/clerical path.
Available classes: berserker, paladin, ninja, bard, wizard, cleric, disciple
skills:
EveryManForHimself(took name from WoW, up for discussion): escapeartist with 3 minute cooldown, no speed boost, no duration.
Hardy: +5 endurance
Curious: +3 wisdom
SoftFlesh: -4 constitution
resist: none
weak: none
Light/Day Elf:
Elves of the light, they work in the glory of the sun. most magic/clerical, some otherwise
Available classes: paladin, ranger, bard, wizard, beguiler, cleric, druid
skills:
Radiance: blinds nearby enemies within 4 blocks for 2 seconds, 3 minute cooldown, only in sunlight (no slow like despair, terror, etc)
Knowledge: +5 intellect
Agile: +3 agility
LightWeight: -4 endurance
resist: arcane magics (up front magic damage, arcaneblast, fireblast, bolt, firerune, etc)
weak: DoT's (withering, poison, decay, etc)
Dark/Night Elf:
Elves of the dark, Proud and strong in the moonlight. Evil-ish, almost entirely magic
Available classes: dreadknight, ninja, runeblade, pyromancer, necromancer, beguiler, bloodmage
skills:
DuskBomb: blinds nearby enemies in an area around where you're pointing in a 3 block radius. 8 block range, 3 minute cooldown, 2 second duration, requires moonlight(also no slow)
Knowledge: +5 intellect
Agile: +3 agility
Nocturnal: -4 wisdom
resist: DoT's (withering, poison, decay, etc)
weak: arcane magics (up front magic damage, arcaneblast, fireblast, bolt, firerune, etc)
Dwarf:
Short, stout, hardy creatures who dwell underground and drink booze, most warriors, some magic due to drunk science.
Available classes: berserker, paladin, ranger, bard, pyromancer, disciple, shaman
skills:
Aletoss: toss your stein of ale in an arc (snowball thing, low range), where it lands, enemies in a 5 block radius will be nauseated, and poisoned (will deal like 6 damage max over duration) for 5 seconds. 3 minute cooldown
StrongArmed: +5 strength
Hardy: +3 endurance
Hobbler: -4 agility
resist: poison immunity (that booze) withering (half the ticks if possible)
weak: fire
Avian:
Proud bird race of the clouds. Due to dislike of groundlings, they have not updated and stay with primative combat styles.
Available classes: dragoon, ninja, runeblade, bard, beguiler, druid, shaman
skills:
WingFlap: sends your target backwards a small distance (2-3 blocks)and moving you back the same distance, 3 block range, 3 minute cooldown
Agile: +5 agility
Curious: +3 wisdom
FlabbyArmed: -4 strength
resist: fall damage
weak: physical damage
Draconian:
Dwindling race of mutant dragonspawn. Winged, but too heavy to fly, and small wings. very little magic, and if magic, dark magic.
Available classes: berserker, dreadknight, dragoon, runeblade, pyromancer, bloodmage, (need another with da lore)
Skills:
Stomp: Stomp the ground, silencing all enemies within 4 blocks for .75 seconds, 3 minute cooldown
Hardy: +5 endurance
ToughSkinned: +3 constitution
Heavy: -4 agility
resist: Fire
weak: water (slowness in water/increased drowning damage)
Elemental:
Common around the world, yet rarely seen in form. Beings OF magic, they are almost entirely magic
Available classes: pyromancer, wizard, necromancer, druid, bloodmage, disciple, shaman
Skills:
Wind: gives you, or your target speed 3 for 3 seconds, 3 minute cooldown
Experienced: +5 wisdom
Knowledge: +3 intellect
Ethereal: -4 constitution
resist: magic in general
weak: physical in general
Could use a few more, anyone wanna add some? it IS just a suggestion, so go for it, just keep a similiar format. also the attributes numbers i was thinking could be interchanged with percents to be like dis:
(first): +20% (attribute)
(second): +10% (attribute)
(third): -15% (attribute)
and like all my suggestions (and almost every other one that suggests new things), it would need a touch of balancing before consideration, so input is helpful
note: changing races would be highly costly, around 1000s+ if not, make it impossible.
all resistances and weakness are at a 15%-25% rate, decided by balance later
BTW will add more later when i have the time
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