Moxieonline (talk | contribs) (ADDED racial passives; ADDED tba racial actives sections; working on REFERENCES) |
Moxieonline (talk | contribs) m (Added minor bean about racial passives and adjusted the faction section. I don't *think* we have hard information regarding any alignment system) |
||
Line 46: | Line 46: | ||
[[File:race-class-matrix.png|500px|right]] |
[[File:race-class-matrix.png|500px|right]] |
||
The Race you choose will determine what classes are available to play. Class restrictions are determined by that race's history and lore. In the adjacent image, you can see the current <small>(ca. 2017)</small> plans for class restrictions by race. These are subject to change. |
The Race you choose will determine what classes are available to play. Class restrictions are determined by that race's history and lore. In the adjacent image, you can see the current <small>(ca. 2017)</small> plans for class restrictions by race. These are subject to change. |
||
− | |||
==Racial Abilities== |
==Racial Abilities== |
||
− | Races have access to a set of ''Racial Passives'' and ''Racial Actives'' which are unique to that race. |
+ | Races have access to a set of ''Racial Passives'' and ''Racial Actives'' which are unique to that race. Unlike Class Passives, you do '''not''' need to slot Racial Passives. |
===Racial Passives=== |
===Racial Passives=== |
||
Line 119: | Line 118: | ||
</TABLE> |
</TABLE> |
||
+ | ==Statistics== |
||
− | ==Race and Innate Differences== |
||
+ | [[File:UI exclamation.png|25px]] For more detailed information about statistics in general, please see [[Character]]. |
||
− | Your race may well affect how you deal with the environment, to an extent. For example, the Coldark Dwarves will most likely start with a degree of acclimation. It would therefore be easier for a [[Dwarf]] to reach the Tier 1 threshold for frigid climates. Other races may have their own innate differences, too. |
||
+ | |||
+ | |||
+ | The race you choose determines your starting statistics. You are then given a certain amount of stat points to spend, which you may put wherever you like. |
||
+ | |||
==Race and Faction== |
==Race and Faction== |
||
+ | [[File:UI exclamation.png|25px]] For more detailed information about faction, please see [[Faction]]. |
||
− | Races will have a specific set of faction at character creation. While there are some nuances to faction and alignment adjustment, evil races such as the [[Ogre]], [[Skar]], and [[Dark Myr]] will have a hard time getting close to good race cities. This initial faction position is set in stone, however, as you can adjust your faction and alignment through your actions in the game world. |
||
+ | |||
+ | Races have a specific set of faction at the start, which determines what areas they can readily access. For example, a [[Skar]] is welcome in [[Skargol]], but will not be readily welcomed in the [[Human]] city of [[Thronefast]]. To be able to enter Thronefast, they will have to find ways to increase their faction with the humans who live there. |
||
− | ==Races and Alignment== |
||
− | Not released yet. |
||
Line 166: | Line 169: | ||
File:Skar2020MaleCloseUp.png|Skar Male In-game Model, close up (ca. 2020 Pre-Alpha) |
File:Skar2020MaleCloseUp.png|Skar Male In-game Model, close up (ca. 2020 Pre-Alpha) |
||
</gallery> |
</gallery> |
||
+ | |||
==Sources== |
==Sources== |
||
# https://www.pantheonmmo.com/game/races/ |
# https://www.pantheonmmo.com/game/races/ |
Revision as of 15:34, 27 July 2021
“ | Nearly a thousand years ago, the first of nine races were brought to Terminus, an ancient planet ruled by Rok’Nhilthamos, the Dragon King. Bound together by the mystery of their arrival, the races broke apart after the War of Gods threatened their very existence. Now, after a millennia of searching, the secrets of this world remain buried like bones beneath skin. | „ |
~ Official Description |
Your Race is chosen as the first step towards creating your character in Pantheon: Rise of the Fallen.
Playable Races
There are currently 9 races to choose between:
Class Availability
The Race you choose will determine what classes are available to play. Class restrictions are determined by that race's history and lore. In the adjacent image, you can see the current (ca. 2017) plans for class restrictions by race. These are subject to change.
Racial Abilities
Races have access to a set of Racial Passives and Racial Actives which are unique to that race. Unlike Class Passives, you do not need to slot Racial Passives.
Racial Passives
Lucent Ancestry: Grants an innate bonus to Nature Magic resistance and increases the effectiveness of Nature abilities. Nimble: Increases the effectiveness of abilities modified by Agility Deep Recitation (Ashen): 20% chance to resist Spell interruption and Counterspell abilities. Sagacious (Ashen): Gain additional Spell Rating for each point of Wisdom. Unflinching (Ember): 20% chance to resist Knockdown and Knockback abilities. Deftness (Ember): Gain additional Attack Rating for each point of Dexterity.[1] |
Incantation Mastery: 20% chance to resist Silence effects. Enigmatic Brilliance: Gnomes gain more Mana from each point of Intelligence. Ethereal Being: Increases dodge chance by 3%. Constant Scholar: Increases the rate at which skills improve. |
Wraith Hunters: Grants a bonus to the damage inflicted to Wraith targets. Wild Mind: Innate 20% chance to resist Charm and Mesmerization effects. The Fire of Youth: Grants a bonus to the effects of Consumables. Dagger Specialization: Increase the Dagger skill by 10 points. |
A People Inspired: Increases Melee, Ranged and Spell haste by 2%. Wanderlust: Bonus to faction gained with neutral factions and increases experience gained through Exploration. Shield Specialization: Increases Shield Mastery skill by 10 points. Thronefastian Charm: Increases the effectiveness of skills and abilities modified by Charisma. [2] |
Broken Maw's Grit: Ogres gain additional Attack Rating for each point of Strength. Staggering Strength: Increases Critical Damage by 5% Battle Hardened: 25% chance to resist non-magical stun effects. Stun Resistance becomes Stun Immunity during Battle Trance. |
Long-Suffering: Increases max health by 5%. Fear of the Nine God: 20% chance to resist Fear effects. Pack-Hunter: Up to 5% additional movement speed when in range of Skar group members. |
Note: Elves have two playable sub-races: Ashen or Ember. Both have access to the first two passives, with the remaining two determined by the sub-race.
Racial Actives
TBA |
TBA |
TBA |
TBA | TBA | TBA |
TBA | TBA | TBA |
Statistics
For more detailed information about statistics in general, please see Character.
The race you choose determines your starting statistics. You are then given a certain amount of stat points to spend, which you may put wherever you like.
Race and Faction
For more detailed information about faction, please see Faction.
Races have a specific set of faction at the start, which determines what areas they can readily access. For example, a Skar is welcome in Skargol, but will not be readily welcomed in the Human city of Thronefast. To be able to enter Thronefast, they will have to find ways to increase their faction with the humans who live there.
Resources
- See the Fan Videos page for videos created by fans and players, including Racial Lore videos.
Gallery
For more images relating to a specific race, please see their Race page.
Archai race symbol (Pre-Alpha)
Dark Myr race symbol (Pre-Alpha)
Dwarf race symbol (Pre-Alpha)
Elf race symbol (Pre-Alpha)
Gnome race symbol (Pre-Alpha)
Halfling race symbol (Pre-Alpha)
Human race symbol (Pre-Alpha)
Ogre race symbol (Pre-Alpha)
Skar race symbol (Pre-Alpha)
Sources
Reference(s)