Pantheon: Rise of the Fallen Wiki
(ADDED racial passives; ADDED tba racial actives sections; working on REFERENCES)
m (Added minor bean about racial passives and adjusted the faction section. I don't *think* we have hard information regarding any alignment system)
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[[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.
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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===
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</TABLE>
 
</TABLE>
   
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==Statistics==
==Race and Innate Differences==
 
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[[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.
 
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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.
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==Race and Faction==
 
==Race and Faction==
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[[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.
 
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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.
 
   
   
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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>
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==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:


Archai

Archai

Constructed as slaves suited to the deadliest of environments, Archai manifest their freedom in celebration and battle. Dark Myr

Dark Myr

A proud people with a majesty stained by blood, the host of Syronai’s Rest struggle to escape the wounds in their hearts. Dwarf

Dwarf

Champions of combat and mysticism, the Dwarves of Khadassa are fiercely loyal to their kin and king.
Elf

Elf

The Two Branches of Elvenkind seek to shelter their longsuffering people under the brilliance of the Lucent Tree. Gnome

Gnome

Enigmatic and isolated within the floating keep of Skyhold, Gnomes are masters of the arcane and students of the peculiar. Halfling

Halfling

A fiery, youthful race filled with mirth, recklessness and charm, the native exuberance of Halflings masks an ancient curse.
Human

Human

Since the dawn of Thronefast five centuries ago, Humans have stood at the pinnacle of influence, surviving threats against their walls and plots from within. Ogre

Ogre

Once a unified and victorious host, the seven Ogres clans look to a new breed of leaders to restore their heritage of military glory. Skar

Skar

Laboring under the divine punishment of their Nine God, Skar are torn between hereditary bloodlust and cultural advancement.

Class Availability

Race-class-matrix

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

Archai

Archai

Living Reservoir: All mana-drain effects are reduced by 20%
Effervescent: Grants immunity to effects that drain Endurance.
Elemental Attunement: Grants a bonus to the effectiveness of abilities that match the elemental attunement of the Archai.
Natural Acclimation: Innate bonus to an Acclimation Score based on the Archai's Attunement.
Dark Myr

Dark Myr

Vestige of Syronai: Grants underwater breathing and increases Swimming speed.
Perceptive: Increases Insight skill by 10 points.
Embittered Psyche: Increases Stealth Awareness by 10 points and increases Stealth effectiveness
Born of Deep Waters: Bonus to Anaerobic and Pressure Acclimation scores.
Dwarf

Dwarf

Fortitude: Dwarves gain extra Hit Points from each point of Stamina.
Grip of the Dwarven Father: Immunity to being Disarmed.
Ice and Stone: Innate bonus to Cold Resistance as well as Frigid and Toxic Acclimation scores.
Mountain-forged: Increases Blunt Weaponry skills by 10 points.
Elf

Elf

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]
Gnome

Gnome

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.
Halfling

Halfling

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.
Human

Human

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]
Ogre

Ogre

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.
Skar

Skar

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

Archai

Archai

TBA
Dark Myr

Dark Myr

TBA
Dwarf

Dwarf

TBA
Elf

Elf

TBA Gnome

Gnome

TBA Halfling

Halfling

TBA
Human

Human

TBA Ogre

Ogre

TBA Skar

Skar

TBA

Statistics

UI exclamation 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

UI exclamation 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.

Sources

  1. https://www.pantheonmmo.com/game/races/


Reference(s)