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PostPosted: Sat Jul 03, 2010 6:50 pm 

Joined: Mon Feb 19, 2007 6:17 am
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Location: Aberdeen, WA
This is an up to date list of all enabled races and their unique abilities.

Abilities are activated by .raceskills
or by .raceskill1 through .raceskill5 for quick and easy macro usage.


-Frost Elf-

Passive Abilities:

-- Frozen Skin - Braving the harsh environment of ice isle and the
heats of the forges has toughened the ice elf's skin, rendering it
more resilliant to the cold and injury. (+10% health) This also
makes frost elves immune to the harsh blizzards that govern their
homeland. (no damage on ice isle from weather).

-- Temperature Difference - Unfortunately the frozen environment
they grew up in has made frost elves a little more vulnerable to
the heats of the fires to the point where if introduced to them
too quickly the fire seems unusually scalding to them. (extra
damage from fire based attacks/weapons)

Active Abilities:

-- Prison of Ice - The frost elves still share the affinity with
mother earth that their cousins have, but over time they've
learned to interact with not with the loving embrace of the
forests but the cold shoulder of the mountains which they have
crafted to use for their own survival. Using this affinity, they
can summon a prison of ice from the earth, protecting themselves
from the outside, or trapping unsuspecting creatures in with them.
-- -- Those outside or inside the wall can doubleclick the wall
pieces to attack them, and eventually break through them.

-- Snowball - The frost elves, while an engineering bunch,
appreciate a good laugh as much as anyone. Because of this, they
always seem to have some spare snow on them, which they can
fashion into a snowball and pitch at an unsuspecting victim.
(takes a second to pack, then stuns the target(half duration if
target is a frost elf)).

-- Yellow Snowball - All is fair in love and more, and usually
better for a laugh. Combining their enjoyment of snowball fights
with their knowledge of engineering, they have created this
explosive little snowball. (uses 1 sulfurous ash, deals damage
instead of stuns)

-- Avatar of Ice - The frost elf summons the avatar of ice to
assist them in battle

-- Home Sweet Home - The frost elf can always summon the artic
winds to carry them home. However summoning the wind takes time
and effort, and as such the frost elf cannot move very far while
he is summoning. (10 seconds casting time, cannot leave the screen
they casted it on or it stops, only works outside)
------------------------------------------------------------------

-Wood Elf-

-- Passive Abilities:

-- -- Attunement - A wood elf attunement with nature allows them
to share in the strength of life. Their regeneration is directly
related to how much life and death is around them. Does not work
in guarded areas due to the protection magics employed by the
guards to help prevent assassinations by altering how the lifeflow
works.

-- Active abilities:

-- -- Bind Trees - Each wood elf may bind 2 trees together to
create a pathway. Only one pathway may be maintained. Pathways
take one full day to mature to a usable point and are only usable
by wood elves.

-- -- -- If an elf wishes to make a new pathway, it must break the
old one

-- -- -- If a bound tree is harvested, the pathway will break and
the wood elf will take damage as their own life force was used to
bind the tree. (-15)

-- -- Break Pathway - An elf relinquishes the pathway between
trees. No life loss.

-- -- Summon Familiar - summons your familiar to you, where-ever
it is.

-- -- Bind Familiar -- A wood elf binds a pet's spirit to itself.
(cannot be shrunk or mounted). If familiar takes lethal damage, it
discorporates and the elf takes damage

-- -- Unbind Familiar -- The wood elf voluntarily dismisses the
familiar

-- -- Woodland Shape - Allows the elf to assume the form of it's
familiar, or shed it's form if currently in it. When shedding the
form, it also sheds all magical effects currently on it. (If
dispelled while in this form, they will show their true colors)
------------------------------------------------------------------

-Dark Elves-

-- -- Passive Abilities:

-- -- -- Tainted Past - The bloodsoaked history of the dark elves
have taught them to be merciless and cruel, and to trust no one.
This unfortunate trait has seeped so much into their
personalities, that they can never portray true peacefulness, and
therefore scare away small animals and provoke larger ones. However it has given them an edge in combat.
-- -- -- -- (Animals are not happy with dark elves at all, it is
near impossible for them to keep pets that are not as evil as they
are.)
-- -- -- -- (Dark elves do increased damage in combat, and
regenerate some life upon a successful kill)

-- -- --Beyond Redemption - The dark elves neglect of all virtues
have rendered them a blight upon the land and not just it's
people. The virtues will have never a benefit to them, and in most
cases will actively reject them no matter what they do. It is
rumored that no creature is ever beyond redemption, but as of yet
no dark elf has found the way to rid themselves of the curse of
their clan. (Virtue penalties + immune to bless, resistant to
magical cures and take extra from curses)

-- -- Active Abilities:
-- -- -- Silent Strike - The dark elf collapses the vocal chords
of their opponent, rendering them unable to speak for a time.

-- -- -- Coupe de Grace - The dark elf attempts an elaborate
killing blow, dealing 2x damage if it hits. However they are
rendered completely unable to attack for several seconds after.

-- -- -- Essence of wind - Like their cousins, the dark elves also
draw upon the power of the earth, with the dark elves getting
their strength from the subtlety of the wind. They can summon this
into a malestrom, which blows back their opponents and knocks them
prone, unable to move for a short period.

-- -- -- Decieve the Decievers - Dark elves pride themselves on
their deceptive nature. Because of this they are more apt to
notice deceitful attempts at others. When used, has a chance to
give warning of any hidden surprises in the area (tells if things
are nearby, objects or people, but not where)
------------------------------------------------------------------

-Warlocks-

-- -- Passive abilities:
-- -- -- Mental Clarity - The mental fortitude of the warlocks is
unparalleled due to their continual quest for knowledge. Because
of this they gain a natural resistance to spells that alter
perception. (Hallucination and feeblemind immunity, 20% extra

resist to other debuffs)
-- -- -- Physical Neglect - Warlocks have neglected their bodies
in the pursuit of knowledge, and so have a weaker constitution
from their life of solitude (take extra damage from all sources).

-- -- Active Abilities:
-- -- -- Total Recall: A warlock's mind is perfect. They can
recall clearly and cleanly details they see. A warlock can store

up to 5 memories of creatures/people
-- -- -- Conjure Image: A warlocks skill in the arcane has allowed
him to project his thoughts clearly. A warlock can project a

hallucination of a stored memory (quickskill 1)
-- -- -- Perceptive Glance: A warlock's secluded life and
perception of things around him allow him to notice useful objects
others might miss, and their quest for knowledge teaches them to

waste nothing useful. (quickskill 2)
-- -- -- -- Reagents: Recovers magical potents
-- -- -- -- Resources: Recovers useful materials
-- -- -- -- Combat: Recovers useful items from the remnants of war

(scraps of cloth, arrows, bolts)
-- -- -- Mental Scry: A warlock can channel his magical energies
to scry the location bound to his mind for a few seconds. (gains

hazy vision of the area temporarily) (quickskill 3)
-- -- -- Bind Location: Used to bind a location to the warlock's
mind. (48 hour cooldown)

_________________
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