Higher

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Revision as of 10:25, 21 March 2016 by Ibanix (Talk | contribs) (Killing out-of-LOS)

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Higher
Metarace Human
Locked No
Life Rating 11
Exp Penalty +15%
Stat Modifiers
Strength +1
Dexterity +1
Constitution 0
Magic +1
Willpower +1
Cunning 0
Luck 0

Description

Highers are a special branch of Humans that have been imbued with latent magic since the Age of Allure. They usually do not breed with other Humans, trying to keep their blood 'pure'. They possess the Gift of the Highborn which allows them to regenerate their wounds once in a while.

Starting Equipment

Starting Location

Trollmire (except for Celestial, Chronomancer and Archmage characters)

Racial Talents

Wrath of the Highborn
Higher heal 2017.png
Game Version 1.7.6
Category Type Race
Category Higher
Requirements Level (0,1,2,3,4)
Use Mode Activated
Cost none
Range Melee/Personal
Cooldown 45–25cTL:5
Travel Speed Instantaneous
Use Speed Instant
Description Call upon the power of the Highborn, increasing all damage by 11–25%cSS:mag and reducing all damage taken by 11–25%cSS:mag for 5 turns.

The bonus will increase with your Magic.


Overseer of Nations
Overseer of nations 2017.png
Game Version 1.7.6
Category Type Race
Category Higher
Requirements Level (8,9,10,11,12)
Use Mode Passive
Cost -
Range -
Cooldown -
Travel Speed -
Use Speed -
Description While Highers are not meant to rule other humans - and show no particular will to do so - they are frequently called to higher duties.

Their nature grants them better senses than other humans. Increase blindness immunity by 15–50%cTL:100%, maximum sight range by 1–5cTS:log, and increases existing infravision, and heightened senses range by 0,3–2,3cTS:log,0,2. At talent level 5, each time you hit a target you gain telepathy to all similar creatures in radius 15 for 5 turns.


Born Into Magic
Born into magic 2017.png
Game Version 1.7.6
Category Type Race
Category Higher
Requirements Level (16,17,18,19,20)
Use Mode Passive
Cost -
Range -
Cooldown 15–5cTL:0
Travel Speed -
Use Speed -
Description Highers were originally created during the Age of Allure by the human Conclave. They are imbued with magic at the very core of their being.

Increase spell save by 5–35cTS:0.75P and arcane resistance by 7–25%cTS. Also, when you cast a spell dealing damage, you gain a 20% bonus to the damage type for 5 turns. (This effect has a cooldown.)


Highborn's Bloom
Highborn s bloom 2017.png
Game Version 1.7.6
Category Type Race
Category Higher
Requirements Level (24,25,26,27,28)
Use Mode Activated
Cost -
Range Melee/Personal
Cooldown 45–30cTL:20
Travel Speed Instantaneous
Use Speed Instant
Description Activate some of your inner magic, using it to power your abilities. For the next 3–7.1cTL:10 turns all active talents will be used without resource cost.

Your resources must still be high enough to initially power the talent and failure rates (etc.) still apply.



Strategy

Gift of the Highborn (the first racial talent) scales with Willpower and is instantaneous. This can act as an additional or replacement Regeneration infusion and gives a boost to characters who may need some extra healing to survive. Even a single generic point here (for classes that boost Willpower but are tight on generic points) is useful. Overseer of Nations can let you hit enemies from outside their sight range (if you use it with an area of effect spell with range 10).

Highers are a solid choice for spellcasters (thanks to the damage boost of Born into Magic) and anything that boosts Willpower (to better benefit from the first racial talent). There are a few gimmick builds with Crystal Focus, but Highers are otherwise unimpressive melee characters. A few classes deserve special mention:

Killing out-of-LOS

Thanks to Eyes of the Overseer Highers can often attack enemies from afar before being noticed. Talents with achievable range greater than 10 include:

Races
Human Elf Halfling Dwarf Yeek Giant Undead Orc Yeti
Higher Shalore Halfling Dwarf Yeek Ogre Ghoul Orc Kruk Yeti
Cornac Thalore Drem Krog Skeleton
Doomelf Whitehoof