User:Moritheil/Races
Contents
Dwarves
Dremlings
Dremlings | |
---|---|
Metarace | Dwarf |
Locked | No |
Life Rating | 12 |
Exp Penalty | +10% |
Stat Modifiers | |
Strength | 0 |
Dexterity | -5 |
Constitution | +5 |
Magic | -5 |
Willpower | -5 |
Cunning | 0 |
Luck | +5 |
Unlike their more established cousins the Dwarves, the Dremlings appear to be nomadic, having no set home. While Dremlings can pass for Dwarves in terms of height, weight, body build, and most physical features, where a Dwarf's face should be, a Dremling's face is a smooth and featureless blob of white. This is deeply unsettling to most civilized races, and rumors persist that the Dremlings are alternately Dwarves tainted by some magical experiment gone wrong, an attempt by extradimensional aliens to create imitation Dwarves, or something stranger still. Since the origins of the Dwarves are unclear to other races, the truth is likely known only to a few among the Dremlings and Dwarves themselves.
Like their more normal cousins, Dremlings possess the Resilience of the Dwarves which allows them to increase their armour, physical and spell saves for a few turns.
Dremlings are weaker in both mind and body than common Dwarves, but are even sturdier.
Racial Talents
Resilience of the Dwarves | ||
Game Version | - | |
---|---|---|
Category Type | Race | |
Category | Dremling | |
Requirements | Level (0,1,2,3,4) | |
Use Mode | Activated | |
Cost | - | |
Range | Melee/Personal | |
Cooldown | 45–25cTL:8 | |
Travel Speed | Instantaneous | |
Use Speed | Instant | |
Description | Call upon the legendary resilience of the Dwarven race to increase your Armor by 7–25cSS:Con, and your Spell and Physical saves by 12–30cSS:Con,0.75P for 8 turns. |
Stoneskin | ||
Game Version | - | |
---|---|---|
Category Type | Race | |
Category | Dremling | |
Requirements | Level (8,9,10,11,12) | |
Use Mode | Passive | |
Cost | - | |
Range | - | |
Cooldown | - | |
Travel Speed | - | |
Use Speed | - | |
Description | Dwarf skin is a complex structure, it can automatically react to physical blows to harden itself.
When you are hit in melee, you have a 15% chance to increase your Armour total by 6–30cTS for 5 turns. |
Stone Body | ||
Game Version | - | |
---|---|---|
Category Type | Race | |
Category | Dremling | |
Requirements | Level (16,17,18,19,20) | |
Use Mode | Activated | |
Cost | - | |
Range | Melee/Personal | |
Cooldown | 30 | |
Travel Speed | Instantaneous | |
Use Speed | - | |
Description | Dremlings have affinity to blight and darkness, and are resistant to physical force, though they are unused to the harsh light of the sun. |
Flower of Eyal | ||
Game Version | - | |
---|---|---|
Category Type | Race | |
Category | Dremling | |
Requirements | Level (24,25,26,27,28) | |
Use Mode | Activated | |
Cost | - | |
Range | Melee/Personal | |
Cooldown | 47–35cTL:20 | |
Travel Speed | Instantaneous | |
Use Speed | Instant | |
Description | Dwarves are noted for their connection to stone and earth, and the Dremlings must possess something of the same, for in times of need they draw upon Eyal. For the next 2–6.1cTL:10 turns, all active talents will be used without resource cost. |
Races of the Dead
Barrow Wights
Forest Wights | |
---|---|
Metarace | Undead |
Locked | No |
Life Rating | 9 |
Exp Penalty | +30% |
Stat Modifiers | |
Strength | 0 |
Dexterity | +5 |
Constitution | 0 |
Magic | 0 |
Willpower | +5 |
Cunning | 0 |
Luck | +5 |
Wights are not created by necromancers specifically, but instead rise of their own volition, animated by the land itself. When a particular land has seen enough bloodshed - battlefields, forest, crypts and graveyards - wights can be seen to rise en masse, a near-physical representation of the battles and turmoil the land has faced.
Those who have had encounters with barrow wights speak of incorporeal creatures that lurk in the hills.
Racial Talents
Spectral Dash | ||
Game Version | 1.7.2 | |
---|---|---|
Category Type | Psionic | |
Category | Deep Horror | |
Requirements | Level (14,15,16,17,18) Willpower (14,16,18,20,22) | |
Use Mode | Activated | |
Cost | 16 Psi | |
Range | Melee/Personal | |
Cooldown | 15 | |
Travel Speed | Instantaneous | |
Use Speed | Mind | |
Description | For a brief moment your whole body becomes ethereal and you dash into a nearby creature and all those in a straight line behind it (in range 3–8cTL:15).
You reappear on the other side, with 14–70gtl more psi and having dealt [40]200cTMD mind damage to your targets. |
Forest Wights
Forest Wights | |
---|---|
Metarace | Undead |
Locked | No |
Life Rating | 12 |
Exp Penalty | +10% |
Stat Modifiers | |
Strength | 0 |
Dexterity | 0 |
Constitution | +5 |
Magic | 0 |
Willpower | 0 |
Cunning | 0 |
Luck | +5 |
Wights are not created by necromancers specifically, but instead rise of their own volition, animated by the land itself. When a particular land has seen enough bloodshed - battlefields, forest, crypts and graveyards - wights can be seen to rise en masse, a near-physical representation of the battles and turmoil the land has faced.
Those who have had encounters with forest wights often describe them as spirits of the forest.
Providence | ||
Game Version | 1.7.4 | |
---|---|---|
Category Type | Celestial | |
Category | Light | |
Requirements | Lvl (12,13,14,15,16) Mag (36,38,40,42,44) | |
Use Mode | Activated | |
Cost | Gain 20 Positive | |
Range | Melee/Personal | |
Cooldown | 30 | |
Travel Speed | Instantaneous | |
Use Speed | Spell | |
Description | Places you under the protection of a ray of sunlight. For 3–7cTS turns, the light removes a single negative effect from you every turn. |
Quietus | ||
Game Version | - | |
---|---|---|
Category Type | Undead | |
Category | High Wights | |
Requirements | Level (8,9,10,11,12) | |
Use Mode | Activated | |
Cost | 20 psi | |
Range | 4 | |
Cooldown | 10 | |
Travel Speed | Instantaneous | |
Use Speed | - | |
Description | Emit a wave of psionic energy that silences all those affected in a radius, including the user. The silence chance will increase with your Mindpower. |
High Wights
High Wights | |
---|---|
Metarace | Undead |
Locked | No |
Life Rating | 12 |
Exp Penalty | +30% |
Stat Modifiers | |
Strength | 0 |
Dexterity | 0 |
Constitution | 0 |
Magic | 0 |
Willpower | +5 |
Cunning | 0 |
Luck | +5 |
High Wights are not created by necromancers specifically, but instead rise of their own volition, animated by the land itself. When a particular land has seen enough bloodshed - battlefields, forest, crypts and graveyards - wights can be seen to rise en masse, a near-physical representation of the battles and turmoil the land has faced.
Those who have had encounters with wights often describe them as indistinct skeletal figures, wrapped in flowing cloaks that become faded and incorporeal at their edges, while strange lights dance where their eyes should remain. Survivors tell of a peculiar sense of exhaustion when in close proximity to them, as though merely being close to these figments of death causes one's life force to sputter and fade. Regardless of this and their ghostly appearance however, it has been recorded that steel and strength of arms is yet enough to destroy them, or at least to erase them for the time being.
Racial Talents
High Wight | ||
Game Version | - | |
---|---|---|
Category Type | Undead | |
Category | High Wights | |
Requirements | Level (0,1,2,3,4) | |
Use Mode | Passive | |
Cost | - | |
Range | - | |
Cooldown | - | |
Travel Speed | - | |
Use Speed | - | |
Description | Though you arise naturally, you are not part of the natural order of things. Supernatural toughness is your birthright.
Upon mastering the use of your undead body, you gain insight into the application of mental forces to strengthen your form. |
Elemental Body | ||
Game Version | - | |
---|---|---|
Category Type | Undead | |
Category | High Wights | |
Requirements | Level (4,5,6,7,8) | |
Use Mode | Passive | |
Cost | - | |
Range | - | |
Cooldown | - | |
Travel Speed | - | |
Use Speed | - | |
Description | Your connection to Eyal results in you gaining some affinity for the elements.
Upon mastering your elemental body, you gain the ability to transcend distance with the power of your mind. |
Quietus | ||
Game Version | - | |
---|---|---|
Category Type | Undead | |
Category | High Wights | |
Requirements | Level (8,9,10,11,12) | |
Use Mode | Activated | |
Cost | 20 psi | |
Range | 4 | |
Cooldown | 10 | |
Travel Speed | Instantaneous | |
Use Speed | - | |
Description | Emit a wave of psionic energy that silences all those affected in a radius, including the user. The silence chance will increase with your Mindpower. |
Will of Eyal | ||
Game Version | - | |
---|---|---|
Category Type | Undead | |
Category | High Wights | |
Requirements | Level (12,13,14,15,16) | |
Use Mode | Activated | |
Cost | - | |
Range | Melee/Personal | |
Cooldown | - | |
Travel Speed | Instantaneous | |
Use Speed | - | |
Description | Backed by the Will of Eyal, the wight gains a bonus to Mindpower, scaling with Constitution. |
Death Knights
A custom race add-on for TE4, meant to offer users a different playstyle and a different take on the main story.
Death Knights | |
---|---|
Metarace | Undead |
Locked | No |
Life Rating | 12 |
Exp Penalty | +50% |
Stat Modifiers | |
Strength | 0 |
Dexterity | 0 |
Constitution | +5 |
Magic | +4 |
Willpower | 0 |
Cunning | 0 |
Luck | 0 |
Description
Perhaps you were mortal once - long, long ago. But that time has passed out of all reckoning. Your service to a higher power was devoted and faithful, and when the veil of mortality parted for you, you were returned from the other side. Powerful and implacable, you traveled the seas of reality at the behest of your patron - She who granted you Eternity. Worlds burned in your wake. However, due to an unforeseen conjunction - or perhaps due to taking the favor of your mistress for granted - you have been stranded in this strange world, stripped of most of your might.
As undead, Death Knights have access to a wide range of immunities:
- Poison immunity
- Bleeding immunity
- Fear immunity
- No need to breathe
The spirit of the death knight has been summoned using the medium of a local corpse, but fundamentally, Death Knights do not belong in Eyal. Their very natures clash with the fabric of reality, making it hard for anything to affect them and making it hard for them to act upon other things.
Note: Undead are unnatural creatures and may not use infusions or be any Wilder classes. They do not gain the Harmony talent tree from eating the Heart of the Sandworm Queen, but they may consume a corrupted heart to gain the Vile Life talent tree.
Racial Talents
Death Knight | ||
Game Version | - | |
---|---|---|
Category Type | Undead | |
Category | Deathknights | |
Requirements | Level (0,1,2,3,4) | |
Use Mode | Passive | |
Cost | - | |
Range | - | |
Cooldown | - | |
Travel Speed | - | |
Use Speed | - | |
Description | Your very substance and spirit are alien to this world. The laws of physics struggle to deal with your presence. You have trouble affecting this world, and being affected by it.
Increases your physical damage resistance by 5–75gtl :variable%. Decreases your global action speed by 10% per level. |
Avatar of Death | ||
Game Version | - | |
---|---|---|
Category Type | Undead | |
Category | Deathknights | |
Requirements | Level (4,5,6,7,8) | |
Use Mode | Activated | |
Cost | - | |
Range | Melee/Personal | |
Cooldown | 100 | |
Travel Speed | Instantaneous | |
Use Speed | - | |
Description | Death comes for all beings - and, as a Death Knight, you hasten this process. Your gaze executes an already injured enemy and consumes its soul.
Eventually, upon as you master the use of these souls, you may pass for a denizen of this world. |
Sacrifice is the Way | ||
Game Version | - | |
---|---|---|
Category Type | Undead | |
Category | Deathknights | |
Requirements | Level (8,9,10,11,12) | |
Use Mode | Passive | |
Cost | - | |
Range | - | |
Cooldown | - | |
Travel Speed | - | |
Use Speed | - | |
Description | Death is power, and none know this better than you. As you kill creatures in this reality you mark them as sacrifices to your patron, slowly reestablishing your solidity.
Increases hit points based on the amount of enemies you have slain. Every (100, 90, 75, 50, 20) victims grants you +1 max hp, to a maximum of 10, 50, 100, 500, 1000 hp. Note: this is meant to reference the number of kills stat trackable under achievements, and thus it will be retroactive. |