Race: Difference between revisions

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Race, Class and “What in Tarnation” i mean - Reincarnation!
==Summary==
Every race on Chainbreaker has at least one own unique attribute that it provides your character. You can accumulate these bonuses through the race you choose at character creation, and by spending the [[reincarnation]] points you start with or gain through leveling.


Each race chosen has its own unique bonus attached to it. This includes the race you choose during character creation. Unlocking races will also unlock (account wide) the ability to use the Portal to teleport to their respective racial city. Not only do races provide the bonuses listed below, but your character will also merge the faction modifiers that go along with that race/deity. For example: A wood elf+iksar+troll when going into Felwithe will not be attacked by guards, but going to the caster guilds will get you murdered.(Ask Achilles how they know. 🙁) So keep that in mind!
Unlocking races will also unlock (account wide) the ability to use the Portal to teleport to their respective racial city. Not only do races provide the bonuses listed below, but your character will also merge the faction modifiers that go along with that race/deity. For example: A wood elf + iksar + troll when going into Felwithe will not be attacked by guards, but going to the caster guilds will get you murdered.(Ask Achilles how they know. 🙁) So keep that in mind!
 
Racials w/ Bonus’ (Purchase race token from Portal Vendor) Adding races can only improve, cannot reduce.


==Adding Races==
Each race requires you purchase a Token from the Loading Zone Portal, which you must then  hand in to the NPC in the specific Loading Zone area. This also costs a reincarnation point. (This design is to prevent individuals from accidently "multiracing" into something they didn't mean to.)
Each race requires you purchase a Token from the Loading Zone Portal, which you must then  hand in to the NPC in the specific Loading Zone area. This also costs a reincarnation point. (This design is to prevent individuals from accidently "multiracing" into something they didn't mean to.)


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To find the area for your race token turn-in, target the Portal, Hail, then select "Set the dial to Local Transport", then click the appropriate class/race area. You'll be teleported there.
To find the area for your race token turn-in, target the Portal, Hail, then select "Set the dial to Local Transport", then click the appropriate class/race area. You'll be teleported there.


* [[Barbarian]] - Melee Knockback Immunity
==Attributes==
* [[Dark Elf]] - Riposte Immunity
* '''Barbarian''' - Melee Knockback Immunity
* [[Drakkin]] - Immune to magic (Yes ALL magic, including heals, buffs and taps)
* '''Dark Elf''' - Riposte Immunity
* [[Dwarf]] - Fear Immunity
* '''Drakkin''' - Immune to magic (Yes ALL magic, including heals, buffs and taps. Effects from bards, monks, warriors, rogues, and berserkers do work) (100% Dexterity is reported to work well for this)
* [[Erudite]] - Spell Knockback Immunity (DOES NOT WORK)
* '''Dwarf''' - Fear Immunity
* [[Froglok]] - Extra Jumpy
* '''Erudite''' - Spell Knockback Immunity (DOES NOT WORK)
* [[Gnome]] - Charm & Mez Immune
* '''Froglok''' - Extra Jumpy. Chance to cheat death (chance to avoid death from a single hit is the same as your current HP percentage)
* [[Half Elf]] - Double Chance of Tradeskill Success
* '''Gnome''' - Charm & Mez Immune
* [[Halfling]] - Double faction gains, cannot lose faction
* '''Half Elf''' - Double Chance of Tradeskill Success
* [[High Elf]] - Self Cast Detrimental Spell Immunity
* '''Halfling''' - Double faction gains, cannot lose faction
* [[Human]] - Roll Skillups Twice, or in other words, when checking if a skill would level up, it checks twice instead of once.  
* '''High Elf''' - Self Cast Detrimental Spell Immunity
* [[Iksar]] - 2% Base HP Regen, stacks with other increases to base regen
* '''Human''' - Roll Skillups Twice, or in other words, when checking if a skill would level up, it checks twice instead of once.  
* [[Ogre]] - Stun Immunity
* '''Iksar''' - 2% Base HP Regen, stacks with other increases to base regen
* [[Troll]] - 2% Base HP Regen, stacks with other increases to base regen
* '''Ogre''' - Stun Immunity
* [[Vah Shir]] - Immune to falling damage and attack slows
* '''Troll''' - 2% Base HP Regen, stacks with other increases to base regen
* [[Wood Elf]] - Root & Snare Immunity
* '''Vah Shir''' - Immune to falling damage and attack slows
* '''Wood Elf''' - Root & Snare Immunity

Latest revision as of 17:16, 7 November 2023

Summary

Every race on Chainbreaker has at least one own unique attribute that it provides your character. You can accumulate these bonuses through the race you choose at character creation, and by spending the reincarnation points you start with or gain through leveling.

Unlocking races will also unlock (account wide) the ability to use the Portal to teleport to their respective racial city. Not only do races provide the bonuses listed below, but your character will also merge the faction modifiers that go along with that race/deity. For example: A wood elf + iksar + troll when going into Felwithe will not be attacked by guards, but going to the caster guilds will get you murdered.(Ask Achilles how they know. 🙁) So keep that in mind!

Adding Races

Each race requires you purchase a Token from the Loading Zone Portal, which you must then hand in to the NPC in the specific Loading Zone area. This also costs a reincarnation point. (This design is to prevent individuals from accidently "multiracing" into something they didn't mean to.)

To purchase a token, target the Portal, Hail, then select "Vending" and then "General".

To find the area for your race token turn-in, target the Portal, Hail, then select "Set the dial to Local Transport", then click the appropriate class/race area. You'll be teleported there.

Attributes

  • Barbarian - Melee Knockback Immunity
  • Dark Elf - Riposte Immunity
  • Drakkin - Immune to magic (Yes ALL magic, including heals, buffs and taps. Effects from bards, monks, warriors, rogues, and berserkers do work) (100% Dexterity is reported to work well for this)
  • Dwarf - Fear Immunity
  • Erudite - Spell Knockback Immunity (DOES NOT WORK)
  • Froglok - Extra Jumpy. Chance to cheat death (chance to avoid death from a single hit is the same as your current HP percentage)
  • Gnome - Charm & Mez Immune
  • Half Elf - Double Chance of Tradeskill Success
  • Halfling - Double faction gains, cannot lose faction
  • High Elf - Self Cast Detrimental Spell Immunity
  • Human - Roll Skillups Twice, or in other words, when checking if a skill would level up, it checks twice instead of once.
  • Iksar - 2% Base HP Regen, stacks with other increases to base regen
  • Ogre - Stun Immunity
  • Troll - 2% Base HP Regen, stacks with other increases to base regen
  • Vah Shir - Immune to falling damage and attack slows
  • Wood Elf - Root & Snare Immunity