I got tired of using screen grabs of the video to refer to the abilities, so I wrote them up in text. I'll update with the active abilities whenever they are revealed. Hopefully this is useful to others.
Current as of 2019-10-23
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Archai
Living Reservoir - Mana-drain effects are reduced by X%.
Effervescent - Immune to effects that drain endurance.
Elemental Attunement - Bonus to the effectiveness of elemental-based abilities based on attunement
(fire, water, wind, earth)
Natural Acclimation - Innate bonus to acclimation score based on elemental attunement:
fire = sorching, water = frigid, wind = windshear, earth = toxic.
Disposition Advantage vs. Playful disposition.
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Dark Myr
Vestige of Syronai - Grants underwater breathing and increased swim speed.
Perceptive - Increases Insight skill (Passive Perception Skill, 1of2, other is active skill 'Investigate') by 10 points.
Embittered Psyche - Increases both stealth effectiveness and awareness by 10 points.
Born of Deep Waters - Grants an innate bonus to anaerobic and pressure acclimation.
Disposition Advantage vs. Cunning disposition.
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Dwarves
Fortitude - Dwarves gain a bonus to the hit points they receive from each point of stamina.
Grip of the Dwarven Father - Grants Immunity to Disarm.
Ice and Stone - Innate bonus to cold resistance and bonus to frigid and toxic accimation scores.
Mountain-forged - Increases blunt weaponry skills by 10 points.
Disposition Advantage vs. Avenging disposition.
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Elves
-- Ashen Elves --
Deep recitation - Grants an innate 20% chance to resist spell interruption and counterspell abilties.
Sagacious - Gain extra spell rating from each point of wisdom.
Lucent Ancestry - Grants Innate Bonus to nature magic resistance and increases the effectiveness of nature abilities.
Nimble - Increases the effectiveness of skills & abilities modified by agility.
Disposition Advantage vs. Truesight disposition.
-- Ember Elves --
Unflinching - Grants an innate 20% chance to resist knockdown and knockback abilties.
Deftness - Grants extra attack rating from each point of dexterity.
Lucent Ancestry - Grants Innate resistance to nature magic and increases the effectiveness of nature abilities.
Nimble - Increases the effectiveness of skills & abilities modified by agility.
Disposition Advantage vs. Truesight disposition.
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Gnomes
Incantation Mastery - Grants an innate 20% chance to resist silence.
Enigmatic Brilliance - Gain extra mana from each point of intelligence.
Ethereal Being - Increases dodge chance by 3%.
Constant Scholar - Increases the rate at which skills improve.
Disposition Advantage vs. Mastermind disposition.
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Halflings
Wild Mind - This grants innate 20% resistance to charm and mesmerize effects.
Dagger Specialization - This increases dagger skill by 10 points.
The Fire of Youth - This grants a bonus to the effect of consumables.
Wraith Hunters - This grants a bonus to damage inflicted against wraith targets.
Disposition Advantage vs. Deranged disposition.
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Humans
A People Inspired - Increases melee, ranged and spell haste by 2%.
Wanderlust - Grants a bonus to faction gain with neutral factions and experience gained through exploration.
Shield Specialization - Increases shield mastery skill by 10 points.
Thronfastian Charm - Increases the effectiveness of skills & abilities modified by charisma.
Disposition Advantage vs. Alarmist disposition.
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Ogres
Broken Maw's Grit - Gain extra attack rating from each point of strength.
Staggering Strength - Increases critical damage by 5%.
Battle-hardened - Grants an innate 25% chance to resist non-magical stun effects.
This becomes 100% immunity to non-magical stuns during battle trance (active).
Disposition Advantage vs. Bloodthirsty disposition.
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Skar
Long-suffering - Increases maximum health by 5%.
Fear of the Nine God - Grants an innate 20% resistance to fear effects.
Pack-hunter - Increases movement speed up to a maximum of 5% when in range of skar group members.
Disposition Advantage vs. Predatory disposition.
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Disposition Advantage described as:
"+X% to damage dealt, -Y% to damage received. May also nullify certain aspects of the disposition's effects"
Great job! Thanks.
@Janus put it on a spreadsheet: Here
Grymmlocke said:Great job! Thanks.
@Janus put it on a spreadsheet: Here
Also, an album with the collection.
So I was skimming through the Race pages on the new site and I noticed something about Dwarf vs Skar
Dwarf says: Gain's extra hit points per point of stamina
Skar says: Increases Maximun health by 5%
Most games give 10 hp per point of stamina, so with some quick math:
100 Stamina = 10x100 = 1000hp
So since the Dwarf description just says 'gain's extra' but doesn't say how many extra let's just calculate where the end values would be exactly the same:
10hp/Stamina - Dwarf gains 0.5 more hp/stamina
Dwarf: 10.5x100 = 1050hp
Skar: (10x100)x1.05 = 1050hp
20hp/Stamina - Dwarf gains 1 more hp/stamina
Dwarf: 21x100 = 2100hp
Skar: (20x100)x1.05 = 2100hp
30hp/Stamina - Dwarf gains 1.5 more hp/stamina
Dwarf: 31.5x100 = 3150hp
Skar: (30x100)x1.05 = 3150hp
40hp/Stamina - Dwarf gains 2 more hp/stamina
Dwarf: 42x100 = 4200hp
Skar: (40x100)x1.05 = 4200hp
50hp/Stamina - Dwarf gains 2.5 more hp/stamina
Dwarf: 52.5x100 = 5250
Skar: (50x100)x1.05 = 5250
60hp/Stamina - Dwarf gains 3 more hp/stamina
Dwarf: 63x100 = 6300hp
Skar: (60x100)x1.05 = 6300hp
I'm sure you can see the pattern emerging. So of course any other values that do not fit the pattern will give one or the other Class a clear advantage of extra HP. I just thought that this was rather interesting. I am curious to see if VR keeps them balanced or if it gives one Class an advantage.