Forums » Pantheon Races

Racial Abilities List

    • 1994 posts
    October 29, 2019 12:35 PM PDT

    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

    ______________
    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.

    ______________
    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.

    ______________
    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.

    ______________
    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.

    ______________
    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.

    ______________
    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.

    ______________
    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.

    ______________
    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.

    ______________
    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.

    ______________
    Disposition Advantage described as:
    "+X% to damage dealt, -Y% to damage received. May also nullify certain aspects of the disposition's effects"


    This post was edited by Jothany at October 29, 2019 12:42 PM PDT
    • 291 posts
    October 29, 2019 2:43 PM PDT

    ty for this format.

    • 520 posts
    October 29, 2019 3:01 PM PDT

    Nice work. Appreciated!

    • 500 posts
    October 30, 2019 5:36 AM PDT

    Great job! Thanks.

    @Janus put it on a spreadsheet: Here

    • 346 posts
    October 31, 2019 10:47 PM PDT

    Grymmlocke said:

    Great job! Thanks.

    @Janus put it on a spreadsheet: Here

    Also, an album with the collection.

    https://imgur.com/a/8GSUTv8

    • 500 posts
    November 1, 2019 8:07 AM PDT

    Thanks @Janus. Great work!

    • 74 posts
    April 9, 2020 5:40 PM PDT

    Skar pack hunter ability made me laugh out loud. I like it, interesting novel abilities FTW

    • 19 posts
    April 11, 2020 7:29 PM PDT

    Thank you for this!  Exactly what I was looking for tonight :)

    • 1994 posts
    April 11, 2020 9:30 PM PDT

    Your welcome !

    Glad I can help :)

    • 612 posts
    August 31, 2020 6:40 AM PDT

    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.


    This post was edited by GoofyWarriorGuy at August 31, 2020 6:48 AM PDT
    • 945 posts
    June 23, 2023 7:29 AM PDT

    GoofyWarriorGuy said:

    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.

    I absolutely love this breakdown bud.

    The one thing that I noticed was that (like a vast majority of people - including the devs that chose these passives) is that there will always be stat (Stamina in this case) caps in a game... but VERY rarely are there ever HP caps.  The reason I make this distinction is because typically in higher level content, gear starts to provide flat increases to things like haste, movement, resource, resource regen... and most importantly, for this topic, flat HP.  The Dwarf passive gains no benefit from gear that would grant + HP, nor will their passive scale from buffs that grant +HP, whereas the Skar will absolutely scale out of control (as a positive multiplicative percentile - which can get out of control when you consider other class's multiplicative scaling HP buffs) if they don't change it like I know they will have to.

    Once stat cap is reached, the Skar will continue to gain more and more HP as they improve their gear or get buffs.  Of course that's endgame content, but that is when minmaxing stats will even matter - and unfortunately the part of the game that players will likely spend a majority of time in without being able to otherwise make significant improvements to things like increasing HP.


    This post was edited by Darch at June 23, 2023 8:28 AM PDT