Forums » Pantheon Races

Racial Abilities List

    • 1328 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
    • 383 posts
    October 29, 2019 2:43 PM PDT

    ty for this format.

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

    Nice work. Appreciated!

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

    Great job! Thanks.

    @Janus put it on a spreadsheet: Here

    • 461 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

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

    Thanks @Janus. Great work!

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

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

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

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

    • 1328 posts
    April 11, 2020 9:30 PM PDT

    Your welcome !

    Glad I can help :)

    • 673 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