Race Specific (can only be taken by racespecified). At level 1 you are granted a primary ability of your choice.
NOTE: Most abilities must be activated to use. If it does not increase the Stamina Drain of a player, it is to be assumed active constantly (unless otherwise stated.)
I.E. Draconic Resilience
Feathered Dragons:
Innate Magic: For some, magic is a simple act of will.
Effects: Character learns magic faster and can cast with a lower cost.
Illusionary Blitz: Feathered Dragons know how to take advantage of their illusions for combat maneuvers.
Effect: Expends stamina to increase Damage for one attack each time used.
Large Dragons:
Draconic Might: It's really big, and it has teeth. It should be obvious that it's going to smash things.
Effects: By taking a moderate temporary penalty (two posts) to agility, the character can lower the stamina cost for physical attacks.
This ability can be toggled.
Draconic Resilience: Dragon scales are renowned for their toughness.
Effects: Increase to Defense and Health. (10% on average)
Sprites:
Contortionist: Have you ever seen something so tall fit into a space so small?
Effects: The character can dodge even easier than normal, and strike from odd angles.
(Note: this also adds a bit of RP tactics as well, for example, a tied down character who is only tied
from the waist up could possibly use his feet to cut himself free, if a knife was available.)
Nimble Fingers: The Sprite is very adept at smooth, quick motions, and can make such moves with precision.
Effects: By using a lot more stamina, a sprite can attempt to make a precise strike against a vital point for more damage. If pickpocketing is implemented, it would help with that as well, and anything else requiring light, precise movements.
Fairies:
Hyper Magic: Fairies can cast very quickly
Effects: Allows the Fairy to cast magic much quicker than others, allowing them to cast two spells consecutively, though each does 1/3 less damage.
Magic Affinity: Fairies, like the Small Dragons, are a bit more adept with magic than others.
Effects: reduces casting costs, and makes spells easier to learn.
Imps:
Hyperactivity: The imp is hyperactive, which can serve as a double-edged sword in combat.
Effects: Increases stam drain and agility while in use.
Diehard: Just because you hit it, doesn’t mean it dies.
Effects: Increases stam drain and defense.
Beastmen:
Territory: No one knows the woods better than the beastmen.
Effect: Bonus to Agility while in a woodland area.
Cornered Beast: Tenacious as badgers... but not as small.
Effects: Beastmen receive a boost to Agility and Strength when below 1/3 health
Deamons:
Frightful Face: It seems unlikely, but they CAN look scarier.
Effects: Deamons can expand stamina when hit to reduce damage by scaring their opponent.
Does not work against Deamons
Magic Sponge: Some Deamons draw in magic...
Effects: When dealt damage from a spell, the Deamon regains a percentage based on their magic stat as stamina. They still take full damage.
Dwarves:
Dwarven Steel: There's nothing alive that can move a Dwarf who doesn't wish to be moved.
Effects: Defense boost if the Dwarf stands his ground.
Cleaving Blow: Angry Dwarves have been known to smash heads the way a man stomps a spider.
Effect: Increases Stamina drain and Strength, but lowers Agility.
Halflings:
Curiosity Drive: Ooh, shiny object!
Effect: Facing a new monster or an opponent you haven't fought in 5 battles you gain an extra boost to your Speed and Dodge.
Determination: You're lucky they don't usually want much.
Effect: If health falls below 1/3 they gain a boost to Defense and Attack.
Nereid:
Fish out of Water: Some are more adept at surviving on land than others.
Effect: Grants an increased affinity for Water magic, with the two first spells from the water temple, making them no longer require external sources of water, however it decreased their ability to use Fire Magic
Water's Grace: Quick and graceful as a dolphin
Effect: Grants a boost to evasion from increased flexibility
Humans:
Adaptability: Smarter than the average bear.
Effects: A Human with this ability gets a bonus to Attack and Dodge if he recently fought that opponent or type of monster.
Weapon of Choice: It's a personal choice! Don't judge me!
Effect: Weapon Finesse is learned faster at training grounds.
Elves:
Keen Aim: Elves can hit a fly a hundred feet away...
Effects: increases accuracy and lowers defense when standing still.
Blade Dance: Sometimes all you can see is the flashing steel before your head is severed.
Effects: increases defense and strength.
General (can be taken by all races). At level 10 a second ability of your choice, from below, is granted. At level 20 a third is granted.
Two Weapon Finesse: Fighting with two weapons is challenging for some, but child's play for others.
Effects: Allows a second attack for less Stamina when fighting with two weapons.
Arcane Boost: Even Magic can be honed by enough training.
Effect: Increases the effectiveness of magic.
Twincast: Casting two spells at once is tricky. Casting two spells while a sword is in your face, even harder.
Effect: Allows two spells to be cast consecutively, by doubling the cost of the second.
((Recommended with a Magic stat requirement))
Spellblade: It's bad enough when you're hit by a sword. It's worse when said sword explodes.
Effect: Allows a cast of a spell to be stored into a weapon and cast whenever the weapon strikes an opponent. Unlike Enchant spells, Spellblade spells are directly transferrable. However they cannot be stored in the weapon for more than 2 posts.
Can't be used out of combat.
((Recommended minimum Strength and Magic))
Path of the Mage: Mages may wield immense magical power, but they can't usually do much with a blade.
Effect: Permanently decreases physical attack strength, stamina drain for casting spells,
while raising stamina drain for physical attacks, and making spells easier to learn.
Cannot be stacked over "Path of the Brute".
Path of the Brute: All some people want to do is smash things up.
Effect: Permanently increases physical damage and stamina drain for casting spells, but
decreases stamina drain for physical attacks and makes learning spells harder.
Cannot be stacked over "Pathe of the Mage".
Outdoorsman: To some, the rugged terrain is no different from home.
Effect: Less supply drain from traveling.
Doctor: Intimate knowledge of healing is a great asset.
Effect: All healing effects generated by this character are increased.
Observation: Observing things was helpful, who knew
Effect: grants a 15% boost to dodge.
Realms of Grearos: Races of Magic (Under Construction)
Travel the lands seeking friends and adventure! Live in town making a living by trade! Be whatever or whoever you want to be! Make History!!