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Post by Emiliana on Aug 28, 2020 16:05:44 GMT 1
Which tribe should you pick?When considering the tribe for your character, you should focus on a tribe that you personally enjoy the thought of playing, have role-play ideas for, or one that has the utility you want in your personal circumstance, not trying to find out which one is strongest. A ton of effort was put forth to make the tribes balanced, and with the combat formulas the tribes are almost identical in overall statistical performance in terms of general power level. These tribes simply have different fight profiles based on what stats they have affinity towards, but all stats are important when considering balance. For example, while the Giant tribe has amazing strength and health purchase rates, they have poor intelligence, which means they will earn the evolution points needed to buy stats at an appropriately slower rate. Giants remain very strong fighters, but they can't branch out into high level general skills easily. Meanwhile, the Leafborn tribe only has amazing purchase rates for agility, but they have good intelligence. They will earn evolution points fast enough to make up for any deficit from purchase differences. This means you should take more than just the main combat stats (Strength, Agility, and Health Endurance) into consideration. Still, as far as combat stats are concerned, they are roughly equivalent in the combat formulas. If you were to imagine three combatants with 50 in strength, agility, and health each... Giving one of them 50 more strength, the second one 50 more agility, and the last one 50 more health, they would all have 50% win-rates against each other. One would simply be tanky, one would do higher damage, and the other would be evasive and accurate. The race profiles are nowhere near that cut and dry, but it's a good picture of the theory behind it. However, some tribes have unique perks not related to stat purchases or fight profiles that can change how you play overall, or unique boosts to certain general play-styles. These perks can range from... - Having access to new terrains (such as water, and lava, which increase your access to useful ingredients) or high performance in a favored terrain (allowing you to out-pace other tribes)
- Having access to powerful magic spells (such as increased protection from physical or magical damages, or healing for you and your allies)
- Learning General Skills faster (such as Blacksmithing, Tailoring, Sorcery, and so on, saving a lot of time if you want to become masters in these crafts)
Even though we are very happy and confident with the current balance of the tribes, it's never an impossibility that changes are made. If you pick a tribe you don't enjoy because you think it is overly powerful, if it's nerfed you will probably have regret. If you skip picking something you think you'd enjoy because you perceive it as weak, if it is buffed you may also have regrets. In general, constructive feedback on the tribes and ongoing development of the game is welcome, so feel free to share your thoughts! The following posts will give more specific information on each of the eight tribes available.
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Post by Emiliana on Aug 28, 2020 16:40:43 GMT 1
The DwarrDefault FactionThe Order Appearance Average height: 150 cm Average weight: 75 kg DescriptionThe Dwarr (Also referred to as Dwarves, or Long-beards, or Deep Folk depending on who you are talking to) are a race of stubborn, ale drinking mountain dwellers with a penchant for treasure hunting and bar fighting. Despite this The Dwarr also have a reputation for their craftmanship, known by all as the unparalleled masters of the forge. Stat ProfilePreferred WeaponsAxe, Two Handed Axe, Hammer, Two Handed Hammer, Flail General Skill BonusesExcellent at: Blacksmithing, Stoneworking Good at: Fleeing, Seeking, Woodworking Spells & AbilitiesTank: The Dwarr can focus on protecting their vital parts, bracing for a flurry of blows, rather than focusing on offense. Useful for jumping into a brawl, at a bar or otherwise. ( See the details of all spells) MovementFastest race on mountainous terrains. Below average speed on plains, and slow movement in forests and snow. Summary - Strengths and WeaknessesThe Dwarr are quite balanced. Though they have very good strength and health, their agility and intelligence remain somewhat decent. Their natural predilection for crafting compensates their lack of magic. Their strong will makes them more resistant than average to elemental damage. Compared to the average of all races: Strengths: Health points ++, Strength ++, Will ++, Crafting, Tanking Weaknesses: Intel -, Agility --
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Post by Emiliana on Aug 28, 2020 16:50:06 GMT 1
The LightfootDefault FactionThe Order Appearance Average height: 130 cm Average weight: 45 kg DescriptionThe Lightfoot are a seaside, hill-dwelling folk that usually grow no more than four feet tall. Though they have their share of warriors, their short stature does not usually lend them to it like some of the other races. What shortcomings they have in strength they make up for it in an array of other skill sets. Their small size and sharp wit has made them excellent rogues, expert thieves and smugglers, and savvy tradesmen. There is a reason “Rich as a Lightfoot” is a saying, after all! Though, who is to say which of their many skills contributed most to their wealth. Stat ProfilePreferred WeaponsDagger, Sword, Blowgun, Spear General Skill BonusesExcellent at: Alchemy Good at: Fleeing, Seeking, Blacksmithing, Tailoring, Woodworking, Runic Spells & AbilitiesSwimming: Lightfoot are the only tribe who can cross rivers and lakes. ( See the details of all spells) MovementOnly race with access to water tiles Average movement, faster than average in forests but slower than average in mountains Summary - Strengths and WeaknessesThe Lightfoot have low strength and slightly below average health points, which means they are no natural fighter. Nevertheless they should not be underestimated, for their high intelligence (the highest of all tribes) and their high agility means any committed lightfoot can still become a menacing threat on the battlefield. What they lack in physical strength, they make up for with a sharp mind: they are ahead of the others in terms of general skills, they are better than anyone else when it comes to making money, and they are the only race that knows how to swim. Compared to the average of all races: Strengths: Intelligence +++++, Agility ++, Instinct +, High general skills, Excellent at making money, Only race with swimming. Weaknesses: Strength ----, Health --, Lack of spells
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Post by Emiliana on Aug 28, 2020 16:57:40 GMT 1
The LeafbornDefault FactionThe Order Appearance Average height: 190 cm Average weight: 70 kg DescriptionThe Leafborn are an animist tribe of forest dwellers. A deep connection with nature has blessed them with gifts that make them natural healers, living in harmony with the land and wild animals. They are known for their exceptional agility and keen senses that make them excellent rangers and marksmen. Stat ProfilePreferred WeaponsBlowgun, Bow, Sword, Dual Sword, Dagger General Skill BonusesExcellent at: Seeking Good at: Fleeing, Tailoring, Alchemy, Sorcery and Woodworking Spells & AbilitiesLeafborn is the race with the strongest magical powers. Healing spell: Able to heal yourself and allies with mana Health buff: Able to increase your maximum health slightly Meditation: Able to focus on learning, increasing your intelligence slightly Kamo: Able to shroud yourself, becoming harder to detect while in a forest ( See the details of all spells) MovementFastest race in forests Very slow on mountainous and snowy terrains Summary - Strengths and WeaknessesThe Leafborn are highly dexterous and intelligent, but weak in strength. Their magical spells, particularly the health buff and healing spell, compensate their low health. They are excellent crafters, providing both affinity and high intelligence. They are slow in several terrains, but if sticking to plains and forests, they are almost unstoppable. Compared to the average of all races: Strengths: Agility +++, Intelligence ++, Instinct +++, Crafting, Strong spells Weaknesses: Strength ---, Health ---, Endurance --
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Post by Emiliana on Aug 28, 2020 17:11:03 GMT 1
The MythosDefault FactionThe Order Appearance Average height: 180 cm Average weight: 80 kg DescriptionThe Mythos are an elite warrior race without equal in close combat, a foreign people bred and trained extensively in the arts of warfare. They are soldiers famed for their skill and discipline in battle, as such they are often purchased by wealthy cultures for use as royal guards or even as a mercenary army. The nature of their alliance with The Order, while uncertain, is believed to be a mutual interest in a united civilization. Stat ProfileNote: The Mythos in-game color has changed since this image was made so this may be confusing at first glance. They are now orange in game, but in this chart and legend, they are purple. Preferred WeaponsSpear, Polearm, Sword, Dual Sword, Two-Handed Sword, Bow, Two Handed Hammer General Skill BonusesExcellent at: Fleeing Good at: Seeking Spells & AbilitiesThe Mythos have no spells, however they do have a 15% increased Flee Chance passive perk. ( See the details of all spells) MovementFastest race on plain Average or slightly below average in all other terrains Summary - Strengths and WeaknessesThe Mythos are experts in fighting but have very low health. With the highest agility and the second highest strength of all races, they can hit often, and for high damages, and can dodge most hits as well. However their low health means they are like glass cannons in the middle of a battlefield. Compared to the average of all races: Strengths: Agility +++, Strength +++ Weaknesses: Health ----, Intelligence -, Endurance ---, Poor general skills, Lack of spells
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Post by Emiliana on Aug 28, 2020 17:17:26 GMT 1
The GiantDefault FactionThe Forsaken Appearance Average height: 245 cm Average weight: 135 kg DescriptionThe Giants are said to be the most ancient of the races of the world around which many legends and myths were shaped. They are a gargantuan muscle bound behemoths of immense size, strength, and appetite who are typically regarded as dangerous by races who are not used to being around them. It has been said that Giants have single handedly torn down castle walls, but regardless of the legends that surround them, the one thing that it is for certain is that it is never wise to anger a Giant. Stat ProfilePreferred WeaponsTwo Handed Hammer, Hammer, Axe, Two Handed Axe, Two Handed Sword, Flail, Fist Weapons General Skill BonusesPoor in all general skills except seeking Spells & AbilitiesThe Giants have no spells. Due to their immense size, they do harvest more logs and stones than normal, but receive no extra experience for it. ( See the details of all spells) MovementAverage movement overall, but very slow in forests Summary - Strengths and WeaknessesGiants are all-in on strength and health. Stat-wise, they are naturally the strongest fighting race, but their very low intelligence slows down their learning, and their clumsiness makes them easy to hit. However, their humongous health means they can withstand many blows, and their supernatural strength makes any hit deadly. Compared to the average of all races: Strengths: Health points +++++, Strength ++++ Weaknesses: Intel -----, Agility -----, Instinct ---, Will ---- Poor crafting skills, Lack of spells
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Post by Emiliana on Aug 28, 2020 17:26:22 GMT 1
The KiithDefault FactionThe Forsaken Appearance Average height: 195 cm Average weight: 65 kg DescriptionThe Kiith are a mysterious race of desert and wasteland peoples. They are tall, lean, gaunt of face and pale of skin with an interest in the arcane arts that has led them down a path of ravenous hunger for mystic knowledge of a darker nature than other races were ever comfortable with exploring. The Kiith are very secretive and often keep to themselves, considering themselves superior to all other races. Stat ProfilePreferred WeaponsSpear, Dagger, Sword, Polearm, Blowgun General Skill BonusesExcellent at: Alchemy, Sorcery Good at: Fleeing, Seeking Spells & AbilitiesWalk On Lava: Able to cast magical protection around the feet of themselves and their allies, allowing traversal over lava terrains. Meditation: Able to increase their Willpower, helping with capturing sorcery spirits, and protecting from elemental damage. Illusion: Using Dark Magic, the Kiith project a perfect illusion of themselves, distracting opponents and greatly increasing accuracy and evasion against them. Warg: Able to view the world from a nearby crow, increasing your sight range temporarily ( See the details of all spells) MovementFastest race on desert Better than average in waste and forests Below average in plains and very slow in mountains Summary - Strengths and WeaknessesThe Kiith have very good intelligence and agility, but below average health and strength. They are also better than average in general skills, but their real advantage resides in their powerful spells. Compared to the average of all races: Strengths: Agility +, Intelligence ++, spells Weaknesses: Health --, Strength --
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Post by Emiliana on Aug 28, 2020 17:42:13 GMT 1
The NurukDefault FactionThe Forsaken Appearance Average height: 180 cm Average weight: 75 kg DescriptionThe Nuruk are a nomadic race of hunters and gatherers who scour the lands in search of plunder to sustain themselves, their lifestyle having lent itself toward many of their people becoming trackers and bandits. They are masters of the expedition and though not as fit for battle as a Norsk or a Mythos, their average physical build can still allow them to be well rounded combatants on the battlefield. Stat ProfilePreferred WeaponsSword, Dual Sword, Dagger, Polearm, Bow General Skill BonusesGood at: Fleeing, Seeking, Tailoring, Alchemy, Sorcery Spells & AbilitiesStoneskin: Nuruk are hardy due to their experience, and naturally have slightly higher physical protection. ( See the details of all spells) MovementExcellent movement with no terrain weakness. In general, they are either first second or third fastest in every terrain. Summary - Strengths and WeaknessesThe Nuruk are roughly average in every stat. Their real strength is only that they have no direct weakness, even if they excel in nothing, except for their ability to move efficiently on almost all terrain-types. Compared to the average of all races: Strengths: Agility +, Endurance +++, no real terrain weakness, minor but useful crafts bonuses Weaknesses: Strength --, Will --
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Post by Emiliana on Aug 28, 2020 17:45:16 GMT 1
The NorskDefault FactionThe Forsaken Appearance Average height: 190 cm Average weight: 95 kg DescriptionThe Norsk are an armor and fur clad tribe from the frozen northlands. They are warrior people who are blessed with incredible strength at arms and fearsome demeanors who are unequalled in their courage and thirst for adventure and conquest. Stat ProfilePreferred WeaponsTwo Handed Sword, Sword, Axe, Two Handed Axe, Flail and Hammer General Skill BonusesGood at: Fleeing, Seeking, Woodworking and Tailoring Spells & AbilitiesNorsk are naturally more resilient to the cold, having a passive 15% increased Cold Resistance. ( See the details of all spells) MovementFastest race on snow terrain Average movement with no considerable terrain weakness Summary - Strengths and WeaknessesNorsk is a race built for combat. High strength and high health, but low agility. Its low intelligence will also make the learning of weapon and general skills slower. Its combat focus means that Norsk are not very good in other domains, such as crafting. Their strong will makes them more resistant than average to elemental damage. Compared to the average of all races: Strengths: Strength +++, Health points +++, Endurance ++, Will ++ Weaknesses: Intelligence --, Agility ---, Instinct --, Poor general skills
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