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wiki:crowfall:public:publicresourceraces

Races

(Update per Patch 5.110)

Centaur

When the worlds were young, the gods held a contest. The wager was to see who could create the most magnificent of creatures. Each god shaped one beast, and imbued it with certain talents.

Arkon granted speech to Humans. Zaleena gave cleverness to her Serpents. Malekai gave the Elves their beauty, while D’Orion gave strength and speed to the beasts of field and forest. And this continued with each god granting one talent in turn to every dim-witted forest creature that they could find. Valkyn, Father of the Gods, arrived last. He looked at what his children had wrought, and he said to them, “You have done well, my children, but I can do better.”

And he took the best of these talents – language, wit, elegance, strength, agility – and he vested them in a single creature. He called this noble creature the Centaur and placed it above the lesser beasts, to use or rule as they might see fit.

All the Gods agreed that Valkyn had won the contest for his creation truly was the greatest.

Traits

  • Hungry as a Horse - large physical size requires you to eat more often, reducing your Food Regen Rate by 20 seconds.
  • Legion's Strength - increases all nearby group members’ Attack Power and Attack Power statistics by 75.
  • Sure Footed - prevents damage from causing you to be dismounted.
  • Trailblazer - increases your Out of Combat Movement Speed by 15% after you Pathfind a trail. Pathfinding automatically happens whenever you leave combat.

Playable Classes

  • Knight
  • Champion
  • Cleric

Elken

It is said the first of the Elken was D’Orion, the greatest mortal hunter who ever lived. Born of man, he was the master of bow and blade, and the thrill of the kill burned deep within him. Hunting for survival is part of life, but hunting for sport is a grave sin against the gods. D’Orion, then, was the greatest of sinners, for with each passing year he ranged further afield in search of more exotic and dangerous prey. One day he wandered too deep into Gaea’s wood, and Gaea cursed him for her displeasure, transforming him from a man into a beast – a beast that other men would find irresistible to kill.

Yet D’Orion, the greatest hunter, proved to be elusive prey. For a hundred years, hunters came and hunters perished in that wood. No man proved to be his better. Eventually, Gaea’s heart softened and where once was there was anger, pride blossomed. D’Orion was not a rival; he was her great creation. She named him Son and gave him the gift of divinity. She offered him a seat at the table of the gods and had Kane fashion for him a winged chariot so that he could hunt the beasts of the sky. Thus are born the Elken. Gaea’s curse still hangs over the deepest of forest; any hunter who ranges too far deep risks losing himself – and is reborn, with hooves and horns.

Silent and brooding, the Elken speak mostly through gestures. They apparently keep no memory of the men they once were, but retain their intellect and, of course, their love of the hunt.

Traits

  • Follow-Through - increases your Ranged Distance Bonus Cap by 5.
  • Gaea's Tears - increases your Critical Healing Amount statistic by 10%.
  • Tannin Techniques - increases your Leatherworking and Leatherworking Experimentation statistics by 10.
  • Trailmaster - increases your Out of Combat Movement Speed by 25% after you Pathfind a trail. Pathfinding automatically happens whenever you leave combat.

Playable Classes

  • Knight
  • Confessor
  • Templar
  • Ranger
  • Cleric

Fae

In the time before time, the Fae were playful and joyful folk who lived in the deep seclusion of the woods of Cybele, the Virgin Goddess. For centuries, they seemed unconcerned with the politics of life beyond the woods, content to keep to their own and avoid treating with outsiders.

The Fae were once ruled by a council of kings and queens, named for the seasons: Spring, Summer, Fall, and Winter. This age, according to the bards, is referred to as the Season of the Seily Court. It came to a swift and violent end when Oberyn, Prince of Gloaming, fell in love with the Lady Cybele, the Virgin Goddess. Forsaking his queen and family, Oberyn declared himself High King in an attempt to prove himself worthy of Cybele’s love.

His wife Titania, driven mad with jealous rage, plied her husband and his men with an overabundance of wine and slit their throats while they slumbered. This began the Season of the Unseily Court, under the rule of High Queen Titania. It also explains the Fae tradition of killing male children at birth. The few males that survive do so outside the bounds of Cybele’s forest, raised as street urchins, foundlings, or slaves.

Traits

  • Born Under The Knife - increases your Power Damage Bonus: Melee statistic by 3%.
  • Toxic Tolerance - increases your Organic Resistance statistic by 5%.
  • Improbable Antidote - has a chance to instantly remove all Toxin effects on you whenever a Toxin effect is applied to you.
  • Glide - reduces your falling speed. You can activate this power with the jump key after a successful double jump or while falling.

Playable Classes

  • Knight
  • Assassin
  • Druid
  • Frostweaver

Guinecean

Guineceans are a diminutive, gregarious people known to be forthright and honorable. They excel at exploration and scholarly research and revel in meeting other cultures. A highly-civilized people, they favor diplomacy and free trade over conquest and aggression. In spite of this, fighters among this race are regarded as fierce combatants and their engineers as clever inventors. They remain the only society to master the alchemical mystery of gunpowder, and while other societies have struggled in the last few centuries, Guineceans have experienced a cultural renaissance in the areas of art, music, science, and literature.

By legend, the Guineceans were transformed from their animal forefathers into sentient creatures by Gaea, the Earth Mother, at her moment death. This blessing – the power of logical thought and speech – is known as ‘the Gift’ and is central to the Guinecean philosophy: they embrace each day with hope and wonder, are quick to make friends, and do not offend easily.

Traits

  • Double Jump - jump again while near the apex of your first jump.
  • Epicurean - increases your Consumption statistic by 15%.
  • Superior Weapons - increases your Weapon Damage statistic by 8.
  • Caravan Master - increases your Plentiful Haul statistic by 1.

Playable Classes

  • Knight
  • Cleric
  • Duelist

Half Giant

The bards sing tales of a great clan of Giants, a race taller than trees and denser than stone. It is said that these creatures roamed the land before the birth of man, that they traveled the worlds even before the arrival of the All Father himself. By legend, the All Father tricked the Giants, singing a great spell that made them slumber in the open land beneath the stars – and that time and wind covered them with dirt and rock where they sleep to this day. It is believed by some that these slumbering forms lie at the heart of every mountain, and that if one digs deep enough, the pick will carve through rock and soil to eventually find flesh and bone.

The Nomadic Folk – the savage race of barbarians often regarded as bandits, warlords, and reavers – claim lineage from these Giants. Little is known of their true origin. If they hailed from a single world, the name is long forgotten. While this claim is obviously no more than a wild boast, the broad shoulders and enormous stature of the Nomadic Folk do give credence to the colloquial name “Half-Giant” by which this race is known.

Traits

  • Brawny - increases your Critical Damage statistic by 10%.
  • Gigantism - large physical size requires you to eat more often, reducing your Food Regen Rate by 10 seconds.
  • Maken Me Mad! - grants a stack of Maken Me Mad whenever you are damaged for less than 200 Health. If five stacks are gained in 30 seconds, gain Giant Smash. Giant Smash increases your Damage Bonus and Healing Bonus statistics by 5% for 12 seconds, and also restores some of your class specific resource.
  • Sticks and Stones - increases your Logging and Quarrying statistics by 10.

Playable Classes

  • Champion
  • Myrmidon
  • Cleric

Half Elf

The people known collectively as Half-Elves are not exactly a race; they are a loose-knit collection of outcasts bound together by their mixed blood and their exclusion from “pure-blood” society. Stronger than most Elves and faster than most Humans, Half-Elves make excellent druids, archers, and trackers – and they use these skills to track down others of their kind and offer them sanctuary and protection.

Quite often, Half-Elves will band together into clans, which act as a combination of adopted family and mercenary company. Half-Elves are not generally considered pious, but clan members are permitted to worship any god they choose. While many find solace in the gods of men, others may call upon elder gods such as wolf, serpent, bear, and spider.

Traits

  • Bandit's Armor - protects you with a Barrier preventing up to 1000 Piercing damage or 500 damage of other types for 15 seconds. (Activated power)
  • Lay of The Land - increases your Mining statistic by 15.
  • Past Lives - unlocks an additional Minor Discipline Slot.
  • Trailblazer - increases your Out of Combat Movement Speed by 15% after you Pathfind a trail. Pathfinding automatically happens whenever you leave combat.
  • Wildkin's Retort - heals 6% of your maximum Health every second for 4 seconds whenever you are the victim of a Knockdown, Stun, Root, or Snare.

Playable Classes

  • Ranger
  • Assassin
  • Druid

High Elf

Bards sing of a once-great Elven house, said to be the First Kingdom, older even than the youngest of the gods. Every kingdom since has been a pale imitation fashioned in the memory of Aelfmuire. Though long fallen, Aelfmuire stands throughout history as the pinnacle of learning, art, statecraft, and magic. The kingdom and her people were beautiful and cruel. Two elves ruled in Aelfmuire, a prince and princess who were brother and sister. It is said they convinced Malekai to teach them the language of the gods: the Songs of Creation and the Words of Power. In doing so, they gained mastery over the elements of fire and frost, and with this knowledge came a lust for power. This knowledge, never meant for mortals, split them asunder. The kingdom was broken and Aelfmuire was no more.

Sun-Elves, descendants of Prince Talem, worship fire. They resettled in the desert worlds that lie closest to the sun, building cities of stone and bone and sand. It is claimed that the Church of Fire stole the Songs of Creation from the Sun-Elves, and that they twisted these ancient rituals into mock-prayers to the god Arkon, Prince of Light. For this grave injustice, Sun-Elves hate all Humans and have sworn to destroy them as a race. In this hatred they are blind and do not differentiate between men of different nations or faiths.

Moon-Elves, scions of Princess Aleshi, worship frost. They left the ruins of Aelfmuire to settle in the frigid forest worlds that lie close to the moon. They have renounced the gods and seek to live in quiet solitude, away from the foolish conquests of men and the wicked machinations of their distant cousins

Traits

  • Acrobatics - has a chance to instantly restore 1 Dodge Power when performing a right-click Dive Roll.
  • Hauteur - increases your Critical Damage statistic by 5%.
  • Vanity - increases your Elemental Resistance statistic by 500.

Playable Classes

  • Knight
  • Confesoor
  • Assassin
  • Frostweaver

Human

The most prolific of Races, Humans can be found across all the known worlds, with cultures ranging from savage nomadic tribes to civilized societies led by philosophers and scholars. A short-lived but highly reproductive people, the Race of Man glories in the quest to achieve greatness. The cornerstone of humanity is to discover that which has not been discovered, to build what has not been built, and to conquer that which has never been conquered. These traits have inspired Humans to become bold explorers, shrewd politicians, and masterful kingdom builders, excelling equally in the arts of diplomacy, trade, and warfare

By legend, Humans are said to be the youngest children of Arkon, Prince of Light, and Gaea the Earth Mother. They can, however, pledge fealty to any of the gods and often do – with Human factions varying greatly in which deity they place their devotion.

Traits

  • Gemcutter - increases your Jewelcrafting and Jewelcrafting Experimentation statistics by 10.
  • Hero's Blood - increase your power bar slot by 1.
  • Pain Tolerance - reduce damage taken by 3%.
  • Past Lives - grants and unlocks a Minor Discipline Slot.
  • Candle That Burns - increase your Damage Bonus by 10% while also making your powers cost more by 5% for 12 seconds.

Playable Classes

  • Knight
  • Templar
  • Ranger
  • Cleric

Minotaur

By legend, the Minotaur was created by the Prince Malekai, Lord of Shadows, in defiance of Prince D’Orion the Sky Hunter. As with all great creation stories, however, this is unproven and highly debated. What is known about this race of bull-headed savages is that they first appeared in written history as slaves to noble Elven families in the ancient High-Elf city of Aelfmuire. Used as protectors, fighters, and beasts of burden, the Minotaurs broke free of their masters in the Celestial War and have lived in and around the outer fringes of civilized society ever since.

While many believe that Minotaurs are incapable of sentient thought, this is not actually the case. They are, however, unable to speak the Common tongue and speak in a guttural language that is understood only to others of their kind. In demeanor, Minotaurs are quick to anger, slow to forgive, and seem incapable of showing subtle emotions like joy, mercy, or remorse. Ferocious and bloodthirsty, they make up some of history’s most savage pit fighters and brutal warlords.

Traits

  • Thick Skin - increases your Resist All statistic by 300.
  • Gigantism - large physical size requires you to eat more often, reducing your Food Regen Rate by 10 seconds.
  • Unbreakable - grants immunity to all Stun effects that hit you from the front.
  • Waste Not, Want not - Increases your Skinning statistics by 15.

Playable Classes

  • Ranger
  • Champion
  • Myrmidon

Nethari

To the common eye, most Nethari appear no different than other humans. Skin tone, eye, and hair color are generally not indicative, as these vary with almost the same degree of pigmentation as seen in other Humans. The few elements that mark someone as a member of the Nethari – short hair, and a series of fiery tattoos emblazoned on the shoulders, arms, and face – are cosmetic in nature, not given at birth.

Yet the Nethari claim to be a separate race from man. By written tradition, it is said that Arkon, Lord of the Sun, chose one particular tribe of Humans to rule all the others and, as proof of this, ensorcelled the blood of his chosen people with fiery breath stolen from Yaemir the King of Snakes. This blood, passed down through many generations, is said to be the reason why Nethari tattoos burn with an eerie incandescence.

Scholars of other races dispute this tradition, claiming that the effect comes not from their blood but instead from the ink that is used in the application of these marks. Nethari take great offense at this suggestion, and wars have been fought over the insinuation that their blood is no different than that of “common men“.

Traits

  • Desert Winds - increases your Health Regen: Out of Combat statistic by 20.
  • Subcuticular Suturing - increases your Necromancy and Necromancy Experimentation statistics by 10.
  • Sun-Kissed Skin - increases your Anti-Critical Strike statistic by 3%.
  • Walk Without Rhythm - increases your Movement Speed: Stealth statistic by 20%.

Playable Classes

  • Confessor
  • Templar
  • Assassin

Stoneborn

The eldest of the races, the Stoneborn are technically not mortal beings of flesh and bone. They are enchanted creatures shaped of raw earth and living tree, with skin of living stone and beards of twisted vines and earthen roots.

The Stoneborn do not take spouses and never reproduce. They were created at the beginning of time to service our worlds, to tend the fires that burn deep beneath the surface of our worlds. They call this effort “The Great Work”. It is said that they take orders only from Kronos, Lord of Time, and used their mighty hammers to carve out the tunnels and channels through which magma, the living blood of Gaea, might flow. This blood has been cooling since Gaea’s death, the flow slowing as it cools. The Stoneborn work tirelessly to try and keep it warm and moving, but there is little they can do to help.

The elder races – the Elves, the Fae – call them Stoneborn, but the younger races call them Dwarves. This name is odd, for they are massive creatures, almost as tall as men and easily twice as wide. They are dwarvish only when compared to those of Giant blood.

As they were shaped, not born, there are a limited number of Stoneborn in existence. Whenever a Stoneborn warrior dies, that is one less servant to tend to the fires that burn in the belly of our worlds

Traits

  • Blood of the Mountain - increases your Incoming Healing statistic by 15%.
  • Coagulation - has a chance to instantly remove all Bleed effects on you whenever a Bleed effect is applied to you.
  • High Forge Apprentice - increases your Blacksmithing and Blacksmithing Experimentation statistics by 10.
  • I Get Knocked Down - reduces the length of Knockdowns you suffer by two seconds and increases Damage Bonus and Healing Bonus statistics by 5% for 12 seconds after suffering a Knockdown.

Playable Classes

  • Knight
  • Champion
  • Myrmidon
  • Cleric

Wood-Elf

According to the bards, there was a time when the Elves were one race, long before the Celestial War that broke brother from sister and pitted family against family. It is said that in this time, Cybele, the Virgin Goddess, lured away certain Elven children, enticing them to wander freely in the woods, to dance and feast by moonlight with her cousins the Elken and the Fae. It is easy to lose track of time in Cybele’s wood, dancing and singing and feasting from one night to the next. Some of these children never returned to their families, unaware as the centuries passed and the Elven kingdoms were lost to war and time.

The Wood-Elves are rumored to be the descendants of these children. Mysterious and savage, they differ from their more civilized brethren; they have given up the elegant life of Elven society and prefer the isolated solitude of nature.

Wood-Elves are respectful of all the gods, but show a special affinity for the Maid, the Mother, and the Crone.

Traits

  • Nature Resistance - increases your Nature Resistance statistic by 1000.
  • Reflection of Nature - increases your Critical Healing Chance statistic by 3%.
  • Shaper of Wood - increases your Woodworking and Woodworking Experimentation statistics by 10.
  • Trailblazer - increases your Out of Combat Movement Speed by 15% after you Pathfind a trail. Pathfinding automatically happens whenever you leave combat.

Playable Classes

  • Ranger
  • Druid
  • Frostweaver
wiki/crowfall/public/publicresourceraces.txt · Last modified: 2020/03/30 12:47 by soulreaver