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Difference between revisions of "Races"
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[[Architecture]] of a Node is based off of the development contribution of each race type.<ref>[[File:Race and Architecture.png|500px]]</ref> | [[Architecture]] of a Node is based off of the development contribution of each race type.<ref>[[File:Race and Architecture.png|500px]]</ref> | ||
− | Whatever race type has contributed the most to the [[nodes]] development will determine what architecture is applied. Each race will have a predetermined architecture theme. | + | Whatever race type has contributed the most to the [[Nodes|nodes]] development will determine what architecture is applied. Each race will have a predetermined architecture theme. |
== Starting zones == | == Starting zones == |
Revision as of 15:39, 11 October 2017
Races
Ashes of Creation offers nine playable races[1] (five species, with four divided into two subtypes)
- Aela Humans (Kaelar and Vaelune)
- Pyrian Elves (Empyrean and Py’Rai)
- Kaivek Orcs (Ren’Kai and Vek)
- Dunzenkell Dwarves (Dunir and Nikua)
- Tulnar
Racial influence
A player's choice of race will influence additional features of gameplay such as skill augmentation and node architecture. [2]
- Each race will have different base stats.
- Race will offer racial augmentations which you can apply to your primary archetype skills.
Race influence is there to offer a personal touch to your playstyle. Races are not gender or class locked. Some classes may work better with certain races but will not be the driving force for choosing a race.
Racial influence on nodes
Architecture of a Node is based off of the development contribution of each race type.[3]
Whatever race type has contributed the most to the nodes development will determine what architecture is applied. Each race will have a predetermined architecture theme.
Starting zones
Races will not be locked to a divine gateway starting point. Players will be able to choose their gateway freely to allow players to play with friends.