On this page is a detailed description of all of the starting skills associated with each of the basic races. They are all described under the race that has them.
Please note that players who decide to have a mixed heritage must chose one of their heritages as dominant. The dominant heritage determines what racial skills you get, you are not allowed to combine racial benefits or restrictions.
The links below will take you to the section describing the skills for each race and are there for easier navigation and searching.
Aemoan — Al’hazir — Boreni — Dwarf — Ger — Legati – Half-Elf
Imp — Jay’ek — Lacon — Leoden — Loch Duchann — Runa — Xheng
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Racial benefit:
The Aemoan racial changes with the season tag listed before each event. Because of this variation the Aemoan racial skills are divided based upon the season. Regardless of the season the Aemoan racial includes some variation of the skill Salve. Salve functions in the following way:
“___ Salve” – Salve represents an individual’s ties and relations to a certain element. Being this closely tied to an element has both a benefit and a detriment. On the positive side when you are afflicted by a negative ability that invokes the element you are tied to (the one that fills in the blank before Salve) you negate the standard effect of that ability and are healed for the amount of damage it would have done to you. On the negative side if you are hit with an ability from the opposing element (listed in the parenthesis next to each version of salve) you take double the damage you would otherwise take.
For example an Aemoan in Summer has the ability Air Salve. Our sample Aemoan is hit with an Air Bolt, and due to Air Salve, heals 5 points of Vitality. If instead our Aemoan was hit with Earth Bolt he/she would take 10 points of Vitality damage, once again due to to Air Salve. It is important to note that if you are hit with an elementally typed “Slay” of your beneficial element, you are not healed to full. Instead you “Infinitely Resist” the Slay and negate the effects of it.
Autumn — Winter — Spring — Summer
- Earth Salve (Earth heals, Air hurts more)
1 cast of Stone Bound (per event) – Stone Bound allows you to “turn into stone” for five minutes, during which time you should role-play as though you have become a statue (i.e. remaining motionless). While you are a statue you cannot be harmed by any melee calls. Magic affects you as normal. Once you use this ability you must remain frozen for the full five minutes.
Call: “Stone Bound”
2 casts of Bind spells (per event) – This spell binds every part of the victim that is in contact with anything that is effectively immobile for a count of five minutes–feet to the ground, knees to the ground if kneeling, back to the ground if lying down, hand to the wall if leaning against the wall. A spell that completely misses its target is still considered expended. This spell may be countered by Spell Shield.
Call: “Bind” while throwing a spell packet
- You gain Ice Salve (Ice heals, Magma hurts more)
2 casts of Ice Shells (per event) – This spell grants your target 1 point temporary armor or the ability to sacrifice that one point of temporary armor and resist the next Poison they are hit with.
Call: “Ice Shell” while touching your target
1 casts of Ice Bolt (per event) – This spell, regardless of where the packet strikes the victim, deals five points of torso damage to its victim. A spell that completely misses its target is still considered expended. This spell may be countered by Spell Shield.
Call: “Ice Bolt” while throwing a spell packet
- You gain Water Salve (Water heals, Fire hurts more)
2 casts of the Pacify spell (per event) – This spell causes its target to take no offensive action for the duration of five minutes, or until the target takes any point(s) of Vitality damage. This spell may be countered by Spell Shield.
Call: “Pacify” while throwing a spell packet
2 casts of the Instant Tend spell (per event) – This spell instantly awakens its target to consciousness and tends the specified limb (but only the specified limb).
Call: “Instant tend” while throwing a spell packet or touching the limb to be tended
- You gain Air Salve (Air heals, Earth hurts more)
2 casts of Air Shell (per event) – This spell grants your target 1 point temporary armor or the ability to sacrifice that one point of temporary armor and resist the next Stun they are hit with.
Call: “Air Shell” while touching your target
4 casts of Crushing Air Dart (per event) – This spell causes your target to be affected as though hit with both a Crushing Blow and an Air Dart. For the net effect of being knocked down to the ground for five seconds and taking 1 point of torso damage. This spell may be countered by Spell Shield.
Call: “Crushing Blow Air Dart” while throwing a spell packet
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Racial benefit:
You automatically receive a the skill Income for free, which stacks should you choose to purchase Income as well.
You may use the spell Speak with Dead on yourself while lying dead (but only on yourself, unless you purchase the skill under the Shaman header). Additionally you have 1 cast of this spell per event that can only be used in this manner. For reference Speak with Dead allows you to speak with the living for 5 minutes while you lie there dead.
Racial restriction: When you die you do not automatically travel to Death on your own. Someone must carry you through the portal to Death, at which point you must bargain for your life. If you eidolon to Death you will “Final” (the character dies and never comes back). If “Game Off” is called while you are lying dead on the ground please report to the staff center and we will work out what happens next.
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Racial benefit: You receive one prophetic dream at the beginning of each event. If there are more than one Boreni in a given area at one time, the dream splits and each Boreni receives part of it; you must join up with the other Boreni in the area to put the dream together into a whole. You may purchase Sleep regardless of your true header, and may send one dream per event to a person of your choosing.
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Racial benefit: You begin each event with a Stone-skin. This Stone-skin lasts only as long as you make it last and does not regenerate if you die. You are slightly less susceptible to poison, taking ten seconds to fall unconscious and lying unconscious for six (rather than five) minutes before dying. You also have access to cheap armor repair; for every purchase of the armor repair skill, you are able to repair three points of armor.
Racial restriction: You must wear a full beard at all times, regardless of your gender.
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Racial benefit: You begin with a base statistic of four Vitality, and the cost of your Vitality does not increase until you reach fourteen Vitality. You have one point of Toughness, which is able to stack with the regular Toughness skill.
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Racial benefit: Using Legati luck, you may resist a single spell, skill, or effect of your choosing per event, as long as that skill is not classified “Unstoppable.” You must call “resist” as soon as you are struck with the skill you would like to negate. If you are male, you gain two Unbind spells per event, for use only on other Legati; if you are female, you gain four points of healing, for use only on other Legati.
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Racial benefit: You have the greatest base amount of strings of any race. You are able to resist sleep spells at will, assuming that they are not “Unstoppable,” and you can resist one dominate spell per event.
Racial restriction: You must paint Egyptian-style “cat-eyes” in black around your eyes. You may only use bladed weapons, although the use of staffs is permitted. Warning–Dark Elves hate half-elves.
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Racial benefit: You may select one creature or race from an approved list to be your “favored enemy.” Having made your selection, you will be given a list of skills and knowledge that will help you to hunt your chosen prey. Note that you should be actively interested in hunting your favored enemy.
Racial restriction: You must wear black and red face-paint at all times. You may choose whether to wear full-face coverage or only specific markings (black lines above the eyebrows and along the jaw, and red lines along the cheekbones). Once you decide which of these two options you prefer, you must always paint your face in that way.
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Racial benefit: The Jay’ek racial benefit varies based on your clan. When choosing Jay’ek, you must select one of the following clans:
Bear:
1 Dispel Circle of protection, 1 Stun, and 1 Stifle per event. All of these skills are melee-based and must be delivered via weapon. Bear clansmen may only wield blunt weapons.
Wolf: To select Wolf as your clan, you must have three members of a “pack” coming into game together. Each Wolf clansman gains eight (8) CP to spend on a set of benefits for the group. These benefits are wielded by a previously-determined Alpha, may only be used when the group is together, and are subject to staff approval. The benefits granted may not have a value of more than five (5) CP per individual skill.
Turtle: Drawing on the Turtle’s defensive nature, you gain 1 Parry per fight, which vanishes at the end of the fight.
Racial restriction: You must have some physical representation of your chosen totem animal on your person and clearly visible at all times. This may be anything from a “tattoo” (represented by face-paint and subject to staff approval) to a necklace featuring a carving or metal-version of the animal.
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Racial benefit: You gain Shield for free and your Armor Cap is increased by 5. If you choose Soldier as your true header, you automatically gain the option of purchasing Toughness as its normal cost, as per the Brute true skill.
Racial restriction: If you choose Brute as your true header, you get the option of purchasing Shield at its normal cost. This restriction is in place to reflect the CP differential between Soldier and Brute true skills, with an emphasis on Cheap Vitality.
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Racial benefit: You have the ability to empathically heal others–giving others your own Vitality in order to restore Vitality that they have lost. You also regenerate all of your Vitality every night. Upon being knocked down to zero Vitality, you automatically regenerate one Vitality over the course of the following hour; however, you may not empathically heal anyone else from one Vitality down to zero.
Racial restriction: You cannot be healed by regular healing spells and must find some other way of being healed, such as herbal potions or specially-designed scrolls.
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Racial benefit: You gain one Berserk per event. The skill may only be activated if you are painted with battle-woad (blue face-paint).
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Racial benefit: You may purchase any weapon as a general skill. Your first weapon is free. You may retreat one slay per event.
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Racial benefit: You receive two research sage for free. You are also able to use the skill Meditate once per event, which restores five CP worth of your abilities (but not Vitality). To Meditate successfully, you must role-play meditating in a quiet place for five minutes. Please note that the tavern is not considered a quiet place.