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Tales of Maj'Eyal
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==Races== From the start you have six races to use and three to unlock making it total of nine races. More races are available through addons (where they can be bugged and unbalanced) and (on Steam) paid DLC (where you're not so much paying to win as you are paying to see more of DarkGod's content). ===Human=== Typical Homo sapiens without major drawbacks or bonuses. Two sub-types accessible. Higher - "superior" branch of Humans imbued with latent magic. Race skills make them a little more spell oriented. Cornac - blank slate with no racial skills and stats bonuses. In exchange for being so versatile they are awarded additional Talent point at the start. ===Elf=== Long-lived, big eared humanoids, there are four of them in the game, but only two playable (but two more will become playable in upcoming expansions). Shaloren - Elves closely tied with magic. If someone hits them too hard, They will turn invisible thus making them cowards. Most people hate their guts for unleashing the Spellblaze, so they live in isolation. Also, their starting dungeon is a BITCH to survive in. Thaloren - lives in the forest. Protectors of the natural order. Spending time in the woods made them resistant to AIDS. Doomelves - Unlockable, elves cursed by demons. Naga/Naloren - Aquatic elves with Yuan-ti bodies. Were believed to be extinct due to the Spellblaze, but survived by changing themselves to their current form. Start out as hostiles, but can be befriended. ===Halfling=== Short sneaky fellows. Racial bonus to critial would make them great Berserker if not [[-4 Str|-3 Str]]. More, Halflings had the biggest and mightiest empire known to Maj'Eyal, the Nargol Empire, which fell due to them going too far with necromancy and other depraved shit during a war with humanity. They also made the Yeeks their bitches for a long time, which is why the latter despise them to this day. ===[[dorf|Dwarves]]=== Dwarf - Stout and magically lacking. Dwarves live in a city within a mountain where they dig things. When Dwarf get struck in melee there is a chance that he'll become hard, really hard, stone hard. Jews of the game, getting stronger by just having lots of gold. Drem - Unlockable. Mutant faceless dwarf, mostly mindless monsters but some develop sapience in proximity to the mysterious ruins full of dwarfs in glass tubes. Decent modifiers to almost everything but Willpower, which takes a modest penalty. Signature racial power is a "frenzy" that sometimes lets skills ignore cooldowns. ===Giants=== Unlockable metarace composed of two subraces: Ogres - Think "Ogre Magi": Big, clumsy, but surprisingly cunning and skilled with magic and runes. Hang out with the Shalor, as they need their magic and anti-magic fans are very much a thing in Maj'Eyal. Krog - DLC race. Anti-magic/nature mage take on the Ogre. ===Undead=== Unlockable metarace composed from Fleshies and Skellies. Ghoul - meat shields with biggest life per level gain. Rotting body make them 20% slower. Racial skills allow them to vomit, which damage all non-undead and heals unliving. They can bite enemies infecting them with horrible disease which rise slain foe as a friendly ghoul. Skeleton - no weakness, crazy exp penalty(40%). They are a great choice for virtually any class. Risen - Undying humans and halflings. Atroren - Zombie elves. Vessels - Warforged-like constructs that hold the souls of dead people. Playable versions are made of gold, bone, steel or crystal. ===Yeek=== Race of furrys with psionic powers. Those powers include raping minds into submission and leaving dead bodies. "Fun" race to play melee classes because of racial -3 Str, -2 Dex and -5 Con. They follow The Way, which is unity of all Yeek minds and enforced peace. The only race to have positive exp penalty letting them level up faster. They HATE Halflings, and for good reasons. ===Orcs=== Yeah, you can play as the usual bad guys--but only in a DLC campaign that limits you to them and a few other races. High life rating and a modest bonus to all stats but magic, with a hefty 25% XP penalty. ===Whitehoof=== Minotaurs who turned their entire race undead when faced with extinction. Huge pile of undead immunities with a big boost to most stats, but a willpower penalty and the same XP penalty as an orc. Unlockable, restricted to the orc campaign. ===Yeti=== Product of orcs transferring their minds into yeti bodies with psionics, which unfortunately "resets" the mind but does leave the yeti sapient and rapidly able to learn. Huge boost to strength and constitution, but a hefty dexterity penalty in turn, and, again, same XP penalty as the other members of their campaign. Unlockable, restricted to the orc campaign. ===Saupur=== Lizard people that live in the hellhole continent of Tar'Eyal, south of Maj'Eyal. Reptilians - Normal lizardmen. Draconics - [[Dragonborn]], basically.
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