Technical Info

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Classes

Races

Human

Skillcap: 1100

Alignments

Any

Classes

Depending on Alignments humans can use all available Classes

Racial Feats

Jack of all Trades

[Passive] Prerequisites: Level 10

As a traveller of the world, you have become well versed in a variety of skills. Allows the use of Cartography, Forensics, Tracking, Disable Device, and Trap Removal. Increases the Total Skill Cap to 1200[1300 for Humans].


Wealthy Lineage

[Instant] Prerequisites: Must be used at level 1

You come from a wealthy family lineage. Perhaps from a wealthy merchant family or even from a noble bloodline. Because of this family past, you have acquired a princely inheritance that is granted to you once you have reached the required age. You begin your life with a large dowry of gold in your bank.


Leadership

[Passive] Prerequisites: Level 10+ and 6500+ Fame

As a result of the character's adventures and deeds, the character has gained a good reputation and can now acquire new follower types in addition to the basic types. This Feat works alongside the Mercenary/Follower system.

Elf

Skillcap: 1000

Alignments

Lawful Good

Neutral Good

Chaotic Good

Lawful Neutral

True Neutral

Chaotic Neutral

Classes

Warrior

Rogue

Ranger

Druid

Mage

Cleric


Racial Feats

Magic Resistance

[Passive] Prerequisites: Must be used at Level 1

Through some strange twist of fate at your birth, you have a strange ability to resist magic. As a result, you start out your adult life with a bonus to your magic resistance. [Note: You will gain a skill bonus of 30% to your skill Magic resistance upon creation]


Leadership

[Passive] Prerequisites: Level 10+ and 6500+ Fame

As a result of the character's adventures and deeds, the character has gained a good reputation and can now acquire new follower types in addition to the basic types. This Feat works alongside the Mercenary/Follower System.

Dwarf

Skillcap: 1000

Alignments

Lawful Good

Neutral Good

Chaotic Good

Lawful Neutral

True Neutral

Chaotic Neutral

Classes

Fighter

Monk

Cavalier

Berserker

Dragoon

Ranger

Light Cleric

Aeromancer

Aquamancer

Geomancer

Pyromancer

Merchant

Racial Feats

Crippling Blow (usage: ]Cripple)

[Active] Prerequisites: Anatomy 30+

You have learned the ability to cripple your opponent without killing them. An activated ability that will stun your target and reduce their stamina.


Resist Poison

[Passive]

Through some strange twist of fate at your birth, you have a strange ability to resist any form of natural poison. As a result, you gain a bonus to your poison resistance. [Note: This is a special resistance ability and is not magical]


Expert Mining

[Passive] Prerequisites: Must be used at Level 1

Because of your natural affinity with the earth and your passion for mining and smithing, you have learned to tap the earth to gain knowledge of ore veins making mining easier and allowing you to seek out particular ores. You are granted an additional bonus to your Mining skill.


Leadership

[Passive] Prerequisites: Level 10+ and 6500+ Fame

As a result of the character's adventures and deeds, the character has gained a good reputation and can now acquire new follower types in addition to the basic types. This Feat works alongside the Mercenary/Follower system.

Gnome

Skillcap: 1000

Alignments

Lawful Good

Neutral Good

Chaotic Good

Lawful Neutral

True Neutral

Chaotic Neutral

Classes

Fighter

Monk

Archer

MageSlayer

Light Cleric

Scoundrel

Bard

Aquamancer

Aquamancer

Geomancer

Pyromancer

Merchant

Racial Feats

Magic Resistance

[Passive] Prerequisites: Must be used at Level 1

Through some strange twist of fate at your birth, you have a strange ability to resist magic. As a result, you start out your adult life with a bonus to your magic resistance. [Note: You will gain a skill bonus of 30% to your skill Magic resistance upon creation]


Wealthy Lineage

[Instant] Prerequisites: Must be used at level 1

You come from a wealthy family lineage. Perhaps from a wealthy merchant family or even from a noble bloodline. Because of this family past, you have acquired a princely inheritance that is granted to you once you have reached the required age. You begin your life with a large dowry of gold in your bank.


Leadership

[Passive] Prerequisites: Level 10+ and 6500+ Fame

As a result of the character's adventures and deeds, the character has gained a good reputation and can now acquire new follower types in addition to the basic types. This Feat works alongside the Mercenary/Follower system.


Charmed Life

[Passive]

Natural tricksters, Gnomes seem to live a charmed life as if the dice of fate are loaded in their favour. This feat grants a bonus to luck based on level.

Orc

Skillcap: 1000

Alignments

Lawful Evil

Neutral Evil

Chaotic Evil


Classes

Fighter

Monk

Cavalier a.k.a Raider

Berserker

Dragoon

Ranger

Dark Cleric

Aeromancer

Aquamancer

Geomancer

Pyromancer

Necromancer

Merchant

Racial Feats

Bluudlust (usage: ]Bluudlust)

[Active] Prerequisites: None

Orcs have the ability to become enraged with bloodlust.


Cripplin' Blow (usage: ]Cripple)

[Active] Prerequisites: Anatomy 30%

You have learned the ability to cripple your opponent without killing him. An activated ability that will stun your target and reduce their stamina.


Buum Buum (usage: ]BuumBuum)

[Active] Prerequisites: Crafter Class

You have learned the secret in crafting primitive explosion potions. This feat grants you access to a special alchemy system for orcs.


Leadurship

[Passive] Prerequisites: Level 10+ and 6500+ fame

As a result of the character's adventures and deeds, the character has gained a good reputation and can now acquire new follower types in addition to the basic types. This Feat works alongside the Mercenary/Follower System.


Tuffness

[Passive] Prerequisites: None

Your hide is tougher and hardier than most Orcs. As a result, you gain a natural resistance against attacks.

Goblin

Skillcap: 1000

Alignments

Lawful Evil

Neutral Evil

Chaotic Evil

Classes

Fighter

Monk

Archer

Scoundrel

Assassin

Bard

Dark Cleric

Aeromancer

Aquamancer

Geomancer

Pyromancer

Necromancer

Merchant

Racial Feats

Sticky Fingers [Passive] Prerequisites: 60+ Stealing

Shifty and untrustworthy characters by nature, it's hard to actually tell the difference between a goblin who's robbing you and one who isn't. So accustomed have you become to the act of thievery that it is now impossible to detect your attempts regardless of how successful you were.


Leg it! (usage: ]Dash) [Active] Prerequisites: Level 5+

Cowardly creatures always the first to leave the fight, goblins are accustomed to taking flight at great speeds and at a moments notice. The use of this feat allows the user to suddenly and dramatically increase their running speed for a short time at the cost of their stamina.


Buum Buum (usage: ]BuumBuum)

[Active] Prerequisites: Crafter Class

You have learned the secret in crafting primitive explosion potions. This feat grants you access to a special alchemy system for orcs.


Leadurship

[Passive] Prerequisites: Level 10+ and 6500+ fame

As a result of the character's adventures and deeds, the character has gained a good reputation and can now acquire new follower types in addition to the basic types. This Feat works alongside the Mercenary/Follower System.

Drow

Skillcap: 1000

Alignments

Lawful Evil

Neutral Evil

Chaotic Evil

Classes

(Dependant on Alignment)

Fighter

Monk

Ranger

Archer

Mage Slayer

Scoundrel

Assassin

Bard

Dark Cleric

Aeromancer

Aquamancer

Geomancer

Pyromancer

Necromancer

Merchant

Racial Feats

Magic Resistance

[Passive] Prerequisites: Must be used at Level 1

Through some strange twist of fate at your birth, you have a strange ability to resist magic. As a result, you start out your adult life with a bonus to your magic resistance. [NOTE: You will gain a skill bonus of 30% to your Magic Resistance upon creation]


Cloak of Darkness (usage: ]CloakOfDarkness)

[Active] Prerequisites: None

You have gained the innate Drow ability to resist Charm and Curse spells as well as some forms of other Harm-type spells [not including elemental]. This is a magical ability that must be activated.


Leadership

[Passive] Prerequisites: Level 10+ and 6500+ fame

As a result of the character's adventures and deeds, the character has gained a good reputation and can now acquire new follower types in addition to the basic types. This Feat works alongside the Mercenary/Follower System.