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Сарнак (раса персонажей)

3341 байт добавлено, 03:23, 31 мая 2008
Новая: {{CharacterRaceInformation| city= Gorowyn| district=| str=21| agi=17| sta=23| int=15| wis=24| mental=9| heat=9| cold=9| magic=9| divine=9| poison=9| disease=9| }} == O...
{{CharacterRaceInformation|
city= [[Gorowyn]]|
district=|
str=21|
agi=17|
sta=23|
int=15|
wis=24|
mental=9|
heat=9|
cold=9|
magic=9|
divine=9|
poison=9|
disease=9|
}}

== Overview ==
"So the Sarnak had their own little bit of drama going on while they found their whole race under attack. And actually Chardok, where they live, has actually been under quite a transformation too, now being much more of a defensive position than it was previously.
These are people at war and people at war do extreme things. We won't get into the specifics of how it happened just yet, but there's a lot of undiscovered magic and undiscovered artifacts that were unearthed by the Rending and the Shattering. Some of these magics got put to use in ways that were probably of very noble intent but didn't necessarily have the greatest end results.
What you're going to see is two distinct kinds of Sarnak. There are the Sarnak NPC's that people are very familiar with that still live in Chardok. Then you've got this new kind of Sarnak that is essentially developed for the express purpose of fighting off the Iksar in a move of desperation for the survival of the race and what happened is the Iksar forces essentially went on an extermination misson. These guys became the most hunted people ever because they actually did have the power to do significant harm to the Iksar Empire. So what you ended up with was a certain group of them being hidden away. They're tucked off in a place where they can't be found and the idea is that the Iksar Empire is assuming right now that all of the Sarnaks who are now a threat to them are dead.
So as a brand new Sarnak you come into this world and you are one of the ones that is destined to be the powerful ones to go back against the Iksar Empire and you are doing this from the safety of growing up in the islands of Timorous Deep." <ref name="Rise of Kunark interview with Scott Hartsman">http://eq2.allakhazam.com/db/guides.html?guide=986 Allakhazam's Magical Realm: Community Interviews: Rise of Kunark interview with Scott Hartsman</ref>


== Racial Traditions ==

{| border=1 style="background-color:#f5faff;;border:1px solid #a3bfb1"
|- style="background-color:#cee0f2"
! colspan=3 | Choose one of these every 10th level up to 80.
|- style="background-color:#cee0f2"
! Name !! Effect || Duration
|-
|Weapon Production ||-10% Weaponsmith power cost ||Permanent
|-
|Reflexive Landing ||-25% Falling damage ||Permanent
|-
|Stride ||+5% movement speed||Permanent
|-
|Junglewalk ||-25% movement penalty from snares ||Permanent
|-
|Spirituality ||+3% Divine Resistance ||Permanent
|-
|Insight ||+5 Wis ||Permanent
|-
|Carpenter's Touch||+5 Sculpting||Permanent
|-
|Fire Breath || Heat Front-Arc AoE, 3 targets ||Instant, 2 min recast
|-
|Break Will ||+2% Bonus to Un-Resistablility of Taunts/Spells ||Permanent
|-
|Herbal Supplementation ||2% Melee crit or Healing crit, +5 Crushing or Ministration ||Permanent
|- style="background-color:#cee0f2"
! colspan=3 | Innate Abilities
|- style="background-color:#cee0f2"
! Name !! Effect || Duration
|-
|Hunter's Fury||+50% movement speed|| 36 sec, 5 min recast
|-
|Gathering||.5 second reduction to all harvesting times||Permanent
|-
|Fish Vision||Grants fish vision to the caster||2h duration,2 sec recast
|}

==References==
<references/>
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