Difference between revisions of "Races"
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− | + | {{tocright}} | |
− | + | There are several '''races''' in Ultima Online. There are several differences among the playable races that make race an important game choice. There are also race specific weapons that deal extra damage against the appropriate opponent. It should be noted that there were several additional races in the single player Ultima series of games that have not been seen in Ultima Online. | |
− | + | ||
+ | == Playable Races == | ||
+ | There are three playable races in Ultima Online each having unique racial abilities: | ||
+ | ===Humans=== | ||
+ | :''Main Article: [[Humans]]'' | ||
+ | ''Protectors of [[Britannia]], [[Humans]] have adapted to their environment, improving many beneficial traits and abilities: | ||
+ | ====Racial Abilities==== | ||
+ | =====Strong Back===== | ||
+ | :''Years of hard work allow more weight to be carried on strong backs.'' | ||
+ | :{| | ||
+ | | [[Image:medallion_strong_back.gif|50px]] | ||
+ | | Humans have an increased carrying capacity above what is determined by their [[Strength|strength]]. | ||
+ | * Carry an additional 60 Stones of [[Weight|weight]] | ||
+ | |} | ||
+ | =====Tough===== | ||
+ | :''Adept at recovering from adversity, humans regain health more quickly than in times past.'' | ||
+ | :{| | ||
+ | | [[Image:medallion_tough.gif|50px]] | ||
+ | | Humans regenerate [[Hit Points|hit points]] faster than normal. | ||
+ | * +2 [[Hit Point Regeneration]] | ||
+ | |} | ||
− | + | =====Workhorse===== | |
− | + | :''Enterprising techniques have led to breakthroughs in resource recovery.'' | |
− | + | :{| | |
− | + | | [[Image:medallion_workhorse.gif|50px]] | |
− | + | | Humans have a better chance at finding more [[Resources|resources]] while gathering [[Hides|hides]], [[Ore|ore]] and [[Logs|lumber]]. | |
− | + | * +1 [[Logs]] in [[Trammel]] | |
− | * [[ | + | * +2 [[Logs]] in [[Felucca]] |
− | + | * +1 [[Ore]] when [[Mining|mining]] at random | |
− | * [[ | + | * Additional [[Hides|hides]] |
− | + | |} | |
− | * [[ | + | |
− | + | ||
− | * [[ | + | |
+ | =====Jack of all Trades===== | ||
+ | :''Diverse inclinations attune humans to a base understanding of nearly all learned behaviors.'' | ||
+ | :{| | ||
+ | | [[Image:medallion_jack_of_all_trades.gif|50px]] | ||
+ | | Humans have a basic ability in all [[Skills|skills]], even untrained ones. | ||
+ | * 20 minumum level in all [[Skills|skills]] (does not show on [[Skill Menu]]) | ||
+ | ''Note'' - As of [[Publish 64]], it no longer contributes towards mana discounts on [[Special Moves]]. If players do not have 200 or more modified points in various combat skills (Swordsmanship, Mace Fighting, Fencing, Archery, Throwing, Parry, Lumberjacking, Stealth, Poisoning, Bushido, and Ninjitsu), their special moves will use the full mana cost. | ||
+ | |} | ||
+ | ---- | ||
+ | ===Elves=== | ||
+ | :''Main Article: [[Elves]]'' | ||
+ | ''Founders of [[Heartwood]] and attuned to nature, [[Elves]] have special traits and abilities:'' | ||
+ | ====Racial Abilities==== | ||
+ | =====Night Sight===== | ||
+ | :''Exceptional vision, even at night.'' | ||
+ | :{| | ||
+ | | [[Image:night_sight_medallion.gif|50px]] | ||
+ | | Elves always have the effect of a full strength [[Night Sight]] spell. | ||
+ | * [[Night Sight]] is always on | ||
+ | |} | ||
− | === | + | =====Infused with Magic===== |
− | + | :''Resilient skin has an increased capacity to resist damage from energy attacks.'' | |
− | * [[ | + | :{| |
− | * [[ | + | | [[Image:Infused_medallion.gif|50px]] |
− | + | | Elves have an increased [[Energy Resist|energy resistance]] cap. Elven players must still increase their actual [[Resistances|resistances]] through normal means (i.e. through equipment and magical effects). | |
− | * [[ | + | * +5 to Energy Resistance cap (75 total) |
+ | |} | ||
+ | |||
+ | =====Difficult to Track===== | ||
+ | :''Difficult to track.'' | ||
+ | :{| | ||
+ | | [[Image:Difficult_to_track_medallion.gif|50px]] | ||
+ | | Elves are more difficult to [[Tracking|track]] than [[Humans|humans]]. | ||
+ | |} | ||
+ | |||
+ | =====Perception===== | ||
+ | :''Increased perception of both hidden creatures and resources.'' | ||
+ | :{| | ||
+ | | [[Image:Perception_medallion.gif|50px]] | ||
+ | | Elves gain an increased chance to passively [[Detecting Hidden|detect hidden]] [[Monsters|monsters]] and enemies. | ||
+ | |} | ||
+ | |||
+ | =====Knowledge of Nature===== | ||
+ | :''and resources.'' | ||
+ | :{| | ||
+ | | [[Image:Knowledge_of_nature_medallion.gif|50px]] | ||
+ | | Elves receive an increase to their chance of acquiring special [[Resources|resources]] such as colored [[Ore|ore]] when [[Mining|mining]] or special [[board]]s when [[Lumberjacking|lumberjacking]]. | ||
+ | |} | ||
+ | |||
+ | =====Wisdom===== | ||
+ | :''Wise in nature; harmonious affinity for casting spells.'' | ||
+ | :{| | ||
+ | | [[Image:Wisdom_medallion.gif|50px]] | ||
+ | | Elves receive a bonus to their maximum [[Mana|mana]]. | ||
+ | * +20 [[Mana Increase]] Bonus | ||
+ | |} | ||
+ | ---- | ||
+ | ===Gargoyles=== | ||
+ | :''Main Article: [[Gargoyle_Race|Gargoyles]]'' | ||
+ | ''Presented as community-minded and strongly principled, [[Gargoyles]] have special traits and abilities: | ||
+ | ====Racial Abilities==== | ||
+ | =====Flying===== | ||
+ | :''A Gargoyle's powerful wings carry them over land as fast as a galloping horse and grant them access to special Gargoyle-only areas.'' | ||
+ | :{| | ||
+ | | [[Image:Flying_medallion.png]] | ||
+ | | Flying makes it possible for Gargoyles to move at a speed equal to being mounted, or the equivalent being double the usual walking pace of Humans and Elves. | ||
+ | |} | ||
+ | |||
+ | =====Berserk===== | ||
+ | :''In situations of great danger, a Gargoyle's natural ferocity will take over, granting speed and power at the cost of defenses.'' | ||
+ | :{| | ||
+ | | [[Image:Berserk_medallion.png]] | ||
+ | | | ||
+ | *15% [[Damage Increase|Damage Bonus]] and +3% [[Spell Damage Increase]] for '''each''' 20% health lost from maximum health (60% weapon damage bonus cap and 12% spell damage bonus cap). | ||
+ | |} | ||
+ | |||
+ | =====Master Artisan===== | ||
+ | :''A strong cultural emphasis on art and craftsmanship grants the Gargoyles an increased chance to imbue and unravel magical items.'' | ||
+ | :{| | ||
+ | | [[Image:Master_artisan_medallion.png]] | ||
+ | | Gargoyles have an increased chance to [[Imbuing|imbue]] and unravel magical items. This bonus has the greatest impact at low-intensity imbues and diminishes exponentially as the difficulty of the imbue increases. | ||
+ | |} | ||
+ | |||
+ | =====Deadly Aim===== | ||
+ | :''All Gargoyles are trained from childhood in the skill of Throwing, giving them a basic competence with missile weapons.'' | ||
+ | :{| | ||
+ | | [[Image:Deadly_aim_medallion.png]] | ||
+ | | | ||
+ | *Minimum Gargoyle skill in [[Throwing]] is 20.0. | ||
+ | *Gargoyles receive a 5% bonus to hit that stacks with [[Hit Chance Increase|HCI]] and skill bonus. | ||
+ | *Gargoyle’s former higher hit chance cap was adjusted to the all-races-45% in [[Publish_81#Misc_Changes:|Publish 81]]. | ||
+ | |} | ||
+ | |||
+ | =====Mystic Insight===== | ||
+ | :''Gargoyles have an intuitive understanding of Mysticism, allowing them to cast basic Mysticism spells without further training.'' | ||
+ | :{| | ||
+ | | [[Image:Mystic_insight_medallion.png]] | ||
+ | | | ||
+ | *Minimum Gargoyle skill in [[Mysticism]] is 30.0. | ||
+ | *Gargoyles receive +2 [[Mana Regeneration]] which stacks with [[Meditation]] and [[Focus]]. | ||
+ | |} | ||
+ | |||
+ | == Race Change == | ||
+ | It is possible to change the race of a character | ||
+ | |||
+ | * Human -> Elf : [[Elven_Heritage_Quest|Quest: Elven Heritage]] | ||
+ | * Elf -> Human: [[Human_Heritage_Quest|Quest: Human Heritage]] | ||
+ | * Human <-> Gargoyle <-> Elf: [[Race Change Token]] | ||
+ | |||
+ | == Non-Playable Races == | ||
* [[Juka]] | * [[Juka]] | ||
− | * [[ | + | * [[Lizardmen]] |
* [[Mechanical]] / [[Construct]] | * [[Mechanical]] / [[Construct]] | ||
− | * [[Ophidian]] | + | * [[Meer]] |
− | * [[Orc]] | + | * [[Minotaur]] |
− | * [[ | + | * [[Ophidian]] |
− | * [[ | + | * [[Orc race]] |
− | * [[Terathan]] | + | * [[Ratmen]] |
− | * [[Undead]] | + | * [[Savage]] |
+ | * [[Solen]] | ||
+ | * [[Terathan]] | ||
+ | * [[Yomotsu]] | ||
+ | |||
+ | == Race Slayer Groups == | ||
+ | * [[Abyss Slayer]] | ||
+ | * [[Arachnid Slayer]] | ||
+ | * [[Elemental Slayer]] | ||
+ | * [[Fey Slayer]] | ||
+ | * [[Repond Slayer]] | ||
+ | * [[Reptile Slayer]] | ||
+ | * [[Undead Slayer]] | ||
+ | ==Extinct Races== | ||
+ | * [[Bobbit]] | ||
+ | * [[Dwarf]] | ||
+ | * [[Emp]]s | ||
+ | * [[Fuzzy]] | ||
[[Category:Directory]] | [[Category:Directory]] |
Latest revision as of 11:41, 29 May 2014
There are several races in Ultima Online. There are several differences among the playable races that make race an important game choice. There are also race specific weapons that deal extra damage against the appropriate opponent. It should be noted that there were several additional races in the single player Ultima series of games that have not been seen in Ultima Online.
Playable Races
There are three playable races in Ultima Online each having unique racial abilities:
Humans
- Main Article: Humans
Protectors of Britannia, Humans have adapted to their environment, improving many beneficial traits and abilities:
Racial Abilities
Strong Back
- Years of hard work allow more weight to be carried on strong backs.
Humans have an increased carrying capacity above what is determined by their strength. - Carry an additional 60 Stones of weight
Tough
- Adept at recovering from adversity, humans regain health more quickly than in times past.
Humans regenerate hit points faster than normal.
Workhorse
- Enterprising techniques have led to breakthroughs in resource recovery.
Jack of all Trades
- Diverse inclinations attune humans to a base understanding of nearly all learned behaviors.
Humans have a basic ability in all skills, even untrained ones. - 20 minumum level in all skills (does not show on Skill Menu)
Note - As of Publish 64, it no longer contributes towards mana discounts on Special Moves. If players do not have 200 or more modified points in various combat skills (Swordsmanship, Mace Fighting, Fencing, Archery, Throwing, Parry, Lumberjacking, Stealth, Poisoning, Bushido, and Ninjitsu), their special moves will use the full mana cost.
Elves
- Main Article: Elves
Founders of Heartwood and attuned to nature, Elves have special traits and abilities:
Racial Abilities
Night Sight
- Exceptional vision, even at night.
Elves always have the effect of a full strength Night Sight spell. - Night Sight is always on
Infused with Magic
- Resilient skin has an increased capacity to resist damage from energy attacks.
Elves have an increased energy resistance cap. Elven players must still increase their actual resistances through normal means (i.e. through equipment and magical effects). - +5 to Energy Resistance cap (75 total)
Difficult to Track
- Difficult to track.
Perception
- Increased perception of both hidden creatures and resources.
Elves gain an increased chance to passively detect hidden monsters and enemies.
Knowledge of Nature
- and resources.
Elves receive an increase to their chance of acquiring special resources such as colored ore when mining or special boards when lumberjacking.
Wisdom
- Wise in nature; harmonious affinity for casting spells.
Elves receive a bonus to their maximum mana. - +20 Mana Increase Bonus
Gargoyles
- Main Article: Gargoyles
Presented as community-minded and strongly principled, Gargoyles have special traits and abilities:
Racial Abilities
Flying
- A Gargoyle's powerful wings carry them over land as fast as a galloping horse and grant them access to special Gargoyle-only areas.
Flying makes it possible for Gargoyles to move at a speed equal to being mounted, or the equivalent being double the usual walking pace of Humans and Elves.
Berserk
- In situations of great danger, a Gargoyle's natural ferocity will take over, granting speed and power at the cost of defenses.
- 15% Damage Bonus and +3% Spell Damage Increase for each 20% health lost from maximum health (60% weapon damage bonus cap and 12% spell damage bonus cap).
Master Artisan
- A strong cultural emphasis on art and craftsmanship grants the Gargoyles an increased chance to imbue and unravel magical items.
Gargoyles have an increased chance to imbue and unravel magical items. This bonus has the greatest impact at low-intensity imbues and diminishes exponentially as the difficulty of the imbue increases.
Deadly Aim
- All Gargoyles are trained from childhood in the skill of Throwing, giving them a basic competence with missile weapons.
- Minimum Gargoyle skill in Throwing is 20.0.
- Gargoyles receive a 5% bonus to hit that stacks with HCI and skill bonus.
- Gargoyle’s former higher hit chance cap was adjusted to the all-races-45% in Publish 81.
Mystic Insight
- Gargoyles have an intuitive understanding of Mysticism, allowing them to cast basic Mysticism spells without further training.
- Minimum Gargoyle skill in Mysticism is 30.0.
- Gargoyles receive +2 Mana Regeneration which stacks with Meditation and Focus.
Race Change
It is possible to change the race of a character
- Human -> Elf : Quest: Elven Heritage
- Elf -> Human: Quest: Human Heritage
- Human <-> Gargoyle <-> Elf: Race Change Token
Non-Playable Races
- Juka
- Lizardmen
- Mechanical / Construct
- Meer
- Minotaur
- Ophidian
- Orc race
- Ratmen
- Savage
- Solen
- Terathan
- Yomotsu