Racials

Foreword
Every race is unique. There are the orcs with their formidable strength, the ever so enduring - both on the battlefield as well as in conversations - dwarfs, the swift and fluffy Lycan roaming through the lands and Arakodai soaring through the sky guided by their wings.

But there is so much more then just their physical differences as (almost) everyone has their own specialties. Dwarfs are known for their fantastic smithing skills, High-Elves have mastered magic during their seemingly endless lifes and the Humans, with no real physical strength to call their own became creative, adapting to the situation and made tools that help them to survive.

Those words, as inspiring as they may seem, are just but that. Words. Mere sentences, blown in the wind howling while facing the grim reality called gameplay.

So lets fix that, shall we?

Through the new and improved (yet still in development because I am horrible at coding) Racadia mod (Yes, you see correctly, this is a pun, deal with it) you will be able to make your character what it truly was meant to be: An weird tentacle abomination that makes absolutely no sense whatsoever because this mod just gives you the abilities and your apearence is controlled through an entirely different mod I have theoreticly no control over except with the mighty GM-HammerTM.

So now with that all out of the way, lets get actually down to how it works: There are two different types of racial traits. The first are simply called racials. These represent in most cases physical attributes your characters race gives you access to."What are the not 'most cases' you ask? That loophole is for you to figure out. And yes, a loophole. I have left A LOT all over the place, especially in the rules and character 'creation'. Around 94% of the rules can be circled around if cleverly done so, but don't blame me for the results of the failed attempts that are not to your liking."The second type are referred to as specialties. These specialties include things like for example as a dwarf the ability to create mithril tools, the elves with their process of creating the magical metal elementium and so on. As these traits have no physical connection to the race and are more a kind of "Learn how to do" thing, it is possible for other races to aquire these abilities, but they however do not fall out of the sky. Now comes the friendly reminder that this is, who would have guessed, a roleplay server, so its your own tale to write and to have fun with others, not just a "Oh I gotta grind to the best equip so I can [censored] these noobs." server. So enjoy your time, create your own story with your friends and foes alike and if there is ever a problem you just need to call your "friendly" neighborhood GM to handle things.

Racials

 * Flight with their wings Note: Resting your wings is as important as is not carrying too much weight. Your not a dragon, just a hawk.
 * Beak on foot and claws in air are at your disposal

Specialties

 * As of the time of the rewrite there is no actual thing in my mind that would make sense for a specialty. This can however change.

Racials

 * Claws and fluffy fur (with the latter having no practical use) are at your service
 * Being able to talk to animals and trading with them as a passive ability similar to the Polynesia charm
 * A permanent little speedboost that can be toggled

Specialties

 * Use of a little arsenal of enchantments, including educational, wisdom, translucency and unveiling
 * Teaching others how to speak to animals (making Polynesia charms)

Racials

 * Demonkins strongly vary even among their own kind, so there is no common set trait they all share but rather individual abilities

Specialties

 * A natural talent for the creation of Sanguinite and Crimson tools because of their demonic blood

Racials

 * A minor boost towards Ars magica mana (20%)

Specialties

 * Creation of Elementium, Shadowmetal and Crimson
 * Additionally involving bloody rituals with crazy experiments (Thaumcraft x Blood magic integrations)

Racials

 * An even smaller boost towards Ars magica mana (10%)

Specialties

 * Stealing the uniqueness of the Dark-Elves specialty of creating Elementium by also having it
 * Usage of the arcane spellbook

Racials

 * A permanent toggleable small speedboost
 * Firing arrows out of quivers at a very high rate (using the quickdraw enchantment). Hollywood quivers (Infinite ammunition in any way) are not allowed in combination as…. well everyone who used quickdraw knows why.

Specialties

 * How surprising, another elven race that has the specialty to create the elven metal Elementium
 * Usage of special hunting equipment, such as longbows, Mog's quiver and the unveiling enchantment

Racials

 * None

Specialties

 * Creating and maintaining Agricraft seeds
 * Travelers gear (Tinker's construct)
 * Riding horses and jousting

Racials

 * A small natural resistance bonus (not directly a resistance potion, but a minor damage reduction in the calculation [5%] which can stack with normal resistance)

Specialties

 * Mithrilsmithing
 * Cogworksuits despite them technicly having the wrong size since they don't shrink/grow depending on the person inside of them in gameplay but meh
 * Making and using Muskets

Racials

 * As goblins are under the effects of promethium unlike their technicly brothers they don't have the resistance bonus. For physical damage that is. Instead they have a resistance against multiple types poisons due to them being used to such effects.

Specialties

 * Despite being corrupted the goblins still know the noble art of Mithrilsmithing.

Racials

 * A little passive health regeneration and strength boost ( NOT strength and regeneration potion effects mind you, but a flat number added ontop of the default)
 * You are probably gonna hate me for this, but orcs have a little negative maximum Ars magica mana modifier (-10%). Blame the Dark-Elves for that one.

Specialties

 * To compensate their lack of natural mana orcs have created a unique tool called poppets.
 * While not being truly an material or special item, orcs have their own way of smithing, especially weapons known for their brute force and difficulty to handle them. This special type of weapons is represented through the capability of having the final strike, vampirism, valiance and/or wrath enchantment. They also have created their own weapon type: Warhammers.

Racials

 * The ability to switch between dragon form and.... uh... what's the elven equivalent for "humanoid form"? via a tool called dragonstone (with similar functionality as the werewolf moon charm from witchery)
 * Anyone who wants a unique dragondesign for his transformation can happily sent it in as a bonus request on the character application. For details such as size please contact me on discord. If the pack gets many updates seemingly doing nothing, you now know why.

Specialties

 * None

Racials

 * As it is a aquatic "race" naturally it can breath under water
 * As with the demonkin, this "race" also has a lot of variety though not being as completely unique in each case as they are. If you have read the lore, you probably can guess the rest that is supposed to stand here.

Specialties

 * Aquatic baubles. Not much to say about that one.

Racials

 * A permanent version of Chameleonskin

Specialties

 * They are capable of creating an unknown metal called Adamantium.
 * Also they tend to have the translucency enchantment on nearly every piece of armor they make. I wonder why….

Thank you for your patience of reading through this, we appreciate it a lot.