Races

The World of Tera is filled with exciting races that you can be a part of! All of them have interesting gimmicks and mechanics that will, I hope, be of your liking! But first, let's get into how races work, specially to the 3 types of races!

### **Type 1: Birth Races**

> These are races you acquire at the birth of your character, and will forever be with you, so choose you race wisely! All of these have equal amounts of qualities and flaws, so choose whatever suits your liking and plans more!
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### **Type 2: Obtainable Races**

> While there are only a few of this category, they have quite specifics methods of attaining them which will not be disclosed here, you'll have to find out yourself! However, there'll be a riddle here and their passive skills so that if you are really interested on what they can do you can always give a try to try and find it out!
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### **Type 3: NPC Exclusives**

> NPC Exclusive races are races that are sometimes either quite powerful or just unique to a specific NPC or a set of them, there are also very few of these but they tend to be stronger then the average obtainable and birth races. These races will not be available for players.
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#### **Type 1 Races List (14)**

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**Dzins** (Locked for 2 Dzin players only, or 1, you can roll in between eachother if you are interested for it, if only one person is that person gets Dzin)

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Dzins are descendants from the Eitrans, descendants of those ancestors who survive the fall of Elysium in Eitr and somehow, lived off the world by infiltrating within it as normal kinsmen. While some share similarities with that race in the form of white horns in different shapes or simple elven pointy ears, most Dzins don't have any differences on their body apart from a different perception of the world caused by World's Pulse, which allows them to see Muscles and Bones to the minute detail as a passive skill after a certain age or even at birth. Most Dzins are unaware of their race, and mistake it for any other race they share slight physical similarities to.

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**Dzin Skills**

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> **Iron Mind** - Immunity to all mind spells and traumas.
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> **World's Pulse (Fake)** - Dzins can see the interior of the human body with a simple glance, seeing how mana flows, the exact time people cast a spell or even the trajectory of some attacks! However, the overuse of this will cause the Dzin permanent blindness that cannot be cured regardless of what magic is used.
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**Vind**

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Born from the corpse of the God of Winds, Zephyr, that ruled atop the now gone Sky Castle, with another quite distant and distinct race, these creatures took a humanoid shape, usually with a blueish skin and dark tainted hairs that may vary, have ever since the Age of Legends lived in peace with other races, teaching them the ways of magic and wind, as they were born with it and with a special affinity to the element of Wind. Vinds are usually seen in the spot of Archmages due to their enhanced magic prowess.

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**Vind Skills**

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> **Tempest Soul** - Using this with mana will give you a wind barrier that reflects spells, meaning that anyone trying to strike you with a spell will always have that effect inflicted on them. (Will always deflect for 2 turns upon activation)
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> **Sky Sailors** - Due to their proficiency with magic and specifically the wind element, they get a bonus damage (+2 in rolling attacks) from using wind magic.
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**Fischeran**

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Fischerans are the distant cousins of Vind, and, if anything a small variation of them. These were bound to the Wind, as much as Vind however they took it as their duty to honor their now long lost father who lost his life at hand of the 14 Races of Tera and the Tryfrix. Fischerans usually either hide from other races or attack them on sight, for their hatred for them for killing their only father is so immense, that no matter how much one would try to change them, that'd most definitely not do, atleast for most cases.

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Fischeran Skills

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> **One with the Wind** - For 2 turns they can permeate through whatever attack is thrown at them by transmogrifying their body into wind where the attack was supposed to hit, becoming almost wind elementals in the process.
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> **Sky Sailors** - Due to their proficiency with magic and specifically the wind element, they get a bonus damage (+2 in rolling attacks) from using wind magic.
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**Morvid**

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Strange beings of beak and knuckle, four great red eyes and purple feathers... Of unknown history began appearing in flocks, black, mischievous birds made of bone, flesh and feather alike. Mythologies were born from them, stories told of their existence but never truly confirmed... To this day, Morvids reside only within people's minds as a folk's tale, but is it really one..?

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**Morvid Skills**

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> **Flock** - Turn into a flock of crows and gain complete immunity to damage for about 3 turns before returning to normal. During this period of invincibility you are much faster and invisible BUT you cannot attack back or you will lose Flock's effect, which differs from Fischeran's One with the Wind where they can attack (Requires final form)
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> **Forms** - Morvids function by forms, by assassinating and eating others (If possible other Morvids) a Morvid can evolve into it's next three stages. At the last stage they get an ability named "Flock"
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> **Poisoned Feather Throw** - This is a ranged but simple attack to understand- A Morvid can use their feathers to poison people from afar, given they have enough accuracy to hit them. This poison will do crippling damage for 2 turns.
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**Dinakeri**

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Beings of dark skin and mischievous yet charming and magical eyes wonder the night in search for souls, accursed by a foul God of the Dead who sought to make that race his very own source of entertainment, making them dependent and addicted to the action of ripping and consuming other's souls... Dinakeri now wander the land, attempting not to hurt anyone but in the end, doing so in exchange for their own survival in a sad, perpetual existence.

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**Dinakeri Skills**

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> **Cursed Body** - Their bodies will never be penetrated by spells of darkness or cast curses (Artifact curses still affect them), making them permanently immune to the element of Necromancy and Darkness.
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> **Soul Rip** - Dinakeri's can rend your soul, doing some damage to the enemy target and leaving them slowed. After ripping a portion of their soul, the Dinakeri can use the last move used by the person he soul ripped. This does not stack.
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**Madrasian**

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Madrasians are... peculiar and quite interesting, a race that occupies the far mountain reaches in a location called "Oresfall", mostly consisting of great and cunnin criminals. The Madrasian Crime Lords, well known for their cunning deception due to their unique racial abilities. While one would think these so called "men" as sniveling rats when backed into a corner, the street Kings of Madras produce long sharp daggers known as fangs to great effect when they find themselves in mortal danger.

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**Madrasian Skills**

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> **Shift** - Change your look into anyone, for a specific amount of time (10 turns). Your hair and eyes might not transfer over correctly if you are not skilled enough. Getting discovered in this disguise will immediately deactivate it.
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> **Block "Observe"** - Illusionists cannot observe through your disguise or through your eyes from any kind of distant if you are disguised.
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**Navaran**

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Barbaric, green folk of the far South, far in the Grog Plains, they, however, do not live all together and instead prefer camping in bands and large groups of strong men and women with good genes to breed more warriors. Navaran women and men are usually way stronger then any other race physically, but have a limited amount of intellect.

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**Navaran Skills**

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> **Primal Rage** - For an limited time of 5 turns, you can awaken your inner beast and rush towards your enemies at quite a fast speed, doubling your damage and speed for that turn.
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> **Multi weapon weilding** - Due to their massive frame, Navaran can carry around and use multiple different weapons at once, something that isn't possible with other races
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**Castellan**

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Castellans are quite peculiar little humans. They are, by far on the group closest to humans but something within them begs to differ that they are entirely human... Castellans possess incredible magic prowess from an unknown source, presumably descendants of Cameos or Seraphs, along with a passing ressemble for both species (Even tho they are mortal), species of a past long forgotten or simply accursed and suffering.

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**Castellan Skills**

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> **Excelence** - Castellans have access to using powerful spells without a Tome of Magic since birth, making them virtually the most powerful mage race, but with the most feeble body and lowest resistances
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> **Low Cost** - Whatever spell they cast will cost less energy then any other race, this scales with progress.
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**Ashiin**

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Ashiins first originated in Gaia, around 64 b.T. (Before Tryfrix), as an order of Monks led by Reiner Dante, The First Divine Monk to defend the common folk from the war against the Gods in Tera, that most did not even know was going on at that era. This race became increasing less powerful as time went out, but they still retain a great level of power and influence. Ashiins exhibited extreme strength and trained combat, with discipline and tactic ever since birth, as if they were born simply to fight.

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**Ashiin Skills**

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> **Monk Fighting** - Ashiins will always strike harder and faster with their fists due to their almost trained since birth Monk training. Ashiins also get more resiliance, meaning that they will not back down even when injured and maintain their full strength for atleast 3 turns post grave injury.
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> **Agility** - Agility is a power also adquired by Ashiins that enhances their speed and strength for a 1 turn (+3 roll), before leaving them a little slower for the next turn, where they'd have to defend (-2 roll)
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**Rigan**

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These creatures were the first people from Gaia, also called Commonpeople's or Freshspawn, to try and step on Tera. Tera's magic pressure was so great in fact, that most died, but those who lived retained scars so great due to the mana pressure that their entire physiology changed to adept the environment. Their blood pressure decreased and pretty much stop, their body became more durable almost like solid rock, and in turn they became walking tanks, able to sustain hits with their barehands as their skin and flesh was pretty much golem-like now.

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**Rigan Skills**

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> **Rock Skin** - They possess incredibly resistance, being able to block sharp weapons with their fists and arms for approx. 3 turns before actually getting damaged and bleeding, this means that their entire body will also take 3 hits before beginning to bleed. The blood that spills may generate dizziness for the Rigan or even mild blodloss of how much blood is spilled for this rocky wounds.
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> **Flood** - Due to their golem like body that overflows with the mana of Tera that they recieved upon entering, Rigans have no problem with energy when casting a spell, since it is an infinite resource for them, however the more spells they cast the more stone-like their inner body becomes, eventually resulting in death.
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**Haseldan**

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Haseldan are the common folk of Tera, those who populate most cities and towns, those who wander around for most lands and places, those who do make the big bulk of Tera's population. You may be able to find them virtually anywhere, as they are pretty common and the most normal race amongst Tera.

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**Haseldan Skills**

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> **Last Stand** - When a Haseldan's near death and in combat, the effect of Last Stand will trigger, giving the Haseldan increased speed and defense (5+ rolls on every defense maneuver) for 5 turns.
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> **Bloodline** - When on the knocked state, Haseldans will be able to get back up with 2x damage (5+ on rolls) for 2 turns, when they are done, they'll be knocked back down for 2 turns regardless of how roughed up they are.
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> *2 coming on later*
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#### **Type 2: Obtainable Races**

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**Cameo**

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> ***What would you do for love?***
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> ***Would you give up everything you have?***
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> ***Would you go to the brink of life and death?***
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> ***Then you may be worthy of my reign, eternally.***
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*- White King, "The Last Supper."*

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**Cameo Skills**

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> **Regeneration** - Upon dying, Cameos vitality will be replenished extremely fast consuming one of their 9 lives. All their injuries are cured if they were affected by one aswell.
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> **Cat Lives** - Cameos can die a total of 9 lives at max, 5 at minimum, which makes them a tough race to break through if you are trying to kill them for good.
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> **Empty Husk** - Cannot join any Houses or Oaths and will forever be stuck in a Chaotic alignment, even if mildly.
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> **Prevent Extinction** - Regenerate a life once per kill, even if lost.
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**Construct**

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> ***For the construct,***
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> ***Hailed from cold,***
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> ***Paid naught of coin, but soul.***
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> ***He'll chop, he'll slice,***
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> ***He'll prod and dice,***
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> ***Change you, up whole,***
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> ***Change you whole.***
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*- Doctor Sigma, "Super Soldier Diary Entry 71"*

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**Construct Skills**

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> **Thermal Resistance** - Constructs will not take any kind of damage from cold or ice related things, aswell as fire and heat related things, being immune to both heat and cold.
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> **Galvanize** - Fill your body with toxic fumes and become virtually unstoppable for 2 turns (7+ roll). The toxic fumes will exit your body slowly afterwards taking 5 turns to do so, releasing a poisonous cloud around you for that duration that can be counter acted by throwing a health potion at the Construct
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> **Mercenary Build** - Construct will immediately know how to weild any weapon they encounter, getting the same boost a Purgatory Class would with their weapon upon first weilding them. Appart from that, this gives Constructs a tiny boost on dodging (1+ roll)
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> **Toxic to Health** - Constructs will always heal from most stuff prejudicious to humans, be it Poison, Acid or Toxic Sludge, he will heal from injesting it.
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**Azael**

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> ***Crimson horns,***
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> ***With Gem-cut eyes,***
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> ***A Kingdom fell, From a Serpent's lies.***
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*- Unknown Writer, "The End of the Start"*

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**Azael Skills**

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> **Gateway Masters** - Azael is born with the ability to open rifts in between map locations for him and more people to go without fail.
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> **Hell's Flame** - They are immune to any kind of flames, even holy flames and do much more damage (3+ roll) when using a fire spell.
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> **Faster Replenishment** - Azaels will always recharge energies much faster then any other race, including Castellans
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