Humans and Races: Difference between pages

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== General ==
__TOC__
There are six playable races in Rise of Agon. Unlike other MMORPG's, racial choice does not heavily influence your characters' choices or progression options. 95% of the skills may be learned regardless of your race, and the remainder are Prestige and Racial abilities. Each race begins play in its own homeland, and has its own unique storylines, histories, and racial alliances and enemies. The races are as follows:
== Races of Rise of Agon ==
=== [[Alfar|Alfar of Nagast]] ===
{| class="wikitable"
|-
| [[File:Alfar.png|350px|left]]|| The Alfar are the cruel, hate-spawned cousins of the Mirdain. Abducted eons ago by their insane god-king Melek, these former Mirdain have been mutated and warped by his diabolical influence into fearless, rage-driven killers. Alfars are the smallest of all playable races in the world of Agon. They have a smaller hitbox than other races but lack the melee reach as well as the height advantage of other races when using magic. Alfars have a natural resistance to magic and specialize in crafting durable magic staves. They live in the southern portion of Agon, a desolate place covered in rocks, mud, and giant mushrooms.
|-
| Capital City|| Shoal
|-
| Racial Mount|| [[Shulgan Drake]]
|-
| Racial Weapon|| Ilshard (Polearm)
|-
| ''' Racial Skills: ||
|-
| Alfar Cunning|| Increases maximum Mana by 15 points.
|-
| Alfar Resilence|| Decreases Magical damage received by 1.5 points.
|-
| Alfar Intellect|| Increases durability on crafted staves.
|}


<br>


== Lore ==


=== Humans of Mercia ===
=== [[Dwarfs|Dwarfs of Dwergheim]] ===
''The earth-shaking under steel-clad hooves; a gleaming sea of blades, raised as one towards the sky; bright banners that invoke the might and radiance of Auros, the god of the noonday sun. Again and again, the knights of Mercia ride forth into the world, determined to shine the light of righteousness upon those who dwell in darkness or shadow.''
{| class="wikitable"
|-
| [[File:Dorf.jpeg|350px|left]]|| Dwarfs are just as small in height as alfars. However, they are considerably larger. Dwarfs are able to use Dwarven Perseverance, a unique ability reducing stamina cost of melee attacks. They are also known for their ability to craft high-quality armor and weapons. They live in the northern parts of Agon in valleys surrounded by snow covered mountains.  
|-
| Capital City|| Ymir's Tear
|-
| Racial Mount|| [[Garmir]]
|-
| Racial Weapon|| Ildhammer (Two-handed club)
|-
| ''' Racial Skills: ||
|-
| Dwarven Perseverance|| Ability that reduces stamina drain.
|-
| Dwarven Steelmaster|| Increases the durability of armor and weapons.
|-
| Dwarven Durability|| Increases maximum health by 10 points.
|}


''The Mercians are natives of Riada, a sunken realm that lay in the great eastern sea, its spires gleaming each day with the rays of the morning sun. When this island home foundered, Mercian survivors landed on the shores of their present-day realm, which they conquered after a long war with an aboriginal people called the Imric. The Mercians see themselves as a divine race descended from the children of the sun god Auros, and they are at best unmindful, at worst disdainful of the needs and opinions of other, presumably lesser races.''
<br>


''The humans have good relationships with the mirdain of Merendil and the dwarfs of Dwergheim.''
=== [[Humans|Humans of Mercia]] ===
{| class="wikitable"
|-
| [[File:Hooman.png|350px|left]]|| Humans are the median race, their melee reach is right in the middle. Their racial abilities are passives, giving them longer duration buffs and active time of food making. This makes them the ideal race if you like to support your teammates. Human settlements are located on the south-east of Agon.
|-
| Capital City|| Sanguine
|-
| Racial Mount|| [[Horse]]
|-
| Racial Weapon|| Lightbringer (Two-handed sword)
|-
| ''' Racial Skills: ||
|-
| Human Ingenuity|| Increases the duration of foods by up to 15%.
|-
| Human Willpower|| Increases mana by 10 points.
|-
| Human Longevity || Increases buff/debuff duration.
|}


=== '''''Culture and Religion''''' ===
''The Mercians worship Auros, a solar deity who they revere not only as the bringer of light and life but also as the father of their race. According to Mercian origin myths, Auros chose twelve wives from among the mortal races and brought them with him to the sacred island of Riada. Over the next twelve years, Auros fathered twelve children with each wife, and the resulting 144 half-gods became the ancestors of the Mercian race. Thus the Mercians believe, quite literally, that they are the progeny of their own god, and they see it as their filial duty to expand the reach of his light and teachings.''


''The Auran faith dictates that all life issues forth from Auros and that no matter how far from the light a creature has strayed, Auros will receive its life-spark after death. When killing a benighted or shadebound creature, Mercians believe they are sending it into the cleansing light of Auros.''
<br>


=== '''''How humans see the world''''' ===
=== [[Mahirim|Mahirim of the Tribelands]]===
''"What opposes the Blood Heirs of Auros? Insects. Like leaves, we brush them aside."''
{| class="wikitable"
|-
| [[File:Doggo.png|350px|left]]|| Mahirims are the tallest race in Agon. Wolf-like humanoids, Mahirims are also the most nimble race. Their thick fur grants them protection against Blades and arrows. They live in large wooden structures on the north-west of Agon in a land whose trees adopt the colors of autumn year-round. Mahirim have increased movement speed and a natural protection bonus against melee and archery attacks.


''- Martin Winterworth, Knight of Malregard''
|-
| Capital City|| Redmoon
|-
| Racial Mount|| [[Tribeland Bear]]
|-
| Racial Weapon|| Ghostclaw (One Handed Sword)
|-
| ''' Racial Skills: ||
|-
| Mahirim Huntspeed|| Increases run speed.
|-
| Mahirim Endurance|| Increases stamina by 15 points.
|-
| Mahirim Reflexes || Increases natural melee and ranged protections by 1.5.
|}


''"Our swords are harbingers of the day which always follows night. Do not pity the darkling creature as you slay it, for only through death can its spark rejoin the light of Auros."''
<br>


''- Catherine Southland, Knight of the White Order''
=== Mirdain of Mirendil ===
{| class="wikitable"
|-
| [[File:MASTERRACE.png|350px|left]]|| Mirdains are taller than humans. Mirdains have fantastic eyesight, making them ideal scouts to identify enemies. Coupled with their dexterity, they are some of the best archers of Agon. Mirdain have a greatly increased identification range and a damage increase when using archery. Their cities can be found on the western side of Agon in green and lush forests made of large, aged trees.


''"Through the strength of our sword-arms and the divine blood in our veins, mankind is destined to rule. Under human lordship, Agon will enter a golden age of peace and prosperity."''
|-
| Capital City|| Charybdis
|-
| Racial Mount|| [[Eradan]]
|-
| Racial Weapon|| Sunbow (Bow)
|-
| ''' Racial Skills: ||
|-
| Mirdain Sight|| Increases identification range greatly.
|-
| Mirdain Precision|| Increases damage with archery by 1.25.
|-
| Mirdain Insight || Increases maximum stamina by up to 15 points.
|}


''- Talaod Ridegate, member of the Monkfield guard''
<br>


''"Have you ever wondered why Riada fell? Or why the whispers of Malaut hold such allure for certain segments of the Mercian populace? The answers to these questions, and many more, await discovery among the ruins of the past."''
=== Orks of Morak ===
{| class="wikitable"
|-
| [[File:Orkorkork.png|350px|left]]|| Orks are the brutes of Agon, the second largest race of Agon, but what they lose to Mahirim in height they gain in muscle mass. They are exceptional close-quarters fighters. Their dense musculature gives Orks increased melee damage with all weapons and increased carry weight. Their settlements are made of stone in a realm with many active volcanos, with the landscape as brutal as they are.
|-
| Capital City|| Flaming Skull
|-
| Racial Mount|| [[Death Pig]]
|-
| Racial Weapon|| Aldaruk (Two-handed axe)
|-
| ''' Racial Skills: ||
|-
| Orkish Brutality|| Increase melee damage with all melee weapons by 1.25.
|-
| Orkish Toughness|| Increases maximum health by 10 points.
|-
| Orkish Capacity || Increases maximum carry capacity.
|}


''- Jonn Redspire, nobleman and Son of Riada''


''"Dwarves and mirdain are our noble allies, who have found their own way out of the darkness. If mankind is to retain the friendship of these races, we must respect their cultures and beliefs."''


''Agnar Shale, diplomat to the court at Charybdis''


=== '''''How others see the Mercians''''' ===
==Racial Reach==
''"Oooo! I harbinger dawn... Oooo! I've got sun blood in my veins. Looks like you've spilled some of that precious blood all over my axe, human! Wheres your sun god now, eh? Hehehe."''
{|class="wikitable"
|-
! Race !! Male Reach !! Female Reach
|-
|Alfar || 2.48 || 2.46
|-
|Dwarf || 2.5 || 2.48
|-
|Human || 2.52 || 2.48
|-
|Mahirim || 2.639 || 2.613
|-
|Mirdain || 2.544 || 2.544
|-
|Ork || 2.585 || 2.577
|}


''-Sir Bonehard the Cruel, orkish knight''
<br>


''"I will savor the look on humanity's collective face when the sun fails to rise and the world is plunged into Melek's eternal night."''
== Changing Race ==
You may change your race at any time by purchasing a [[Race Change Token]] from the [[The Market|'''in-game marketplace''']] or through the store on https://www.riseofagon.com. Once you use the token, you will be logged out and sent back to the character selection screen. You can remake your character and then log back into the game. You will still have your bank contents and all of your possessions.


''-Uirash Yishku, alfar raider''
== Other Notes ==
 
*Racial warfare does not exist in Rise of Agon, as all the races have become more tolerable of each other, at least in the NPC cities. (This will all change for the Steam launch of the game which has every race placed within their racial alliance)
''"In vast herds, the noble human roams across the plains of Mercia. When they defend in numbers, humans pose a challenge for even the most experienced of mahirim hunters."''
*All players now share the same capital: Sanguine, the Human Capital City.
 
''-Ardan the Old, mahirim hunter''
 
''"One more word about lights in the darkness and I will be forced to start banging heads... My human clanmates are capable allies, but they tend to be more than a little full of themselves."''
 
''- Storgrim Thorsland, dwarven clan leader''
 
''"Sometimes humans settle on a course of action without first considering all the implications, and once their minds are made up, there is no budging them. Since humanity is a young race, proper guidance from their elders and betters may yet learn them to temper their instinctive boldness with caution."''
 
''-Thiela Leafhelm, mirdain officer''
 
 
 
== Gear sets ==

Revision as of 10:50, 1 June 2023

There are six playable races in Rise of Agon. Unlike other MMORPG's, racial choice does not heavily influence your characters' choices or progression options. 95% of the skills may be learned regardless of your race, and the remainder are Prestige and Racial abilities. Each race begins play in its own homeland, and has its own unique storylines, histories, and racial alliances and enemies. The races are as follows:

Races of Rise of Agon

Alfar of Nagast

Alfar.png
The Alfar are the cruel, hate-spawned cousins of the Mirdain. Abducted eons ago by their insane god-king Melek, these former Mirdain have been mutated and warped by his diabolical influence into fearless, rage-driven killers. Alfars are the smallest of all playable races in the world of Agon. They have a smaller hitbox than other races but lack the melee reach as well as the height advantage of other races when using magic. Alfars have a natural resistance to magic and specialize in crafting durable magic staves. They live in the southern portion of Agon, a desolate place covered in rocks, mud, and giant mushrooms.
Capital City Shoal
Racial Mount Shulgan Drake
Racial Weapon Ilshard (Polearm)
Racial Skills:
Alfar Cunning Increases maximum Mana by 15 points.
Alfar Resilence Decreases Magical damage received by 1.5 points.
Alfar Intellect Increases durability on crafted staves.



Dwarfs of Dwergheim

Dorf.jpeg
Dwarfs are just as small in height as alfars. However, they are considerably larger. Dwarfs are able to use Dwarven Perseverance, a unique ability reducing stamina cost of melee attacks. They are also known for their ability to craft high-quality armor and weapons. They live in the northern parts of Agon in valleys surrounded by snow covered mountains.
Capital City Ymir's Tear
Racial Mount Garmir
Racial Weapon Ildhammer (Two-handed club)
Racial Skills:
Dwarven Perseverance Ability that reduces stamina drain.
Dwarven Steelmaster Increases the durability of armor and weapons.
Dwarven Durability Increases maximum health by 10 points.


Humans of Mercia

Hooman.png
Humans are the median race, their melee reach is right in the middle. Their racial abilities are passives, giving them longer duration buffs and active time of food making. This makes them the ideal race if you like to support your teammates. Human settlements are located on the south-east of Agon.
Capital City Sanguine
Racial Mount Horse
Racial Weapon Lightbringer (Two-handed sword)
Racial Skills:
Human Ingenuity Increases the duration of foods by up to 15%.
Human Willpower Increases mana by 10 points.
Human Longevity Increases buff/debuff duration.



Mahirim of the Tribelands

Doggo.png
Mahirims are the tallest race in Agon. Wolf-like humanoids, Mahirims are also the most nimble race. Their thick fur grants them protection against Blades and arrows. They live in large wooden structures on the north-west of Agon in a land whose trees adopt the colors of autumn year-round. Mahirim have increased movement speed and a natural protection bonus against melee and archery attacks.
Capital City Redmoon
Racial Mount Tribeland Bear
Racial Weapon Ghostclaw (One Handed Sword)
Racial Skills:
Mahirim Huntspeed Increases run speed.
Mahirim Endurance Increases stamina by 15 points.
Mahirim Reflexes Increases natural melee and ranged protections by 1.5.


Mirdain of Mirendil

MASTERRACE.png
Mirdains are taller than humans. Mirdains have fantastic eyesight, making them ideal scouts to identify enemies. Coupled with their dexterity, they are some of the best archers of Agon. Mirdain have a greatly increased identification range and a damage increase when using archery. Their cities can be found on the western side of Agon in green and lush forests made of large, aged trees.
Capital City Charybdis
Racial Mount Eradan
Racial Weapon Sunbow (Bow)
Racial Skills:
Mirdain Sight Increases identification range greatly.
Mirdain Precision Increases damage with archery by 1.25.
Mirdain Insight Increases maximum stamina by up to 15 points.


Orks of Morak

Orkorkork.png
Orks are the brutes of Agon, the second largest race of Agon, but what they lose to Mahirim in height they gain in muscle mass. They are exceptional close-quarters fighters. Their dense musculature gives Orks increased melee damage with all weapons and increased carry weight. Their settlements are made of stone in a realm with many active volcanos, with the landscape as brutal as they are.
Capital City Flaming Skull
Racial Mount Death Pig
Racial Weapon Aldaruk (Two-handed axe)
Racial Skills:
Orkish Brutality Increase melee damage with all melee weapons by 1.25.
Orkish Toughness Increases maximum health by 10 points.
Orkish Capacity Increases maximum carry capacity.



Racial Reach

Race Male Reach Female Reach
Alfar 2.48 2.46
Dwarf 2.5 2.48
Human 2.52 2.48
Mahirim 2.639 2.613
Mirdain 2.544 2.544
Ork 2.585 2.577


Changing Race

You may change your race at any time by purchasing a Race Change Token from the in-game marketplace or through the store on https://www.riseofagon.com. Once you use the token, you will be logged out and sent back to the character selection screen. You can remake your character and then log back into the game. You will still have your bank contents and all of your possessions.

Other Notes

  • Racial warfare does not exist in Rise of Agon, as all the races have become more tolerable of each other, at least in the NPC cities. (This will all change for the Steam launch of the game which has every race placed within their racial alliance)
  • All players now share the same capital: Sanguine, the Human Capital City.