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This page was last edited on 9 June , at Game content and materials are trademarks and copyrights of their respective publisher and its licensors.
All rights reserved. This site is a part of Fandom, Inc. Support Contact PRO. Though not as large as the towering aumaua, humans are known for their strength and willpower.
The mighty Aumaua are the largest of the kith races and are commonly found in or near oceans. Though not truly aquatic, they have an affinity for water and many of their civilizations, such as Rauatai, are based on naval dominance.
They are known for their unparalleled strength. By virtue of land covered and number of colonies settled, dwarves are the most well-traveled race in the world.
They are commonly found in the Dyrwood, the Vailian Republics, and almost any colonized land. Dwarves are known for their great strength and tenacity.
Elves are known for their speed and intelligence as well as a commonly isolationist nature. Orlans are the smallest of the kith races, though many cultures don't consider them to be civilized at all.
Also notable for their large ears, two-toned skin, and hirsute bodies, Orlans are commonly found in Eir Glanfath, the Ixamitl Plains, and parts of the Dyrwood.
They are known for their mental intensity and quickness. The godlike are children of the kith "civilized" races who have been blessed with physical aspects associated with the gods though some do not consider it a blessing.
These aspects may take many forms and often come with mystical powers. Aberrant head shapes are typical, and godlike are unable to wear protective headgear as it is near-impossible to find anything that fits.
Because of their unusual nature and their inability to reproduce, godlike are often viewed with fear and wonder. Fighting Sprit. The most common humans in the Dyrwood, the Meadow Folk or Thyrtan have lived in that area for almost 2, years.
Meadow Folk traditionally live at the edges of Elven forests working the open plains - hence their name. Most humans in the Dyrwood are Thyrtan.
Ocean Folk Calbandra originated near the Equator on the other side of the globe and are currently the most widespread human group in that region, but they have also migrated to the far reaches of the world.
Ocean Folk are the dominant culture in the Vailian Republics, and are also common in the Dyrwood. Savannah Folk Natlan come originally from just south of the Equator and, with the exception of some groups that migrated north, have remained in the same location for over ten thousand years.
The name Natlan literally means "original. Wood Elves Sceltrfolc trace their beginnings far north of present-day Aedyr and have migrated south throughout the forests of the continent, now covering it all the way south across the Equator.
They are also believed to have migrated across the sea to Eir Glanfath. Jump to: navigation , search. Race Seasons. Category : Races.
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This page was last edited on 5 December , at Game content and materials are trademarks and copyrights of their respective publisher and its licensors.
All rights reserved. This site is a part of Fandom, Inc. Support Contact PRO. This page or section needs to be reworked to make use of Extension:Cargo instead of listing data manually.
Please help improve this page if you can. Players don't begin at act 1 normal, instead they can begin in any act or difficulty after that.
These areas are the same level as they appear in the regular game, and are not scaled down for these events.
All areas except in towns have enemy totems spread across the zone that grant benefits to your enemies and attempt to kill you. All areas other than towns contain drifting areas of cold damage.
Each area contains 20 additional strongboxes. Characters act as if they have the Blood Magic passive allocated.
Points are awarded for time taken to kill a specific boss. Equipped items are dropped on death. Players are allowed to enter others' instances at will.
Players are hostile to one another by default when not partied. Killing a player awards their death penalty experience to the killer.
Player capacity in non-town instances is doubled. This does not increase the maximum party size. Emberwake Race Season.
Each area is inhabited by 10 additional Tormented Spirits except for Twilight Strand and towns. Spirit spawns ignore the usual area level restriction.
Each area is inhabited by 20 additional Rogue Exiles except for Twilight Strand , where Rogue Exiles cannot spawn Rogue Exile spawns ignore the usual area level restriction, e.
Flasks , life, mana, and energy shield are not refilled when entering a town instance. All instances of a given area will have the same area layout, for all players.
The minimap will automatically be fully revealed. Multiple Race Events regularly will have the same seed. That is, the instance area layouts will be same in all the races of a fixed seed set.
When you kill a rare monster, you gain all its mods for 20 seconds. Every monster pack has a rare monster even the Twilight Strand.
This race type is voided. The contents of each chest are predetermined and depend on the character class and the area they're located in: see Descent Chests for a complete list of items.
This is a chest that appears at the very start of the game near the character spawn point. It contains two Scroll of Wisdom Scroll of Wisdom Stack Size: 40 Identifies an item Right click this item then left click an unidentified item to apply it.
Shift click to unstack. Can only hold charges while in belt. Refills as you kill monsters. These two chests spawn at a fixed point near the exit of every area.
The chests vary mainly in the currency they drop. Players must choose one of the two chests to open in each area; the other chest will vanish along with its contents.
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