The Alvarin
This Build (Alvarin/Veela) can be used for Dex Mages, Dex Footfighters, Hybrids between a Footfighter and a Mage, and for Hybrids between a Mounted Archer/ Dex Footfighter.
A Dex Footfighter will be a bit faster as any other race, will receive lower Falldamage and can jump very high in Combatmode. He have a Buff that increase the Movementspeed for his Friends for arround 10 Seconds
He have an active Ability, that refill his Stamina to 100 %, if he stands still for arround 1-2 seconds. (all with 15 Min CD)
One of his passives allow him to regenerate Stamina faster when standing still.
Alvarins are Guerrilla fighters. Their abilitys from their Claid Gifts allow them to ambush a Player, and to escape from a dangerous situation, using the environment to their advantage. If an Alvarin is wearing a lighter Armor, he will be able to jump down Mountains, and be able to jump from Wall to Wall, or House to House in Citys such as Gaul Kur and Kranesh with a drawn weapon, and if he chooses to learn swimming, he can escape in the Water aswell, if he is using a light weight Armor.
Note: In huge Teamfights the Alvarin will get hit very hard, especially from havy Weapons, if he is using a light Armor ! He need to avoid and parry those attacks, or there will be no tomorrow, if he gets hit by a 5 kg + Weapon.
A Dex Footfighter is recommended for Players that want to use Spears and Daggers. He have much less damage Bonus, but 125 Dex will allow him to make Weakspot Hits with a Dagger and a Spear more often. Some Materials used for Weaponcrafting, get a much higher weakspot Chance, if a Player reach the 125 Dex cap. For this you need to be lean and suffer a good ammout of HP.
If a Player want to use Swords, it is recommended to aim for 120 Dex and to be Stout, because you are not using a weakspot Weapon. Being Stout, instead of being lean, will give you more HP and additional 5 Str and - 5 Dex.
This might also be important, if you want to play the Hybrid between Mounted Archer and a Dex Footfighter, becuase 2 Claid Gifts will give you -10 Str Requirement for Bows and Stout will give you additional 5 Str to pull a 110 Str Bow. If you are lean, you need to find a good Bow for 105 Str, which will do a bit less damage.
Note: The weight can always be changed from lean to stout later on, depending if you eat greasy or vegetarian food.
The Ogmir
The Ogmirs are known to be the most powerful magicians, Powerful Tanks and Mounted FIghters. Their resiliences are enormous.
The Ogmir can be played as a Fatmage, Mounted Mage, Max HP Foot Fighter, Mounted Fighter, Mounted Archer, Hybrid between Mounted Combat and a tanky Footfighter, or as a Hybrid between Mounted Archer and a tanky Footfighter.
The Hugar can reach 121 Str, which allow him to pull the best bows ingame. 121 Str are needed to wield mounted Combat Weapons, without being forced to use an expencive weapon Hilt.
The Ogmir have a slower movement speed as the Alvarin and as the Human.
His Claid Gifts allow him to wear heavier armor than any other race before getting penelties.
He can drink more Potionunits as any other Race.
He can smoke Ichor to regain a lot of HP during a fight.
He has the Passive Stone Skin. A natural resistance against piercing and slashing damage
He can go for knockdown resistence, so he wont be able to get dismounted, or it will be harder to dismount him.
His active Warcry allow him to buff his friends to be more tanky for the next 10 seconds.
He have an active Buff that reduce the damage taken, if he stands still. (All with a 15 Min CD)
The Blain will have less Str and less damage Bonus as the Hugar, but will have more HP then any other race. (up to 251 HP)
This race is good for a pure tanky Footfighter (unless you want to use a bow) and for Fatmages.
Fatmages are the slowest Build to be played on Foot, but they can be played as Mounted Mages.
These can carry a shield, while being on foot, with which they can push back players and repel attacks. A Fatmage will heal players for much more HP and will deal much more damage with his spells compared to the Alvarin Dex Mage.
The Hugar have less HP as the Blain, but will have much more Str. The Hugar is used for Mounted Combat, Mounted Archery, for the Hybrid between Mounted Combat and a tanky Footfighter, or for the Hybrid between Moutned Archer/ tanky Footfighter.
The Ormir/Hugar will have less damage Bonus as the Thursar race when played as a Mounted fighter. That means that the Ogmir possibly won´t be able to dismount other Mounted Combat Fighters, but won´t get dismounted ether, becuase of his CLaidgift, that give him additionals knockdown resistence.
The Human
Humans are known to be smarter and more flexible than other races.
Humans have more skill and attribute points than any other race.
Humans are a little slower than the Alvarins, but a bit faster than the Ogmir and the Thursar.
After the Thrsar, they can reach the second highest damage bonus.
The Human is good for Builds that miss a few Skillpoints. Because of his additional Attributre Points, the Human can be played as a pure Psy-Footfighter, with a good ammount of magic Resist, as a Mage/Footfighter-Hybrid with more Mana and more Damage Bonus as the Alvarin Hybrid.
His Mana Regeneration is less impacted from Armor weight, which allow him to
to wear heavier armor compared to the Alvarian Hybrid
The Human have more Skillpoints then the Alvarin Hybrid, and will be able to learn an additional Magic School, or alternativly controlled riding, to be able to use better Mounts, with which he can ride much faster from Town to Town. He can be played as a Tamer/Beastmaster Mage, or a Dominator Mage with a powerful Pet.
He can for example ride a lycator, dismount, and let his pet attack his opponent.
He can be played as a Hybrid between a Footfighter and a Beastmaster, but not without some drawbacks.
The human has a warcry that frees him and his allies from all debuffs.
He have a buff that give him more Magic Resist.
He have an active Buff, that make his allys do less team damage for 10 seconds
His Mana Regeneration is less impacted from Armor weight.
The Human will not have enough Str to go for a mounted Combat Build, without having to use very rare and expencive perfect Weapon Hilts.
But if a player can afford it, then that character will have more Magic Resist than any other Mounted Combat Character,
and Mounted Combat players have a particularly large hitbox, because of their large horse and are vulnerable against Magic.
The Thursar
Thursars are known for their large Size and Strange, are the hardest hitting, but also the slowest Race.
They are all about Damage.
The Thursar and the Ogmir are the only races that can reach 121 Str.
The Thursar can be played as a Footfighter, but maybe can be played as a pure Mounted Combat or Hybrid between Mounted Combat/Footfighter aswell. but we have to wait. I have heared rumors, that SV not want to see the Thursar being played as a mounted Character. That there will be a penalty for him when being mounted. It will not make sense to play him as a mounted Archer, becuase the Damage Bonus do not apply to Bows, and because he have a much bigger Hitbox. His size and his longer arms will give him a longer reach with his weapon, but this is useless for an Archer.
The Thursar will have an active Buff, that will give him liefesteal for 10 Seconds.
One Passive will make him regenerate Health after every 10 seconds.
His active Warcry will make him and his Allies deal more damage for 10 seconds.
This can be very strong, if you build a pure Footfighter with active and passive regeneration.
He can swing his weapon with 0 Stamina
He have a high resistences against Poisons.
He can switch stances. One Stance will make him receive more physical damage, but less magical Damage. The other stance will make him
more prone to magic but less vulnerable for physical Damage.
This Build (Alvarin/Veela) can be used for Dex Mages, Dex Footfighters, Hybrids between a Footfighter and a Mage, and for Hybrids between a Mounted Archer/ Dex Footfighter.
A Dex Footfighter will be a bit faster as any other race, will receive lower Falldamage and can jump very high in Combatmode. He have a Buff that increase the Movementspeed for his Friends for arround 10 Seconds
He have an active Ability, that refill his Stamina to 100 %, if he stands still for arround 1-2 seconds. (all with 15 Min CD)
One of his passives allow him to regenerate Stamina faster when standing still.
Alvarins are Guerrilla fighters. Their abilitys from their Claid Gifts allow them to ambush a Player, and to escape from a dangerous situation, using the environment to their advantage. If an Alvarin is wearing a lighter Armor, he will be able to jump down Mountains, and be able to jump from Wall to Wall, or House to House in Citys such as Gaul Kur and Kranesh with a drawn weapon, and if he chooses to learn swimming, he can escape in the Water aswell, if he is using a light weight Armor.
Note: In huge Teamfights the Alvarin will get hit very hard, especially from havy Weapons, if he is using a light Armor ! He need to avoid and parry those attacks, or there will be no tomorrow, if he gets hit by a 5 kg + Weapon.
A Dex Footfighter is recommended for Players that want to use Spears and Daggers. He have much less damage Bonus, but 125 Dex will allow him to make Weakspot Hits with a Dagger and a Spear more often. Some Materials used for Weaponcrafting, get a much higher weakspot Chance, if a Player reach the 125 Dex cap. For this you need to be lean and suffer a good ammout of HP.
If a Player want to use Swords, it is recommended to aim for 120 Dex and to be Stout, because you are not using a weakspot Weapon. Being Stout, instead of being lean, will give you more HP and additional 5 Str and - 5 Dex.
This might also be important, if you want to play the Hybrid between Mounted Archer and a Dex Footfighter, becuase 2 Claid Gifts will give you -10 Str Requirement for Bows and Stout will give you additional 5 Str to pull a 110 Str Bow. If you are lean, you need to find a good Bow for 105 Str, which will do a bit less damage.
Note: The weight can always be changed from lean to stout later on, depending if you eat greasy or vegetarian food.
The Ogmir
The Ogmirs are known to be the most powerful magicians, Powerful Tanks and Mounted FIghters. Their resiliences are enormous.
The Ogmir can be played as a Fatmage, Mounted Mage, Max HP Foot Fighter, Mounted Fighter, Mounted Archer, Hybrid between Mounted Combat and a tanky Footfighter, or as a Hybrid between Mounted Archer and a tanky Footfighter.
The Hugar can reach 121 Str, which allow him to pull the best bows ingame. 121 Str are needed to wield mounted Combat Weapons, without being forced to use an expencive weapon Hilt.
The Ogmir have a slower movement speed as the Alvarin and as the Human.
His Claid Gifts allow him to wear heavier armor than any other race before getting penelties.
He can drink more Potionunits as any other Race.
He can smoke Ichor to regain a lot of HP during a fight.
He has the Passive Stone Skin. A natural resistance against piercing and slashing damage
He can go for knockdown resistence, so he wont be able to get dismounted, or it will be harder to dismount him.
His active Warcry allow him to buff his friends to be more tanky for the next 10 seconds.
He have an active Buff that reduce the damage taken, if he stands still. (All with a 15 Min CD)
The Blain will have less Str and less damage Bonus as the Hugar, but will have more HP then any other race. (up to 251 HP)
This race is good for a pure tanky Footfighter (unless you want to use a bow) and for Fatmages.
Fatmages are the slowest Build to be played on Foot, but they can be played as Mounted Mages.
These can carry a shield, while being on foot, with which they can push back players and repel attacks. A Fatmage will heal players for much more HP and will deal much more damage with his spells compared to the Alvarin Dex Mage.
The Hugar have less HP as the Blain, but will have much more Str. The Hugar is used for Mounted Combat, Mounted Archery, for the Hybrid between Mounted Combat and a tanky Footfighter, or for the Hybrid between Moutned Archer/ tanky Footfighter.
The Ormir/Hugar will have less damage Bonus as the Thursar race when played as a Mounted fighter. That means that the Ogmir possibly won´t be able to dismount other Mounted Combat Fighters, but won´t get dismounted ether, becuase of his CLaidgift, that give him additionals knockdown resistence.
The Human
Humans are known to be smarter and more flexible than other races.
Humans have more skill and attribute points than any other race.
Humans are a little slower than the Alvarins, but a bit faster than the Ogmir and the Thursar.
After the Thrsar, they can reach the second highest damage bonus.
The Human is good for Builds that miss a few Skillpoints. Because of his additional Attributre Points, the Human can be played as a pure Psy-Footfighter, with a good ammount of magic Resist, as a Mage/Footfighter-Hybrid with more Mana and more Damage Bonus as the Alvarin Hybrid.
His Mana Regeneration is less impacted from Armor weight, which allow him to
to wear heavier armor compared to the Alvarian Hybrid
The Human have more Skillpoints then the Alvarin Hybrid, and will be able to learn an additional Magic School, or alternativly controlled riding, to be able to use better Mounts, with which he can ride much faster from Town to Town. He can be played as a Tamer/Beastmaster Mage, or a Dominator Mage with a powerful Pet.
He can for example ride a lycator, dismount, and let his pet attack his opponent.
He can be played as a Hybrid between a Footfighter and a Beastmaster, but not without some drawbacks.
The human has a warcry that frees him and his allies from all debuffs.
He have a buff that give him more Magic Resist.
He have an active Buff, that make his allys do less team damage for 10 seconds
His Mana Regeneration is less impacted from Armor weight.
The Human will not have enough Str to go for a mounted Combat Build, without having to use very rare and expencive perfect Weapon Hilts.
But if a player can afford it, then that character will have more Magic Resist than any other Mounted Combat Character,
and Mounted Combat players have a particularly large hitbox, because of their large horse and are vulnerable against Magic.
The Thursar
Thursars are known for their large Size and Strange, are the hardest hitting, but also the slowest Race.
They are all about Damage.
The Thursar and the Ogmir are the only races that can reach 121 Str.
The Thursar can be played as a Footfighter, but maybe can be played as a pure Mounted Combat or Hybrid between Mounted Combat/Footfighter aswell. but we have to wait. I have heared rumors, that SV not want to see the Thursar being played as a mounted Character. That there will be a penalty for him when being mounted. It will not make sense to play him as a mounted Archer, becuase the Damage Bonus do not apply to Bows, and because he have a much bigger Hitbox. His size and his longer arms will give him a longer reach with his weapon, but this is useless for an Archer.
The Thursar will have an active Buff, that will give him liefesteal for 10 Seconds.
One Passive will make him regenerate Health after every 10 seconds.
His active Warcry will make him and his Allies deal more damage for 10 seconds.
This can be very strong, if you build a pure Footfighter with active and passive regeneration.
He can swing his weapon with 0 Stamina
He have a high resistences against Poisons.
He can switch stances. One Stance will make him receive more physical damage, but less magical Damage. The other stance will make him
more prone to magic but less vulnerable for physical Damage.
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