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Author's Foreword Welcome to the Destiny guide! Thank you reading. This game is one of the mostpopular out right now and it's incredibly intriguing. This guide will aid youthrough the Story Missions, Strike Missions, and acquiring the Dead Ghosts andGold Loot Chests in each world. This is a work in progress and any additionalinformation is welcome. If you are looking for a more detailed guide with videoand pictures, then check out the upgraded version at GamerGuides.comThe StoryOur destiny lies above us, in the stars.From beyond our tiny pale blue dot in the night sky, the Traveler came to us,lifted us. We reached out across the solar system and beyond.We built cities on Venus, Mars, and beyond; we explored the depths of theplanets and the edges of our solar horizon. The brightest Golden Age of ourspecies history, we learned so much, we saw so much. But we were not alone.The Traveler did not come to us unnoticed.Something pursued the Traveler, a vast and terrible Darkness. It found theTraveler. It found us.Our civilization was ruined, cast down. Humanity was nearly extinguished. TheTraveler gave everything to stop the Darkness, to cast it back into the yawningblack spaces between the stars. We did not perish. But we lost so much. And theTraveler fell silent, floating above our last city.Fragments of the Travelers Light, Ghosts of its former glory awakened, soughtout those among us who could protect us, defend us, and give us hope for thefuture.They are Guardians. You are a Guardian.Rise, Guardian, and look up. To the stars.Our destiny awaits. ___________________________ ________________________//\\________________________ ________________________ Classes ________________________ \\_________________________// [0200] Character Design Before choosing a class you'll want to create a character. The races -- Exo,Awoken, and Human -- don't really matter nor does the gender. There are nobenefits to picking whatever you want so do exactly that, make the characterthat you want to play as.Class Overview As a Guardian of the City you'll be organized into one of three classes:Hunter, Warlock, or Titan. Each class has two different sets of skills, one isthe primary and another being a subclass. The subclass is unlocked at Level 15and once any character you have reaches Level 15 all other characters will havetheir subclasses unlocked, allowing you to choose another class while startingas the subclass should you prefer it. Before making a choice, understand thatall classes can wield the same weapons but certain armor is specific to theclass since upgrades to the armor can grant bonuses.Grenades Every subclass can have three grenades and they have varying uses. The baserecharge time is 50 seconds and it can be lowered to 25 based on the amount ofDiscipline you have from equipment. For the most part, grenades deal full damagefrom the epicenter of the blast and damage tapers off from there. Some grenadesdon't simply explode and deal damage in other ways though. The damage below isbased on PvE enemies at equal level on Normal difficulty without any upgradedbonuses to your gear. The damage below is also reflective of PvP where theleveling bonuses are negated. For in-depth information check each grenadeindividually beneath the chart. |||||| | Grenades | Class | Subclass | Damage | Radius | |====================|=========|=============|=============|========| | Flashbang Grenade | Titan | Striker | 140 | 7m | | Pulse Grenade | Titan | Striker | 200 (50x4) | 5m | | Lightning Grenade | Titan | Striker | 400 (100x4) | 12m | | Magnetic Grenade | Titan | Defender | 180(245) | 5m | | Spike Grenade | Titan | Defender | 400 | 12m | | Suppressor Grenade | Titan | Defender | 140 | 7m | | Incendiary Grenade | Hunter | Gunslinger | 115 (140) | 7m | | Swarm Grenade | Hunter | Gunslinger | 245 | 7m | | Tripmine Grenade | Hunter | Gunslinger | 160(225) | 12m | | Flux Grenade | Hunter | Bladedancer | 100(165) | 5m | | Skip Grenade | Hunter | Bladedancer | 120 | 7m | | Arcbolt Grenade | Hunter | Bladedancer | 80 | 8m | | Vortex Grenade | Warlock | Voidwalker | 350 | 4m | | Scatter Grenade | Warlock | Voidwalker | 120-160 | ~9m | | Axion Bolt | Warlock | Voidwalker | 90 | 10m | | Solar Grenade | Warlock | Sunsinger | 350 | 4m | | Firebolt Grenade | Warlock | Sunsinger | 80 | 8m | | Fusion Grenade | Warlock | Sunsinger | 100(165) | 5m | |____________________|_________|_____________|_____________|________|Titan GrenadesFlashbang- Blinds the opponent in PvP and disorients enemies in PvEPulse Grenade- Deals damage in pulses. There is no falloff and Aftershock can add a pulse.Lightning Grenade- Deal four pulses of 100. Aftershock adds a pulse. No falloff of damage.Magnetic Grenade- Two explosions of 100 then 80. 65 added damage if target is stuck.Spike Grenade- Rapid pulses for 100 damage per second. Last 4 seconds with no falloff.Suppressor Grenade- Shuts down player abilities for 10 seconds. Disables enemies in PvE. Ultra enemies are not affected.Hunter GrenadesIncendiary Grenade- 115 Damage initially and 5 ticks of 5 damage over 5 seconds.Swarm Grenade- Releases 5 seeker drones that deal 7 damage per hit. Hits twice and explodes for 7 additional damage. Maximizes at 245 damage.Tripmine Grenade- This is a proximinity grenade. Explodes instantly if target is stuck.Flux Grenade- Deals an additional 65 damage if target is stuck.Skip Grenade- Four bouncing drones attack twice for 7.5 damage each then explode for another 15. Maximizes at 120 damage.Arcbolt Grenade- Deals 80 damage to up to three targets. Bolts may arc to additional targets.Warlock GrenadesVortex Grenade- Deals damage in rapid pulses for 100 damage per second. Last for 3.5 seconds but can be modified by Vortex Mastery to 6 seconds.Scatter Grenade- Detonates on impact and releases a cluster of Void bomblets.Axion Bolt- Releases a Void Seeker at two enemies dealing 90 damage.Solar Grenade- Rapid damage in pulses for 100 damage per second. Lasts 3.5 seconds and has no falloff damage.Firebolt Grenade- Deals 80 Solar damage to four targets.Fusion Grenade- Deals 65 additional damage if the target is stickied.Melee Abilities Each class has a unique melee modifier as well. Titans and Hunters will lungeforward at full distance to strike but Warlocks will only step then project awave of Solar or Void energy. Hunters have a unique modifier in that theirmelee ability will use Knife Throw. When in close proximity for a melee attackthe knife will not be thrown and the modifier is saved. Both Titan and Warlockswill use a regular melee attack when the modifier is down. These attacks deal100 damage each. The Throwing Knife has a chance for precision however and candeal 130 damage at this point.Jumping Abilities Each class has the ability to jump off the ground. It's a basic feature butthe classes have different secondary jumping skills. Hunters will gain theability to Double Jump and even Triple Jump while Warlocks and Titans have theability to Glide and Lift respectively through the air. It is possible to cancelthe latter, Hunters cannot cancel a Double Jump but have the benefit of beingable to rapidly change direction in mid-air. Jumping is a crafty way to getaround the terrain but in PvP you want to avoid simply jumping in the open, itmakes for an easy target.Super Abilities This ability is unique to each subclass and allows the Guardian to channelraw Light into Arc, Solar, or Void energy to unleash devastating powers. Theyaren't all about simply destroying your enemy, some are about aiding others andyourself. When activated you will gain a resistance bonus, some Supers allowpersistent resistance, the Arc Blade and Radiant Skin. These abilities can takeup to 4 minutes to charge normally, though defeating enemies will decrease thetime it takes to charge, exponentially increasing for numerous kills rapidly. Using a Super Ability to defeat an enemy will result Orbs of Light droppingthat other players can pick up. You will not be able to see these unless theyare dropped from another character. Picking these up will greatly boost yourSuper Meter in comparison to just killing enemies or waiting. More Orbs of Lightcan be generated if the attack defeats a Major, generally 4 instead of 1. Ittakes about 6 Orbs of Light to completely refill your Super and that's wonderfulif you are in a team because you can almost cycle Supers very rapidly.Character Stats There are 8 different stats that you'll want to be actively aware of and havean understanding of in order to be competent in Destiny:Level- While playing Destiny you'll defeat numerous enemies and earn experience. This counts towards your overall level as you go from Level 1 to Level 20. At Level 20 you will reach what is called a "soft cap." This means that experience is no longer the driving point of your leveling up and from here you'll need to equip gear with Light.Light Level- Once you reach Level 20 the experience bar won't level you up any longer,instead you'll receive a Mote of Light. To increase your level further you mustequip Armor with Light. Level 20 Rare Armor will max out at +15 Light, Legendaryat +27, Raid Legendary at +30, and Exotic at +30. ||| | Light Level | Required Light | |=============|================| | Level 21 | 20 Light | | Level 22 | 32 Light | | Level 23 | 43 Light | | Level 24 | 54 Light | | Level 25 | 65 Light | | Level 26 | 76 Light | | Level 27 | 87 Light | | Level 28 | 98 Light | | Level 29 | 109 Light | | Level 30 | 120 Light | |_____________|________________|Agility- This is the primary stat of the Hunter and thus a Hunter starts with 5 points in this stat while Titans and Warlocks start with 1. The higher this stat goes the faster you will run and the higher you will jump. You will also accelerate more quickly when you attempt to sprint.Armor- This is the primary stat of the Titan and thus a Titan starts with 5 points in this stat while Hunters and Warlocks start with 1. Armor raises your health with 150 Health at 1 Armor, 165 Health at 10 Armor, and with a Titan you can reach 13 Armor to reach 180 Health. All players in the Crucible have 200 health, these stats are for PvE reference.Recovery- This is the primary stat of the Warlock and thus a Warlock starts with 5 points in this stat while Titans and Hunters start with 1. The higher this stat the quicker you'll begin to regain lost health. Discipline- This stat can be increased with gear and each point will reduce the amount of time it takes for your grenade to recover.Intellect- Raised by equipment, this stat reduces the cooldown time on your Super Ability so you can use it more often.Strength- Like the other two stats, this is increased with equipment and reduces the cooldown on the Melee Modifier.Attack- This stat assists with averaging out the power of a weapon. The Impact value on a weapon sets the amount of damage, this stat acts as a modifier allowing more or less damage based on the enemy level, except in the Crucible where level advantages are disabled. This means that a low level weapon may have a high Impact but a low Attack and thus deal less damage because it is not good enough to deal damage to the enemy.Defense- With the four pieces of equipment you wear you'll gain a cumulative Defense score. This reduces the amount of damage you will take from incoming attacks. __________________________________________________________ \/ > Hunter < /________________________________________________________\ [0201] Gunslinger Grenades- Incendiary Grenade at Level 2. An explosive grenade that catches enemies on fire, causing additional damage over time.- Swarm Grenade at Level 7. A grenade that detonates on impact, releasing multiple drones that seek nearby enemies.- Tripmine Grenade at Level 18. An explosive grenade that sticks to surfaces and detonates when enemies pass through its laser trigger.Jumping- Double Jump at Level 3. Jump a second time after leaving the ground.- Better Control at Level 8. Upgrades Double Jump for better directional control while in the air.- Triple Jump at level 19. Upgrades Double Jump with a third jump.- Higher Jump at Level 23. Upgrades Double Jump for even greater height.Super- Golden Gun at Level 4. Summon a flaming pistol that disintegrates enemies with Solar Light. Has a recharge of four minutes and 30 seconds.- Deadeye at Level 9. Significantly increases the accuracy of Golden Gun.- Combustion at Level 20. Killing enemies with Golden Gun causes them to explode.- Gunfighter at Level 24. Reduces the cooldown of Golden Gun, allowing it to be used more often.Melee- Throwing Knife at Level 5. Throw a knife from a distance.- Circle of Life at Level 10. Killing an enemy with Throwing Knife while Golden Gun is active extends the duration of Golden Gun. +1 Armor.- Incendiary Blade at Level 21. Throwing Knife catches enemies on fire, dealing additional damage over time. - Knife Juggler at Level 25. Precision kills with Throwing Knife immediately reset its cooldown.Stat Modifier, Tier 1- Path Forgotten at Level 6. Training focused on toughness and speed. +2 Armor/Agility- Path Forbidden at Level 14. Training focused on battle Recovery and speed. +2 Recovery/Agility- Path Unknown at Level 22. Training focused on battle Recovery and toughness. +2 Armor/RecoveryAbility Modifier, Tier 1- Scavenger at Level 11. Picking up ammo reduces the cooldown of your grenade and Throwing Knife.- Keyhole at Level 15. Golden Gun overpenetrates and can damage multiple targets.- Gunslinger's Trance at Level 26. Precision kills increase weapon Stability. Stacks up to three times. Stat Modifier, Tier 2- Way of the Drifter at Level 12. Training focused on all attributes. +2 Armor/Agility, +1 Recovery- Way of the Fearless at Level 16. Training focused on toughness at all costs. +5 Armor- Way of the Nomad at Level 27. Training focused on maximum battle Recovery. +4 Recovery, +1 AgilityAbility Modifier, Tier 2- Chain of Woe at Level 13. Precision kills increase weapon reload speed. Stacks up to three times.- Over the Horizon at Level 17. Increases the range of Golden Gun. +1 Agility.- Gambler's Dagger at Level 28. Gain an additional Throwing Knife. Bladedancer Grenades- Flux Grenade at Level 2. An explosive grenade that deals additional damage when attached to enemies.- Skip Grenade at Level 7. A grenade that splits on impact, creating multiple projectiles that seek enemies.- Arcbolt Grenade at Level 18. A grenade that chains bolts of lightning to nearby enemies.Jumping- Double Jump at Level 3. Jump a second time after leaving the ground.- Higher Jump at Level 8. Upgrades Double Jump for even greater height.- Better Control at Level 19. Upgrades Double Jump for better directional control while in the air. +1 Recovery.- Blink at Level 23. A short-distance teleport that replaces Double Jump.Super- Arc Blade at Level 4. Charge your blade with Arc Light, and consume your foes with lightning. Has a recharge time of four minutes and 30 seconds.- Showstopper at Level 9. A lethal area-of-effect explosion with 7-meter radius.- Razor's Edge at Level 20. A powerful, ground-based, ranged energy wave.- Vanish at Level 24. Cloaking effect that allows user to dissappear from sight.Melee- Blink Strike at Level 5. A powerful melee attack with extended range.- Backstab at Level 10. Doubles damage when hitting targets from behind.- Escape Artist at Level 21. Allows the user to cloak instantly after hitting a target with Blink Strike.- Fast Twitch at Level 25. Reduces the cooldown of Blink Strike.Stat Modifier, Tier 1- Path Forgotten at Level 6. Training focused on toughness and speed. +2 Armor/Agility- Path Forbidden at Level 14. Training focused on battle Recovery and speed. +2 Recovery/Agility- Path Unknown at Level 22. Training focused on battle Recovery and toughness. +2 Armor/RecoveryAbility Modifier, Tier 1- Fleet Footed at Level 11. Increases maximum sprint speed and extends slide distance. +1 Agility.- Quick Draw at Level 15. Weapons ready immediately after dealing damage with any knife attack.- Shadowjack at Level 26. Increases the duration of invisibility effects.Stat Modifier, Tier 2- Way of the Drifter at Level 12. Training focused on all attributes. +2 Armor/Agility, +1 Recovery- Way of the Fearless at Level 16. Training focused on toughness at all costs. +5 Armor- Way of the Nomad at Level 27. Training focused on maximum battle Recovery. +4 Recovery, +1 AgilityAbility Modifier, Tier 2- Encore at Level 13. Killing an enemy with Arc Blade extends its duration.- Stalker at Level 17. Gain invisibility after crouching in place for a short time.- Hungering Blade at Level 28. Kills with Arc Blade and Blink Strike immediately regenerate health. __________________________________________________________ \/ > Warlock < /________________________________________________________\ [0202] Voidwalker Grenades- Vortex Grenade at Level 2. A grenade that creates a vortex that continually damages enemies trapped inside.- Scatter Grenade at Level 7. A grenade that splits into many submunitions and covers a large area with explosions.- Axion Bolt at Level 18. A bolt of Void Light that forks into smaller bolts on impact, which seek toward enemies.Jumping- Glide at Level 3. Jump and then press Jump again while in the air to activate Glide.- Focused Control at Level 8. Upgrades Glide for better directional control while youre in the air.- Focused Burst at Level 19. Upgrades Glide to provide an initial boost of speed.- Blink at Level 23. A short-distance teleport that replaces Glide.Super- Nova Bomb at Level 4. Hurl an explosive bolt of Void energy at the enemy, disintegrating those caught within its blast. Has a recharge time of four minutes and 30 seconds.- Vortex at Level 9. Nova Bomb creates a Vortex that continually damages enemies trapped inside.- Shatter at Level 20. Nova Bomb splits into three projectiles.- Lance at Level 24. Nova Bomb travels farther and faster.Melee- Energy Drain at Level 5. A powerful melee attack that drains energy from enemies and uses it to reduce the cooldown of your grenade.- Surge at level 10. Damaging an enemy with Energy Drain increases movement speed for a short time.- Life Steal at Level 21. Killing an enemy with Energy Drain immediately restores a significant portion of your health.- Soul Rip at Level 25. Killing an enemy with Energy Drain reduces the cooldown of Nova Bomb.Stat Modifier, Tier 1- Arcane Wisdom at Level 6. Training focused on battle Recovery and speed. +2 Agility, +2 Recovery- Arcane Spirit at Level 14. Training focused on battle Recovery and toughness. +2 Armor, +2 Recovery- Arcane Force at Level 22. Training focused on toughness and speed. +2 Armor, +2 Agility Ability Modifier, Tier 1- Annihilate at Level 11. Increases the size of explosions created by Nova Bomb and grenades. +1 Agility.- Angry Magic at Level 15. Nova Bomb tracks enemies. +1 Armor.- The Hunger at Level 26. Increases the duration of the Energy Drain effect.Stat Modifier, Tier 2- Ancestral Order at Level 12. Training focused on all attributes. +2 Armor, +2 Agility, +2 Recovery- Chaos Order at Level 16. Training focused on raw speed.+5 Agility- Divine Order at Level 27. Training focused on toughness at all costs. +4 Armor, +2 RecoveryAbility Modifier, Tier 2- Vortex Mastery at Level 13. Increases the range of Axion Bolt seekers and the duration of the Vortex effect of Nova Bomb and Vortex grenade.- Bloom at Level 17. Enemies killed by any of your abilities explode.- Embrace the Void at Level 28. Damaging enemies with Nova Bomb or any grenade triggers the Energy Drain effect. Sunsinger Grenades- Solar Grenade at Level 2. A grenade that creates a flare of Solar Light that continually damages enemies trapped inside.- Firebolt Grenade at Level 7. A grenade that unleashes bolts of Solar Light at nearby enemies.- Fusion Grenade at Level 18. An explosive grenade that causes bonus damage when attached to its target.Jumping- Glide at Level 3. Jump and then press Jump again while in the air to activate Glide.- Focused Control at Level 8. Upgrades Glide for better directional control while in the air.- Focused Burst at Level 19. Upgrades Glide to provide an initial boost of speed.- Balanced Glide at Level 23. Upgrades Glide to provide bonuses to both speed and control. Super- Radiance at Level 4. Fill yourself with Solar Light, dramatically increasing the effectiveness of all your abilities. Four-minute recharge.- Song of Flame at Level 9. While active, Radiance reduces all cooldowns for nearby allies.- Radiant Skin at Level 20. While active, Radiance reduces incoming damage.- Fireborn at Level 24. Radiance can now be activated from beyond the grave. Doing so returns you to life.Melee- Scorch at Level 5. A powerful melee attack that ignites enemies, causing damage over time.- Flame Shield at Level 10. Killing an enemy with Scorch reduces incoming damage for a short time. +1 Armor.- Solar Wind at Level 21. Hitting an enemy with Scorch knocks them back.- Brimstone at Level 25. Killing adversaries with Scorch causes them to explode.Stat Modifier, Tier 1- Arcane Wisdom at Level 6. Training focused on battle Recovery and speed. +2 Agility, +2 Recovery- Arcane Spirit at Level 14. Training focused on battle Recovery and toughness. +2 Armor, +2 Recovery- Arcane Force at Level 22. Training focused on toughness and speed. +2 Armor, +2 Agility Ability Modifier, Tier 1- Radiant Will at Level 11. Increases the duration of Radiance.- Viking Funeral at Level 15. Enemies you ignite burn longer and take more damage.- Sunburst at Level 26. Killing an enemy with Scorch has a chance to generate Orbs of Light.Stat Modifier, Tier 2- Ancestral Order at Level 12. Training focused on all attributes. +2 Armor, +2 Agility, +2 Recovery- Chaos Order at Level 16. Training focused on raw speed.+5 Agility- Divine Order at Level 27. Training focused on toughness at all costs. +4 Armor, +2 RecoveryAbility Modifier, Tier 2- Touch of Flame at Level 13. All grenades ignite enemies, causing damage over time.- Angel of Light at Level 17. Aiming your weapon while in the air holds you in place for a short time. +1 Agility.- Gift of the Sun at Level 28. Gain an additional grenade. __________________________________________________________ \/ > Titan < /________________________________________________________\ [0203] Striker This subclass allows a Titan to use Fist of Havoc, enhanced melee strikes,and Arc energy. You'll want to focus on Strength and Intellect so yourstrengths are realized.Grenades- You get to choose one of these as your grenade modifier.- Flashbangs are best used in PvP to blind and disorient your opponent.- The Pulse Grenade is great for bosses in Strikes/Raids- Lightning Grenade is harder to use but potentially better than Pulse Grenade.- Flashbang Grenade unlocks at level 2, Pulse Grenade at level 7, and the Lightning Grenade unlocks at level 18.Jumping- At level 3 you will learn Lift. This grants a Double Jump ability. You may only choose one of the next three as a modifier.- Increased Height is unlocked at level 8 and allows a longer Lift time.- Increased Control unlocks at level 19, allowing for better maneuverability.- Catapult is available at level 23 and grants an initial strong burst.Super- Upon reaching level 4 you will learn Fist of Havoc. This ability lets you smash the ground and deal Arc damage. You may choose one of three modifiers.- Aftermath is unlocked at level 9 and leaves a pulsing field after the attack- Death from Above allows you to smash the ground like a superhero, dealing a lot of damage and unlocked at Level 20.- At level 24 you learn Shockwave, allowing you to fire off waves of energy.Melee- Storm Fist at Level 5- Overload at Level 10. Allows a chance to auto-reset the cooldown.- Discharge is learned at Level 21 and can allow Storm Fist to deal area of effect damage.- Amplify at Level 25, reduces the cooldown drastically.Stat Modifier, Tier 1- Titan Codex I at Level 6. +2 Armor/Recovery- Titan Codex II at Level 14. +2 Armor/Agility- Titan Codex III at Level 22. +2 Agility/RecoveryAbility Modifier, Tier 1- Headstrong at Level 11. Sprinting increases the leap distance of Fist of Havoc. +1 Agility.- Aftershocks at Level 15. Increases the duration of Pulse Grenade, Lightning Grenade, and Aftermath.- Transfusion at Level 26. Kills with Storm Fist immediately trigger health regenerationLittle is known and less is understood about the reptilian denizens of theBlack Marsh. Years of defending their borders have made the Argonians expertsin guerrilla warfare, and their natural abilities make them equally at home inwater and on land. They are well-suited for the treacherous swamps of theirhomeland, and have developed natural immunities to the diseases and poisonsthat have doomed many would-be explorers into the region. Their seeminglyexpressionless faces belie a calm intelligence, and many Argonians are well-versed in the magical arts. Others rely on stealth or steel to survive, andtheir natural agility makes them adept at either. They are, in general, areserved people, slow to trust and hard to know. Yet, they are fiercely loyal,and will fight to the death for those they have named as friends. It is thoughtthat Argonians descended from the intelligent Hist trees of Black Marsh. Theband of mercenaries named "The Blackwood Company", is made up of mainlyArgonian and Khajiit warriors commissioned by the Emperor. Most of theArgonians are immigrants from Black Marsh, and all are highly skilled in theart of combat. The Blackwood Company serves as a sort of competitor of theFighters Guild, and are a point in the last few Fighters Guild quests. Theguild hall in Leyawiin, where they have their hist tree, imported from BlackMarsh. Hist is what all soldiers of the Company drink before doing a contract.Argonians are the only race not to get effects from drinking hist. Argonians, like Khajiit, were oppressed and enslaved by rich families andprimary industries in the Morrowind, the last of the provinces to havelegalized slavery. Though slavery is now illegal in Morrowind, House Dresstill practices it. Racism is also strong against Argonians, as with all of thebeast-races. Despite both being seen as beast-races, and a sharing a history of oppressionfrom the men or mer races there is strong racial dislike between both theArgonians and the Khajiit. Members of both races commonly see the other asvastly inferior to themselves. If it were not for the lands of the Imperialheld Niben Bay, that seperates the lands of Black Marsh and Elsweyr, it isvery likely that both races would have gone to war with each other long ago. _______ | _ \ |. 1 / |. _ \ |: 1 \ |::.. . /reton [02.02.00]+`-------'--------------------------------------------------------------------+Bonus skills: +10 Conjuration + 5 Illusion + 5 Speech + 5 Alchemy + 5 Alteration + 5 RestorationPower: Dragonskin - You absorb 50% of the Magicka from incoming spells for 60 seconds.Racial Abilities: 25% Magic Resistance Bretons are the human descendants who hail from the province of High Rock.According to the Third Pocket Guide to the Empire, they have descended from thepeople of Nede and Aldmer. The Aldmer thought of making a superior race withtheir own "Elder", or "Superior", blood, by mating with other races. TheBretons are sometimes called "Manmeri" because of this. They are pure spell weavers and are advanced in all the Arcane arts. Whilelacking in physical skill, they make up for it in their ability to resist andcast spells that overwhelm most people. They are united in culture andlanguage, but are divided politically. Their origins can be traced to theFirst Era of Tamriel's history, when the Aldmer intermingled extensively withthe Nedic people. This mostly happened during the period in the first Era whenMer held Men as slaves, which lead to masters impregnating their femalecaptives. Bretons are tall, dark haired, people. They are highly intelligent,willful, and have an outgoing personality. It is said that Bretons are weanedon magic, for it seems to suffuse their very being. Intermingling with Elvenblood has given Bretons an affinity for magic, though hardiness is also partof their heritage. Breton culture operates under the Feudal system, and theirsociety is agrarian and hierarchical. Passionate, eccentric, poetic, flamboyant, intelligent, and willful, theBretons feel an inborn, instinctive bond with the mercurial forces of magic andthe supernatural. Many great sorcerers have come out of their home province ofHigh Rock, and in addition to their quick and perceptive grasp of spellcraft,enchantment, and alchemy, even the humblest and least prominent Breton canboast a high resistance to destructive and dominating magical energies withintheir universe. The main religion in High Rock is the worship of the Nine Divines, howeversome Bretons still worship the gods of their Elven ancestors. ______ | _ \ |. | \ |. | \ |: 1 / |::.. . /ark Elf [02.03.00]+`------'---------------------------------------------------------------------+Bonus skills: +10 Destruction + 5 Illusion + 5 Sneak + 5 Alchemy + 5 Alteration + 5 Light ArmorPower: Ancestor's Wrath - Creates a Flame Cloak that does 10 damage to nearby foes for 60 seconds.Racial Abilities: 50% Fire Resistance The Dunmer, more commonly referred to as Dark Elves, are the dark skinnedelves originally from the province of Morrowind. They have red, glowing eyesand their skin tones vary from green to grey, and even light blue. They areknown to be extremely strong, intelligent, and very quick, but are said to beill favoured by fate. Their combination of powerful knowledge learned fromcenturies past and strong, agile physique make them superior warriors andsorcerers of great and powerful magic. On the battlefield, Dunmer are knownfor their skill with a balanced use of the sword, the bow and destruction magic.Offensive Spells seem to prove worthy alongside a spellcasting Dunmer in battle. In character, they are grim, aloof, and reserved, keeping to themselves asmuch as possible. They are just as distrusting and disdainful of other racesas they are to other Dark Elves. The Dunmer and their national characterembrace these various connotations with enthusiastic behaviors. In the Empire,'Dark Elf' is the common used term used by any humanic race, but in theirhomeland; Morrowind, and among their Aldmeri brethren, they are known as Dunmer.In Morrowind the main religion is the worship of the Tribunal Temple but alarge number of Dunmer also worship Daedric deities. They see Malacath andBoethia as primary Daedric deities, and their lack of proper social behaviorslinks them to their dark worshipping of the gods. The commoners ban theirbehaviors with harsh distrust. The lack of proper etiquette among thesedark-skinned elves make them far inferior in the eyes of an Imperial. Originally the Dunmer were Chimer, however, they were changed by Azura afterthe Tribunal Temple's betrayal of Indoril Nerevar. ___ ___ | Y | |. 1 | |. _ | |: | | |::.|:. |igh Elf [02.04.00]+`--- ---'--------------------------------------------------------------------+Bonus skills: +10 Illusion + 5 Conjuration + 5 Destruction + 5 Restoration + 5 Alteration + 5 EnchantingPower: Highborn - For 60 seconds, you regenerate 25% of your maximum Magicka each second.Racial Abilities: +50 Magicka The Altmer, or High Elves, are a race of elves that inhabit parts of Tamriel.They hail from the Summerset Isle and are primarily known for their enhancedmagical abilities. As a race, the Altmer strive to maintain the appearance of their ancestorrace, the Aldmer, primarily through highly selective traditions surroundingmarriage and reproduction. They are among the tallest of the humanoid races,taller than most humans and even most other meri races. Their skin maintains avery pale gold hue, not quite the pale white of the northern human races suchas Nords or Imperials, but far lighter than the Bosmer. They are slender, withprominently pointed ears and almond-shaped eyes. On average, Altmer are of smaller build than humans, and thus generally notas strong. Their tall stature also makes them less agile than their Bosmericousins. However, Altmer are among the most intelligent and magically-inclinedraces on Nirn, surpassing even the Bretons in magical aptitude. This strongtie to Magnus, the god of magic, has the unfortunate side effect of openingAltmer up to magical attacks more than most other races. To their benefit,however, their years of selective breeding have also provided them with astrong resistance to diseases, nearly matching that of the Argonians. ___ | | |. | |. | |: | |::.|mperial [02.05.00]+`---'------------------------------------------------------------------------+Bonus skills: +10 Restoration + 5 One-Handed + 5 Destruction + 5 Block + 5 Heavy Armor + 5 EnchantingPower: Voice of the Emperor - Calms nearby people for 60 seconds.Racial Abilities: Gold can be found in every container Natives of the civilized, cosmopolitan province of Cyrodiil, the Imperialsare well-educated and well-spoken. Imperials are also known for the disciplineand training of their citizen armies. With this they were able to fight off theRedguard and control most of Tamriel. Though physically less imposing than theother races, the Imperials have proved to be shrewd diplomats and traders, andthese traits, along with their remarkable skill and training as light infantry,have enabled them to subdue all the other nations and races, and to haveerected the monument to peace and prosperity that comprises the GloriousEmpire. Imperials have a grudge on the Khajiit. The Imperials control mostports in Tamriel and are similar in appearance to Bretons despite their darkerskin color. The Imperials forcibly took control of Tamriel under the leadership of TiberSeptim, all provinces of Tamriel were brought under Imperial rule by forceexcept for Morrowind, they were brought in by treaty, so they are allowed mostof their privileges they had before handBonus skills: +10 Sneak + 5 One-Handed + 5 Lockpicking + 5 Pickpocket + 5 Alchemy + 5 ArcheryPower: Night Eye - Improved night vision for 60 secondsRacial Abilities: 4x Unarmed Damage The Khajiiti race is made up of several subtypes with very distinctappearances. All Khajiit are feline in appearance, placing them among the groupknown as "beast races" by the human and mer inhabitants of Tamriel. The exactappearance of a particular Khajiit is determined primarily by the phases of themoon at the time he or she was born. According to recent studies in Elsweyr,it appears that the phases of the moon Massar determine the primary form,ranging from humanoid to resembling a domesticated cat; the phases of the moonSecunda determine the relative size. Some scholars have claimed as many astwenty different subtypes, but only about a dozen have been identified andnamed to date. Outside of Elsweyr, only one or two subtypes of Khajiit are typically seen ina given area. The Ohmes-raht make up most of the Khajiit in human inhabitedregions, such as Cyrodiil and High Rock. They also strongly resemble humans,with light fur and a noticeable tail. A smaller subtype, the Ohmes, appearalmost identical to Bosmer, and those living outside of Elsweyr often tattootheir faces to distinguish themselves from the mer. The Suthay-raht, and theirsmaller cousins the Suthay, are more feline like, but still clearly humanoidand bipedal. They have more variety in their fur and facial features, and makeup most of the Khajiit found in Morrowind. Visitors, or more likely intruders, to Elsweyr often encounter the Cathayand Cathay-raht, which are often described as "jaguar men". These are stillbipedal, but very feline in appearance, and much stronger and faster thanhumans or mer. The popular series A Dance in the Fire depicts multipleencounters with these Khajiit, which appear to make up much of the Khajiitiarmy and defense forces. They are described as having "pointed ears, wideyellow eyes, mottled pied fur and a tail like a whip", and have at least basicpowers of speech. There is a fourth bipedal form, the Tojay and Tojay-raht,but little is know of them, as they tend to live deep in the southern marshesand forests. ______ | _ \ |. | | |. | | |: | | |::.| |ord [02.07.00]+`--- ---'--------------------------------------------------------------------+Bonus skills: +10 Two-Handed + 5 One-Handed + 5 Block + 5 Smithing + 5 Speech + 5 Light ArmorPower: Battle Cry - All nearby foes flee for 30 secondsRacial Abilities: 50% Frost Resistance The Nords are a tall and fair-haired people from Skyrim who are known fortheir incredible resistance to cold and even magical frost. They areenthusiastic warriors, and act as soldiers and mercenaries all over Tamriel.Eager to augment their martial skills beyond the traditional methods of Skyrim,they excel in all manner of warfare. They thrive in the cold, reminiscent oftheir native Atmora, and are known as a militant people by their neighbours.Nords are also natural seamen, and have benefited from nautical trade sincetheir first migrations across the sea from Atmora. They captain and crew themerchant fleets of many regions, and may be found all along Tamriel's coasts. _______ | _ | |. | | |. | | |: 1 | |::.. . |rc [02.08.00]+`-------'--------------------------------------------------------------------+Bonus skills: +10 Heavy Armor + 5 One-Handed + 5 Block + 5 Smithing + 5 Two-Handed + 5 EnchantingPower: Berserk - For 60 seconds, you take half damage, and inflict double damage in melee combatRacial Abilities: None The Orsimer, commonly known as Orcs are the sophisticated barbarian peoplesof the Wrothgarian Mountains, and Dragontail Mountains. Though they are commonin the walking city of Bosmer kings, Falinesti, and in other great citiesthroughout Tamreil. They are in-fact elves or mer, hence the name Orsimer, itmeans 'Pariah Folk'. They are noted for their unshakeable courage in war andtheir unflinching endurance of hardships. In the past, Orcs have been widelyfeared and hated by the other nations and races of Tamriel, but they haveslowly won acceptance in the Empire, in particular for their distinguishedservice in the Imperial Legion. Orcish armorers are prized for theircraftsmanship, and Orc warriors in heavy armor are among the finest front-linetroops in the Empire and fearsome when using their Berserker Rage. MostImperial citizens regard Orc society as rough and cruel, but there is much toadmire in their fierce tribal loyalties and generous equality of rank andrespect among the sexes. In the middle of the Merethic Era, the Orsimer andtheir leader Trinimac tried to halt the movement of Prophet Velothi and theDark Elves. The Daedric Prince Boethiah ate Trinimac, corrupting his body andspirit and he emerged as Daedric Prince Malacath. All of the Orsimer peoplewere also changed into what they are now known as, the Orcs. _______ | _ \ |. l / |. _ 1 |: | | |::.|:. |edguard [02.09.00]+`--- ---'--------------------------------------------------------------------+Bonus skills: +10 One-Handed + 5 Archery + 5 Block + 5 Smithing + 5 Destruction + 5 AlterationPower: Adrenaline Rush - You regenerate Stamina 10 times faster for 60 seconds.Racial Abilities: 50% Poison Resistance Redguards hail from the province of Hammerfell. They are a stocky, powerfulrace that are known to be extremely quick and hardy. Legend has it thatRedguards are innately more proficient at weapons than any other race. They areexcellent in all arts concerning blade and shield. They are descended from along line of warriors and mystic seers. The most naturally talented warriors in Tamriel, the dark skinned, wiryhaired Redguards of Hammerfell seem born to battle, though their pride andfierce independence of spirit makes them more suitable as scouts or skirmishers,or as free ranging heroes and adventurers, than as rank and file soldiers. Inaddition to their cultural affinities for many weapon and armor styles,Redguards are also blessed with hardy constitutions and quickness of foot. The main religion of Hammerfell is a type of religion mixed between ancestorworship and a nine divines type religion. According to Trayvond the Redguard,in Hammerfell, they "don't much like spellcasters, because Wizards steal soulsand tamper with minds. If you use magic, you're weak or wicked." Theyparticularly hated Conjuration, relating it to Necromancy and Mysticismbecause it messed with the mind. However, he does mention that he and otherRedguards were fond of Destruction spells -- suiting their culture well.