Post by Admin on Jun 12, 2010 6:36:17 GMT -5
Here is a list and a description of all the races we are allowing on the site. As the site progresses, we may add other races from the games (or, with the proper persuasion, original races), and we may decide to remove some of the races (people who have already made characters of the race that is removed will not need to change). If you have any suggestions for races you think should be available, please post it here for consideration.
Now, to keep from writing a wall of text on each race, we’re breaking it down into five main points that should give a good overview of each (remember, if you don’t understand something, you are free to post in the Help section or PM a staff member for assistance).
The main points are:
Home, which is the race's main habitat. Note that people of these races aren’t solely limited to these places. You can live anywhere in Hyrule (with the exception of the Twili).
Features is just a highlight of the race's most prominent physical features.
Magic refers to a race's basic magical abilities. This will reflect in your profile (races with high magic inclinations will allow for more magic slots in your CS).
Fantasy Counterpart is mainly for people unfamiliar with the Zelda series. It's just a quick reference of comparison.
Ruler is simply the leader of the race. If open, only the leader's title will be there.
Racial Abilities are the special abilities for every member of that race. They do not use any of your magic slots (copy the code for your race and past it in the 'Racial Abilities' section of your profile).
Hylian
Home: Castle Town, Kakariko, and Ordon Village
Features: Humanoid, pointed ears, varying skin, hair and eye colours
Magic: High (3)
Fantasy Counterpart: Elves
Ruler: Princess ZeldaRacial Ability: Acute Sense- The Hylians have a natural ability that doubles their senses for five posts with a two post cooldown.[i]Acute Sense-[/i] The Hylians have a natural ability that doubles their senses for five posts with a two post cooldown.[/b]
Humans
Home: Castle Town, Kakariko, and Ordon Village
Features: Humanoid, rounded ears, varying skin, hair and eye colours
Magic: Moderate (2)
Fantasy Counterpart: n/a
Ruler: Human Count (open)Racial Ability: Dexterity- Humans have a natural, higher dexterity. They are not as fragile as their Hylian counterparts, and can physically withstand a little more.
Healer-Capable of healing minor wounds, scrapes and bruises. Takes one post, three post cooldown.[i]Dexterity-[/i] Humans have a natural, higher dexterity. They are not as fragile as their Hylian counterparts, and can physically withstand a little more
[i]Healer-[/i]Capable of healing minor wounds, scrapes and bruises. Takes one post, three post cooldown.
Deku
Home: Ordona Woods and Faron Province
Features: Small, plant-like, bark skin, leafy hair
Magic: Moderate (2)
Fantasy Counterpart: Ents
Ruler: Deku King (open)Racial Ability: Nature Telepathy- The Deku can communicate with plants and animals alike. Being part plant, they have a natural connection to the nature around them.
Poison Control- The Deku can increase or decrease the poison in certain plants. The changes in poison levels lasts three posts with a three post cooldown, and can be used both as a healing ability and an attack.[i]Nature Telepathy-[/i] The Deku can communicate with plants and animals alike. Being part plant, they have a natural connection to the nature around them.
[i]Poison Control-[/i] The Deku can increase or decrease the poison in certain plants. The changes in poison levels lasts three posts with a three post cooldown, and can be used both as a healing ability and an attack.
Zora
Home: Zora's Domain and Lake Hylia
Features: Fish-like, fins
Magic: Moderate (2)
Fantasy Counterpart: Mermaids
Ruler: Queen Rutela and Prince RalisRacial Abilities: Electric Shield- The Zora can naturally create an electric field on the surface of their skin for three posts with a two post cooldown. The shield acts as both a defensive and offensive ability.
Boomerangs- The Zora can detach the fins on their arms and fling them at extremely high rates towards people and objects alike, after which they return.[i]Electric Shield-[/i] The Zora can naturally create an electric field on the surface of their skin for three posts with a two post cooldown. The shield acts as both a defensive and offensive ability.
[i]Boomerangs-[/i] The Zora can detach the fins on their arms and fling them at extremely high rates towards people and objects alike, after which they return.
Goron
Home: Death Mountain and the Goron Mines
Features: Large, thick skinned, clusters of rocks instead of hair.
Magic: Low (1)
Fantasy Counterpart: Living Rocks
Ruler: Goron Patriarch (open)Racial Ability: Crusher- Being made of stone is a great asset. There are few boulders too large that your fist can’t break it down into powder. The Crusher is a powerful three part punch that can be used once every two posts.
Rolling Stone- Gorons can compact themselves into a large ball and roll themselves at high velocity. Not only is it a convenient means for transportation, it is also a great quick attack for these naturally slower beings. Lasts three posts, two post cooldown.
Explosive- When their fists just aren’t enough, Gorons have a keg of explosive powder on hand to finish off the job. One powder keg can be used every five posts.[i]Crusher-[/i] Being made of stone is a great asset. There are few boulders too large that your fist can’t break it down into powder. The Crusher is a powerful three part punch that can be used once every two posts.
[i]Rolling Stone-[/i] Gorons can compact themselves into a large ball and roll themselves at high velocity. Not only is it a convenient means for transportation, it is also a great quick attack for these naturally slower beings. Lasts three posts, two post cooldown.
[i]Explosive-[/i] When their fists just aren’t enough, Gorons have a keg of explosive powder on hand to finish off the job. One powder keg can be used every five posts.
Oocca
Home: City in the Sky
Features: Small, bird-like with human faces (may also be more humanoid with bird features, i.e. wings, beaks, etc.)
Magic: High (3)
Fantasy Counterpart: Angels
Ruler: Oocca King (open)Racial Ability: Teleportation- The oocca are not only capable of flight, but instant teleportation from one place to another. They may teleport a max of 4 times before it requires a three post cooldown.[i]Teleportation-[/i] The oocca are not only capable of flight, but instant teleportation from one place to another. They may teleport a max of 4 times before it requires a three post cooldown.
Twili
Home: The Twilight Realm
Features: Pale blue-grey skin, brightly colored hair (generally red or orange), red, orange, yellow eyes.
Magic: High (3)
Fantasy Counterpart: Ghosts or phantoms
Ruler: Princess MidnaRacial Ability: Shadow Form- As the Twili can not bear the harsh light of the Light Realm, they have a secondary form that makes them like ghosts in the light. This form can only be maintained for four posts though and requires a three post cooldown.[i]Shadow Form-[/i] As the Twili can not bear the harsh light of the Light Realm, they have a secondary form that makes them like ghosts in the light. This form can only be maintained for four posts though and requires a three post cooldown.
Gerudo
Home: Desert Province, Gerudo Fortress
Features: Tanned, dark skin, brown or golden eyes, red hair
Magic: Low (1)
Fantasy Counterpart: Amazons or warrior shaman
Ruler: Gerudo King (open)Racial Ability: Stealth- As thieves by trade, the Gerudo are naturally stealthy, able to move unseen and unheard almost anywhere.
Open Says Me- Trained in picking locks, there are very few doors that can keep the Gerudo out.
Sand Beasts- The Stalhounds of the desert are a back of dead dogs with a jagged bite. Living in the desert, the Gerudo have learned to train and summon these beasts and use them to their advantage. A pack of four Stalhounds may be summoned for three posts with a four post cooldown.[i]Stealth-[/i] As thieves by trade, the Gerudo are naturally stealthy, able to move unseen and unheard almost anywhere.
[i]Open Says Me-[/i] Trained in picking locks, there are very few doors that can keep the Gerudo out.
[i]Sand Beasts-[/i] The [url=http://www.zeldawiki.org/Stalhound]Stalhounds[/url] of the desert are a back of dead dogs with a jagged bite. Living in the desert, the Gerudo have learned to train and summon these beasts and use them to their advantage. A pack of four Stalhounds may be summoned for three posts with a four post cooldown.
Fairy
Home: Ordona Woods, Faron Province
Features: Small, insect-like wings, varying skin, eye and hair color
Magic: High (3)
Fantasy Counterpart: Fairies or Sprites
Ruler: The Great Fairy (Open)Racial Ability: Healing Hands- The Fairies have natural healing abilities that they can use on themselves and others. For minor wounds (scratches, bruises, etc.) it takes one post to heal and a two post cooldown. For major wounds (broken bones, large gashes, etc.) it takes three posts to heal and a three post cooldown.[i]Healing Hands-[/i] TThe Fairies have natural healing abilities that they can use on themselves and others. For minor wounds (scratches, bruises, etc.) it takes one post to heal and a two post cooldown. For major wounds (broken bones, large gashes, etc.) it takes three posts to heal and a three post cooldown.