

Fantasy Origins: Races and Traits
A WIP Fantasy races mod with gameplay altering traits.

Description
<p>This is my first mod and a work in progress. I plan to cover several standard fantasy races and want to try and make each race feel unique and distinct, potentially with subraces to add more options to them. I also plan to add an exclusive class for each race that tries to follow vanilla balancing.</p> <p>Currently this adds the following races:</p> <p> </p> <div class="spoiler"> <div class="spoiler-toggle">Spoiler!</div> <div class="spoiler-text"> <p><strong>Beasts</strong></p> <p>Kobolds:<em> A diminutive reptilian race, they are quick scavengers who lurk in caves and other dank places. Their diminutive size means they're quicker than most other races and can fall with grace, but armor severely hinders them.</em></p> <ul> <li>Scavenger: +20% loot from foraging, wild crops, rusty gears, and vessels.</li> <li>Troglofauna: 50% slower stability loss underground, +10% damage to mechanicals.</li> <li>Diminutive: Walk speed penalty from armor increased by 75%, -2 health, 50% less fall damage and doubled distance before taking damage, +25% walk speed, -10% animal detection range.</li> <li>Reptilian: -25% hunger rate, +20% slash resistance, +20% blunt resistance, -25% pierce resistance, -2°C temperature penalty.</li> </ul> <p> </p> <p>Lizardmen: <em>A proud reptilian species that thrive in the desert dunes. Lizardmen are larger and stronger than most races but many lack the tact needed for more delicate works.</em></p> <ul> <li>Reptilian: -25% hunger rate, +20% slash resistance, +20% blunt resistance, -25% pierce resistance, -2°C temperature penalty.</li> <li>Brutish: +20% melee damage, walk speed penalty for wearing armor reduced by 25%, -10% loot from foraging, -10% loot from vessels.</li> <li>Carnivore: +15% animal loot, +25% harvesting speed, +60% nutrition from protein, -25% nutrition from vegetables, fruits, and grains.</li> </ul> <p> </p> <p><strong>Dwarves</strong></p> <p>Hill Dwarves: <em>A short humanoid race that were formed from the soil and stone of the world. They thrive underground and in armor, but their stony skin causes them to sink in water and walk slower than most.</em></p> <ul> <li>Geogenesis: Temporal stability does not drain in caves, +25% mining speed, +33% slash resistance.</li> <li>Dense: Walk speed penalty from armor reduced by 67%, +5 health, unable to swim, -15% walk speed.</li> </ul> <p> </p> <p>Deep Dwarves: [WIP]</p> <p> </p> <p><strong>Elves </strong>compatible with <a href="https://mods.vintagestory.at/goblinears" target="_blank" rel="noopener">Goblin ears (and friends)!</a></p> <p>Moon Elves: <em>A tall humanoid race born of the moonlit night. Moon Elves are lithe, agile and empowered by the moon, but their lunar connection causes instability below ground and their healing is reduced in bright light.</em></p> <ul> <li>Agile: +20% bow drawing speed, +15% sprint speed.</li> <li>Lunate: +20% speed at night, -20% damage taken at night, -75% healing rate in bright light.</li> <li>Celestial: 100% faster stability loss while underground, -10% melee damage.</li> </ul> <p> </p> <p>Sun Elves: [WIP]</p> </div> </div> <p> </p> <p>And it also adds the following exclusive classes:</p> <p> </p> <div class="spoiler"> <div class="spoiler-toggle">Spoiler!</div> <div class="spoiler-text"> <p>Galvanizer (Deep Dwarf [WIP currently on Hill Dwarf]): <span style="color: #3598db;"><em>Break a thing, and you have fragments. Break those fragments, and you have dust. Break the dust, and then break what remains.<br /><span style="color: #000000;">The remnants of the Dwarven miners and smiths. They can strike stone with practiced efficiency and effortlessly extract ore. A life in the mines has costs: shortness of breath and sight.</span></em></span></p> <ul> <li><span style="color: #000000;">Hardy: +10% mining speed, +5 health.</span></li> <li><span style="color: #000000;">Precise: +25% damage against mechanicals.</span></li> <li><span style="color: #000000;">Geologist: +25% mining speed, +25% ore drop rate. [WIP break ore into nuggets without a hammer]</span></li> <li><span style="color: #000000;">Nearsighted: -15% ranged damage</span></li> <li><span style="color: #000000;">Heavyhanded: -10% loot from vessels, -15% loot from foraging, -20% wild crops.</span></li> <li><span style="color: #000000;">Blacklunged: -15% sprint speed.</span></li> </ul> <p> </p> <p><span style="color: #000000;">Gallowglass (Hill Dwarf): <em><span style="color: #3598db;">My heart beats with the steadiness of a drum and the certainty of a judge's sentence. Once again I put my strength to use.<br /></span></em></span><em><span style="color: #000000;">The fearless and fervent Dwarven mercenaries who loaned their strength to clan chieftains in ages past. As sellswords and raiders they excel in combat and pillaging, but their bragging can lead to conflict.</span></em></p> <ul> <li><span style="color: #000000;">Pilferer: +15% loot from vessels, +10% rusty gear drop rate, +12% chance to collect cracked vessels.</span></li> <li><span style="color: #000000;">Raider: +30% melee damage, walk speed penalty for wearing armor reduced by 33%, +35% animal detection range.</span></li> <li><span style="color: #000000;">Ravenous: +30% hunger rate.</span></li> <li><span style="color: #000000;">Inaccurate: -25% ranged accuracy.</span></li> </ul> <p> </p> <p>Forgotten (Kobold): <span style="color: #3598db;"><em>The machines stand silent; the building is a collapsing shell. There is something precious here.</em></span></p> <p><span style="color: #000000;"><em>Meek yet cunning, the Forgotten Kobolds know how to avoid confrontation and make use of resources others left behind. They're cowardly and worthless in a fight however.</em></span></p> <ul> <li>Resourceful: +10% animal loot, +25% animal harvesting speed.</li> <li>Technical: -1 temporal gear cost to repair translocators.</li> <li>Overlooked: -25% animal detection range, +20% sneak speed, +10
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