new race (reskin) and new racials :D
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I hope you will like it
New race and new Racial skills (+ adjusting racial skills i write before here https://forum.ascension.gg/topic/957/upgrade-your-race-abilities-2nd-try)
Hellish Taurens (aliance)
- These taurens were enslaved to hard work once upon a time, long ago during the war between the titans and the ancient gods, and even though they were underground and quarried rocks, they still succumbed to the corruption of the flesh just like the other races, they gained itneligence and after they met the first dwarven explorers, they formed an alliance together
- these taurens have red skins (+15% bigger than normal Taurens)
- miner
- (+15 Mining)
- 2nd 22 Mining
- 3rd 30 Mining
- 2nd option +0 Mining 50% chance get 2x more from Mining and 5% chance get 3x more from Mining
- Fire Resistance
- 2%
- 2nd 3%
- 3rd 4%
- 2nd option 3% + 1% for party (Magic resistance have priority but aura will be same)(Fire aura)
- Colossus
- +3% Strength
- +5% STR -1% haste
- +7% STR -2% haste
- Hit the enemy (active)
- you hit enemy with your fist and knock back this enemy and all other targets behind him in cone and make damage for your max stamina + STR (2 min CD)
- 2nd 1 min CD
- 3rd 1 min CD and longer/bigger cone
- purebred Hellish Taurens
- sharp horns (active)(same like Tauren)
- when you use this skill you knock back for 2 sec any enemy in cone in front of you and damage them with (your STR + Stamina stat) damage (2 min CD)
- gigantism (passive)
- +5% stamina and Strength but -4% haste +20% bigger than normal Hellish Taurens (30% than Taurens)
- sharp horns (active)(same like Tauren)
Reborn Lineage (aliance)
- Human experiments that were quite inhumane on the captives of the horde and mostly on the undead were partially successful and these undead can no longer be controlled by the Lich King and have their own consciousness, but it did have a few side effects (alchemy and magic are unpredictable)
- Undeath but he glow
- holy resistance
- 2%
- 2nd 3%
- 3rd 4%
- 2nd option 3% + 1% for party (Magic resistance have priority but aura will be same)(Holy aura)
- underwater breathing
- 233% longer
- 2nd +5% damage in water
- 3rd +10% damage in water
- 2nd option ranged attack have -3% chance hit you
- Sunshine (active)
- after use you cannot move for 8 seconds but during that time you gain 2.5% max HP and mana every second (2 min CD)
- 2nd 1 min CD
- 3rd 90 sec CD can attack now
- 2nd option Sunshine Rage for 30 sec you make bonus damage from your miss HP (when you have 50% max HP you bonus damage(holy) will be +50% your damage skills (10k fireball = 10k fire damage +5k holy damage)) (3 min CD)
- purebred Reborn Lineage
- magic recoil(active)
- if you use this, your magic will cause 25% more damage/heal for 15 sec, but for the cost of how much mana the spell costs, it will also cost as much hp (3 min CD)
- Human Again (passive)
- get back the human model but you can switch to undeath and +2% spirit
- magic recoil(active)
Troll Traitors (aliance)
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no one has ever been of only one opinion all the time and that is the basis of the thinking of these trolls and that is why they joined the other side
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maybe normal trolls ?
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trowing specialization
- +1% critically hit with trowing
- 2nd +2%
- 3rd +3%
- 2nd option +5% damage for all skills 25 yards+(ranged damage no spells)
- 3rd option trowing in aoe (multi-shot (multi-multi-shot RE = max 6 target)) (ps. deadly throw skill can be aoe too now = can now hit max 6 targets)
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da voodoo shuffle
- (15% for movement slow duration)
- 2nd 22%
- 3rd 30%
- 2nd option 0% and get jump 15 yard forward every time you get slow(any slow effect)
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regeneration
- (+10% regeneration rate and 10% regeneration in combat)
- 2nd 20% and 20%
- 3rd 30% and 30%
- 2nd option 0% nad 0% but get new skill -insta heal- 10% max hp insta heal 5 min CD
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berserking (active)
- 3 min CD
- 2nd 1,5 sec CD
- 3rd 45 sec CD
- 2nd option true berseker +8% attack and casting speed and -75% heal get but it is on or off skill (like aspect)
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knife in the back
- all attacks from behind the enemy's back are 30% stronger and all attacks from the side of the enemy are 15% stronger
- 35% and 17,5%
- 40% and 20%
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purebred Troll/Troll Traitors (it is still Troll) (this bonus can get from lvl up both race
same skills rank up differently learn)
- bow and trow master (passive)
- +15 yards range for all skills that use bow or trow weapon
- hunter's eye (active)
- (hunter´s mark) aoe(10 yards) and no use mana and work for all your and your raid skills (1 min CD)(hunter´s mark talents work too on this skill but need know hunter´s mark skill)
- bow and trow master (passive)
Raging Orcs (aliance)
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And here we are again just at this description, it's a sad story, maybe one of the saddest stories, this race originated from a village of orcs that was all stolen and sealed in a magic bottle, on which demons, just out of pure hatred or just for fun, let the magic of time and fel work . Only then, in some mysterious way, this bottle got to Azeroth and the human mages were determined to get these orcs out, and therefore these orcs swore that they would owe them their lives
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fel magic still flows from them (+10% smaller than normal Orcs)
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affected by fel
- your AP/SP (whichever is greater) 5% is radiated around, dealing damage within 8 yards (in forms only 3%)
- 2nd 8% (forms 4%)
- 3rd 10% (forms 6%)
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Fel Explosion (active)
- this ability deals damage equal to your AP/SP, whichever is higher, in a 15 yard zone around you and returns 15% as heal (3 min CD)
- 2nd 2 min CD
- 3rd 1 min CD
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malnutrition
- food effects are 1.5x stronger for you
- 2nd 2x
- 3rd 2,5x
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fight with life
- your maximum energy and rage is increased by 50% (150 rage and energy)
- 2nd 75%
- 3rd 100%
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purebred Raging Orcs
- nothing goes to waste (passive)
- as soon as an ally in your party/raid dies, you will be healed for 5% of your maximum health and will not be revived within 1 min (revival = no heal)(no work in BG)(you get debuff fresh meat and can have multiple this debuffs(work like timer))
- acute and great hunger (active)
- you can instantly eat the food you have with you and get all the bonuses from this food (3min CD)
- nothing goes to waste (passive)
Descendants of Giants (Horde)
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These are people who lived in cold regions and still retained the blood of giants (Vrykul) in their genes, but not completely, and after the visit of our familiar Rexxar, they joined the horde
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(+25% bigger than normal Humans)
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every storm is beautiful
- each slow effect is 10% less effective (movement)
- 2nd 15%
- 3rd 20%
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2 hand specialization
- if you use two-handed weapons, your strikes do an extra 10% damage to enemies in a 5 yard range around the hit enemy (melle skills too)
- 15% damage in 6 yards
- 20% damage in 7 yards
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undisturbed sleep (active)
- you go to bed for 6 seconds and you are also immune to any attack, any heal is twice as effective on you (5 min CD)
- 2nd 3 min CD
- 3rd 1,5 min CD (90 sec
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I won't hide
- you can't use any abilities like Vanish(racials too = shadowmeld) but you gain +2% stamina and Strength
- 2nd +4% STAM. and STR but -1% haste and +5% bigger
- 3rd +6% STAM. and STR but -3% haste and +10% bigger
purebred Descendants of Giants - gathering wood for long nights (passive)
- every time you pick up meat and other materials, you have a chance (15%) to duplicate the item (mining, herbalist, skinning)
- avalanche (active)
- AP/SP whichever is greater = damage, same like cone of cold but make more damage targets that are further from you and range is 30 yards (3,4% per yard bonus damage = max range = 2x more damage) (5 min CD, 2 sec Cast time)
Masters of Shadows (Horde)
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What can I say, the gnomes could no longer stand the way humans and elves were constantly looking down on them, so they tried their luck with the Horde
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normal gnome who use his hight like weapon and no his brain
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Goblin engineering
- +15 engineering
- 2nd +22 engin.
- 3rd +30 engin.
- 2nd option +0 engin. and 10% chance make 2nd items from engineering)
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escape artist (active)
- (Escape the effects of any immobilization or movement speed reduction effect.)
- 2nd 30 sec CD
- 3rd 1 min CD + blink 10 yards(can be use in any form)
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the nimbleness of the little one
- +3% agility
- 2nd +5%
- 3rd +7%
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arcane resistance
- 2%
- 2nd 3%
- 3rd 4%
- 2nd option 3% + 1% for party (Magic resistance have priority but aura will be same)(arcane aura)
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purebred Gnome/Masters of Shadows are same (it is still Gnome)(this bonus can get from lvl up both race
same skills rank up differently learn)
Dark Pygmy (Horde)
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This is another species or race of dwarves and since these dwarves live mostly in warm regions, their skin color has turned dark (black) and they also prefer a shorter beard cut
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Dark Dwarven which is thinner
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Fire Resistance
- 2%
- 2nd 3%
- 3rd 4%
- 2nd option 3% + 1% for party (Magic resistance have priority but aura will be same)(Fire aura)
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fire smith
- +15 Blacksmithing
- 2nd +22 Blacksmithing
- 3rd +30 Blacksmithing
- 2nd option +0 Blacksmithing and 15% chance make 2nd same items from Blacksmithing
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polearms specialization
- if you use polearms weapon, your strikes do an extra 20% damage to enemies in a 5 yard range around the hit enemy (melle skills too but this skills can max hit 3 targets) but you have -3% stamina
- 2nd 30% damage but -5% stamina
- 3rd 40% damage but -10% stamina
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Solar Forge (active)
- If we use this skill, a zone of fire is created for 10 seconds and everything in that zone will be damaged (including you) and for your stamina stat per second in a 30 yard zone around you (fire damage) (1 min CD)
- 30 sec CD
- 3 min CD but now no damage your party/raid members
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purebred Dark Pygmy
- child of the sun god (passive)
- any fire damage can be changed to heal with a 4% chance (next fire hit = heal and all know you get this heal becose can see debuff -Blessing of the Sun- )
- obtaining water for quenching (active)
- this ability allows you to make any product you make twice, but you can only use it once every 2 days (48 hours CD)
- child of the sun god (passive)
Draenei tortured by the fel (Horde) (Draenei tortured)
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These draenei were kidnapped by demons and they tortured them so completely that the fel cut them off from the light but mutation did not occur and so they kept their appearance and now they are hated by other draenei and even by humans so they were not chosen and therefore they had to choose to join the horde
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Red or Green Draenei
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heroic calm
- 1% Damage for all in party/raid
- 2nd 2% damage for all in raid/party
- 3rd 3% damage for all in raid/party
- 2nd option +4% damage for only you
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fel resistance
- 1% holy and shadow resistance
- 2nd 2%
- 3rd 3%
- 2nd option 2% + 1% for party (Magic resistance have priority but aura will be same)(Fel aura)
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gift of life
- this ability proves to revive a dead ally but at the cost of 50% of your maximum HP and can also be used in combat (revived will have 10% of his max HP) (5 min CD)
- 2nd (4 min CD)
- 3rd (3 min CD)
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Master Tailoring
- our 20% chance to create 1 extra basic item (an item with the word cloth in it)(fabric only no gear)
- 2nd 40% chance
- 3rd 60% chance
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purebred Draenei tortured
- mountain goat (passive)
- reduces damage from falling and your jump is 2,5x longer
- fel flame (active)
- by using this ability you will lose 30% of your mana (or how much you currently have in %) and you will gain this % of lost mana as % of HP like heal (30% hp +) (3 min CD)
- mountain goat (passive)
for elfs now no know and I don't even know if they would be interested in something like that
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Elfs
Lost in time Elf (Horde)
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Time marches on and evolution moves forward, so it works with humans and other races. And since bronze dragons manipulate time, are they here by accident or did they do it on purpose? Well, now here is a race that is something between trolls and elves that we know today. For elves were once created from trolls with the help of a great deal of magic.
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night elf with green skin (trol skin)
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Master with a spear (auto shot skill now work with trow too)
- This ability gives you x1.5 damage(weapon damage) for all throwing weapons you use and in addition all hunter abilities can be used with throwing weapons but -10 yards range(no need bow/gun/crossbows)
- 2nd x1,8 damage(weapon damage) but -5 yards range
- 3rd x2 damage(weapon damage) but -2 yards range
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An Ancient Hunter
- This ability gives you a 100% chance to get meat from mobs from which it drops (raw) and skinning is instant (if you have this profession)
- 2nd you get 2x more meat
- 3rd you get 3x more meat (2x more PVP meat)
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The hunter will wait (active)
- if we use this ability, 5 abilities (hunter or spell) will not deal damage but will combine into 1 single stronger attack(30 sec CD)(does not cancel stealth)(another ability to this is to -Release- and this ability will release this charged attack)(-35% damage vs players)
- 2nd 20 sec CD (-35% damage vs players)
- 3rd 20 sec CD 8 abilities (-35% damage vs players)
- with this you can use big damage in stealth
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I have it in my hand
- this ability makes you have a 2% chance to hit the target
- 2nd 3%
- 3rd 4%
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purebred
- camouflage (passive)
- this ability causes stealth effects to be 2 lvl better
- double throws (active)
- for 20 seconds your hunter/spells abilities hit 2 targets but unfortunately lose 35% attack/heal (1 min CD)
- camouflage (passive)
Demigod of Magic (Aliance)
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These are elves who came from the future to fix and change time itself
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Blood elfs but they have an aura of white light and their hair is just white
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Traveler
- this ability gives you 1% movement speed per 300 agility
- 2nd 1,5% movement
- 3rd 2% movement
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The time you were given
- this ability adds + one tick to your HoT/DoT but -5% HP
- 2nd +2 ticks but -10% HP
- 3rd +3 ticks but -15% HP
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Hand of fate (active)
- This ability takes 7% of maximum health for 15 seconds, but if that time is upline, the enemy will regain this taken life.(this ability can be used on an enemy whose health is between 50% and 10% of maximum health and works on anyone)(5 min CD)
- 2nd 2,5 min CD
- 3rd 2 min CD
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An echo of the past
- This ability reduces the time of all types of CC by 20% at the cost of your abilities needing 15% more mana/rage/energy
- 2nd 30% at the cost 25%
- 3rd 40% at the cost 35%
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purebred
- Elven song of the world (active)
- This ability heals all your allies in a 40 yard area around you for 3% max HP and 3% max MP every second for 10 seconds but you can't move or attack or heal for 8 seconds and the form of these 8 seconds 50 % more damage you take (10 min CD)
- Helping Hand (passive)(aura)
- Everyone within 8 yards of you gets +3% of their main stat but you take -1% main stat for each allied player in your aura
- Elven song of the world (active)
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