Froglock Racial Traditions
Marr's Glorious Blade: A low damage AoE melee attack, scales with level.
Natural Acrobat: Raises Agility by 5 points.
Astounding Leap: Reduces aggro from an attacking mob, randomly teleports user somewhere within 10 meters.
Soft Landing: Reduces falling damage by 25%.
Crusaders Respite: Buff usable every 10 minutes, raises strength and out of combat health regeneration.
Spontaneous Metamorphosis: Raises health by 3%.
Cold Blooded: Raises mitigation versus all elemental damage by 2 points.
Valor in Battle: Raises heal crit chance by 2%, raises ministration skill by 5 points.
Fervor of Marr: Lowers power cost of metal working skills by 10%.
Zealotry of Marr: Increases success chance when weaponsmithing by 5%.
Halflings are good natured, but mischievous, loving food only slightly more then practical jokes, and because of this their starting abilities revolve around eating. Halflings are always prepared with a pie they can summon whenever they need to fill an empty food slot, and they also get an increase of 25% to their food duration. Halflings also have Infravision which is the only ability not associated with food, but handy none the less. Like some of the other races, Halflings can only start in their home city which is the shire in Qeynos.
Halfling Racial Traditions
Mischevious Strike: A melee attack that debuffs the targets crushing, piercing, and slashing skill by a small amount, scales with level.
Wisdom of Rivervale: Raises Wisdom by 5 points.
Protection of the Jum Jum: A short duration ward that protects against 15 points of damage.
Poison Expertise: Poisons used can trigger 25% more times.
Light on Feet: Buff usable every 10 minutes, raises agility and out of combat health regeneration.
Jum Jum Regimen: Raises health by 3%.
Rivervales Protection: Raises mitigation versus mental damage by 3 points.
Vale Protector: If a Fighter or Scout, raises melee crit chance by 2% and piercing skill by 5 points.
Pants Patcher: Lowers power cost of tailoring skill by 10%.
Niami's Tutelage: Increases percent chance of provisioning skill checks by 5%.
High Elves are one of the wisest and most magically gifted races in Norath. Their Fae ancestry allows them to safe fall from any distance, and their long lives gives them a reduced cost in power while crafting. The advanced traditions available to them focus largely around spell casting and crafting. High Elves can start in Either Qeynos or Kelethin, since Feydwer in their ancestral home.
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