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Races disponibles

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Races disponibles Empty Races disponibles

Message par Stellanara - Soswolf Dim 22 Déc - 13:12

Alliances :
- domaine aldmeri regroupant Hauts elfes, Elfes des bois, khajit
- alliance de daguefilante regroupant Bréton, Rougegarde, Orque
- pacte de coeurébène regroupant Nordique, Elfes Noirs, Argonien

Chaque race possède des skills raciaux : http://elderscrollsonline.info/skills/racial-skills
There are 9 playable races in ESO and you can choose any race you like, but you should know that this choice is also important because different races have different racial skills. Racial abilities are a set of unique skills available to each race. In general, all abilities are inspired by TES lore and you will find a lot of familiar skills if you have played single player TES games.

Here you can see racial skills in the game
Each race has 5 abilities: 1 Ultimate and 4 passive. You can place an Ultimate on your hotbar and use it any time you want. Passive abilities give you different passive advantages, but are not unlocked from the beginning; you need to unlock them during the game.

Each race has a passive ability that increases skill experience gain while using a certain weapon type. You should understand that it is not something that should influence your weapon choice a lot. Such passive abilities increase the speed of leveling up definite weapon trees. For example, Nords can level Two-Handed weapon faster than other types, but the level cap stays the same. The passives don't give any bonus levels.

Each race also has a passive that increases resistance to a specific damage type. As you probably know each race has unique appearance, ancestors and territory. All these parameters affect their bonuses. For example, Nords live in Skyrim, where The climate is extremely cold. As a result, all Nords have natural resistance to Cold damage. Likewise Argonians are reptilian and so have natural resistance to Poison and Disease damage.

What is the difference between other groups of skills, for example Weapon, and Racial skills? The difference is that any character can master any Weapon ability, but racial skills are unique for each race in Elder Scrolls Online. You can not change your set of racial skills, like you cannot change your class skills.

How racial skills affect class choice?

I do not think that you should pay a lot of attention to racial skills while choosing your class. Elder Scrolls Online is a game that allows any race to choose any class. Any combination is absolutely playable because most of the passives will help any class. Although there are some races which seem suited for certain classes, the freedom of the gameplay shouldn't restrict your choice.

Altemer (High ELf) -> Haut elfe http://elderscrollsonline.info/altmer
Altmer are a race of elves. Some people also call them High Elves. So if somebody talks about High Elves in ESO he means Altmer.

They belong to The Aldmeri Dominion so if you chose Altmer your allies will be the Bosmer and Khajiit. The home of the Altmer is the Summerset Isles.

Altmer are probably the tallest among other races. They have prominently pointed ears like other elves and almond-shaped eyes. They are smaller built than humans and don't have very strong bodies. But, their physical disadvantages are compensated by intelligence and magical abilities. This makes Altmer outstanding magical users and probably the best mages of Tamriel.

Racial bonuses and penalties
History of Altmer
The Altmer came to Tamriel from the island of Aldmeris. Nobody knows exactly why they had to leave their original home, but it is rumoured that they were faced with some kind of threat, and had to search for new territories. Finally, they found Summerset Isle and decided to stay. The island was already inhabited and they had to fight with the Sload of Thras and other creatures to take the territory under full control.

Relations between different Elven tribes were frayed, so a lot of them left Summerset Isle in order to find different areas to live. They say this migration lead to the great diversification of the Elven races. It is known that Bosmer, Orsimer, Chimer and Ayleids are close relatives of the Aldmeri race. Dwemer and Falmer history is unknown but we believe that these races are also related to Altmer. It is difficult to believe that so many races have the same ancestors but it is true. The difference in their appearance and culture can be explained by differences in their worship of deities.

The Altmer of Summerset were separated from the main continent and this isolation helped them to escape many problems. Regardless of their isolated position, their life was not peaceful. They had their own enemies and suffered from invasions by the Sload and Maormer. The Altmer had to create a union with the Bosmer and Khajiit to protect their lands from invaders. This union was called the Aldmeri Dominion.


Bosmer (Wood Elf) -> Elfes des bois : http://elderscrollsonline.info/bosmer
Bosmer (Wood Elf) - Description, Racial Bonuses and Penalties

The Bosmer are a race of elves. They are also known as Wood Elves because they live in the huge forests of Valenwood.

They belong to the The Aldmeri Dominion so if you chose Bosmer your allies will be the Altmer and Khajiit. Their home is in Valenwood.

Bosmer are probably the smallest race. Their appearance in general is similar to appearance of other elves. They have weak bodies but their height makes them quick and tricky. They are awesome archers and thieves.

Bosmer are less noble and civilised than the Altmer and they do not like huge towns. They prefer freedom and wild nature.


Khajiit : http://elderscrollsonline.info/khajiit
Khajiit - Description, Racial Bonuses and Penalties


Khajiit is a race of cat-like creatures. It is one of the better known beast races in Tamriel.

They belong to The Aldmeri Dominion, so if you chose Khajiit your allies will be the Altmer and Bosmer.

Appearance: Khajiit are essentially humanoid cats. When you meet one of them, their feline nature will be most prevalent. Though they have a strange appearance they are well known for their agility and ability to move stealthily. This makes them perfect thieves and assassins. You should know that they are infamous for their trade of Moonsugar. They also like to travel and trade and are seen all over Tamriel.


Orc : http://elderscrollsonline.info/orc
Orc - Description, Racial Bonuses and Penalties


Orcs are one of the many races of Tamriel. Some people also call them Orsimer, but the traditional name Orcs is more familiar.

They belong to The Daggerfall Covenant so if you chose Orc your allies will be the Bretons and Redguards.

Orcs are naturally big and strong. They are one of the tallest races of Tamriel. Their skin is green and they have huge canine teeth, giving them a scary appearance. They're not adept with magic and so not many are sorcerers, but, sometimes you will come across an exception. Their main advantage is their physicality which makes them tough warriors. They are among the strongest races found in Elder Scrolls. They are exceptional in wearing heavy amour and sporting even heavier weapons which makes them specialists in hand-to-hand combat. So if you need a strong and fierce warrior, an orc would be a very good choice. You can see many of them among adventurers or legionnaires of the Imperial Legion.

Racial bonuses and penalties
History of Orcs
“No one bests an orc”, The code of Malacath

Strength, brutality, pride, fearlessness. It’s better to have an orsimer on your side than being his enemy. Considered as monsters, pure and simple barbaric creatures, they’ve always been socially marginalized. Even the name “orsimer” means “pariah folk”. Contrary to bretons, they don’t have that inherent bind to magic granted by elvish origins. They rather excel in blacksmithing and fighting with their berserk ability. They also have a tribal organisation, where each orc has a rigorous role and place in hierarchy, and where male and female are equals in ranks and considerations: hunting, fighting, building...Even blacksmithing is traditionally a female role.

Their leitmotivs are loyalty and honor. Orcs worship the daedric Prince Malacath. Why? Why are they so different from the other mers? Why the pariah folks?

In the end of the Dawn Era, Trinimac, the mighty and popular champion god of the high elves, and protector of his kind, tried to stop the anti-Aldmeri rebellion led by Veloth prophet of Boethiah. The latter tricked and ate Trinimac, regurgitated him as Malacath, and turned his followers into orcs. Many of them fled to Skyrim in the region around Sarthaal. Many others decided to stay in the Iliac Bay region. Due to their appearance, that “evil” cursed- like morphology, they were considered as beastfolks, similar to ogres or goblins; however, orcs were mainly used as sellswords, mercenaries, raiders...

When the Altmer let those beast people live freely, they gathered in High Rock to give birth to Orsinium and kept the homeland growing, with refugees of wars and invasions, as well as social outcasts. As Orsinium became a powerful city, with an army of determined fighters, a strong organization and the ability to craft and sell weapons and armors, the neighborhood did not appreciate : "The orcs have been much plaguing the Wayresters and impeding traffic to the heart of the land", in a letter from the King of Daggerfall to Gaiden Shinji. After carrying out the siege of Orsinium in alliance during thirty hard years, Bretons and Redguards finally overwhelmed and destroyed Orsinium in spite of the orcs ruggedness. Until 2E430 the city was part of the Empire domain.

A new potential assassination made things change. Orcs are broken, but not extinct. The more you strike them, the more determination they have. They want Orsinium back. They want their honour to be revived. They responded to High King Emeric's call to form the Daggerfall Covenant, and have the chance to fight again for their honour and territory. Go, orsimers, rise again and show Tamriel what you're made of!

Breton : http://elderscrollsonline.info/breton
Breton - Description, Racial Bonuses and Penalties


The Bretons are a race of humans. They originate from High Rock but can be seen all over Tamriel. Some people sometimes call them "Manmeri" (man-elf).

They belong to The Daggerfall Covenant so if you chose Bretons your allies will be Orcs and Redguards.

Their homeland is High Rock – the western region which borders Skyrim and Hammerfell

The Bretons are an interesting race. They look like humans but have better magical talents due to their connection with elves. Their bodies are strong and their magical abilities allow them to use powerful spells. So they can be both good warriors and mages.

Racial bonuses and penalties
History of Bretons
From the ancestral times of Nirn, the deeply embedded roots of the Breton race were born. The wandering heirs of the Aedras who remained in Tamriel during the Dawn Era, known as the Nedes (or Nedics), have long lived with the Aldmers, the first folks who had settled in High Rock. Blood and culture melting throughout the centuries, this "menmers"(men-elves) race beheld and survived many events and changes on their motherland. Adventurous and humorous people, they are thirsty for knowledge and logic. The political and social conditions in which they grew made them skilled prospectors and farmers, as well as talented merchants. Due to their elvish origins, Bretons have a strong bind with magic powers, which gives them a predisposition to magic resistance and learning. Their gods are the ones of their elven forefathers : the Nine Divines.

It took ages for the Bretons to be recognized as the main occupants of High Rock. As the elves were ruling the region, their most powerful clan, the Clan Direnni, was strong enough to oppose a mighty force to the Skyrim invaders, and colonized the most part of High Rock. During their "Direnni Hegemony" in the middle of the First Era, they took advantage of Skyrim weakness, generated by internal struggles, to claim north as well as south. Being over confident because of its military power, the Hegemony faded by itself for it had too much extended and spread over Tamriel. They progressively lost their dominion and returned to the Isle of Balfiera. Retreats and weakening of the great powers disputing the land gave the occasion for Bretons to emancipate themselves. And not by the military way. They were good builders and smart settlers. They founded many towns and took possession of Daggerfall as well as all of the Skyrim cities which were remaining in High Rock, with their social, politic, and mercantile talents. But even if Bretons way of life officially defined them as the nation of High Rock at the end of the First Era, the remaining division of their land by the elves occupation made it an evident prey for the others big Tamriel forces covetousness. This foreseeable time came: Redguards shipped from Yokuda and appeared on the Iliac Bay to take possession of it, which made Bretons call to arms in order to defend the invasion. Both nations struggled to dominate, until they had to deal with the Orcish menace. After making an alliance to fight against the terrible kingdom, Redguards and Bretons destroyed Orsinium, and deprived the "monsters" of their land, forcing them to split and spread across Tamriel. When the Second Empire rises, Bretons are obviously its pillars and can be proud of their important culture and society.

The situation after the Assassination of the Akaviri Potentate is chaotic, and Bretons desire an order, an Empire, a way to stop suffer and decline, but overall a way to be strong and able to defend their nation and its values. Emeric, a merchant lord from High Rock, helped the kings to wrap up an alliance with the Redguards. His great knowledge of politics and diplomacy also permitted the Bretons of High Rock to conclude a pact with Orcs, by promising to give them back their motherland and status, as long as they are part of the Daggerfall Covenant. Emeric is now the High King of Bretons, and the leader of the alliance. Once more, Bretons showed that their great quality is to adapt by getting stronger with diplomacy and intelligence.


Redguard -> Rougegarde : http://elderscrollsonline.info/redguard
Redguard - Description, Racial Bonuses and Penalties


Redguards are a race of human. Their homeland is Hammerfell.

They belong to The Daggerfall Covenant so if you chose Redguard your allies will be Orcs and Bretons.

Redguards have dark skin and severe appearance. They have strong bodies. No wonder that they are very good warriors. Everyone knows that they like to fight with sword and shield so they are masters of defense. They were born to fight. You can meet many warriors, scouts and adventurers among the Redguards.

Racial bonuses and penalties
History of Redguards
"The best techniques are passed on by the survivors..." – Gaiden Shinji

Originally the Yokudans, Redguards take their roots in the western continent of Yokuda. In their origins they aren’t connected at all to the other humans. Physically strong and agile, dark-skinned, with a slight reddish tint, the continental climate of Yokuda shaped them to be resilient to extreme heat and dryness conditions. They are great fighters, and honor is their compulsive characteristic; martial rules prevail and are mostly recognized, over authority or any other social regulation. Certainly because of the continent’s disaster which forced them to exile, and whose causes are not proved but possibly coming from magic, Redguards grew much disdain towards magic usage, especially the arcane school of conjuration (mind tricking, controlling souls...). However, many of them developed their knowledge of destruction powers, becoming strong and tremendous battlemages.

More generally, their practices stand on a level which is beyond the Tamrielic societies. Advanced warriors, sailors, farmers, stargazers, philosophers made the nation really powerful and dangerous for the other ones. But they did not arrive to the eastern continent, on Hammerfell, just by a simple decision. Their history is complicated, colored by blood, shaped in steel...

Yokudans are mainly a martial nation, which can be leading to the best as well as drowning to the worst. Very often the land has been torn apart by civil wars from the 4th to the 8th centuries: the bad government of Yokuda, unable to make decisions after the suppression of the traditional Yokudan Empire, made its population split. The Yokeda (people who became nobles), and factions of brigands, warriors, began to "rule" the land, and grew, counting more and more people, giving to the nation less polyvalence, building on warfare, and art of fighting. In 1E609, Mansel Sesnit, a powerful and dictatorial warlord, took control of almost the entire land in some years. After his murder, Randic Torn, a plebeian, took his place, using the same oppressive way of ruling, creating a gap between simple citizens and the warrior caste by decreeing terribly restricting laws, forbidding in 1E617 common people to have weapons on them in public place. Only members of the "Sword Singers" were allowed to do such a thing. Randic Torn died, the civil war started again, and the order of Ansei was born.

The order of Ansei, also called the “Saints of the Sword”, was a mystic warrior caste, with former Sword Singers, which main goal was to end the civil war. This art also consisted in excelling in sword mastering, but also in the mystical art of spellcrafting on blades, giving those magical powers.

The Emperor Hira considered them a danger, because of their weapon-holding distinction, contrary to the rest of the civilians, but mostly because they were representing the most powerful force on the land which had no allegiance except with fighting arts and ancient unknown gods. In 1E780 Hira gathered Yokudan brigands and orcs in his army, and attacked the Ansei settlements. The blade fighters retreated on the Hunding Mountain of Hattu and defended themselves under the commandment of Frandar No Shira in the “Seven Battles” campaign. Even though they were outnumbered the masters of the sword won the battle.

Deciding it was time to leave a land, Sword Singers and Ansei got away from Yokuda, forming the Ra’Gada (the “forebearers”) and landing in 1E803 on Illiac Bay and Hammerfell coasts. They were not alone to leave Yokeda: many refugees took their chance to the western shores of Hammerfell, mainly on the island of Herne, after the terrible earthquake which made Yokuda drown. Rumor says that the Hiradirge, wizards renegades from Ansei and masters of stone magic, were responsible for the catastrophe, actually taking their revenge on Yokuda, after their defeat in 1E792.

With tremendous instinct for surviving, overcoming, and controling, the forebearers slain, enslaved and hired, attacking forts and settlements with great violence: beastfolks, nedes, bretons, remaining nordic bastions...no prisoners. Furthermore, Gaiden Shinji, a mighty blademaster, and founder of the Imperial City’s Arena created and led the Order of Diagna. In few months of bloodbaths the Ra’Gada made its people strong and military settled. Sentinel arose and became their new capital, between the rocks and the docks. The Crown of Yokuda, the “Na-Totambu”, had finally his way from Yokuda to Tamriel cleared. They became the “Redguards”, from the deformation of the original name Ra’Gada, but also called this way certainly because of their violent talent for war, strewing blood everywhere, and for their reddish skin tint. The Yoku, original language of Yokuda, began to disappear and was replaced, to the benefit of foreign trading.

They finally made an alliance with bretons, their main rivals on the land, to crush Orsinium when it began to threaten both bretons and redguards occupation. It’s in this long siege that Gaiden Shinji died. Even if rocky desert was overwhelming grasslands, Hammerfell was not as harder as Yokuda in terms of settling and agriculture, so Redguards made it without big difficulties.

With Redguards, the Daggerfall Covenant can count on a tremendous, lethal faction of perfect blademasters, trained harshly into extreme conditions, and potentially initiated with arcanes of destruction magic, and of course, with the Ansei’s and Swort Singers martial art. Given what they did on the Mountain of Hattu, fighting more than 300 000 imperial soldiers with only few thousands Sword Singers, enemies just have to fear...


Dunmer (Dark Elf) -> Elfes Noirs : http://elderscrollsonline.info/dunmer
Dunmer is a race of elves. They are also known as Dark Elves. These two terms mean the same race.

They belong to The Ebonheart Pact so if you chose Dunmer your allies will be Nords and Argonians. Their homeland is Morrowind.

The appearance of the Dunmer race is similar to other elves but Dunmer have red eyes and dark skin. That’s why they are called Dark Elves. If you see an elf with red eyes it is Dunmer. They are rather tall: taller than Bosmer but shorter than Altmer.

They are very strong, quick and have awesome intellect. Such a combination of talents allows them to be good warriors or sorcerers. They like melee hand-to-hand combat and the art of magic. Many awesome warriors and mages can be found among the Dunmer. They are also good assassins and some of them work for the Dark Brotherhood.

Nord -> Nordique : http://elderscrollsonline.info/nord
Nord is the first race of humans on the continent.

They belong to The Ebonheart Pact so if you chose Nord your allies will be Dunmer and Argonians. Homeland of Nords is Skyrim.

Nord is the first human race that arrived in Tamriel. They do not have anything special except fair hair. They are more muscular than most other races. Only orcs are larger. They have strong bodies and they are good melee warriors. Many of them live in Skyrim - land of ice, mountains and snow. Nords respect strength and they are prideful people who like glory and honor.


Argonian -> Argonien : http://elderscrollsonline.info/argonian
Argonian - Description, Racial Bonuses and Penalties

Argonians are a reptilian race.

They belong to The Ebonheart Pact so if you chose Argonian your allies will be Dunmer and Nords. Their homeland is Black Marsh.

Argonians look like lizards. They have lizards’ tails, bodies, arms and heads. They are not as strong as Nords or Orcs. Lack of strength is compensated by natural agility. They are quick and have great agility. They do not like direct battles. They are masters of hidden movements and guerrilla tactics. Many thieves can be found among Argonians. They have good intellect are well-versed in the magical arts. Black Marsh is their homeland. It is a land of swamps.

Stellanara - Soswolf
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Date d'inscription : 15/08/2013

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Races disponibles Empty Re: Races disponibles

Message par Noyar Sam 1 Mar - 11:34

Il y aura une race impériale aussi dans l'édition Impérial ^^

Noyar

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Date d'inscription : 20/12/2013

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