Thomas “Blixtev” Blair here, and today I am going to reveal the details of another Race. This one has been working its way through the character pipeline and is now in the animation phase: the Fae.
The Fae bring with them some unique gameplay aspects. They are the second smallest of our Races (in terms of height) AND they introduce our first winged avatar. (Interesting to note: they don’t actually feel that much smaller when you are playing them until you stand next to another character.)
As this is the second time I am doing a dedicated reveal of a playable Race, I will also illuminate what some of the goals are for the various aspects of the Races. Since ALL of the Races are being given separate racial Runestones, we may have to go back and do updates for those as well. (I don’t expect we’ll revisit the Classes unless something dramatic changes.)
RACIAL RUNESTONES - A REFRESHER COURSE
First: how do Races work? Technically, each Race is represented with a unique Racial Runestone – which is a collection of powers and passives relating to that Race. Under the covers, these are using the same technology as our Discipline (sub-class) Runestones: they can be attached to an avatar and will fundamentally change the attributes, powers, skill maxes and passives of that character. Race Runestones change the character at a more fundamental level, though, determining which art and animation assets are used to render this character. As such, they are automatically baked into the character at time of creation and can’t be changed subsequently.
These Runestones will change how the character is played. Equipment slots can be added or removed and that can, in some cases, even grant new “modes” like stealth or ranged combat that unlock a dedicated Power Tray.
As a high-level goal, we want each Race to offer very different and very significant gameplay elements. The standard for MMOs in recent years is to offer extremely watered down versions of racial powers or to forgo racial benefits entirely. This design decision has led to Race selection being little more than a cosmetic choice for most games.
We don’t like that, so we’re going in the opposite direction. Since each Race is encapsulated with a Discipline (which can effectively be a sub-class) we have a lot of leeway for creativity here. We can do practically anything we want, so we figured why not make each race unique?
OK, let’s get to it!
THE FAE RUNESTONE
Look familiar? It even has a mouse-over tooltip just like a Discipline Runestone… because, at the core, it is.
The Fae Racial Discipline grants some benefits:
Fae receive an attribute bonus to both Dexterity and Intellect.
Additionally, they get a Bloodline Passive (a free passive)…
What’s a Bloodline Passive? Great question!
In our Meet the Elken update, we introduced the concept of a Bloodline Passive. For anyone who missed it: every race will get one a unique Bloodline Passive, which represents a latent magical benefit passed down throughout the generations as a result of your character’s lineage.
(As a reminder, Passives are exactly that: a buff or effect that is on your character all the time. Any number of things can grant you a potential Passive, like your Class, Disciplines or even an item – but you normally have a limit of only three Passives that can be active at any time.)
The Bloodline Passive circumvents that limitation as it is a free Passive – and by “free”, we mean that it doesn’t chew up one of your three Passive slots. You get the benefit of this Passive Power automatically (and permanently).
The Bloodline Passive is different for each Race, and it is automatically equipped and doesn’t have to be loaded out in the Powers UI. It is always active when you are playing a character of this Race.
The Fae Bloodline Passive contains several elements:
- It increases their movement speed while stealthed, (making them have the fastest ‘while-stealthed’ movement speed of all the races),
- It grants them the ability to double jump, and
- It grants them the ability to glide.
Gliding is a form of Slow Fall, allowing them to slowly fall from heights without taking damage.
Additionally, this Race offers two Active Powers that you can choose to add to your Power Tray (or not).
The first Power is their Race-specific right-click Dodge. What makes the Fae’s unique is that this Racial Dodge is more like a quick dash which, as an added bonus, will damage targets that they dash past.
The second Power is Faerie Fire, which outlines their target in eerie, incandescent light. A target that is outlined in Faerie Fire can be critically hit more often by 8% to anyone that attacks them.
CLASSES AND SEXES AVAILABLE
The planned lineup of available Classes for the Fae at launch includes Assassin, Druid and Frostweaver. The Powers above (both active and passive) will be available to ALL Fae characters regardless of Class.
Technically the Fae is considered one of our ‘monster’ races, and as such we were only going to make a single gender version of the Fae. (Also their original lore indicated that they kill all male Fae at birth.)
Due to popular demand, we added a stretch goal during our Kickstarter campaign to create a male version of the Fae. When that stretch goal was unlocked, we came up with a narrative excuse for their existence.
This means you will be able to play a male Fae if you so desire. Male Fae tend to surface their human blood more than females, making them a bit taller. (From an attribute standpoint they are identical, however, as is the case with all of our Races.)
Now that we’ve split our initial Archetypes into Races and Classes, we’re taking the opportunity to make our Races more interesting. Races will be unique in terms of attributes, equipment slots, powers and Bloodline Passives (which are always on, and don’t chew up one of your three Passive slots).
The Fae will add an interesting new element to Crowfall combat thanks to their natural affinity for stealth and the added mobility of their wings.
That’s it for today! Hope you like the sneak peek at one of the newest races headed into Crowfall!
See you in-game!
Thomas “Blixtev” Blair
Design Lead, ArtCraft Entertainment