LATEST PRESS    
I: MMHELL

P: o2(pl)

I: Writualna Polska(pl)

P: Imro(pl)

P: Writualna Polska(pl)

P: Gry-Online(pl)

I: Evermotion

I: Access Gamer

GS: MMORPG.COM

SOLAR SYSTEM BROWSER

FANSITES    
Sigonyth transmitted
Sigonyth.glt.pl
Circle In The Sand
NEWSLETTER
If you want receive news from Sigonyth please write your email:

Register
Unregister
FRIENDS


Zoltharia MMORPG

New Desert Games

Ibisal

Khyro Ultrasonic

Races
Player character' races.

The Player, when creating his character, will have to choose to which subrace it should belong. All subraces are similar, because all come from a human, and their evolution as a distinct type of organism hasn't lasted long enough. It will not be so important which one is chosen, as player's character can learn all skills to the same level. The only thing that differs one race from another are the upper limits of statistics and different number of slots for expansion modules, both technological and biological.

1. The Human

The proper human being. They are the descendants of colonists or unhibernated colonists themselves. Humans are mostly prepared for hard life in new environment. Their strength is flexibility and universalism. They can use almost every module implanted into body besides the most specialized. They stand out of other subraces with higher dexterity and charisma. Humans do well as constructors, merchants, commanders, scouts and pilots.

Maximum stats values(*):
STR: 60 / DEX: 100 / INT: 80 / CHA: 100 / CON: 70 / PSI: 40
Summary of all stats: 450

Numer of slots for tech expansions: 4
Max. level of tech. expansions: 4

Numer of slots for bio expansions: 4
Max. level of bio expansions: 4


2. Cyborgs

Cyborgs are descendants of those who piloted and controlled devices of colonization ship. They have chosen to integrate with machines, at first to live longer and communicate faster with ship's computer. Later, on the planet, it was a necessity to adopt to harsh environment. Their strength is the strength of their artificial parts. They can use all implanted cybermodules, but lack of biological balance disallows them to use advanced biomodules. They stand out of other subraces with higher strength and intelligence. They do best as soldiers, scientists and constructors.

Maximum stats values(*):
STR: 100 / DEX: 80 / INT: 100 / CHA: 60 / CON: 80 / PSI: 30
Summary of all stats: 450

Numer of slots for tech expansions: 5
Max. level of tech. expansions: 5

Numer of slots for bio expansions: 3
Max. level of bio expansions: 2


3. Mutants

They are descendants of the first colonists. Their organisms have changed under the influence of not perfect materials used by the first colonists, which used for a long period of time caused mutations in the next generations. Also the planet itself and it's inhabitants, sensible for psionic powers caused this. Mutants can use all available biomodules, even the most advanced onces, which are more like distinct symbiotic organisms rather then only genetically changed parts of their bodies. Unfortunately, their bodies, which have high regenerative properties, reject some most advanced cybertechnologies. Mutants' strength is their psychical resistance, endurance of their bodies and high sensibility for psionic powers. Mutants make good soldiers, scouts and, as the only subrace, breeders and animal tamers.


Maximum stats values(*):
STR: 80 / DEX: 70 / INT: 60 / CHA: 40 / CON: 100 / PSI: 100
Summary of all stats: 450

Numer of slots for tech expansions: 3
Max. level of tech. expansions: 2

Numer of slots for bio expansions: 5
Max. level of bio expansions: 5


* - first stats and can be changed in next stages.
     
   

Sigonyth
© by New Desert™ 2003-2004 All rights reserved
Projekt i szablon: eltoro | ibisal.com
Własność: New Desert™ 2004