《Let's Play: Chronicles of Zurefgar》Intermission: Rakhs
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If in any case I suddenly talk about lore, that is just me paraphrasing any historical knowledge being mentioned by my deskmate during our journey together. Now, let us discuss one of the less popular races among the playerbase, rakhs.
Rakhs are often found weird and jarring by many players due to their capital city, Gil’ipura being unreachable in the current map. They even started their journey in a weird instance located outside the world map. Rumours mentioned that the starting zone instance and their capital were supposedly located far southeast on the Emerald Island clusters.
Further, as I said before, their size is often infeasible for a lot of people since that would make them easy targets for ranged attack. Do not get me wrong though, they are blazing fast for something so big. You would be surprised at how quick these supposed descendants of giants close the gap and smack you to smithereens or barrage you with a flurry of spells in an instant.
Though stats growth does not vary much among races, it is to be noted that the starting stats of a rakhs is very balancedly distributed among strength, vitality, agility or dexterity, and intelligence. This poses a problem to people who want to min-max a certain class capability based on their stats.
Trust me, it does not matter much. In fact, this balanced distribution at the start might be more helpful in most cases.
Though, what really matters is the availability of the classes for this race. They do not have warlocks and they do not have ‘magical knight’ class available which often are the most interesting classes in the playerbase's eyes. At least the orcs still have shamans which in a sense is their magical knight.
My deskmate told me that warlocks are not present due to their past guilt in toying with sinister magic while shamans are not present since their priest is actually their shaman. Well, rakhs is a race that prefers lores over gameplay, I guess.
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While [Descendants of Giants] clearly gave them advantage on raw attack, this also gave them a rather unique bonus that people rarely notice. Due to their capability of handling bigger weapons with ease, rakhs have the innate haste bonus which makes their attacks - physical and magical - faster than other races.
Their class and race combination abilities are often based on aspects of animals supposedly existing in their homeland… I mean, home islands. Warriors get the [Elephant Matriach’s Fortitude] which is a passive ability that increases their shock damage and slightly reduces damage taken if they are in a team. [Mimic: Rhino] is the only pseudo active ability among other race specific abilities and it is for hunters. We are truly aware of the effects due to my deskmates exploit of the ability. Rogues get [Ingenuity of the Apes] which increases the success rate and effect of non-damaging abilities. Yup, you can clearly see Flick is definitely abusing this.
Other than the multiple resurrection of teammates, their priest got [Wisdom of the Ducks] which increases their holy spell effectiveness and spell haste while having the reverse effect for shadow or dark based spells. This is why there are barely any rakhs psych priests.
Finally, their wizard receives [Tricks of the Weasel]. This ability increases the secondary effect of the spells they cast. For example, it increases the tick damage of any burn effect from heat spells or increases the slow from cold spells.
However, one more thing that people really need to pay attention to is the [Warcry] ability. If used at the right moment, this ability could turn around any situation, given there are enough rakhs to perform it in unison. I hope we get more rakhs in Clashing Realms.
~AVK~
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