《Blood and Honor: Ascension》Glossary for B&H: Ascension

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Characters of Note...

---Jacob Longstrider: MC, Lesser-Minor God, Vampire, Former Immortal

---Lia Silverwood: Wood Eld, Ranger, Companion to Jacob

World State...

For a thousand years, Jacob Longstrider slept. A thousand years of changes, until he finally woke up to a new world.

The Chaos War devestated the world, all the great nations of the world fell to Chaos and War until her armies were defeated and she was cast out of the Mortal Plane, forever forbidden from returning. After two hundred years of peace and recovery, the Gods War began.

The damage the mortals had sustained and were recovering from, was expanded upon and the war between the gods devestated the world even more. The Mortal Races eventually joined in the fight pitting Pantheon and Mortal against eachother until finally Adam and Eve with the Primordeals settled the various disputes and peace reighned once again accross the world.

Yet while Jacob slept, word of a new god was whispered. With it came hope for some and dread for others. What would the Blood God become? Would he demand endless sacrifices, or would he be a benevolent god?

Would the Pantheons that had been conquered rise from the ashes once again to do battle? Would a new Empire rise from the ashes of the old one?

Playable Races...

Human...

Each Level: Gain 5 Stat Points per Level

Starting Location: Arang'more or Rolling Sands

Race Perks: Start as Neutral with both Light/Dark Gods, Professions have a 5% boost

Duergar...

Each Level: Gain 5 Stat Points per Level

Starting Location: Mul Duram

Race Perks: Alchemy Profession is learned at a 10% Increased Rate

Dwarf...

Each Level: +1 to Constitution and Strength and 3 Stat Points per Level

Starting Location: Dark Iron Thiag or the Obsidion Kingdom

Race Perks: Hammer and Axe Proficiency are learned at a 10% Increased rate

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Orc...

Each Level: +1 to Constitution and Strength and 3 Stat Points per Level

Starting Location: Black Fang Hold

Race Perks: Orcs gather Resources 10% faster than any other Race

High-Elf...

Each Level: +1 to Intelligence and Wisdom and 3 Stat Points per Level

Starting Location: Daran'thia

Race Perks: Magical Skills increase at a rate 10% Faster

Wood-Elf...

Each Level: +1 to Dexterity and Intelligence and 3 Stat Points per Level

Starting Location: Loren'thia

Race Perks: Archery Skills are learned 10% Faster

Goblin...

Each Level: +1 to Dexterity and Intelligence and 3 Stat Points per Level

Starting Location: Black Fang Hold

Race Perks: +10% Chance to discover Formulas (Alchemy) or Blueprints (Engineer)

Drow...

Each Level: +1 to Dexterity and 4 Stat Points per Level

Starting Location: Zeren'gor

Race Perks: Exotic Weapons Proficiency (Whips, Javelins, Lances, etc...) are learned at a 10% Increased rate

Vampire...

Each Level: +1 to Strength and Dexterity and 3 Stat Points per Level

Starting Location: Empire of Night

Race Perks: Increased Regeneration of Health and Injuries Sustained in battle

Merfolk...

Each Level: +1 to Constitution and Strength and 3 Stat Points per Level OR +1 to Intelligence and Wisdom and 3 Stat Points per Level

Starting Location: Atlantis

Race Perks: +10% Chance to detect Stealthed beings

Note* Although the above are playable for Immortals, they are not the only Sentient races on Ithea.

Main Stats...

Vitality...

---Each point adds 10 Health Points to your Health Pool

---Health Regeneration is (Vitality X 0.25= Health Regeneration per Second)

Constitution...

---Each point will add 10 Stamina points to your Stamina Pool.

---Stamina Regeneration is (Constitution Points X 0.25= Stamina Regeneration per Second)

---Increases Carry Capacity by 10 Lbs per Attribute Point. (Does not include Constitution boosted by equipment, just Base Constitution)

Strength...

---For Classes with Strenth based Damage, Damage is computed as (Strength X 1.5= Attack Strength)

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---Helps with determining raw strength in moving objects and unarmed combat.

Dexterity...

---For Classes with Dexterity based Damage, Damage is computed as (Dexterity X 1.5= Attack Strength and Ranged Attack Strength)

---Dexterity increases natural speed, both movement and attack speed, and helps with coordination.

Intelligence...

---For Classes with Intelligence based Damage, Damage is computed as (Intelligence X 1.5= Spell Strength)

---Increases various Magical Resistances by (Intelligience X 0.1= Resistance)

Wisdom...

---Each point will add 10 Mana to your Mana Pool.

---Mana Regeneration is (Wisdom Points X 0.25= Mana Regeneration per Second)

Secondary Stats...

Luck...

---Luck can affect you in a thousand different ways from finding treasure, to how people interact with you.

---Luck cannot be increased through Attribute Points, only through Equipment and actions.

Base Classes...

Combat Oriented...

Warrior, Rogue, Mage

Non-Combat Oriented...

Engineer, Merchant, Farmer

Herbalist, Alchemist, Enchanter

Sailer, Gambler, Politician, and Minion

Note* Do not mistake some of the above Base Classes for Professions, they are completely separate

Pantheons...

High-Elf: Led by Aerdrie Faenya (Believed to be destroyed during the God War)

Drow: Led by Lolth (Survived the God War and stayed Nuetral and in control of the Underdark)

Orc: Led by Gruumsh (Greatly Weakened by the Chaos War, believed to have been destroyed by the God War)

Dwarven: Led by Moradin (Greatly Weakened by the Chaos War, believed to have been destroyed by the God War)

Roman/Greek: Led by Jupiter/Zues (Rules Arakon)

Titans (Fallen): Led by Atlas (In hiding, meybe alive, maybe dead)

Egyption: Led by Ra (Rules Jingoon)

Norse: Led by Odin (Rules Mortihiemer)

High-Heavens: Led by Michael

Abyss: Led by Lilith

Note* The Above beings are leaders of their respective groups. The most powerful beings, not the only ones.

Note* Light and Dark gods or beings do not necessarily mean they are good and evil.

Continents...

Arakon: This ancient continent has seen more wars then years it has known peace. Almost every race is represented in this land when visiting carry a sword and health potions for danger lurk around every corner.

Jingoon: This continent was resettled after the original Empire of Night conquered the Arakon continent. Refugees from Arakon fled to these lands and resettled here while they rebuilt their armies and prepared to retake their ancestral homes.

Mortihiemer: This continent was thought lost when the forces of Chaos invaded the Mortal Realm. No one knows that after the last of the Chaos Lords were driven from the Mortal Realm, the population with the assistance of the Norse Pantheon, fought on for another 500 years before freeing their lands from the forces of Chaos.

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