Kurashasa
Evil · starts in Qur'Xa Temple
Appearance
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- Gear usable by Kurashasas
- Qur'Xa Temple — starting city
- All races
Attributes gained each level
From level 10 every character gains 20 attribute points a level. Six are placed automatically, one per attribute; the rest are split between what the race decides and what you decide.
| Constitution | +2 |
| Intelligence | +2 |
10 points a level are yours to place.
A Kurashasa trades 4 points of choice for 4 points of specialisation.
A developer post of 18 January 2007, twelve days before launch, gave this as +1 CON +2 INT +1 WIS instead. It was marked subject to change, and two later accounts of the table agree with the figures shown above, so the archive treats it as the beta version rather than a rival reading — kept because someone rebuilding the beta will want it.
Attribute figures from vanguard-guide.com, corroborated by the vanguardmonks.com class FAQ on every race the two share. Points above a soft cap of level × 18 grant nothing; allocated points can be reclaimed only by spending refund points, which accrue with adventuring experience.
Racial abilities (2)
The symbiotes that sustain the life of your race can also be used to provide protection in times of need. When activated, your symbiote will cover you in thick, tar-like armor, increasing mitigation by 25%. Attackers have a chance of having their attacks and movement slowed each time they strike you.
| Rank | Effect |
|---|---|
| 1 | Chance to snare attacker |
Your unique body structure enables you to move quicker than humanoids. Permanently increases run speed by 10%. Does not stack with any other runspeed buffs.
| Rank | Effect |
|---|---|
| 1 | +10% movement speed |