Seraphim


Homeworld: Raji
Description: Seraphim embody the ultimate form of Sikkar's grace, showing the Six Worlds the beauty and joy of Sikkar's love for the members of the Retroverse. These angelic forms have four massive eagles' wings sprouting from their backs and they practically glow with holy energy. The Seraphim are so beautiful and majestic that frequently lesser celestial beings bow at their passing.
Sabotender leads the Seraphim race.
Stat Potential
Str: average
Agi: average
Dex: average
Con: average
Int: moderate
Wis: unsurpassable
Per: average
Cha: unsurpassable
Siz: 9'5"
Weight: 80 kg
Metarace: Celestial

Maximum Age: immortal
Dietary Requirements: omnivore
Number of limbs: two
Natural Armor: weak
Natural Weapons: moderate
Experience Rate: 49%
Skill Maximum: 90%
Hermetic Spell Maximum: 20%
Spiritual Spell Maximum: 100%
Heartbeat: rapid
Vision: light and ultra light conditions
Spiritual Unction Spell Bonus: 10%

Slots: a brow, a head, two eyes, a neck, an amulet, a brooch, a cloak, an upper torso, a lower torso, two shoulders, two upper arms, two lower arms, two wrists, two hands, two fingers, a belt, two upper legs, two lower legs and two feet.
Advantages: can't fall unconscious, escape death, poison immunity, see invisible, see magic and wings.
Disadvantages: half exp if evil.
Miscellaneous: THIS RACE IS JOINABLE ONLY AFTER REACHING LEVEL 100 AND COMPLETING A SPECIAL QUEST, corpse does not rise and natural terrain: clouds.
Resistances and Vulnerabilities: Takes 20% less holy damage.
Immune to: physical diseases
Damage Regeneration: good
Mana Regeneration: excellent
Endurance Regeneration: average
Emotes: sglow, sgrace, sikkar and swings.
Commands: rhome and smiracle.
Poor Guild Matches: abjurer, alchemist, assassin, bard, biomancer, cultist, druid, fallen, fighter, jomsviking, mage, merchant, monk, necromancer, paladin, psionicist, ranger, sentinel and templar.
Size Comparison (vs Human):