T-Races

VampireBagel

Terrarian
T-Races

After a very long break(about 2 years) ive decided to return to and revamp this mod, So things may start happening again.

T-Races is a mod that adds RPG themed races to Terraria each race giving the players different abilities.

When a new player is created in their inventory they will find an Empty Charm which can be converted into any of the Racial Charms that must be equipped to grant the charms benefits
(Currently a Blank Charm is Craft able using 1 dirt for testing reasons, it is not intended for players to have more than 1 charm in effect)

Suggestions: (suggestions currently closed)
Thank you every one for your suggestions but if you have suggesting could you send it to me in a conversation so i can gather them all in one place, thank you
here is a link to a Google Doc where i am currently putting ideas for the mod:
https://docs.google.com/document/d/10pjePAZ7-q2zHPnqsq03hndTMV2gkv5P10NRAvaaA_g/edit?usp=sharing
Feel free to leave comments and please sign your name after your suggestions so i know who has done what ect

List of Added Items(will be mirgated to document):
All Charms:
effects listed below

Hardened Bench:
used to craft low tier items from the mod

Tall Wooden Door:
a four block high door currently does not function

DragonBorn Costume:
includes Mask, chest and Legs craftable using Silk at the Hardened Bench

Sealed Lamp:
a light source block that works under water, crafted using glass and glow sticks at the hardened bench

Sealed Torch;
a torch version of the lamp thats crafted using the Sealed Lamps, (currently some issues but mostly visual)



List of Current Races and their Effects:



Tiefling

Tieflings are a race of devil blooded humanoids possessing innate demonic abilities and resistance to heat
Immune to fire, cannot be set on fire
Darkvision
Immune to being chilled
25 more HP
Horns*



Aasimar

Aasimar are human beings descended from angelic blood lines in possession of angelic powers
Increased life regen
Gives off light around the character
immune to darkness debuff
Darkvision
20 more mana


Genasi

Genasi are beings who share the blood of highly powerful elementals each type of Genasi sharing aspects of its element


Air

soft and light a Breeze Genasi dodge and weaves around incoming attacks
Movement speed up 5%
increased jump height and has slow fall
increased ranged damage by 10%



Earth

Slow and built like a truck the rocky hide of a Earth Genasi can with stand almost any punishment
all incoming damage is reduced by 10%
Can't be have armor shattered or be petrified
Slower speed 5%


Fire

the hot headed flame genasi's sould burns brighter than any flame
Gives off light around the character
Immune to fire/burning
Darkvision
immune to lava for 7 seconds as if equipped lava charm



Water

water drips from the ever wet genasi
can swim in water
can breath in water
while submerged in water
health regen increased by 2x
speed increased by 10%


Orc

Tall, strong and ugly Orcs are a powerful and warlike race
4 blocks tall*
50 more hp
20 less mana
Deals 2x melee damage
-50% magic damage
Darkvision
increased knockback
Tusks*
+5 defence


Elf

Elves are long lived creatures with a natural talent for magics and archery but are some what lacking in physical strength
40 more mana
25 less hp
Darkvision
10% more magic and ranged damage
10% Higher speed
Elf Ears



Dwarf

Stout and Strong Dwarves live deep below in the earth gathering its riches
2 blocks tall*
50% Quicker digging
10% more melee damage
30 more hp
Darkvision
extended building range


Gnome

a small but smart races that specialise in magics and tinkering
2 blocks tall*
25% more magic damage
10% more minion damage
Darkvision
Quicker speed
Increased mana regen



DragonBorn

The Mighty DragonBorn fuelled by their dragonic bloodline are strong, well versed in magics and posses innate fiery abilities
Increased mana by 20
Increase health by 15
Sets enemies on fire with melee strikes
fire immune
Dragonborn costume legs/face/hands


Drow

The Drow or Deep elves live deep below the surface where they practice their dark magics and blood rituals
Increased magic damage by 50%
25% more mana regen
Darkvision
20% improved ranged damage
40 more mana
25 less hp
Loses all buffs in sunlight, is slowed and blinded*
Drow Ears


Kobolds

Kobolds are a small reptile like race that claims draconic ancestry but their frail appearance suggests otherwise
2 blocks tall*
50% more throwing/ranged damage
Darkvision
Loses all buffs in sunlight, is slowed and blinded*
-20% melee damage
15% quicker speed
-20 hp
Digs 25% quicker
extended building range
Kobold costume tail/face/hands*


Goblins

Goblins are known to be tricksters and trappers but not all that smart
2 blocks tall*
15% quicker
20% increased range/melee damage
-20 mana
15 more hp
Darkvision


Halfling

Halflings or Hobbits were born to be travellers and rangers their small stature is made up by their hearty constitution
2 blocks tall*
Very quick
-20% melee damage
-25 hp #
50% more minion damage
+50% mana regen
20% ranged damage


Tabaxi

Tabaxi are cat like people who roam the world looking for trinkets and stories
Darkvision
+20% movement Speed
Natural climbing claws
15 more hp# being removed in next patch
Cats Ears
Cat's Tail*


Traits marked with * are work in progress and not yet implemented
Traits marked with # are coming in the next update
Unless otherwise indicated all charms grant 1 base defence

Downloads:
Terraria version 1.3.4
TModLoader Version 0.9.1

Download Available Via the TmodLoader Mod Browser
current version 0.6.8

Up Coming Changes:
halfing Hp reduced
tabaxi Hp buff removed
tabaxi Climbing claws upgraded to include the improved climbing claws ( as if you use the climbing claws and shoe spikes together)



Change Log
0.6.6
flame genasi are now immune to lava for 7 seconds as if equipped lava charm
water genasi now have several buffs while submerged in water including health regen increased by 5x and speed increased by 10%
added sealed lamps
added sealed torches
moved the last few racial effects from buffs to passive effects

0.6.3
added bonus minion damage to halflings and gnomes
Drow have 25 less hp now gain 40 mana rather than 25
removed darkvision from dragonborn
99% of racial bonuses that were done using potion effects are no longer buffs but done with just the charm
Dwarf mining speed increased to +50%
builder potion like effect added to dwarfs

0.6
Tabaxi Added
mana regen fixed on most races
orc melee damage increased
orc mana reduction changed to -20 rather than -40 as -40 was causing issues

Planed Features:
Many races are planed to be adding including but not limited too Goliaths, yaun-ti, Firbolgs, Kenku and MerFolk each race having its own cosmetic items, and building blocks, furniture and weapon sets

new utility spells that grant potion buffs but are reusable, spells for flight and spells that dig

the bonus to Hp being used in percentages rather than flat buffs (E.G orc currently has 550 hp at max after life fruit and heart crystals, but with percentages would total to 750)
to counter the buff in hp in orcs all mana will be removed as well as more magic options added to the game to balanced the orcs

racial abilities that can be used a certain umber of times a day , E.G a DragonBorn could use dragons breath or a Earth Genasi could use a stone skin ability, these powers would be unlocked after beating certain in game milestones

a new summoner class option spells and powers that transform you into beasts and larger creatures

a slot for the racial charm is also being worked on so it doesn't take up an accessory space

as always please leave suggestions, feed back and ideas for the mod, thank you all for your support
 
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Looks great. Maybe would be nice to have all the races have penalties for what the race is not supposed to do so that for normal things you are worse than a human but for what your race is good for you are supperior.

yes racial balancing is going to be a large part of future development.


this mod looks awesome so far!!!i would rlly like to see all these features in game so plz work on the starred features>:3

i want to be a furry...

your request is now possible due to the addition of the tabaxi as a playable race
 
A few more race suggestions:

Lihzahrd

Lihzarhrds are a reptile race based on the Lihzarhrds found in the Temple.
Immume to Poison / Venom.
5% more throwing / ranged / summoning damage
-15% magic damage
15% quicker speed when it's day.
Lihzahrd like appearance.

Martian
Martians are a small alien race that originate from the planet Mars.
2 blocks tall*
+20% ranged / summoning damage.
Immune to Electrocution debuff.
-10% melee damage
-20 hp
Martian like appearance.

Skeleton
Skeletons are an undead race that have come back to life.
+10% (all)damage.
Chance to be revived with 100 hp when killed.
+2 defense base.
-40 hp
-2% (all)crit.
Skeleton appearance.

Also, maybe instead of using the accessory slot, perhaps you could create a race slot (maybe with UI framework), or ask the author of the wing slot mod for some advice.
 
A few more race suggestions:

Lihzahrd

Lihzarhrds are a reptile race based on the Lihzarhrds found in the Temple.
Immume to Poison / Venom.
5% more throwing / ranged / summoning damage
-15% magic damage
15% quicker speed when it's day.
Lihzahrd like appearance.

Martian
Martians are a small alien race that originate from the planet Mars.
2 blocks tall*
+20% ranged / summoning damage.
Immune to Electrocution debuff.
-10% melee damage
-20 hp
Martian like appearance.

Skeleton
Skeletons are an undead race that have come back to life.
+10% (all)damage.
Chance to be revived with 100 hp when killed.
+2 defense base.
-40 hp
-2% (all)crit.
Skeleton appearance.

Also, maybe instead of using the accessory slot, perhaps you could create a race slot (maybe with UI framework), or ask the author of the wing slot mod for some advice.

thank you for the suggestions these all sound pretty fun, the slot for the charm is currently on the to do list

the only thing with skeletons is that the Resurrection effect seems very powerful, but perhaps could be balanced by being set a flame in sunlight and taking large amounts of damage from silver or other holy items
 
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I know this probably seems like a obvious suggestion but could you perhaps add pictures so we know what the races look like (in game, I mean)? I want to be able to see how they might look (also, with race alterations, hopefully you have made alterations to armors to allow them to wear them while still letting racial things be obvious to see on the character, right?)
 
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I know this probably seems like a obvious suggestion but could you perhaps add pictures so we know what the races look like (in game, I mean)? I want to be able to see how they might look (also, with race alterations, hopefully you have made alterations to armors to allow them to wear them while still letting racial things be obvious to see on the character, right?)

the races in game are mainly mechanical so dont change the players appearance much , , but the charms them selves dont change what the players character looks like for example
153123-88bb8a223f637cec13edd697562461fa.jpg

this is a drow character i have made ffor testing, but the ear is the only thing that is added by the charm appearance wise,
153124-06da9cbb4da8ee67a77ce84813a747f4.jpg

and this is a second test character which is a Drow, the charm doesn't change the character only adds the ears.

the drow, elf and tabaxi ears are drawn in the face section, so if you equip an item that used the head or face slot it will override the ears

some races have items which for now are called costumes right now the only one is the DragonBorn
153126-53963256b93f3a4345694b22b0fb6ee3.jpg
153127-b6f4257fa930969eadd8bdf5d10c84f7.jpg

a costume is made separate from the charm and can be equipped, this may only be a temporary system. there will be costume versions of the ears added in the future so they can be worn over armour in the vanity slots

to make a character look like a certain race that is up to you to design and colour your character to appear like one of these races, ill will create and link a page that outlines the general description of most of the races similar to how races are described in D&D and other role playing games.

i hope this explanation makes sense
[doublepost=1482941621,1482941333][/doublepost]
Brilliant Mod!
hmm....would the Water Genasi be healed faster in water?
quicker healing and other water based effects have been added, as well as lighting for underwater bases
 
the races in game are mainly mechanical so dont change the players appearance much , , but the charms them selves dont change what the players character looks like for example
153123-88bb8a223f637cec13edd697562461fa.jpg

this is a drow character i have made ffor testing, but the ear is the only thing that is added by the charm appearance wise,
153124-06da9cbb4da8ee67a77ce84813a747f4.jpg

and this is a second test character which is a Drow, the charm doesn't change the character only adds the ears.

the drow, elf and tabaxi ears are drawn in the face section, so if you equip an item that used the head or face slot it will override the ears

some races have items which for now are called costumes right now the only one is the DragonBorn
153126-53963256b93f3a4345694b22b0fb6ee3.jpg
153127-b6f4257fa930969eadd8bdf5d10c84f7.jpg

a costume is made separate from the charm and can be equipped, this may only be a temporary system. there will be costume versions of the ears added in the future so they can be worn over armour in the vanity slots

to make a character look like a certain race that is up to you to design and colour your character to appear like one of these races, ill will create and link a page that outlines the general description of most of the races similar to how races are described in D&D and other role playing games.

i hope this explanation makes sense
[doublepost=1482941621,1482941333][/doublepost]
quicker healing and other water based effects have been added, as well as lighting for underwater bases
Oh... I would've thought that you would have done individual racial sprites with the corresponding armors being worn on the race (much like how N Terraria did). That way you wouldn't have the problem of not being able to wear armors or having specific items being required to look as you should with that particular race. Also, this is what will also impact races such as kobolds and goblins that are only 2 blocks tall as with your current method, the armors will not fit the race at all.
 
Oh... I would've thought that you would have done individual racial sprites with the corresponding armors being worn on the race (much like how N Terraria did). That way you wouldn't have the problem of not being able to wear armors or having specific items being required to look as you should with that particular race. Also, this is what will also impact races such as kobolds and goblins that are only 2 blocks tall as with your current method, the armors will not fit the race at all.

there is no problem with wearing armors as different races and im not sure why there would be? the races all use the basic player shape and hence dont require custome armors, a 2 block tall race isnt a new sprite but it re scales the player sprite along with the equipment being worn.
by not using racial sprite this allows much greater variation in the appearance of the races as it allows you to use all normal character appearance options
 
the

fact that you dont get any negative effects only buffs and even potion buffs .... kinda super OP

if you read the descriptions of the races you will see that many of the races do in fact incur heavy debuffs such as the Orc's reduced mana and spell damage, the lowered HP of many of the smaller creatures and elfs, reduced movement speeds on Earth Genasi ect, there are many races with incurring debuffs and it is planed to balance this further as the mod develops. but the races are desgiened to grant bonuses towards certain class builds in the games for example the Orc race encourages becoming a tanky melee fighter while discouraging the use of combat magics
 
Halflings are too strong, make them more frail, like give them -25 HP or perhaps -10% damage resist. Tabaxi don't need the additional HP imo. Reduce the HP regen of Dragonborn, and Fire Genesi should have their HP slowly drained in water, or be weaker for a while when touching water.

Water Genesi should have reduced stats out of water too, after a few seconds.

My suggestion for a race:
Herdroamers, vary from minotaur-ish people to wise yaks, that travel the earth, often as nomads.
4 blocks tall.
+20 HP
+4 Defense
-10% movement speed
Critical chance increased, melee damage increased by 10%.
Jump height reduced slightly.
 
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