T-Races

I
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
It would be cool to see some sort of spider like race, such as the one in "don't Starve"
not sure what it would be called
Able To Use 6 Items At Once (maybe, this might be OP)
Takes 25% More Damage
+2 Extra Minions
+15% Extra Minion Damage
Takes 75% More Fire Damage
Ability To Climb Webs And Create Webs
Has 10% Chance To Cause Poison Effect To Enemies On Melee Hit, Poison Is Replaced With Venom In Hardmode
Decreased Vision While On Surface During Day
Inventory Fills With Cobwebs Very Slowly
2% Chance To Web Enemies On Melee Or Ranged Hit
Slightly Increased Vision While Underground
Breath Meter Time Set To Half While In Water
Spiders Or Spider Related Enemies Are Passive-Aggressive
[doublepost=1528324986,1528324868][/doublepost]Can This Be Added To Tmodloader? If It Already Is On Tmodloader, I can't Seem to Find It
 
I'd love to be able to use this mod. Is there a way to download it? I tried to get it through tmodloader, but I couldn't find it.
[doublepost=1532295107,1532294882][/doublepost]
Can This Be Added To Tmodloader? If It Already Is On Tmodloader, I can't Seem to Find It
It's not, but I don't think the creator has uploaded a version that'd work in the current version of Terraria/Tmodloader
 
Is there any way to play this mod?
Apparently not right now, It's too bad, I really liked the potential of this mod, and I have been looking for something exactly like this for quite a while.

I hope the creator is available to update it so it can be found on TML soon, but similar to what happened to the GOG version of TML, I'm not getting my hopes up
 
I do not know if this mod is still in development, or is an abandoned project like Cube World, but if it is not abandoned, I would like to make a suggestion for a new race.
Would it be possible to add in a Sharkman race? I can see them having increased strength with melee attacks, faster mobility in the water, as well as water-breathing. I do not know what any downsides to this race would be, but I bet there are some, and I can't think of them at the time of this posting. Anyway, please let me know.
 
I wish there was a android race. Where they have twice the health of a regular human, has 20% increased damage, 10% crit chance, Using the race ability button will show you a complete hud similar to the cellphone and highlight nearby enemies and traps, immune to bleeding, poison, and confusion. But cannot regen passively or use health potion, cannot get healed by the nurse. Instead it heals using the mechanic or Steampunk. And lose oxygen at water twice as fast. They may be advanced, but not entirely water proof.

They are for people who have a easier time managing health, and want more damage, while also for those who needs information gathering more than always carrying potions. They are very challenging to explore caves due to lack of regen. But the information gathering is enough for people to know the next move before proceeding further.
 
I wish there was a android race. Where they have twice the health of a regular human, has 20% increased damage, 10% crit chance, Using the race ability button will show you a complete hud similar to the cellphone and highlight nearby enemies and traps, immune to bleeding, poison, and confusion. But cannot regen passively or use health potion, cannot get healed by the nurse. Instead it heals using the mechanic or Steampunk. And lose oxygen at water twice as fast. They may be advanced, but not entirely water proof.

They are for people who have a easier time managing health, and want more damage, while also for those who needs information gathering more than always carrying potions. They are very challenging to explore caves due to lack of regen. But the information gathering is enough for people to know the next move before proceeding further.
There is also a race I want to have. They are a slime humanoid race that has gained more sentience than any other slime could have. This is the most complicated race yet.

They have twice the regen than any other race, 10% increase in mining speed, increased jump height, has auto jump, slimes are friendly, floats in water[Hold DOWN to go into the water]
You can eat your gel in your inventory like hearth crystals, and add them into your health bar each gel will give you 1 max health and each 50 gel eaten will decrease your movement speed by 5% up to a 20% decrease. If you have the max stacks, your defense will go up by 5. Maximum is 200 gel eaten. Stacks will disappear gradually at 1 stack per 3 seconds if you haven't eaten for 40 seconds. And will disappear entirely if you die.

Holding the racial ability will make your slime evolve, depending on what biome it is on. Evolving takes time[10seconds of standing still], so choose wisely. Additionally, you will evolve automatically after staying in that biome for more that 5 minutes. Evolving on a crimson biome will turn you into a crimslime, giving you additional 10 defense. Evolving on a hallow biome will turn you into an illuminant slime, giving you a 7% chance to dodge attacks, evolving in a corrupt biome will turn you into a shadow slime, giving you 15% increased damage, evolving in a mushroom biome will make you into a mushslime, making you invisible whenever you stay still, evolving in the underworld will make you into an obsidian slime, as gel slimes aren't supposed to be down there but you somehow got there, giving you -20% movement speed but an ability to be immune to lava and increased 20 defense, you will sink in lava though like any other normal race. Evolving in the under ground will make you into a stalagmite slime, increasing your mining speed by another 10%, evolving on a jungle biome will make you into a jungle slime, making your attacks have a 20% chance to venom enemies, Evolving on a forest, marble, granite, or ocean biome will make you into a normal slime with no bonuses, on a desert, it gives you a 15% increased move speed, at snow biome, it gives you a 5%damage reduction. You will lose the evolution if you die.

The downsides is that they cannot have no mana, they are too stupid to cast magic and do not have vocal chords to cast spells, you are very flammable, lava, on fire, or any fire related thing damages you more and has twice the debuff duration. Additionally, they become agitated in night time, making you unable to interact with NPCs due to your agitation.

This NPC is for people who loves evolution, for those who want to avoid death as possible. Stay alive, and be awarded. Die, and you might face consequences.

It is also for those who don't value NPC interactions. Or magic, as this class is designed to be tankier or more damaging. So it trades mana for brute force and growth.

Those with patience will flourish and grow. Those who do not will stay weak.

You must have management o gels and time your evolutions to make the most of everything.
 
There is also a race I want to have. They are a slime humanoid race that has gained more sentience than any other slime could have. This is the most complicated race yet.

They have twice the regen than any other race, 10% increase in mining speed, increased jump height, has auto jump, slimes are friendly, floats in water[Hold DOWN to go into the water]
You can eat your gel in your inventory like hearth crystals, and add them into your health bar each gel will give you 1 max health and each 50 gel eaten will decrease your movement speed by 5% up to a 20% decrease. If you have the max stacks, your defense will go up by 5. Maximum is 200 gel eaten. Stacks will disappear gradually at 1 stack per 3 seconds if you haven't eaten for 40 seconds. And will disappear entirely if you die.

Holding the racial ability will make your slime evolve, depending on what biome it is on. Evolving takes time[10seconds of standing still], so choose wisely. Additionally, you will evolve automatically after staying in that biome for more that 5 minutes. Evolving on a crimson biome will turn you into a crimslime, giving you additional 10 defense. Evolving on a hallow biome will turn you into an illuminant slime, giving you a 7% chance to dodge attacks, evolving in a corrupt biome will turn you into a shadow slime, giving you 15% increased damage, evolving in a mushroom biome will make you into a mushslime, making you invisible whenever you stay still, evolving in the underworld will make you into an obsidian slime, as gel slimes aren't supposed to be down there but you somehow got there, giving you -20% movement speed but an ability to be immune to lava and increased 20 defense, you will sink in lava though like any other normal race. Evolving in the under ground will make you into a stalagmite slime, increasing your mining speed by another 10%, evolving on a jungle biome will make you into a jungle slime, making your attacks have a 20% chance to venom enemies, Evolving on a forest, marble, granite, or ocean biome will make you into a normal slime with no bonuses, on a desert, it gives you a 15% increased move speed, at snow biome, it gives you a 5%damage reduction. You will lose the evolution if you die.

The downsides is that they cannot have no mana, they are too stupid to cast magic and do not have vocal chords to cast spells, you are very flammable, lava, on fire, or any fire related thing damages you more and has twice the debuff duration. Additionally, they become agitated in night time, making you unable to interact with NPCs due to your agitation.

This NPC is for people who loves evolution, for those who want to avoid death as possible. Stay alive, and be awarded. Die, and you might face consequences.

It is also for those who don't value NPC interactions. Or magic, as this class is designed to be tankier or more damaging. So it trades mana for brute force and growth.

Those with patience will flourish and grow. Those who do not will stay weak.

You must have management o gels and time your evolutions to make the most of everything.
I also have an idea of faceless. A cephalopod-like race that shares one mastermind and one conciousness. They have great mental powers and are very ancient

-nearby enemies bleed and get confused if they get too close to a faceless.

-The faceless gains infinite flight, can hover but is slow[slow as angel wings], and even slower when trying to walk on land. Equiping wings will override this effect.

-They gain 20% increased magic damage but 15% decreased ranged and melee damage.

- 25% decreased health

-2× max mana

-invulnerable to confusion

-Will increase his confuse and bleed aura when badly hurt.

-You use your health for mana if your mana runs out. You cannot use mana potions, but your mana regen is doubled.

-When in single player, gain a 10% chance to dodge attacks

-When in multiplayer and there are two or more faceless on your team, your racial ability activates. Both a passive, and an active

-Passively, you gain 4% increased crit chance for each faceless in near your proximity(About 170 blocks) and will make you bound to them, giving you blindness and bleeding if you are more than 500 tiles away from an ally faceless. But increases your mining speed by 10% if you nearby one another.

-Actively, holding the racial button will show you a map, pressing one of your faceless allies will teleport you to them. Teleporting will give you a cooldown of 30 seconds before you can teleport to another faceless again and will give you a blindness debuff for 5 seconds. Making it an effective support or escape skill.

This are for glass cannons who are stronger in numbers, gaining more power as they grow more coordinated They are very powerful but very squishy. Be careful not to cast to much, as you might kill yourself if you are not careful. Their glass cannon nature makes you able to dish out damage, and even use health if you want more. Coordinated, they become strong, weak when they are apart.

Be careful when having friends or going alone. As it affects your gameplay. Do you want to go solo and have a chance to dodge attacks? Or go multiplayer with the help of friends to relly on each other? Not my choice. But the hivemind's.
 
I also have an idea of faceless. A cephalopod-like race that shares one mastermind and one conciousness. They have great mental powers and are very ancient

-nearby enemies bleed and get confused if they get too close to a faceless.

-The faceless gains infinite flight, can hover but is slow[slow as angel wings], and even slower when trying to walk on land. Equiping wings will override this effect.

-They gain 20% increased magic damage but 15% decreased ranged and melee damage.

- 25% decreased health

-2× max mana

-invulnerable to confusion

-Will increase his confuse and bleed aura when badly hurt.

-You use your health for mana if your mana runs out. You cannot use mana potions, but your mana regen is doubled.

-When in single player, gain a 10% chance to dodge attacks

-When in multiplayer and there are two or more faceless on your team, your racial ability activates. Both a passive, and an active

-Passively, you gain 4% increased crit chance for each faceless in near your proximity(About 170 blocks) and will make you bound to them, giving you blindness and bleeding if you are more than 500 tiles away from an ally faceless. But increases your mining speed by 10% if you nearby one another.

-Actively, holding the racial button will show you a map, pressing one of your faceless allies will teleport you to them. Teleporting will give you a cooldown of 30 seconds before you can teleport to another faceless again and will give you a blindness debuff for 5 seconds. Making it an effective support or escape skill.

This are for glass cannons who are stronger in numbers, gaining more power as they grow more coordinated They are very powerful but very squishy. Be careful not to cast to much, as you might kill yourself if you are not careful. Their glass cannon nature makes you able to dish out damage, and even use health if you want more. Coordinated, they become strong, weak when they are apart.

Be careful when having friends or going alone. As it affects your gameplay. Do you want to go solo and have a chance to dodge attacks? Or go multiplayer with the help of friends to relly on each other? Not my choice. But the hivemind's.
These are one of my ideas:

Fleshling:
-Born from the wall of flesh itself, these tiny monstrosities hold fragmesnts of what was once the core of the world.

-Due to their fleshlike, regenerative features, they respawn twice as quickly than other races. Although thet cannot use spawn points. They are the core of the world, so they must be reborn from the center of it.

-They gain 20% increased movement speed

10% increased health

-During the blood moon, where beings of light and dark become restless, the fleshling will become enraged, giving them 15%increased damage and double the health regen

-Due to it's demonic heart and link from the wall of flesh, it starts with an extra accesory slot.

Holding the racial ability button will gradually reduce your health, but summon leeches to fight by your side. These leeches deal 20 damage, and will instantly die if they hit two enemies. They can go only underground so aerial mobs are still a threat.

-defeating bosses will upgrade your active ability. Your active ability will now deal additional 5 damage when every pre hardmode boss defeated(Except wall of flesh), will gain additonal and additional 20 if all mechanical bosses have been defeated, will now pierce 3 times when you kill plantera,another 20 if you kill golem, will make the leeches able to swim if you kill duke fishron, will make it able to fly when you kill the empress of light, and will make it pierce 5 times if you kill moon lord

-killing the wall of flesh for the first time will make you weaker. Decreasing damage by 15% and crit chance by 4%. It is where you came from, after all.

It is for those people who want an easy early game and those who want to survive the bloodmoon easier. Those who are impatient with respawn timers will get cut in half, an the condition that you will be the center of the world. In hardmode is where it gets challenging, as you became weaker without your master, and must rely on your ability and your gifts to survive the early nights.
 
hello. it seems like this project is dead. but if by some miracle it's still being worked on, then i have two suggestions. both are regarding height, so i dont know if these suggestions would ever come to fruition considering that height has been a work in progress for 6 years. but uhh yea. all i wanted to say was gnomes should one block tall and halflings should be 1.25 blocks tall (because yknow. HALFling. half the height of a human which is 2.5 blocks in terraria). yea thats all

edit: actually. another suggestion. make gnomes ranger based not summoner. dont have enough rangers!
 
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