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Like their northern cousins, Enutanik share an instinctive love of exploration. Boreal Dwarves are somewhat common in the Vailian Republics but seldom encountered in the Dyrwood.
Towering Physique. Viewed as a warlike race, the Coastal Aumaua live in a mainland region along the coasts of the northern hemisphere - lands they conquered by pushing Thyrtan meadow folk , Natlan savannah folk , and orlan communities out.
Their culture is more centralized and urban than their island cousins, though both groups are involved in seafaring. Coastal Aumaua are very rare in the Dyrwood, but those that do make the journey usually do so as mercenaries, bodyguards, or soldiers.
Island Aumaua originated in the Deadfire Archipelago a thousand miles south of the Vailian Republics. While physiologically similar to their coastal cousins, the coloration of Island Aumaua is starkly different - brown and yellow, contrasting the Coastal's blue and green.
Though still uncommon in the Dyrwood and surrounding environments, Island Aumaua are more commonly encountered there than Coastal Aumaua, who are quite rare.
When encountered around the Dyrwood, they are often laborers, fishermen, or sailors. Hearth Orlans are often found as slaves in Readceras and the Vailian Republics.
One of the treaty terms between the Dyrwood and the people of Eir Glanfath was the liberation of orlan slaves and while this has been honored, many Hearth Orlans continue to live in the Dyrwood as indentured servants.
Wild Orlans are the "original" Orlans who lived in the deepest forests and jungles between the tropics. While they have only been significantly separated from Hearth Orlans for a thousand years, a few genetic differences have appeared rapidly, most notably a lack of facial hair in the Hearth Orlan branch.
Wild Orlans are common in the deep reaches of Eir Glanfath. Death's Usher Pallid Fate. Death Godlike are the most distrusted of their kind.
Strange growths cover their eyes - or, in some cases, entire face - giving them a sinister appearance. The growths are transparent for the Godlike but opaque from the outside, hiding their features.
Death Godlike are commonly killed at birth because many cultures consider them to be harbingers of doom. Battle-Forged Ashen Skin.
The bodies of Fire Godlike often resemble hot metal, burnt wood, or stone, with harmless flames that erupt from the cracks in their skin. Fire Godlike are objects of both reverence and fear in the Deadfire Archipelago.
Many locals believe they have the power to awaken volcanos - or that killing one will cause a volcano to awaken. In the Dyrwood, Fire Godlike are often seen as a sign of the blessing of Magran, goddess of war and fire.
Wellspring of Life. Nature Godlike appear to be a fusion of human and animal features, often covered by plants, moss, or fungi. This has led to the common stigma that they are diseased, and many are killed at birth because of it.
Many druidic orders have a keen interest in Nature Godlike because of their general curiosity as to how souls occupy animals, plants, and stones.
Moon Godlike are the most tolerated of the godlike. All areas other than towns contain drifting areas of cold damage. Each area contains 20 additional strongboxes.
Characters act as if they have the Blood Magic passive allocated. Points are awarded for time taken to kill a specific boss. Equipped items are dropped on death.
Players are allowed to enter others' instances at will. Players are hostile to one another by default when not partied. Killing a player awards their death penalty experience to the killer.
Player capacity in non-town instances is doubled. This does not increase the maximum party size. Emberwake Race Season. Each area is inhabited by 10 additional Tormented Spirits except for Twilight Strand and towns.
Spirit spawns ignore the usual area level restriction. Each area is inhabited by 20 additional Rogue Exiles except for Twilight Strand , where Rogue Exiles cannot spawn Rogue Exile spawns ignore the usual area level restriction, e.
Flasks , life, mana, and energy shield are not refilled when entering a town instance. All instances of a given area will have the same area layout, for all players.
The minimap will automatically be fully revealed. Multiple Race Events regularly will have the same seed. That is, the instance area layouts will be same in all the races of a fixed seed set.
When you kill a rare monster, you gain all its mods for 20 seconds. Every monster pack has a rare monster even the Twilight Strand. This race type is voided.
Players and monsters have their physical damage converted to fire damage. Monsters will create ground fire on death.
All areas except towns have a rogue exile , which spawns at a random location within the area. All areas contain patches of chilled ground.
Players are accelerated, rather than being slowed by being chilled. Instead of competing for the highest experience, players need to complete a certain objective as fast as possible, for instance defeating a specific boss.
Can only hold charges while in belt. Refills as you kill monsters. Quicksilver Flask Quicksilver Flask Lasts 4. Ample , of Steadiness.
Enemies you would land on are pushed out of the way. Cannot be supported by Multistrike. Right click to remove from a socket.
You gain the Fortify buff, granting damage reduction. The cooldown can be bypassed by expending an Endurance Charge. Requires a Melee Weapon.
There are three special types of chests that appear only in Descent: Provisions , Curious , and Alluring.
These chests contain useful items such as flasks , skill gems , equipment, and crafting currency. The contents of each chest are predetermined and depend on the character class and the area they're located in: see Descent Chests for a complete list of items.
This is a chest that appears at the very start of the game near the character spawn point. It contains two Scroll of Wisdom Scroll of Wisdom Stack Size: 40 Identifies an item Right click this item then left click an unidentified item to apply it.
Shift click to unstack. Can only hold charges while in belt. Refills as you kill monsters. These two chests spawn at a fixed point near the exit of every area.
The chests vary mainly in the currency they drop. Players must choose one of the two chests to open in each area; the other chest will vanish along with its contents.