RACIALBONUS

Staff edit onlyalso answers to RACEBONUS

Imported from the game’s own help, and only staff can change it — a help file that quietly stops matching the game reads as authoritative and is wrong. If it has changed in game, send the new text through the contact form and somebody will paste it in.

RACIAL BONUS The plan for each race is to provide a unique variation on the play style for gaining or using a resource. Currently we are part way through our race updates and hope to finish them soon. (Circa 2313) Races indicated in GREEN have been updated and those in Brown are still waiting for their first pass. I have tried to identify, in short, what makes each races experience unique. Please refer to each races help file for more details. Namek - Racial resource is called 'Zeal'. This can be stacked up by meditating (after reaching super namek) and allows the Namek a period of increased PL and stat gains. Being ranked causes gained Zeal to go into a pool which increases the effect of the Namek Dragon Balls. The Namek Dragon Ball wishes are geared toward mud wide bonuses for gains. They can also create weighted equipment that allows for better stat gains. And have access to dragonknowledge which allows another user to increase the rate they improve skills. Bio-android - Use biomass to go into a frenzy state, stacking a gains increase for each time they successfully complete a frenzy. Can also spend biomass to 'ambush' and go invisible so they can sneak up on their prey. By absorbing mobs and players they can unlock many perks from other races, although they are weaker versions. HELP DNA and HELP DNABONUS. Bio-androids are locked into their forms and skills at each tier until they have sucked up enough DNA and biomass to evolve. Kaio - Can use kaiocreate to create very good newbie equipment for players. Have access to two different playstyles based on their "alignment". Alignment is based on killing any mob and not on the actual "good" or "evil" value of mobs. A kaio-z stays a Z by killing more and a kaio-s needs to meditate the evil away. HELP KAIOARCHS. Kaio-s is more geared toward a defensive idle style of gameplay and the kaio-z is an offensive and more active gaining focused style. They also contribute to a special Kaio Bonus that can trigger mud wide benefits. Can also make a unique personal set of earrings that are the best ear equipment in the game. Android - Androids have been updated to start as a prototype android and upon reaching 1 billion PL can choose an archetype that they prefer. Human type focuses on sparring and TL gains, having 20% higher gains and shorter spar timers. Can overclock to increase their defense with electric shield. Energy type focuses on increasing stat gains by using the absorb skill. Can store energy in their battery and overclock to heighten their ki-absorb powers as well as increase their stat gains further. The Full-Machine type is the PVP powerhouse and has increased armor and very hard hitting skills. They do gain slower than any other race and by using overclock can use the incredibly powerful railgun ability. Railgun is jokingly called the only Tier 6 attack. Super-Android also makes a come back now by leveling all 3 archetypes (on one character) to 100 billion. Then you get to combine and use all archs. Konatsu - Increased damage when wielding a weapon. Have access to instruments that allow them to play songs. HELP HARMONY. By playing these songs they can buff an aspect of their gameplay, and also stack these songs to gain all of the benefits. Playing them in a particular order will increase the benefit. There is even rumoured to be a secret song! They have a unique quest to choose the strongest stat weapons in the game. The more Konatsu play their songs the higher the chance there is to trigger a GLOBAL HARMONY which is much like an activity bonus but targets different things like area resets and spar timers. Their unique resource is resonance which they gain from fighting and dodging. Konatsu are slightly better at dodging than other races. Vinian - Use a resource called Ichor that they gain from fighting and being beat up. Ichor can be used to create a special Ambrosia (after they have attained their transformation) which can be used to heal them and to buff their gains. It can be given to other players but will hurt them, while still granting a smaller gains bonus. They must stay drunk at all times to unlock their true potential, and when they've unlocked their transformation, Fermentation, they no longer suffer the negative effects of alcohol like falling over or going the wrong direction. They can also use the drunkenhoof technique which vastly improves kick and punch, and gives them the opportunity to trigger even more melee attacks per round. Yondai - A slow building race but a very powerful one. By choosing two affinities to align to you can modify your play style. Air, Water, Earth, and Fire offer different bonuses that you can unlock if it is primary or secondary. You will have to work to slowly build up these affinities and then drain your resource into a pool to build up and unlock your transformation, Conflux. A Yondai can activate Zenith to temporarily heighten their connection to the elements and get larger buffs from the elemental affinities. After overloading enough there is rumored to be a level even further beyond... Human - Humans start off with access to a self buffing feature called heart which has 3 choices - tenacity, resolve, and will. They have a fast building resource, and can put a point into each every time they hit 100. A timer starts where they can try to keep these buffs going and sustain them. The more total levels they have achieved in their lifetime will also give them a bonus to their timers so they can stay in heart even longer. They also have two archetypes which give them access to different skills and can use fourarm and max power skills. They are also the best teachers. Kanassian - Kanassians have access to a multitude of buffs (and debuffs) through the cartomancy system. As the Kanassian fights or uses Thoughtcraft, they generate Divinity. When they reach 100 Divinity, they can draw a card (from a choice of 4) from their deck and gain the corresponding buff (or debuff). As the Kanassian uses this system, they will gain more cards, up to 22. They will also be able up to hold a maximum of Five cards at any given time. Each card increases the Fate Pool for either Global Harmony, Kaio Activity Bonus, or the Player Activity bonus - increasing the likelihood that a better bonus is granted. Hydian - Hydian use bloom to create armors that buff themselves as well as plant flowers that provide buffs or utility. They can create a healing room with a flower, or set up an alarm to know when someone is approaching their area. They are fueled by the sun and gain power to create the flowers as well as increase their flowers powers this way. They have access to a powerful ability called verdant bloom that can apply a number of debuffs based on your armors. Saiyan - Better gains while low on life (LLG) as well as the shortest spar timer allowing them to spar more often (10%). Halfbreed - Slightly better gains when low on life, basically a worse version than what the Saiyans have access to. Since they lack an update they currently have the base rate for gains. The also only have access to SSJ3 and no Mystic ability so they're pretty much garbage tier... Icer - Frozen gains which allows them to gain slightly faster in cold areas. Demon - Might have boosted night time damage? Uh.... that's it? Ghetti - Small bonus to damage when wielding a weapon. Magic-Demon - Are less likely to be crit by enemy attacks when holding a race rank. SEE ALSO: every HELP RACE helpfile, HELP SAIYAN, HELP VINIAN, etc

See also

History

  1. Imported from the game help.by Solao2026-08-28 17:42