With their sharp minds and upbeat attitude, very little fazes the gnomes of Mekalia. Their home city, under the sands of Qalia, is a marvel of engineering that rivals even the dwarves' home of Bordinar's Cleft.
Centuries ago, the gnomes under orders from their beloved Underking, sealed off a portion of their city and fled to higher grounds to escape the depraved deep dwarves. Though gnomes are marked by an almost fanatical faith in their Underking, the famous general Ulaben took his army and fled, seeking to find a way back into the Deep Dark to defeat the Deep Dwarves once and for all.
With their new proximity to the Upside, many gnomish expeditions have encountered the new and dangerous races of Qalia: the qaliathari, the mordebi, and the varanthari horsemen. Being new to Upside the gnomes are still distrustful of all the other races, making relations sometimes difficult. Dark elves, however, are no strangers to gnomes, and those on the Upside differ very little from their Deep Dark brethren.
Gnomes can be Warriors, Rogues, Clerics, Blood Mages, Sorcerers, Psionicists, and Necromancers.
Racial Ability Edit
- Forge Crystal - This ability allows you to operate a variety of devices, only available to gnomes, which are able to materialize an energy crystals. Crystals will have several common effects, ranging from percentage based mana, health, and endurance heals to several uncommon, rare, and even ultra rare effects such as prismatic group resist buffs, rune and damage shields, minion summons, and more.
Post level 10, gain at each level: - +1 CON - +3 INT - +10 customization points
Adventuring Ability Edit
- Small Race: 2% bonus to evasion
Crafting Ability Edit
- +10 Problem Solving
Harvesting Ability Edit
- +5 Mining