| Eulderna | ||||||
|---|---|---|---|---|---|---|
| Attribute Bonuses | ||||||
| Normal 3-6 | Normal 4-7 | Normal 4-7 | ||||
| Good 5-10 | Not Bad 4-8 | Good 5-10 | ||||
| Great 6-12 | Not Bad 4-8 | |||||
| 100 | 100 | 70 | ||||
| Starting Skills | ||||||
|
Martial Arts | ||||||
| Racial Feats | ||||||
|
You have resistance to magic (##) | ||||||
- Eulderna is one of the most ancient races in Sierra Terre. Egoism and elitism dominate every thought behind actions of these perfectionists. They, are suitable to caster or hybrid classes as they are adept at magics and using magical devices. Euldernas have resistance to magic.
The Eulderna (エウダーナ, eudāna) is a playable character race.
Elitists of an ancient lineage. They are capable at many different trades, in particular those related to the mystic arts. Their heritage also grant them an innate resistance to raw magic.
Euldernas are a balanced race. Players wanting to play more specialized mages should consider the Elea, Lich, or Fairy races. For other balanced characters, see Yerles, Juere and Dwarf.
Strategies[]
Eulderna start with balanced attributes, leaning more towards Magic, Willpower and Perception. They're the only playable race besides the Yerles to start with trained Literacy, giving them a head start in spellcasting. Their racial Feat gives them innate resistance to raw magic.
Overall, Eulderna are balanced enough that they can do well in any class, regardless of their preference for magic, and they also have an easier time branching into magic than any of the other balanced races. The downside to this is that they're also worse at magic than the other mage races: While Eulderna have more Life than Eleas, Fairies and Liches, they also have less Mana (which is more important to have as a mage), slightly less Magic, and their raw magic resistance doesn't compare to the permanent and unique perks of the Elea, Fairy and Lich (that being said, resistance to raw magic is very rare to find as well). At least they also start with trained Magic Device, the only other race aside from the Lich to do so.
For this reason, it's recommended to pick the Eulderna as either a beginner race to learn how to play mages, or to specifically play hybrid mage classes. They have more Life and better Perception than Eleas, Liches and Fairies, trained Magic Device to fall back on rods anytime MP runs out, and trained Literacy to get a head-start in spell stocking. Ideally they may do best as ranged-mages, but can go melee-mage as well without problem.
Recommended Classes[]
As mentioned the Eulderna's balanced stats make them a good choice for almost every class build that doesn't shun spellcasting. As for specific recommendations...
- Warmage, Priest and Claymore
- Euldernas are one of the best options for a hybrid melee-mage build thanks to their balanced stats, and as a plus all of these classes come with trained Literacy:
- The Warmage gets an extra bump in Magic Device and Casting, while adding trained Evasion, Long Sword and Short Sword for melee combat. They come with trained Heavy Armor and Medium Armor to make them hardier in combat, but the player should be mindful of their casting chance penalty.
- The Priest keeps most of the same advantages as the Warmage, trading Long/Short Sword for Blunt and Evasion for Shield (which also adds casting chance penalties), and come with trained Healing and Faith (which is extremely useful to have early to gain favor with gods faster).
- The Claymore gives trained Tactics, Long Sword, Evasion and Greater Evasion (this one scaling with Perception) to facilitate physical combat, and unlike other armor and weapon options Two Hand and Light Armor give no penalties to casting chance.
- Archer
- Eulderna can make for great ranged-mage hybrids thanks to their excellent Perception. Archer gives an extra bump to Magic Device, while also giving trained Marksman (otherwise only obtained from the Thieves' Guild Trainer), Medium Armor (more survivability at the cost of casting chance), Evasion and Riding (for a Speed boost + meat shield), plus some nice utility skills in Tailoring and Anatomy.
- Wizard
- All being said, Eulderna do make good Wizards. Starting with higher Literacy, Casting and Magic Device is very beneficial for either a pure or hybrid caster, higher Life and Perception also make them a little hardier than the usual Wizard, and their decent Charisma allow them to pick up allies for the frontline sooner. Plus, trained Alchemy allows them to keep a steady supply of potions for buffing oneself/allies and damaging enemies.
Racial feats[]
- You have resistance to magic.
- Grants resistance to magic (Little, ##).
Elona+[]
Eulderna remain unchanged from original Elona.
Spellcasting went through a significant rework, making it much easier to play pure casters and hybrids now than in the original version:
- Spellbooks cost half their previous value.
- Spell Stock lasts three times as long.
- The potential of spells memorized increases every time the PC sleeps.
- If a spellbook reading failure summons monsters into a town, they'll disappear after a few days. The only exceptions are permanent maps such as Your Home, the Truce Ground and unique dungeons.
- The Wizard shopkeeper now trains spell level in exchange for platinum coins.
- Skill points can be used to train and increase potential of spells.
- Casting spells on or near a sandbagged enemy no longer increases experience, spell levels, or trains stats (can be reinstated in Elona+ Custom.)
Recommended Classes[]
- Warmage, Priest and Claymore
-
- The Warmage remains mostly the same as before. Their Class Feat Unified Spirit increases casting chance by 5%, which mitigates the casting change penalty from heavier armor, shields and Dual Wielding, and can be a nice option even for pure casters.
- The Priest now starts with trained Tactics and Cooking, improving melee and Throwing combat and food stocking. Their Class Feat Charity increases the effectiveness of healing spells by 25%.
- The Claymore now loses Literacy (not a problem since Eulderna innately have it) in exchange for Alchemy. Their Class Feat Piercing Sword increases the chance of piercing attacks by 5% even if the player doesn't have piercing weapons.
- Archer
- Remains the same as before. Their Class Feat Eye of a Hawk increases Hit Rate by 10% for all Physical Attacks (this bonus is added after calculating the player's Hit Rate versus the target's Evasion)
- Wizard
- Now comes with trained Jeweler to get a head-start on scroll crafting (including much-needed Scrolls of Mana). Their Class Feat Circulation Magic reduces MP consumption by 10%, better supporting a pure-caster playstyle.
- Gunner
- Similar to the Archer. Starting with Firearm, Marksman and Evasion at the cost of Riding, plus trained utility skills like Negotiation, Lock Picking, Detection and Disarm Trap which are great to have on any character. The loss of Magic Device is not a problem since Eulderna innately have it, and trained Carpentry will help with keeping a steady supply of rods. Their Class Feat Barrage grants an innate 5% chance to do an extra ranged attack, and can stack with "extra ranged attacks" enchants from equip such as the Arbalest.
See also[]
| Races | |
|---|---|
| Official | Yerles · Eulderna · Fairy · Dwarf · Juere · Elea · Snail · Lich · Goblin · Golem · Mutant |
| Extra | Kobolt · Orc · Troll · Lizardman · Minotaur · Norland · Asura · Slime · Wolf · Zombie · Rabbit · Sheep · Frog · Centipede · Mandrake · Beetle · Mushroom · Hound · Ent · Bat · Ghost · Spirit · Eye · Wyvern · Wasp · Giant · Imp · Hand · Snake · Drake · Bear · Armor · Medusa · Cupid · Phantom · Harpy · Dragon · Dinosaur · Cerberus · Spider · Rock · Crab · Skeleton · Piece · Cat · Dog · Roran · Rat · Shell · Catgod · Machinegod · Undeadgod · Machine · Wisp · Chicken · Stalker · Catsister · Yeek · Yith · Servant · Horse · God · Quickling · Metal · Bike |
| Elona+ Extra | Bacteria · Beast · Behicle · Bird · Doggod · Karune · Largeanimal · Mazin · Seamonster · Worm · Zanan |