Description
Welcome to the world of Realms & Races!
What is Realms & Races? R&R is an addon that adds many of the beloved races seen all throughout fiction. This Addon adds 8 New Races all adapted to different playstyles. Each race has their own gimic which means buffs and debuffs. For instance an Orc may be a powerhouse but he is tall and struggles in 2 block tall areas, or the Undead who doesn't get seen by other undead mobs, but just like in vanilla minecraft villagers refuse to trade and iron golems attack on sight! Each race has its own Attributes and Abilities unique to them! These are listed below.
NEW PATCH- v1.1
-Adds New Race Siren
-Adds new abilities to Halfing (Rework)
- Human
The Human is probably the most familiar of all the races as it plays almost identically to vanilla minecraft, with a few upgrades though...
- Familiar Story: As a human you feel like you are already at home giving a small advantage, every 10 or so seconds you gain brief Saturation and a 30% chance for Resistance II
- A Friendly Face: Familiar with this realms inhabitants you know how to cut some deals, permanent 30% villager trade discount
- Elf
The Humans' distant cousin; The Elf offers a quicker and safer adventure, It learns quickly and moves even quicker, The Elf is a good start for players who want a semi-vanilla experience but also want a boost from an otherworldly guide.
- Quick Feet: The Elf is fast on their feet and knows how to use it to their best ability, permenant Speed I.
- Keen Mind: The Elf learns quick and is able to put it to use, They have a passive XP gain which roughly equals +1 lvl every 2 minutes.
- Cloudwake: The Elf is an agile race and knows how to get around, allows the player to double jump with a small boost in the direction they are looking, additionally a cloud of slowfalling saves The Elf from any fatal damage.
- Orc
Rip and tear with the bloodlusting Orc! The Orc is a beast made for battle only getting stronger the more damage he takes, The Orc is a battle machine being able to take the hits but deal them in Tenfold, He may cry but its not for his sake... its for his enemies.
- Strongborn: The Orc is naturally strong and deals hefty damage without even trying, permenant Strength I buff.
- Bloodlust: The Orc never gives up and the more he hurts so does his enemies, After falling below 50% hp The orc gains Strength II, and a 7 sec Speed I buff.
- War Cry: The Orc may cry but his will stays strong, Jump -> Crouch to release a gutteral scream terrifing the enemies amidst the battle. In a 10 block radius mobs get Slowness II, Weakness II, and knockback; players will get Blindness + Weakness I.
2.25 blocks tall.
- Dwarf
A short and Stubborn Race, The Dwarf offers a passive, resourceful, but vital play style, being born in the mines Dwarf know their way around the stone, every inch is of value when it comes to a dwarf, though they may not be agressive, it would be ill advised to try and pierce the dwarfs forge skin.
- Under Dweller: Being born in the caves Dwarves adapted eye sight no other race has, Nightvison whilst in caves.
- Vein Miner: The Dwarfs muscles are a beast of their own, being able to break a single vein with only one strike, While sneaking and mining any ore, the vein will break with silk touch and veinminer respectedly.
- Stonekin: The Dwarfs skin is almost inpenetrable, permenant Resistance II
1.6 Blocks tall
- Halfling
Halflings are the smallest of all the races being able to maneuver in small spaces, and the most annoying little fellas to catch, the have quick reflexes and are the best acrobats the overworld has ever seen, though they are weaker by nature.
- Tiny Steps go a long way: The Halfing is the fastest race, permenant Speed II buff.
- Nimble: The Halfing is quite nimble, so nimble in fact that a wrong placed attack may you leave you open to their agile attacks, After taking damage 25% chance to inflict the attacker with Slowness III
- Alittle Luck: Though some think its just a myth others think of halfings to be lucky creatures, Permenant Luck II
- Piggyback: The Halflings are quite tricky may it be in combat or just laziness, Halflings can ride on the shoulders of all other races except themselves.
- Light Fingers: A race with the best theives, halflings thief abilities come natural, pickpocket other players, Crouch -> Hit, 65% success rate, 1-8 of the same item stolen (if stacks), 40% the player feels something missing.
- Smallfoot: Halflings are weaker then all other races, max health caps at 7 hearts.
- Undead
The Undead may not be living but they do have heart, After being resurrected and abandoned by their master they wander the realms to fill the emptiness. though they may be kind they are still seen as monsters and that will forever haunt them.
- Gravekin: Since you haven risen and your skin may be gone so hostiles dont see you as a threat, undead mobs (zombies, skeletons, etc.) ignore you until you attack them
- Rot and Disgust: The inhabitants of the realm find disgust and fear in your figure, Villagers fear you and you are unable to trade with them, due to this Iron Golems engage on sight and the only way to prevent this is to cower behind the face of another, wearing pumpkins doesn't trigger iron golems.
-Tiefling
As the cousin to Elfs and ones who find natural atonement with the hells, Tieflings are masters of controlling fire and lifeblood, Tieflings are masters of crowd control being able to heal in the heat of battle on with a swing of a sword.
- Hellkin: The Tiefling finds comfort where others do not, Tieflings cannot burn and have permenant Fire Resistance.
- Hellfire: The Tiefling controls flames the seep through the week vail the holds the hells back from devouring the overworld, Crouch -> Jump to release a wave of fire that burns anything within it, this includes players.
- Soul Feast: Show the tiefling weakness and they may use it to heal themselves, After Hellfire is activated, any mob/player caught in its wrath with have no choice but to heal The Tiefling upon death.
- Dragonborn
As strangers to the realms and a naturally rare race Dragonborns are quick to adapt to every situation, what they lack in mobility they make up for in brute force, a competitor to the Orc, Dragonborns are strong by nature and have resiliant skin, along with sharing similar anatomy with dragons, Dragonborns can breathe fire.
- Draconic Juggernaut: The dragonborn is a huge species consisting of hady scales and above normal strength, Dragonborns have permenant Strength I, Resistance I, and Slowness I.
- Breath Weapon: If a Dragonborns diet doesn't kill a normal race than his firey sure will, Crouch -> Jump to release a firey blast, this only affects mobs.
- Siren
Once a race that populated the seas, now scarce and hard to find, due to sailors poaching them for the legend. Sirens are mighty charmers and fast swimmers, they are mainly ocean dwellers with their skin drying out in only minutes while being on land.
- Tideborn: Sirens born on the tides and raised in the waters are very good swimmers, Permenant waterbreathing, Faster swim speed and quicker manuvuerablity in water; even making sneak a quick water brake.
- Sirens Lure: Siren's are born to sing and that is their duty for as long as they live, ambient humming plays so the siren never forgets its song.
- Sirens song: While singing to the ears of listeners, the siren charms any one who listens and slowly draws them near, Crouch -> Jump to activate sirens song players are pulled toward you, and forced to look at you, Slowness + Nausea. Mobs are also pulled toward you, Slowness + Weakness.
- Dehydration: While on land for 5 minutes you begin to take damage, to reset the time drink or swim in water to rehydrate yourself.
CHANGE RACE AT ANYTIME: /tag @s add reset_race
ADDON STILL IN DEVELOPEMENT
- Please report any Bugs in the comments and i will try by best to patch them as quick as possible.


