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"Wow these lizards are bloody useless"
"Yes. They were, but not anymore."
Hopefully with this update, Allar feel far more integrated, and actually can claim a niche of their own in society beyond "lol alchemy" as the second race of the Empire.
Read the changes here: https://wiki.massivecraft.com/Allar
Things to consider for Allar Roleplayers:
- Likely nothing. The Al-Allar in the way they used to be played are practically identical except for some changes:
- Tails are now prehensile, meaning they can be used as a third arm.
- The regeneration of lost body parts has been extended to limbs and eyes and teeth as well as opposed to just hands and feet.
- The scale color palette was expanded to grayish blue also.
- Sa-Allar have been made less stupid and dependent, and their size downscaled a bit to compensate.
- New Zu-Allar race which acts as a "Tank", but we eliminated the Dakkar problem by essentially downsizing their actual strength and making them purely about pensive damage deflection.
- New Es-Allar for those who just really like playing angry little frogs who are terrifyingly powerful mages (pending Trustee Permission).
- Implemented a new Cro-Allar race, which is arguably the most lethal race in existence right now, but hampered by their brutishness, while also limited to Trustee Permissions and locked into a non-Ailor Nobility system.
- Mu-Allar made part of the regular spectrum. Increased their size a bit and allowed greater military prowess.
- Complete history rewrite to fit the new narrative.
We love feedback and comments here, and questions in Lore Q/A!