Kurashasa

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Otherworldly trackers and fierce hunters, the kurashasa are among the most feared beings in the outer planes. Their Great Hunt of the rift-walking ahnd'ka has led them to the world of Qur'xa and it's temple of twisting gates. A sneak attack upon the Temple of Qur'xa by the last vestiges of the ahnd'ka has caught the proud Kurashasa by surprise, and now the savage world of Qur'xa has been transformed into a battlefield.


Starting Stats

  • Racial Attributes (Level 10+):
  • 10 attribute customization points each level.
  • +2 Constitution and +2 Intelligence per level.
  • Allowed 4 points per attribute each level.


Additional Bonuses

  • Animal Reflexes: 10% bonus to run speed
  • Crafting: +10 Reasoning
  • Harvesting: +5 Skinning


Primary Diplomacy Expression

  • Flattery Diplomacy Flattery Icon.png


Racial Ability


Starting area

It used to be Qur'xa Temple in Lomshir, but as one of the changes preparing the game to free to play transition, all of the races from Qalia are united on the same starting area.


Background on Kurashasa

Well met, hunter.

The Great Hunt has called us all to the world of Qur'xa in pursuit of our quarry, the ahnd'ka. These rift walkers have ever been our worthy foes, but with your help this changes today. You will start carefully, but learn quickly that the life of a hunter is not an easy one, for danger and death mock you with each step. Though victory against our ancient foe is assured, beware of the many dangers that lie ahead, for the ahdn'ka are a cunning and worthy prey.

In our struggle against the ahnd'ka, we have made allies with the yothkai, a powerfully psychic race who assist us in the Great Hunt. This union of our two peoples has made us feared across the outer planes by all lesser races. The symbiotic relationship you form will be the bond that unites our peoples and preserves our very way of life.

Though the ahnd'ka will surely be destroyed here on Qur'xa, our forces are scattered and vulnerable. Know also that the temple of Qur'xa holds many ancient twisting gates, one of which leads to the strange world of Telon. Beware, for the myriad people of that place are as hostile and dangerous as any ahnd'ka, should the ahnd'ka ally with them the tide of our war may turn for the worst.

Stalk silent, strike true, and show no mercy to your prey.