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 Post subject: (Racepatch) Tweaked races (11-2-2006), comments please!
PostPosted: Sat Feb 11, 2006 3:54 pm 
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This is the tweaked list of races. Main changes: lizardman balance bonus moved to starsign, experience lowered for most races.

Humankin
Highly adaptive and populous race, dominate Alora.
    Imperial Human
    Adapted to life in the crowded cities.
    automatically speaks common.
    +10% bonus experience.
    Phasian
    Archaic, immune to pillar sickness, blueish skin.
    automatically speaks common.
    immune to pillar sickness.
    +10 extra runewalk destination slots.
    can runewalk travel without starting pillar.
    +5% bonus experience.
    Zion
    A race of telepaths.
    automatically speaks common.
    communicates with telepathic powers.
    -1 constitution, +1 wisdom.
Dwarfkin
short, hardy and hairy; often cantankerous in personality.
    Gray Dwarf
    Surly and emaciated evil natured dwarves.
    automatically speak common and dwarven.
    infravision.
    +2 strength, +3 constitution, -4 charisma, -1 dexterity
    +20 poison resistance points.
    +5 spell resistance.
    Gerp
    Hard blue-purplish stone skin, can eat anything.
    automatically speak common and dwarven.
    infravision.
    unnatural appetite with absorbing qualities.
    +60 slash resistance points, +10 blunt resistance points.
    +1 strength, +3 constitution, -2 charisma, -1 dexterity
    Gully Dwarf
    Anguished dwarves, durable but increadibly dense.
    automatically speak common and dwarven.
    infravision.
    regeneration via alcohol.
    +4 constitution.
    -4 charisma, -4 intelligence, -2 wisdom.
    +2 attack with range weapons.
    Tinker Dwarf
    Skilled inventors, always playing with the latest technologies.
    automatically speak common and dwarven.
    infravision.
    +2 con, +3 int, -2 cha.
    can invent additions to existing objects.
    Mountain Dwarf
    Mountain dwellers, great fortress builders and miners.
    automatically speak common and dwarven.
    infravision.
    cannonball attack initiation.
    +2 strength, +3 constitution, -2 charisma, -1 dexterity
Elfkin
Tall, thin and swift like the wind; close to nature and earth.
    Wood Elf
    Maintain close ties with nature and distrust society.
    immune to magical sleep.
    innate detect magic.
    automatically speak common and elvish.
    +1 nature and summoning complexity.
    +2 sight distance on map.
    +2 str, +1 dex, +1 cha. -1 int, -1 con.
    Wild Elf
    A hardy breed of elf. tribal but maintaining elven grace.
    immune to magical sleep.
    innate detect magic.
    automatically speak common and elvish.
    +1 nature and summoning complexity.
    +3 dexterity, +1 charisma. -2 intelligence.
    +2 range attack bonus.
    Moon Elf
    Fun-loving adventurous, most tolerant of all elves.
    immune to magical sleep.
    innate detect magic.
    automatically speak common and elvish.
    +1 to all magical complexities, +2 to nature and summoning.
    +2 dexterity, +2 charisma, +2 intelligence, -2 constitution.
    Dark Elf
    Depraved and evil subterranean offshoot of elves.
    immune to magical sleep.
    innate detect magic.
    automatically speak common and elvish.
    +1 body and summoning complexity.
    +1 dexterity, +3 intelligence, +1 charisma. -2 constitution.
    can see in the dark.
    +5 magical resistance
    Aquatic Elf
    Waterbreathing cousins to land-dwelling elves.
    immune to magical sleep.
    innate detect magic.
    automatically speak common and elvish.
    +1 nature and summoning complexity.
    +3 dexterity, +1 charisma. -2 constitution.
    can breathe under water.
    +20 water resistance points, -20 earth resistance points.
    Winged Elf
    Graceful and striking, proud, ruthless and serious.
    immune to magical sleep.
    innate detect magic.
    automatically speak common and elvish.
    +1 nature and summoning complexity.
    +4 dexterity, +1 charisma. -3 constitution.
    winged, can fly.
    -20 fire resistance points, +20 air resistance points.
    Half-Elf
    A human elf hybrid.
    immune to magical sleep.
    innate detect magic.
    automatically speak common and elvish.
    +1 nature and summoning complexity.
    +3 charisma.
    +5% bonus experience.
Feykin
Mischievous magical spirits of nature.
    Pixie
    A winged race, small of stature and with keen minds.
    automatically speak common.
    polymorph into a humanoid child at will (kinshape).
    magical flight.
    +2 to all magical complexities.
    +4 dexterity, +3 charisma.
    -4 strength, -2 constitution, -2 wisdom.
    Nixie
    Aquatic lake dwelling fey, slim and comely.
    automatically speak common.
    polymorph into a humanoid child at will (kinshape).
    can breathe water.
    +2 to all magical complexities.
    +3 dexterity, +4 charisma.
    -4 strength, -2 constitution, -2 wisdom.
    can cast 'create spring' at will.
    Succubus
    Vile seducers with bat like wings.
    automatically speak common.
    +2 strength, +2 dexterity, +4 charisma.
    +5 magic resistance.
    innate spells: charm person, drain.
    Dryad
    Living tree spirit, protector of forests.
    automatically speak common.
    +2 intelligence, +2 dexterity, +4 charisma, -3 strength.
    innate spells: charm person, entangle.
    Grig
    Colorful communal fey, energetic and agile.
    automatically speak common.
    -3 strength, +3 dexterity, +2 constitution.
    starts with the mount skill trained.
    starts with a fully grown saddled chipmunk.
    faster movement speed.
Gnomekin
Inquisitive and quick speaking demi-human creatures.
    Forest Gnome
    Lone forest dweller. Smallest of all gnomes.
    automatically speak common and gnomish.
    +1 to enchantment complexity.
    -2 strength, +1 constitution, +2 wisdom
    +20 nature resistance points.
    innate spells: figment, deem
    Rock Gnome
    The common, surface city dwelling gnome.
    automatically speak common and gnomish.
    +1 to enchantment complexity.
    -1 strength, +1 constitution, +2 wisdom
    can see through illusions. (invisibility)
    innate spells: figment
    improved hearing (increase chance to spot, 95% spot).
    Deep Gnome
    Secretive and mysterious deep-dwelling gnomes.
    automatically speak common and gnomish.
    +1 to enchantment complexity.
    -2 strength, +1 constitution, +2 wisdom
    permanently affected by a spell of nondetection, blocking farsight.
    +5 spell resistance.
    innate spell: figment
Halflingkin
Short, quick and furry; mischevious and head-strong.
    Imperial Halfling
    Adapted to life in the crowded cities.
    automatically speak common and halfling.
    -1 to all magical complexities.
    +2 bonus to saving throws.
    +2 bonus to lockpicking and trap disarming.
    +1 bonus to ranged attacks.
    -2 strength, +3 dexterity, +2 luck.
    Feral Halfling
    Strange and reclusive deep forest halflings.
    automatically speak common and halfling.
    -1 to all magical complexities.
    +4 bonus to saving throws.
    +2 bonus to ranged attacks.
    +1 dexterity, +2 luck.
    Meadow Halfling
    Michievious and playful, live in meadow burrows.
    automatically speak common and halfling.
    +2 bonus to saving throws.
    +1 bonus to ranged attacks.
    -1 strength, +3 dexterity, +2 luck.
Orckin
Notoriously ugly, vicious, and cruel.
    Kobold
    Small reptilian goblinoid with sadistic tendancies.
    automatically speak common and orcish.
    -1 strength, +2 dexterity, -2 charisma.
    +2 bonus to trap disarming.
    +5% experience.
    Orc
    large, squat and smelly; make exceptionally deadly warriors.
    automatically speak common and orcish.
    -1 to all magical complexities.
    take no extra damage for being in an aggressive or berserk combat style.
    erupt in a feral rage when close to death.
    +2 damage reduction per level.
    +3 strength, -3 charisma.
    Ogre
    Tall, powerful and deadly in combat; the prototypical warrior.
    automatically speak common and orcish.
    +1 physical and body complexity.
    carry capacity doubled.
    unaffected by alcohol.
    2 hitpoints per level bonus.
    +2 strength, +2 intelligence, +3 constitution
    -3 dexterity, -1 wisdom, -3 charisma
    Goblin
    Evil and mischievious critters of grotesque appearance.
    automatically speak common and orcish.
    +3 dex, +2 con, -1 str, -1 wis, -4 cha.
    +5% experience.
    increased skill in hiding and sneaking.
    Half-Orc
    A mixed breed between humans and orcs.
    automatically speak common and orcish.
    take no extra damage for being in an aggressive or berserk combat style.
    +2 strength, -2 charisma.
    +5% bonus experience.
    +1 damage reduction per level.
Trollkin
A solitary race, with regenerative abilities.
    Forest Troll
    Solidary forest hunter.
    -1 to all magical complexities.
    faster hitpoint regeneration.
    wound regeneration.
    limb regeneration.
    automatically speak common and trollese.
    +3 strength, +3 constitution
    -2 dexterity, -2 intelligence, -3 charisma
    -20 fire resistance points.
    Desert Troll
    Hardy trolls born from the desert sands.
    -1 to all magical complexities.
    faster hitpoint regeneration.
    wound regeneration.
    limb regeneration.
    automatically speak common and trollese.
    +2 strength, +4 constitution
    -2 dexterity, -2 intelligence, -3 charisma
    -20 acid resistance points.
    Rock Troll
    The smallest but strongest of all trolls. Stone skinned.
    -1 to all magical complexities.
    faster hitpoint regeneration.
    wound regeneration.
    limb regeneration.
    automatically speak common and trollese.
    +4 strength, +2 constitution
    -2 dexterity, -2 intelligence, -3 charisma
    -20 air resistance points.
Beastkin
Mystical half-man half-beasts.
    Minotaur
    Passionate and fierce half man half bull.
    automatically speak common and animal.
    +5 str, +1 con, -3 int, -3 cha.
    ability to track.
    adds goring damage to headbutt and charge.
    Lizardman
    Tribal half lizards, stronger in body than in mind.
    automatically speak common and animal.
    can breathe in water.
    acid spit attack.
    +30% acid resistance.
    +3 strength, +2 constitution, -4 intelligence
    Satyr
    Music and fun loving half-goat men.
    automatically speak common and animal.
    +2 dexterity, +1 wisdom, +1 charisma, -2 constitution.
    can perform certain wind instrument songs.
    50% instrument cleaning and tuning.
    Ettercap
    A cross between a gangly human and a bloated spider.
    automatically speak common and animal.
    +2 strength, +2 dexterity, +2 constitution.
    -4 intelligence, -2 charisma.
    melee attacks become poisonous.
    innate spell: web
    starts with a grown huge spider as a pet.


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 Post subject: Re: (Racepatch) Tweaked races (11-2-2006), comments please!
PostPosted: Wed Feb 15, 2006 12:18 am 
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Celeborn wrote:
Goblin
Evil and mischievious critters of grotesque appearance.
automatically speak common and orcish.
+3 dex, +2 con, -1 str, -1 wis, -4 cha.
+5% experience.
increased skill in hiding and sneaking.

Will goblins have the ability to hide/sneak regardless of class? If so, to what proficiency?

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 Post subject:
PostPosted: Wed Feb 15, 2006 5:41 am 
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do the races have relatively the same spell complexities if they were at the same level and same stats? Or are they based off off the race i.e. gnome has higher spell complexities over a troll.


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 Post subject: Re: (Racepatch) Tweaked races (11-2-2006), comments please!
PostPosted: Wed Feb 15, 2006 8:40 am 
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Quintos wrote:
Celeborn wrote:
Goblin
Evil and mischievious critters of grotesque appearance.
automatically speak common and orcish.
+3 dex, +2 con, -1 str, -1 wis, -4 cha.
+5% experience.
increased skill in hiding and sneaking.

Will goblins have the ability to hide/sneak regardless of class? If so, to what proficiency?


No. they get a bonus to the skills /if/ they have them.


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 Post subject:
PostPosted: Wed Feb 15, 2006 8:43 am 
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voska wrote:
do the races have relatively the same spell complexities if they were at the same level and same stats? Or are they based off off the race i.e. gnome has higher spell complexities over a troll.


The complexity bonuses listed are on top of any other bonuses they get. They are absolute values though, not a percentage.


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 Post subject:
PostPosted: Thu Feb 16, 2006 1:21 am 
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let me redo my question so it sounds more clear :P

would a gnome (without added complexity bonuses from starsigns, bloodlines, and race bonuses listed above) have the same complexities as a troll (without added complexity bonuses from starsigns, bloodlines, and race bonueses listed above)?


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 Post subject:
PostPosted: Thu Feb 16, 2006 2:40 am 
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if they had the same int and wis then it answer should be yes


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 Post subject:
PostPosted: Thu Feb 16, 2006 3:15 am 
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No, trolls have -1 to all complexities and gnomes have +1 to enchantment complexity.

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 Post subject:
PostPosted: Thu Feb 16, 2006 3:24 am 
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ahhh.. i guess i was a little confused. i though he was asking if there was no bonuses or whatever would they be the same, or maby that is what he ment and... im confused myself Blahh. :(


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PostPosted: Thu Feb 16, 2006 5:56 am 
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Quote:
ahhh.. i guess i was a little confused. i though he was asking if there was no bonuses or whatever would they be the same, or maby that is what he ment and... im confused myself Blahh.




yea, u understood my question right


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 Post subject:
PostPosted: Thu Feb 16, 2006 9:42 am 
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well in that case (i cant be sure on anything i say anymore) before adding all bonuses and reduations due to race and all that then im sure all races are exactly the same but as kiasyn said, just being a troll would give you a -1 to all complexitys


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PostPosted: Tue Feb 21, 2006 1:11 am 
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What, exactly does "can invent additions to existing objects " mean?

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 Post subject:
PostPosted: Tue Feb 21, 2006 9:07 am 
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Oo good question, i would like to hear more about that too


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PostPosted: Tue Feb 21, 2006 9:59 am 
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Nuitari wrote:
What, exactly does "can invent additions to existing objects " mean?


This means a day of coding fun for me really. I'll be adding anything I can think of.

Think about being able to tinker a set of mechanical pets, tweaking objects (like turning a pair of greaves into a steampowered pair of greaves to give it +1 str) and a few extra craft options here and there. Nothing uber, just enough to have some fun with it.

Its all still pretty vague. If I do not have the time i'll keep tinkerdwarf locked for when I do.


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PostPosted: Sat Feb 25, 2006 5:17 pm 
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Doesn't the no extra damage from aggressive/berserk style seem a bit much for the half-orc/orc race? Doesn't that equate into a rather large hp bonus?


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PostPosted: Sun Feb 26, 2006 5:00 am 
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Mesa likes, Moon elves seem a bit overpowered though.

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 Post subject:
PostPosted: Sun Feb 26, 2006 2:02 pm 
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Btw I think Rock Troll should be changed to Mountain Troll in order to 1. fit in with the style of the other Trolls (Forest, Desert) and 2. so that its differentiated from Rock Troll pets...

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PostPosted: Sun Feb 26, 2006 3:10 pm 
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So back with half-orc/orc...

It appears that aggressive style means you take about 10% extra damage? Not sure about berserk. Probably 15% or 20%

So a 10% bonus to hp? That would be 6,000 enchant space for being in aggressive, more for berserk. How about half that? Half extra damage for being in aggressive/berserk. Still nice and useful, without giving them a significant percent bonus that tops the other races.


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 Post subject:
PostPosted: Tue Feb 28, 2006 8:01 pm 
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Moo!

Current state of races is now available in a different topic I havent been able to consider any of the latest comments from this thread either but I will. Please continue the discussion at: http://forums.dark-legacy.com/viewtopic.php?p=9596. I'm closing this thread.


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