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(Racepatch) Tweaked races (11-2-2006), comments please! http://forums.dark-legacy.com/phpBB3/viewtopic.php?f=19&t=1086 |
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Author: | Celeborn [ Sat Feb 11, 2006 3:54 pm ] |
Post subject: | (Racepatch) Tweaked races (11-2-2006), comments please! |
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.
Adapted to life in the crowded cities. automatically speaks common. +10% bonus experience.
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.
A race of telepaths. automatically speaks common. communicates with telepathic powers. -1 constitution, +1 wisdom. short, hardy and hairy; often cantankerous in personality.
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.
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
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.
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 dwellers, great fortress builders and miners. automatically speak common and dwarven. infravision. cannonball attack initiation. +2 strength, +3 constitution, -2 charisma, -1 dexterity Tall, thin and swift like the wind; close to nature and earth.
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.
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.
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.
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
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.
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.
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. Mischievous magical spirits of nature.
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.
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.
Vile seducers with bat like wings. automatically speak common. +2 strength, +2 dexterity, +4 charisma. +5 magic resistance. innate spells: charm person, drain.
Living tree spirit, protector of forests. automatically speak common. +2 intelligence, +2 dexterity, +4 charisma, -3 strength. innate spells: charm person, entangle.
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. Inquisitive and quick speaking demi-human creatures.
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
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).
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 Short, quick and furry; mischevious and head-strong.
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.
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.
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. Notoriously ugly, vicious, and cruel.
Small reptilian goblinoid with sadistic tendancies. automatically speak common and orcish. -1 strength, +2 dexterity, -2 charisma. +2 bonus to trap disarming. +5% experience.
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.
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
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.
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. A solitary race, with regenerative abilities.
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.
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.
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. Mystical half-man half-beasts.
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.
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
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.
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. |
Author: | Quintos [ Wed Feb 15, 2006 12:18 am ] |
Post subject: | Re: (Racepatch) Tweaked races (11-2-2006), comments please! |
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? |
Author: | voska [ Wed Feb 15, 2006 5:41 am ] |
Post subject: | |
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. |
Author: | Celeborn [ Wed Feb 15, 2006 8:40 am ] |
Post subject: | Re: (Racepatch) Tweaked races (11-2-2006), comments please! |
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. |
Author: | Celeborn [ Wed Feb 15, 2006 8:43 am ] |
Post subject: | |
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. |
Author: | voska [ Thu Feb 16, 2006 1:21 am ] |
Post subject: | |
let me redo my question so it sounds more clear 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)? |
Author: | ShanaArkai [ Thu Feb 16, 2006 2:40 am ] |
Post subject: | |
if they had the same int and wis then it answer should be yes |
Author: | Kiasyn [ Thu Feb 16, 2006 3:15 am ] |
Post subject: | |
No, trolls have -1 to all complexities and gnomes have +1 to enchantment complexity. |
Author: | ShanaArkai [ Thu Feb 16, 2006 3:24 am ] |
Post subject: | |
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. |
Author: | voska [ Thu Feb 16, 2006 5:56 am ] |
Post subject: | |
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 |
Author: | ShanaArkai [ Thu Feb 16, 2006 9:42 am ] |
Post subject: | |
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 |
Author: | Nuitari [ Tue Feb 21, 2006 1:11 am ] |
Post subject: | |
What, exactly does "can invent additions to existing objects " mean? |
Author: | ShanaArkai [ Tue Feb 21, 2006 9:07 am ] |
Post subject: | |
Oo good question, i would like to hear more about that too |
Author: | Celeborn [ Tue Feb 21, 2006 9:59 am ] |
Post subject: | |
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. |
Author: | weems [ Sat Feb 25, 2006 5:17 pm ] |
Post subject: | |
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? |
Author: | Skeletal [ Sun Feb 26, 2006 5:00 am ] |
Post subject: | |
Mesa likes, Moon elves seem a bit overpowered though. |
Author: | Silvanos [ Sun Feb 26, 2006 2:02 pm ] |
Post subject: | |
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... |
Author: | weems [ Sun Feb 26, 2006 3:10 pm ] |
Post subject: | |
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. |
Author: | Celeborn [ Tue Feb 28, 2006 8:01 pm ] |
Post subject: | |
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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