{ Revision
4: Note that this is a draft document, there will be some tweaks over time. }
Currently, a select few racial abilities empower a specific number of races, making race choice a min-maxing choice. Since a majority of your requests are about tweaking this, I will be changing this in the next few days.
I have classified racial powers into two catagories:
- Gimmics
- Powers
All characters (new and old, all races) will receive a starsign. Races will keep (and may get a few extra) gimmics, but powers will be moved to the starsigns. (Since the starsigns will change considerably, I will allow current humans to switch their starsigns -once-). This way people can almost sustain their current power level, while races can be primarily chosen for appeal instead of in-game effects.
There might be a slight nerf though, as certain starsigns have a penalty. Not sure yet how/if I will keep it this way.
What I want to know from you guys:
- Spot any mayor problems?
- Any tweaks you would suggest for numbers here and there?
- Are there any starsigns or races that you would consider too weak/and- or strong?
Races:
Dwarf ...... short, hardy and hairy; often cantankerous in personality.
STR +2 DEX +0 CON +2 INT +0 WIS +0 CHA -2 LCK +0
(Gimmic) Regeneration via alcohol.
(Gimmic) Infravision.
(Gimmic) Cannonball attack initiation.
Powers moved to starsign E
Gerp........ Dwarf-like beings of the stone, hard blue-purplish skin, can eat anything.
STR +1 DEX +0 CON +3 INT +0 WIS +0 CHA -2 LCK +0
(Gimmic) Unnatural appetite with absorbing properties.
(Gimmic) +60% slash Resistance
(Gimmic) +10% Blunt resistance
Gnome....... Demi-human creatures, well suited for magic and religion.
STR -2 DEX +0 CON +1 INT +0 WIS +2 CHA +0 LCK +0
(Gimmic) +1 to Enchantment complexity
(Gimmic) +5 magical resistance
(Gimmic) High Lore (Identify items on sight).
Powers moved to Starsign A (You get to -choose- your starsign, regardless of race. The noted starsign is there to allow you to keep at your old power level, but it isn't forced upon you.)
Halfling ... Short, quick and furry; mischevious and head-strong.
Ability Score Modifiers:
STR -2 DEX +3 CON +0 INT +0 WIS +0 CHA +0 LCK +2
(Hindrance) -1 to all magical complexities
(Gimmic) +2 bonus to saving throws.
(Gimmic) +2 bonus to lockpicking and trap disarming
(Gimmic) +1 bonus to ranged attacks.
Powers moved to Starsign J
Human ...... the generic race, with no inherent strengths or weaknesses.
(Gimmic) +2 max luck.
(Gimmic) Gain XP 25% faster.
Lizardman... given to tribal living, stronger in mind than in body.
(Gimmic) Innate aqua-breath.
(Gimmic) Balance drains 10% slower due to tail-stability
(Gimmic) Acid spit attack
(Gimmic) +10% innate Acid resistance
Pixie ...... a winged race, small of stature and with keen minds.
(Gimmic) Take the form of a humanoid child (Kinshape).
(Gimmic) Innate Fly.
(Gimmic) +2 to all magical complexities
Powers moved to Starsign B
Elf ........ tall, thin and swift like the wind; close to nature and earth.
(Gimmic) Innate detect magic.
(Gimmic) +1 to nature complexity
(Gimmic) Immune to the sleep spell.
Powers moved to Starsign C
Ogre ....... Tall, powerful and deadly in combat; the prototypical warrior.
(Gimmic) +1 to physical and body magic
(Gimmic) Carry capacity doubled
(Gimmic) Unaffected by alcohol.
(Gimmic) HP bonus (2 hp/level, up to 100 hp)
Powers moved to Starsign D
Orc ........ large, squat and smelly; make exceptionally deadly warriors.
(Hindrance) -1 to all magical complexities
(Gimmic) Take no extra damage for being in an aggressive or berserk combat style.
(Gimmic) Erupt in a feral rage when close to death.
(Gimmic) DamRed bonus (1 DamRed per 2 levels, up to 25 DamRed)
Phasian ..... Human-kin, immune to pillar sickness, blueish skin.
STR +0 DEX +0 CON +0 INT +0 WIS +0 CHA +0 LCK +0
(Gimmic) Immune to pillar sickness.
(Gimmic) Can runewalk travel with only a destination pillar.
(Gimmic) Lvl 10: +1 Floating sigil illusion above head (250 enchant space).
(Gimmic) Lvl 25: +1 Floating sigil illusion above head (250 enchant space).
(Gimmic) Lvl 50: +1 Floating sigil illusion above head (250 enchant space).
Troll ...... a constitution just short of god-like; a truly deadly race.
STR +4 DEX -2 CON +2 INT -2 WIS +0 CHA -3[/b][/color] LCK +0
(Hindrance) -1 to all magical complexities
(Gimmic) Regenerates lost hitpoints faster
(Gimmic) Slow wound regeneration
(Gimmic) Very slow limb regeneration
Powers moved to Starsign M: The Hospic
Hero Starsigns:
Starsign A: The Shield
(Power) magic resistance up to 45.
(Power) 20% stronger at magic.
(Weakness) Mobility and Attack Rating drop by 2.
Starsign B: The Furnace
(Power) 25% stronger at magic.
(Power) Wildsurge rate reduced by half
(Power) All spell fail rates reduced by half
Starsign C: The Unicorn
(Power) 10% stronger at magic, 20% stronger at nature magic.
(Power) Only spend half mana per spell.
Starsign D: The Fist
(Power) 10% stronger at physical and body magic.
(Power) +10% spell/melee and range damage.
(Gimmic) gain +2 on their Attack Rating.
Starsign E: The Landslide
(Power) +25% complexity to earth spells.
(Power) +50% earth resistance.
(Gimmic) Mages are named 'geomancer'.
(Gimmic) Automatic access to geomancy skill
(Gimmic) Identify minerals on sight (Mine prospecting).
(Gimmic) Spells and weapons act as if imbued with a 'Tor' rune.
Starsign F: The Sun
(Power) +25% complexity to fire spells.
(Power) +50% fire resistance.
(Gimmic) Mages are named 'pyromancer'.
(Gimmic) Automatic access to pyromancy skill
(Gimmic) Completely immune to effects of lava rooms on gear.
(Gimmic) Spells and weapons act as if imbued with a 'Fir' rune.
Starsign H: The Waterfall
(Power) +25% complexity to water spells.
(Power) +50% cold resistance.
(Gimmic) Mages are named 'hydromancer'.
(Gimmic) Automatic access to hydromancy skill
(Gimmic) Aquabreath
(Gimmic) Spells and weapons act as if imbued with a 'Ter' rune.
Starsign I: The Cyclone
(Power) +25% complexity to air spells.
(Power) +50% air resistance.
(Gimmic) Mages are named 'airomancer'.
(Gimmic) Automatic access to airomancy skill
(Gimmic) Fly
(Gimmic) Spells and weapons act as if imbued with a 'Dis' rune.
Starsign J: The Tower
(Power) +4.0 Range weapon attack bonus.
(Gimmic) can see three squares further on the map.
(Gimmic?) Know their lat/lon at all times.
(Gimmic) +2.0 Mobility bonus.
Starsign G: The Void
Sidenote: It is alluring to make the void unable to wear magical gear. This would make them somewhat unplayable, and I think their weakness (lack of magical ability) balances their magic immunity out nicely.
(Power) immune to almost all spells.
(Power) can dispel target at will. (dispel unsummons summoned creatures)
(Weakness) cannot cast magic or use potions.
Starsign H: The Shadow
(Power) Shadow dancing: Avoid up to 1/3rd of all melee attacks.
(Power) Vampires: Doubled bloodpoints as vampire.
(Power) Vampires: +30% blood complexity
(Gimmic) can turn invisible at will.
(Gimmic) permanent passdoor
Starsign I: Guardian Spirit
(Power) Muse: +25% XP Gained (Stacks with human XP bonus)
(Gimmic) up to +5 luck.
(Gimmic) flee, recall, supplicate XP penalty halved.
Starsign J: The Comet
(Power) Gain (up to) 10 high Mobility.
(Power) Minimum Mobility capped at 75 instead of 70
(Gimmic) Can cover twice the normal distance on world map with the travel command.
(Gimmic) No room-to-room walk delay.
(Gimmic) Heros born under The Comet can activate a haste like effect every few minutes. (increased duration compared to current starsign.)
Starsign K: The Knight (was: The Reed)
(Power) Add up to +10 Melee Attack.
(Gimmic) -1 second from weapon speed (does not go below minimum)
(Gimmic) 30% better balance
(Gimmic) gain +1 damage reduction/level
Starsign L: The Avatar
(Power) +5% magic complexity, +30% divine complexity
(Gimmic) On depart/resurrect, your corpse appears before you.
(Gimmic) never drop their deity's favor below zero.
(Gimmic) Slowly gain favor over time.
(Gimmic) Crowned faster.
Starsign M: The Hospic
(Power) +30% body complexity
(Power) +25% hitpoints
(Power) can restore hitpoints by expending mana or blood.
(Gimmic) Faster wound healing (for trolls: pre-patch level limb/wound regeneration)
Starsign N: The Clover
(Power) Has 25% extra chance of causing a critical (if you have 10% chance of a critical normally, you will have 12,5% critical afterwards)
(Power) +25% goldfind, +10% treasurefind.
(Gimmic) +5 to all saving throws.
(Gimmic) +5 Luck.
Starsign O: The Moon
(Power) +30% sensory complexity
(Power) up to 20/50% chance (day/night resp.) of reflecting caster originating spells (like arrow, or breath, not earthquake) back at the caster.
(Gimmic) Truesight
(Gimmic) Darkvision
Starsign P: The Hero (Was: The Beauty)
(Power) Up to +5 complexity, +5 attack and +5 mobility.
(Power) Self bleeding stops almost instantly.
(Gimmic) Sacrifice: Can sacrifice self to 'restore' all party members.
(Gimmic) Able to control one extra normal summon.
(Gimmic) Effect of Bardic Empathy doubled.
(Gimmic) +2 Charisma
New starsigns:
Starsign Q: The Alchemist
(Power) +25% complexity to acid spells.
(Power) +50% acid resistance.
(Gimmic) Mages are named 'Alchemist'.
(Gimmic) Automatic access to Alchemy skill
(Gimmic) Increased finding of vials of Corrosive in chests
(Gimmic) Spells and weapons act as if imbued with a 'Cid' rune.
Starsign R: The Scorpion
(Power) +25% complexity to poison spells.
(Power) +50% poison resistance.
(Gimmic) Mages are named 'Defiler'.
(Gimmic) Automatic access to toxicology skill
(Gimmic) Increased finding of bottles of poison in chests
(Gimmic) Spells and weapons act as if imbued with a 'Ois' rune.
Starsign S: The Willow
(Power) +25% complexity to electricity spells.
(Power) +50% electricity resistance.
(Gimmic) Mages are named 'Maelstrom'.
(Gimmic) Automatic access to kinetics skill
(Gimmic) Can periodically recharge 'zap' items.
(Gimmic) Spells and weapons act as if imbued with a 'Tri' rune.
Starsign T: The Tradesman
(Power) Aptitude towards learning creation crafts.
(Power) +5% chance to craft special and exceptional items.
(Gimmic) Can sell items for up to 75% item value (instead of half-value)
(Gimmic) All creation crafts act as if the user has at least a 10% base skill in them.
(Gimmic) +10 charisma, +10 max charisma
Starsign U: The Enchanter
(Power) +5% of special and exceptional enchants.
(Power) +30% enchantment complexity
(Power) +5% all complexity
(Gimmic) Mages are named 'Magi-smith'
(Gimmic) Up to 100% identification of items on sight.
(Gimmic) Aptitude towards learning enchantment crafts.
(Weakness) +50% mana cost for spells
PS. On racial magical bonus/penalty: Races keep a tiny magical offset. This is because magic does not depend on intelligence only, but also on racial aptitude.
PPS. On dwarven prospecting appearing in the landslide starsign: Dwarves are not the only race with a desire for riches. Making prospecting available via the starsign allows people to create and enjoy other races in the mines.
PPPS. All references stating 'up to X somethings.' means the 'something' will start out low and increases to its specified value at level 50.
PPPPS. I realise humans may seem to loose their only perk, but in reality their perk sucked
Dont be sad, I gave them +25% XP increase as a gimmick!
Revision 2:
- Trolls -> Troll regeneration tweaked to be more of a gimmic, empowered by the starsign 'The Hospic'.
- Starsign B: THe Furnace -> Removed mana penalty to the furnace starsign. With that penalty, I didn't see a reason to choose it over the other choices.
- Starsign C: The Unichorn -> I removed the -25% resist penalties. Compared to other starsigns, it is balanced well enough.
- clarification: Any starsgin XP bonus stacks with human XP bonus.
- clarification: 25% more chance of criticals means, if you have 10% chance of a critical normally, you will have 12,5% critical afterwards.
- Clarification: '(Gimmic) Can travel twice as far on world map.' means can cover twice the normal distance on world map with the travel command.
- Lizardmen -> tail balance modded from 30% to 10%
- Starsign K: The Knight -> 99% in all weapon types changed to +25% in all weapon types, with a cap of 99%
- Starsign M: The Moon -> Tweaked magic-reflective power down from 50% to 30%. Also, it reflects spells that physically originate from the caster. like arrow, or breath.
- Clarification: You get to -choose- your starsign, regardless of race. The noted starsign is there to allow you to keep at your old power level.
- I am /CONSIDERING/ allowing people to rebirth, but I will have to check a lot of code to see if it is feasable with the current races.
- Clarification: Starsign G: The Void -> It is alluring to make the void unable to wear magical gear. This would make them somewhat unplayable, and I think their weakness (lack of magical ability) balances their magic immunity out nicely.
- Starsign L: The Avatar -> Divine bonus changed from 20% to 30%
- Added starsign: The tradesman
Revision 3:
- Starsign P: The Hero -> Removed the redundant skill: People (and shops) react if the Hero's charisma is 2 higher than it really is.
- Starsign J: The Commet -> Increase haste duration.
- Starsign N: The Clover -> Modded +10 to all saving throws to +5 to all saving throws.
- Starsign S: The Willow -> Named electrical mages 'Maelstrom'
- Starsign R: The Scorpion -> Named poison mages 'Defiler'
Revision 4:
- Gerpling -> Earth resistance renamed to Blunt resistance (oopsie)
- Gnome: +5 magic resist
- Starsign A: removed 5 magic resist.
- Human: +2 to maximum luck stat
- Pixies: changed +1 to all magical complexities to +2
- Ogres: Unaffected by alcohol.
- Orc: DamRed bonus (1 DamRed per 2 levels, up to 25 DamRed)
- Starsign B: The Furnace -> Added wildsurge and spell failure protection.
- Starsign D: The Fist -> +10% spell/melee and range damage.
- Starsign F: The Sun -> Completely immune to effects of lava rooms on gear.
- Starsign H: The Waterfall -> Aquabreath
- Starsign I: The Cyclone -> Fly
- Starsign K: The Knight -> -1 second from weapon speed (does not go below minimum)
- Starsign K: The Knight -> 30% better balance
- Starsign K: The Knight -> Removed 25% weapon skill bonus.
- Starsign O: The Moon -> changed 30% to 20%/50%, depending on day/night.
- Starsign Q: The Alchemist -> Increased finding of vials of Corrosive in chests
- Starsign R: The Scorpion -> Increased finding of bottles of poison in chests
- Starsign S: The Willow -> Can periodically recharge 'zap' items.
- Added starsign U: The Enchanter
- Added Starsign T: The Tradesman
- Starsign H: The Shadow -> Vampires: Doubled bloodpoints and +30% blood complexity as vampire.
- Clarification: Craft starsigns: These starsigns give a player no crafting ability that normal crafters have, other than learning their skills faster and having a slightly greater likelyhood of crafting exceptional items. I do not consider them overpowered.
- Clarifcation: Exp: I dont see the problem in a human levelling faster than any other race, its their payoff for not obtaining powers unique to each race.