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Celeborn
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Post subject: (Racepatch) Tweaked races (11-2-2006), comments please! Posted: Sat Feb 11, 2006 3:54 pm |
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Joined: Tue Sep 14, 2004 1:12 am Posts: 739 Location: Delft, The Netherlands
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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.
Dwarfkinshort, 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
ElfkinTall, 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.
FeykinMischievous 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.
GnomekinInquisitive 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
HalflingkinShort, 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.
OrckinNotoriously 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.
TrollkinA 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.
BeastkinMystical 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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Quintos
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Post subject: Re: (Racepatch) Tweaked races (11-2-2006), comments please! Posted: Wed Feb 15, 2006 12:18 am |
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Dual-Avatar |
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Joined: Mon Sep 20, 2004 10:03 pm Posts: 489
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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?
_________________ Quintos Aelon, Progenitor of the Aelon line
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voska
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Post subject: Posted: Wed Feb 15, 2006 5:41 am |
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Joined: Sun Oct 24, 2004 9:31 am Posts: 177 Location: San Leandro. CA
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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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Celeborn
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Post subject: Re: (Racepatch) Tweaked races (11-2-2006), comments please! Posted: Wed Feb 15, 2006 8:40 am |
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Joined: Tue Sep 14, 2004 1:12 am Posts: 739 Location: Delft, The Netherlands
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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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Celeborn
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Post subject: Posted: Wed Feb 15, 2006 8:43 am |
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Joined: Tue Sep 14, 2004 1:12 am Posts: 739 Location: Delft, The Netherlands
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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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voska
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Post subject: Posted: Thu Feb 16, 2006 1:21 am |
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Joined: Sun Oct 24, 2004 9:31 am Posts: 177 Location: San Leandro. CA
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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)?
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ShanaArkai
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Post subject: Posted: Thu Feb 16, 2006 2:40 am |
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Joined: Sat Feb 05, 2005 6:16 pm Posts: 377 Location: some where behind the washer
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if they had the same int and wis then it answer should be yes
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Kiasyn
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Post subject: Posted: Thu Feb 16, 2006 3:15 am |
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Joined: Tue Sep 14, 2004 2:11 am Posts: 814 Location: New Zealand
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No, trolls have -1 to all complexities and gnomes have +1 to enchantment complexity.
_________________ Kiasyn Kelle
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ShanaArkai
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Post subject: Posted: Thu Feb 16, 2006 3:24 am |
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Joined: Sat Feb 05, 2005 6:16 pm Posts: 377 Location: some where behind the washer
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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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voska
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Post subject: Posted: Thu Feb 16, 2006 5:56 am |
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Joined: Sun Oct 24, 2004 9:31 am Posts: 177 Location: San Leandro. CA
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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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ShanaArkai
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Post subject: Posted: Thu Feb 16, 2006 9:42 am |
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Joined: Sat Feb 05, 2005 6:16 pm Posts: 377 Location: some where behind the washer
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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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Nuitari
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Post subject: Posted: Tue Feb 21, 2006 1:11 am |
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Joined: Thu Oct 07, 2004 6:22 am Posts: 351 Location: Under your bed
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What, exactly does "can invent additions to existing objects " mean?
_________________ Guns don't kill people; I do!
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ShanaArkai
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Post subject: Posted: Tue Feb 21, 2006 9:07 am |
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Joined: Sat Feb 05, 2005 6:16 pm Posts: 377 Location: some where behind the washer
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Oo good question, i would like to hear more about that too
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Celeborn
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Post subject: Posted: Tue Feb 21, 2006 9:59 am |
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Joined: Tue Sep 14, 2004 1:12 am Posts: 739 Location: Delft, The Netherlands
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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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weems
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Post subject: Posted: Sat Feb 25, 2006 5:17 pm |
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Tri-Avatar |
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Joined: Mon Sep 20, 2004 12:52 am Posts: 592
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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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Skeletal
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Post subject: Posted: Sun Feb 26, 2006 5:00 am |
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Joined: Sun Feb 26, 2006 2:15 am Posts: 15
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Mesa likes, Moon elves seem a bit overpowered though.
_________________ Rawr
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Silvanos
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Post subject: Posted: Sun Feb 26, 2006 2:02 pm |
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Joined: Mon Sep 20, 2004 10:24 pm Posts: 219
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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...
_________________ ~Silvanos Rosvalin, Lux Sapientiae and the High Lord of Hosts~
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weems
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Post subject: Posted: Sun Feb 26, 2006 3:10 pm |
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Tri-Avatar |
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Joined: Mon Sep 20, 2004 12:52 am Posts: 592
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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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Celeborn
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Post subject: Posted: Tue Feb 28, 2006 8:01 pm |
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Joined: Tue Sep 14, 2004 1:12 am Posts: 739 Location: Delft, The Netherlands
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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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