Racepatch sneak preview + comment request
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- Celeborn
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Racepatch sneak preview + comment request
Race patch update
The racepatch is almost finished! Before they are put in I would like to hear what you think of them, particularly if they need any tweaking.
Please give your own views on these races, and respect the opinions others might have. I have my own thoughts about where balance should end but I want to hear what /you/ think.
I'll post two messages below, the first shortly introduces each race, the second describes all the race powers.
If you have any questions just ask, i'll expand this Q.A. as we go.
Q. EEK! Where have my current uber powers moved? (gnome/pixie MR and complexity for one)
A. They have been moved to starsigns, which all races will be able to choose after this patch is implemented.
Q. I want race X! its not in here! Where is it?
A. Planetouched (evil/good), half-dragons, half-constructs, half-elementals, illithids and thralls will be available as an ancestry/template. The how and why will be released later, please do not discuss these now.
The racepatch is almost finished! Before they are put in I would like to hear what you think of them, particularly if they need any tweaking.
Please give your own views on these races, and respect the opinions others might have. I have my own thoughts about where balance should end but I want to hear what /you/ think.
I'll post two messages below, the first shortly introduces each race, the second describes all the race powers.
If you have any questions just ask, i'll expand this Q.A. as we go.
Q. EEK! Where have my current uber powers moved? (gnome/pixie MR and complexity for one)
A. They have been moved to starsigns, which all races will be able to choose after this patch is implemented.
Q. I want race X! its not in here! Where is it?
A. Planetouched (evil/good), half-dragons, half-constructs, half-elementals, illithids and thralls will be available as an ancestry/template. The how and why will be released later, please do not discuss these now.
Last edited by Celeborn on Sun Jun 24, 2007 7:56 pm, edited 1 time in total.
- Celeborn
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- Main Char: Celeborn
- Location: Delft, The Netherlands
Race Descriptions
Races Descriptions
Humankin
Highly adaptive and populous race, dominate Alora.
Imperial Human: Adapted to life in the crowded cities.
Phasian: Archaic, immune to pillar sickness, blueish skin.
Dwarfkin
short, hardy and hairy; often cantankerous in personality.
Gray Dwarf: Surly and emaciated evil natured dwarves.
Gerp: Hard blue-purplish stone skin, can eat anything.
Gully Dwarf: Anguished dwarves, durable but increadibly dense.
Tinker Dwarf: Skilled inventors, always playing with the latest technologies.
Mountain Dwarf: Mountain dwellers, great fortress builders and miners.
Elfkin
Tall, thin and swift like the wind; close to nature and earth.
Wood Elf: Maintain close ties with nature and distrust society.
Wild Elf: A hardy breed of elf. tribal but maintaining elven grace.
Moon Elf: Fun-loving adventurous, most tolerant of all elves.
Dark Elf: Depraved and evil subterranean offshoot of elves.
Aquatic Elf: Waterbreathing cousins to land-dwelling elves.
Winged Elf: Graceful and striking, proud, ruthless and serious.
Half-Elf: A human elf hybrid.
Feykin
Mischievous magical spirits of nature.
Pixie: A winged race, small of stature and with keen minds.
Nixie: Aquatic lake dwelling fey, slim and comely.
Succubus: Vile seducers with bat like wings.
Dryad: Living tree spirit, protector of forests.
Grig: Colorful communal fey, energetic and agile.
Gnomekin
Inquisitive and quick speaking demi-human creatures.
Forest Gnome: Lone forest dweller. Smallest of all gnomes.
Rock Gnome: The common, surface city dwelling gnome.
Deep Gnome: Secretive and mysterious deep-dwelling gnomes.
Halflingkin
Short, quick and furry; mischevious and head-strong.
Imperial Halfling: Adapted to life in the crowded cities.
Feral Halfling: Strange and reclusive deep forest halflings.
Meadow Halfling: Michievious and playful, live in meadow burrows.
Orckin
Notoriously ugly, vicious, and cruel.
Kobold: Small reptilian goblinoid with sadistic tendancies.
Orc: large, squat and smelly; make exceptionally deadly warriors.
Ogre: Tall, powerful and deadly in combat; the prototypical warrior.
Goblin: Evil and mischievious critters of grotesque appearance.
Half-Orc: A mixed breed between humans and orcs.
Trollkin
A solitary race, with regenerative abilities.
Forest Troll: Solidary forest hunter.
Desert Troll: Hardy trolls born from the desert sands.
Rock Troll: The smallest but strongest of all trolls. Stone skinned.
Beastkin
Mystical half-man half-beasts.
Minotaur: Passionate and fierce half man half bull.
Lizardman: Tribal half lizards, stronger in body than in mind.
Satyr: Music and fun loving half-goat men.
Ettercap: A cross between a gangly human and a bloated spider.
Humankin
Highly adaptive and populous race, dominate Alora.
Imperial Human: Adapted to life in the crowded cities.
Phasian: Archaic, immune to pillar sickness, blueish skin.
Dwarfkin
short, hardy and hairy; often cantankerous in personality.
Gray Dwarf: Surly and emaciated evil natured dwarves.
Gerp: Hard blue-purplish stone skin, can eat anything.
Gully Dwarf: Anguished dwarves, durable but increadibly dense.
Tinker Dwarf: Skilled inventors, always playing with the latest technologies.
Mountain Dwarf: Mountain dwellers, great fortress builders and miners.
Elfkin
Tall, thin and swift like the wind; close to nature and earth.
Wood Elf: Maintain close ties with nature and distrust society.
Wild Elf: A hardy breed of elf. tribal but maintaining elven grace.
Moon Elf: Fun-loving adventurous, most tolerant of all elves.
Dark Elf: Depraved and evil subterranean offshoot of elves.
Aquatic Elf: Waterbreathing cousins to land-dwelling elves.
Winged Elf: Graceful and striking, proud, ruthless and serious.
Half-Elf: A human elf hybrid.
Feykin
Mischievous magical spirits of nature.
Pixie: A winged race, small of stature and with keen minds.
Nixie: Aquatic lake dwelling fey, slim and comely.
Succubus: Vile seducers with bat like wings.
Dryad: Living tree spirit, protector of forests.
Grig: Colorful communal fey, energetic and agile.
Gnomekin
Inquisitive and quick speaking demi-human creatures.
Forest Gnome: Lone forest dweller. Smallest of all gnomes.
Rock Gnome: The common, surface city dwelling gnome.
Deep Gnome: Secretive and mysterious deep-dwelling gnomes.
Halflingkin
Short, quick and furry; mischevious and head-strong.
Imperial Halfling: Adapted to life in the crowded cities.
Feral Halfling: Strange and reclusive deep forest halflings.
Meadow Halfling: Michievious and playful, live in meadow burrows.
Orckin
Notoriously ugly, vicious, and cruel.
Kobold: Small reptilian goblinoid with sadistic tendancies.
Orc: large, squat and smelly; make exceptionally deadly warriors.
Ogre: Tall, powerful and deadly in combat; the prototypical warrior.
Goblin: Evil and mischievious critters of grotesque appearance.
Half-Orc: A mixed breed between humans and orcs.
Trollkin
A solitary race, with regenerative abilities.
Forest Troll: Solidary forest hunter.
Desert Troll: Hardy trolls born from the desert sands.
Rock Troll: The smallest but strongest of all trolls. Stone skinned.
Beastkin
Mystical half-man half-beasts.
Minotaur: Passionate and fierce half man half bull.
Lizardman: Tribal half lizards, stronger in body than in mind.
Satyr: Music and fun loving half-goat men.
Ettercap: A cross between a gangly human and a bloated spider.
- Celeborn
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Race Powers
Race Powers
Humankin
Highly adaptive and populous race, dominate Alora.
short, hardy and hairy; often cantankerous in personality.
Tall, thin and swift like the wind; close to nature and earth.
Mischievous magical spirits of nature.
Inquisitive and quick speaking demi-human creatures.
Short, quick and furry; mischevious and head-strong.
Notoriously ugly, vicious, and cruel.
A solitary race, with regenerative abilities.
Mystical half-man half-beasts.
Humankin
Highly adaptive and populous race, dominate Alora.
- Imperial Human
automatically speaks common.
+25% bonus experience.
- Phasian
automatically speaks common.
immune to pillar sickness.
+10 extra runewalk destination slots.
can runewalk travel without starting pillar.
+10% bonus experience.
short, hardy and hairy; often cantankerous in personality.
- Gray Dwarf
automatically speak common and dwarven.
infravision.
+2 strength, +3 constitution, -4 charisma, -1 dexterity
+20 poison resistance points.
+5 spell resistance.
- Gerp
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
automatically speak common and dwarven.
infravision.
regeneration via alcohol.
+4 constitution.
-4 charisma, -4 intelligence, -2 wisdom.
+2 attack with range weapons.
- Tinker Dwarf
automatically speak common and dwarven.
infravision.
+2 con, +3 int, -2 cha.
can invent additions to existing objects.
- Mountain Dwarf
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.
- Wood Elf
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
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
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
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
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
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
immune to magical sleep.
innate detect magic.
automatically speak common and elvish.
+1 nature and summoning complexity.
+3 charisma.
+10% experience.
Mischievous magical spirits of nature.
- Pixie
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
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
automatically speak common.
+2 strength, +2 dexterity, +4 charisma.
+5 magic resistance.
innate spells: charm person, drain.
- Dryad
automatically speak common.
+2 intelligence, +2 dexterity, +4 charisma, -3 strength.
innate spells: charm person, entangle.
- Grig
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.
- Forest Gnome
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
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
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.
- Imperial Halfling
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
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
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.
- Kobold
automatically speak common and orcish.
-1 strength, +2 dexterity, -2 charisma.
+2 bonus to trap disarming.
+8% experience.
- Orc
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
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
automatically speak common and orcish.
+3 dex, +2 con, -1 str, -1 wis, -4 cha.
+15% experience.
increased skill in hiding and sneaking.
- Half-Orc
automatically speak common and orcish.
take no extra damage for being in an aggressive or berserk combat style.
+2 strength, -2 charisma.
+8% experience.
+1 damage reduction per level.
A solitary race, with regenerative abilities.
- Forest Troll
-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
-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
-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.
- Minotaur
automatically speak common and animal.
+5 str, +1 con, -3 int, -3 cha.
ability to track.
adds goring damage to headbutt and charge.
- Lizardman
automatically speak common and animal.
can breathe in water.
balance drains 30% slower due to tail-stability.
acid spit attack.
+30% acid resistance.
+3 strength, +2 constitution, -4 intelligence
- Satyr
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
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.
- Gilgolad
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So these are all now new races from which we may choose right?
What about the chars we currently have? Do they have a set type they become or group they fall under, or do we get to pick what race they further fall into when the patch comes in?
For instance, i'm an elf now, does that mean i just become the closest thing to a regular elf and fall under the Wood Elf category, or can i pick, say, Moon elf?
What about the chars we currently have? Do they have a set type they become or group they fall under, or do we get to pick what race they further fall into when the patch comes in?
For instance, i'm an elf now, does that mean i just become the closest thing to a regular elf and fall under the Wood Elf category, or can i pick, say, Moon elf?
Gilgolad
Order Of Angels
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And the angels sang in immaculate chorus, and down from the heavens decended Chuck Norris!
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And the angels sang in immaculate chorus, and down from the heavens decended Chuck Norris!
- lingolas
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it is very hard for me to comment on these traits simply because I havent been around for so long so i dont know what's what anymore. From experience, I advise players to choose a race that matches the personality that they like to play not because that race has this or that special bonus or because that race is stronger than some other race. Everything is subjected to change depending on the mood of our green pixie. What may be great now may not be so great in the future.
Lingolas
Lingolas
- Celeborn
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When the patch comes in you will be required to pick a race from any of the races listed above.Gilgolad wrote:So these are all now new races from which we may choose right?
What about the chars we currently have? Do they have a set type they become or group they fall under, or do we get to pick what race they further fall into when the patch comes in?
For instance, i'm an elf now, does that mean i just become the closest thing to a regular elf and fall under the Wood Elf category, or can i pick, say, Moon elf?
-
- Lowbie
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Since nobody else has bothered to critique yet, I guess I may as well start.
First, for the most part the races are reasonably balanced, with nothing but bonuses in the range of a small quirk, to thousand+ or so in miscellaneous enchant space bonuses like stats. But there are a few notable exceptions.
Humans: The experience gains completely outmuch all the other races but arguably the other races I list here. A 25% bonus to experience is insane, how can that even possibly compare to things like +2 to str, and innate darkvision?
Phasians: Same deal as Humans but to a lesser extent. Even a 10% bonus to experience is absurdly good.
Half-Elf: See above. Experience.
Kobold: Experience.
Goblin: Experince.
Half-Orc: Experience
Lizardman: Massive balance bonus. Much better than anything but the extra epic levels, and even then is debatable.
I'm not saying that experience bonus's are a bad thing, but they need to be extremely small when you are contrasting them with things like +2 complexity, +20 resistance points, +5 stats, etc. Remember that you can buy stats with epic points, and your complexities also raise as you level. I would say at MOST, a 5% experience bonus. Same for balance. At absolute most, 5%. Even that is no small amount. Every little bit counts when you are gathering hundreds of thousands of experience points, and using balance-hogging techniques like spin constantly.
First, for the most part the races are reasonably balanced, with nothing but bonuses in the range of a small quirk, to thousand+ or so in miscellaneous enchant space bonuses like stats. But there are a few notable exceptions.
Humans: The experience gains completely outmuch all the other races but arguably the other races I list here. A 25% bonus to experience is insane, how can that even possibly compare to things like +2 to str, and innate darkvision?
Phasians: Same deal as Humans but to a lesser extent. Even a 10% bonus to experience is absurdly good.
Half-Elf: See above. Experience.
Kobold: Experience.
Goblin: Experince.
Half-Orc: Experience
Lizardman: Massive balance bonus. Much better than anything but the extra epic levels, and even then is debatable.
I'm not saying that experience bonus's are a bad thing, but they need to be extremely small when you are contrasting them with things like +2 complexity, +20 resistance points, +5 stats, etc. Remember that you can buy stats with epic points, and your complexities also raise as you level. I would say at MOST, a 5% experience bonus. Same for balance. At absolute most, 5%. Even that is no small amount. Every little bit counts when you are gathering hundreds of thousands of experience points, and using balance-hogging techniques like spin constantly.
- Chilliwack
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I have three small questions. First, some of the older players have maintained characters from the old races that can no longer be created. Such as Half-Celestial, Half-Fiend, Zion ect. With this new race patch will we be forced to change our ancient characters' races? I for one hope not.
Second, there are several custom races out there lately with the introduction of muffins. Will they loose their illusion race when a new race is picked for this patch?
Lastly, right now Dwarves and Gerps have the inate ability to *mine smell*. I think I read on star signs you can pick one with *mine look* but what happens to the *mine smell* ability in this patch?
Thank you for your time,
Sardonyx
Second, there are several custom races out there lately with the introduction of muffins. Will they loose their illusion race when a new race is picked for this patch?
Lastly, right now Dwarves and Gerps have the inate ability to *mine smell*. I think I read on star signs you can pick one with *mine look* but what happens to the *mine smell* ability in this patch?
Thank you for your time,
Sardonyx
- Celeborn
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Due to technical reasons even they will be forced to change.Sardonyx wrote:I have three small questions. First, some of the older players have maintained characters from the old races that can no longer be created. Such as Half-Celestial, Half-Fiend, Zion ect. With this new race patch will we be forced to change our ancient characters' races? I for one hope not.
- Half-Celestial, Gith, Illithid, Half-Fiend will be available in a different incarnation as soon as the Ancestries are coded.
Grugach and Sea-Elf are available, albeit with different names.
Any Zions and Gelflings can pick a comparable race and i'll rename them manually if desired (or protest wildly).
No, their illusion stays.Sardonyx wrote:Second, there are several custom races out there lately with the introduction of muffins. Will they loose their illusion race when a new race is picked for this patch?
I've discussed this and it seems the 'mine look' ability is practically worthless. The current plan is to give 'minor smell' (mine sight range) to some of the dwarf types and one of the gnome types, and 'major smell' (larger mine sight range) to the starsign.Sardonyx wrote:Lastly, right now Dwarves and Gerps have the inate ability to *mine smell*. I think I read on star signs you can pick one with *mine look* but what happens to the *mine smell* ability in this patch?
- Celeborn
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I'm not sure what you are trying to ask, unless you are asking something unrelated to player races.Zidane wrote:small request on the race rune or more like a question:
with all the new races when we are going to have there race runes? like ruc rune?

I can answer that for him, since hes so incredibly subtle. Indirectly he wants you to allow constructs to have souls so that they can be soulbound so that he can use the Golddust runeword. Hence, the example of 'Ruc'.
Other than that I suppose I can discuss the actual general question. I suppose all feykin will use the 'Ey' rune, all gnomekin will still be small humanoids, Orckin will still use the goblinoid rune, etc etc. One thing id like to request, is that Beastkin, like their languages, use the animal rune.
Other than that I suppose I can discuss the actual general question. I suppose all feykin will use the 'Ey' rune, all gnomekin will still be small humanoids, Orckin will still use the goblinoid rune, etc etc. One thing id like to request, is that Beastkin, like their languages, use the animal rune.
~Silvanos Rosvalin, Lux Sapientiae and the High Lord of Hosts~
basically adding new races is a little confusing because im use to race rune having some common with another race. example dwarf and gnome are a small race rune. Pixie have one race rune alone. With the added races. Are we going to see more common races with the gnomes/dwarf (small race rune) or single rune for each new race?Celeborn wrote:I'm not sure what you are trying to ask, unless you are asking something unrelated to player races.Zidane wrote:small request on the race rune or more like a question:
with all the new races when we are going to have there race runes? like ruc rune?Could you be a little more clear on your question?

orcs and goblins are 2 races but use the same rune? why is that?

Dr. Zidane of The Forsaken
- Celeborn
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basically adding new races is a little confusing because im use to race rune having some common with another race. example dwarf and gnome are a small race rune. Pixie have one race rune alone. With the added races. Are we going to see more common races with the gnomes/dwarf (small race rune) or single rune for each new race?Zidane wrote:I'm not sure what you are trying to ask, unless you are asking something unrelated to player races.Could you be a little more clear on your question?

orcs and goblins are 2 races but use the same rune? why is that?

That clears it up. All the new races will fall under the existing race runes, no new ones will be added.
My two cents:
The experience bonuses should be tuned down so that they do not overpower, same with lizardman.
Beastkin should not really start with common, in my opinion. Perhaps warn anyone who picks one of these races that they will have trouble communicating with others (maybe start them somewhere outside Tarsonis and don't allow them into major cities, but give them some extra bonuses, although that is probably a bit extreme), and do not let them into humanoid cities until they can speak common...
I do not think my beastkin idea will be implemented due to the fact that it could be seen as alienating a portion of the players, but you could put restriction on them (ie: can't create a beastkin unless you have a tri-av on your account so that you don't alienate any newbies).
The experience bonuses should be tuned down so that they do not overpower, same with lizardman.
Beastkin should not really start with common, in my opinion. Perhaps warn anyone who picks one of these races that they will have trouble communicating with others (maybe start them somewhere outside Tarsonis and don't allow them into major cities, but give them some extra bonuses, although that is probably a bit extreme), and do not let them into humanoid cities until they can speak common...
I do not think my beastkin idea will be implemented due to the fact that it could be seen as alienating a portion of the players, but you could put restriction on them (ie: can't create a beastkin unless you have a tri-av on your account so that you don't alienate any newbies).
Quintos Aelon, Progenitor of the Aelon line
Another note, with the future in mind, Orc and Half-Orc may get way too much damage reduction.
With the combat patch predicting for universal damage reduction to be applied AFTER resists, 100 and 50 should probably be changed to 50 and 25. (1 per level for orcs, 1 every 2 levels for half-orc.)
All these 'per level' bonuses DO cap at 50, right?
With the combat patch predicting for universal damage reduction to be applied AFTER resists, 100 and 50 should probably be changed to 50 and 25. (1 per level for orcs, 1 every 2 levels for half-orc.)
All these 'per level' bonuses DO cap at 50, right?
ummm...interesting, lol. I kinda dont like this patch buts thats b/c i dislike change. also, im quite used to the pixie i have now. This new patch makes it seem like all of us epic players who have invested a lot of time have to rework stratagies of our existeing alts. Also, is there a link to the starsign patch?
On a side note, we should bring aasimar and tiefling into the picture
i can definately help out with ideas for stats and abilities (infact i already have on the race discusion forum)
Anyways, seems like a great thing, but i just hate change
On a side note, we should bring aasimar and tiefling into the picture

Anyways, seems like a great thing, but i just hate change
- Celeborn
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Seems like the general consensus.Quintos wrote:My two cents:
The experience bonuses should be tuned down so that they do not overpower, same with lizardman.

Quintos wrote:Beastkin should not really start with common, in my opinion. Perhaps warn anyone who picks one of these races that they will have trouble communicating with others (maybe start them somewhere outside Tarsonis and don't allow them into major cities, but give them some extra bonuses, although that is probably a bit extreme), and do not let them into humanoid cities until they can speak common.. I do not think my beastkin idea will be implemented due to the fact that it could be seen as alienating a portion of the players, but you could put restriction on them (ie: can't create a beastkin unless you have a tri-av on your account so that you don't alienate any newbies).
I've actually pondered keeping the reclusive races from having 'common' as a language. Combined with 'evil' races having to up their reputation with tarsonis before they can enter. In the end I decided against it, until we can give these races a suitable newbie area and a quest to obtain common. (plus for the reputation idea, a suitable evil city).
- Celeborn
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The per level bonuses cap at 50. If combat changes significantly the DR will change with it.weems wrote:Another note, with the future in mind, Orc and Half-Orc may get way too much damage reduction.
With the combat patch predicting for universal damage reduction to be applied AFTER resists, 100 and 50 should probably be changed to 50 and 25. (1 per level for orcs, 1 every 2 levels for half-orc.)
All these 'per level' bonuses DO cap at 50, right?
The experience bonuses are overpowered.
30% slower balance drains means that melee characters MUST pick lizardman. If you pick any other race, you are a substandard melee character. I recommend completely removing balance bonuses from races, as even a 10% balance bonus would all but force melee characters to pick that race.
If you're still putting in starsigns, the furnace and the shield are still overpowered. Don't let that stop you from putting the starsigns in, though, they're really cool. Maybe just tweak those starsigns down a bit to put them more in line with the other choices?
Most importantly, players with old races should not be forced to change them. We've kept these characters through several patches, including the last race patch, and suffered through their complete lack of bonuses because we liked their uniqueness. After years of suffering their weakness for the sake of keeping their uniqueness, do you think it's fair to reduce our special characters to lowly illusionary races? Anyone can get illusionary races, and nothing sets an illusionary half-celestial apart from an illusionary minotaur, octopus, Aasmir, or whatever.
All in all, though, I'd rather have forced rebirth than not be allowed to rebirth any of my characters.
30% slower balance drains means that melee characters MUST pick lizardman. If you pick any other race, you are a substandard melee character. I recommend completely removing balance bonuses from races, as even a 10% balance bonus would all but force melee characters to pick that race.
If you're still putting in starsigns, the furnace and the shield are still overpowered. Don't let that stop you from putting the starsigns in, though, they're really cool. Maybe just tweak those starsigns down a bit to put them more in line with the other choices?
Most importantly, players with old races should not be forced to change them. We've kept these characters through several patches, including the last race patch, and suffered through their complete lack of bonuses because we liked their uniqueness. After years of suffering their weakness for the sake of keeping their uniqueness, do you think it's fair to reduce our special characters to lowly illusionary races? Anyone can get illusionary races, and nothing sets an illusionary half-celestial apart from an illusionary minotaur, octopus, Aasmir, or whatever.
All in all, though, I'd rather have forced rebirth than not be allowed to rebirth any of my characters.
Guns don't kill people; I do!