Playable Vampires
Posted: Thu Apr 16, 2015 8:54 pm
Now available to play: Vampires!
Vampires
Vampires have a small bonus to everything, and their racial talents provide access to necromantic powers as they increase in power. Any vampire may also be a necromancer, and true vampire necromancers are at the pinnacle of their craft.
+2 Str, Dex, Con, Cun
+4 Mag, Wil
Undead traits
40% exp penalty
-15% light resistance
+15% cold/dark resistance
Talents
Vampire
+(Level) to all stats
At level 5, access spell/necrosis, or boost mastery if you have it.
Mockery of Life
Bite the foe, dealing weapon damage and regaining health. Can devour foe as per Swallow, doubling life gain, instakilling target and aiding with achievements.
At level 5, you appear human without needing the cloak of deception.
Cold of the Grave
Increased cold/darkness resistance and penetration.
At level 5, access spell/grave, or boost mastery if you have it.
Master of Death
Gain or improve talent categories. New categories at levels 1 (Necrotic Minions), 3 (Nightfall), and 5 (Shades). By increasing your mastery before taking the fifth level, an additional benefit is available.
Sunwalkers
The bright reflection of Vampires. Receive +3 Strength and Dexterity, but only +2 Willpower. Light/fire resistance, and -darkness.
Sunwalker
+(Level) to all stats
At level 5, access celestial/chants, or boost mastery if you have it.
Beyond the Pale
Bite the foe, dealing weapon damage and regaining health. Can devour foe as per Swallow, doubling life gain, instakilling target and aiding with achievements.
At level 5, you appear human without needing the cloak of deception.
Light of the Returned
Increased light/fire resistance and penetration.
At level 5, access celestial/sun, or boost mastery if you have it.
Master of Light
Gain or improve talent categories. New categories at levels 1 (Radiance), 3 (Glyphs), and 5 (Eclipse). By increasing your mastery before taking the fifth level, an additional benefit is available.
Changelog
1.0.7
-Updated the code for new category learning /intensely/. It should now remember whether you knew the category or not before leveling it up, and give the appropriate penalty if you unlearn the point.
This is not flawless, you can do weird things to the system by spending category points on a category you only have due to the racial talents. I have no clue how to fix this.
Tested learning and unlearning both vampire and sunwalker talents on berserkers and necromancers/sun paladins to check they work in normal circumstances. Can't guarantee they always work, but should do.
-Removed ghost talent category.
-Edited rewards for final sunwalker talent. Combat is replaced with Eclipse, Glory will be replaced with Light if you lack Midnight.
1.0.8
-Added one line of code to not change your tile if you have a custom tile.
-while I was there, I added contingency code for Sunwalkers: If you don't have midnight, they no longer try to use a tree that doesn't exist. They should now be perfectly usable without it. (Likely stronger, actually...)
Vampires
Vampires have a small bonus to everything, and their racial talents provide access to necromantic powers as they increase in power. Any vampire may also be a necromancer, and true vampire necromancers are at the pinnacle of their craft.
+2 Str, Dex, Con, Cun
+4 Mag, Wil
Undead traits
40% exp penalty
-15% light resistance
+15% cold/dark resistance
Talents
Vampire
+(Level) to all stats
At level 5, access spell/necrosis, or boost mastery if you have it.
Mockery of Life
Bite the foe, dealing weapon damage and regaining health. Can devour foe as per Swallow, doubling life gain, instakilling target and aiding with achievements.
At level 5, you appear human without needing the cloak of deception.
Cold of the Grave
Increased cold/darkness resistance and penetration.
At level 5, access spell/grave, or boost mastery if you have it.
Master of Death
Gain or improve talent categories. New categories at levels 1 (Necrotic Minions), 3 (Nightfall), and 5 (Shades). By increasing your mastery before taking the fifth level, an additional benefit is available.
Sunwalkers
The bright reflection of Vampires. Receive +3 Strength and Dexterity, but only +2 Willpower. Light/fire resistance, and -darkness.
Sunwalker
+(Level) to all stats
At level 5, access celestial/chants, or boost mastery if you have it.
Beyond the Pale
Bite the foe, dealing weapon damage and regaining health. Can devour foe as per Swallow, doubling life gain, instakilling target and aiding with achievements.
At level 5, you appear human without needing the cloak of deception.
Light of the Returned
Increased light/fire resistance and penetration.
At level 5, access celestial/sun, or boost mastery if you have it.
Master of Light
Gain or improve talent categories. New categories at levels 1 (Radiance), 3 (Glyphs), and 5 (Eclipse). By increasing your mastery before taking the fifth level, an additional benefit is available.
Changelog
1.0.7
-Updated the code for new category learning /intensely/. It should now remember whether you knew the category or not before leveling it up, and give the appropriate penalty if you unlearn the point.
This is not flawless, you can do weird things to the system by spending category points on a category you only have due to the racial talents. I have no clue how to fix this.
Tested learning and unlearning both vampire and sunwalker talents on berserkers and necromancers/sun paladins to check they work in normal circumstances. Can't guarantee they always work, but should do.
-Removed ghost talent category.
-Edited rewards for final sunwalker talent. Combat is replaced with Eclipse, Glory will be replaced with Light if you lack Midnight.
1.0.8
-Added one line of code to not change your tile if you have a custom tile.
-while I was there, I added contingency code for Sunwalkers: If you don't have midnight, they no longer try to use a tree that doesn't exist. They should now be perfectly usable without it. (Likely stronger, actually...)
