First off, I do agree that the undead should be different from the living races. I think that having the innate status resists is that - and that is the real reason why the vast majority of people that play undead races do so. So, in sight of that, I see no reason to restrict races from having their own trees. I also believe that these trees should be racially defining, and as such, applicable in all cases where the race would make the more definitive choice over class. I'm not sure what I meant when I said that last bit but maybe someone will. I also say, they need to be generic points - flat out. As generic points are much more limited to class, and generic are not meant to be class defining - it would then push the point to be 'more powerful racially' or more 'generically capable'. I feel that this is a very important thing to note, we do not need additional points - we already have Stat Points, Class Points, Generic Points and Category Points - that's a lot, and it IS confusing to new players.
Now then, I would suggest one streamlined thing to keep the races tied together but also shoved apart, and the current list of undead talents is a good idea. The level 1 racial talents should be very similar between core race [currently that is Higher/Cornac and Shalore/Thalore and Skeleton/Ghoul] - and I like the level 1 talents for Skeleton and Ghoul - those being the ones that raise two stats by 2 points for each generic point invested. I would recommend we stay away from a similar talent for all the other races - this is to help keep each of the races different. That is the whole practice here - to make the races different [and race choice matter]. I would also say that - just like the undead races, each race should start with a point in their first racial talent - it only makes sense; as it shows/deminstrates what race you are.
Along with all this, yes, we need to make sure that these are racially defining, not class defining talents. There, in my opinion, shouldn't be an uber race/class combination - just due to the racial talents - that just means that those racial talents probably should be class talents for that class. And as such, I'd like to follow a bit of a pattern. I would like Activate, Passive, Passive, Activate. - except in the case of the undead, keep them different you know. ;)
The reason for this particular pattern is such: I think the current racial activates are ... okay enough to be talents. Thus, they should be active talents - and as they are the most familiar thing with people currently, should be the first talent. Now some people might go and say "Hey, FM, this doesn't do ANYTHING then, all you are giving us is what we already have!" And, I would say yes, yes I am. However, as with any other talent, these would scale with points invested, instead of only in a certain stat. Now, overall, this would make each individual racial activate better - as most classes simply don't have the points to raise the stat that the current racial activate uses. Instead, you can spend generic points to increase their potency. This would also show the basis of the classes - Highers have regenerative properties, Dwarves are very into rocks, Hobbits know where to hit, s.Elf can move like a cheetah, and w.Elf is a master of battle.
The second and third racial talents I believe should be passive to show their innate abilities. As you don't need to do anything actively to achieve this benefit, it radiates flavor. These are the two talents that should REALLY show off - at the heart - what the race is all about. These two talents should be the most outreaching talents in the game - if the race is magical [s.Elf], then have them have something that doesn't exist yet!
The last talent I feel should also be an activate, something to sum up all three of the other talents, and then add in a bit more chewiness. These should also be powerful - all four should be, yes, to make them worth using, but the last one more so. I feel that the fourth racial should be a two part talent, you get x, but at tlvl 5 you get x AND y. And y should be a big deal to get - kinda like the resurrect from the Skeleton racial.
Now then, with all this in mind - I do have some suggestions.
Code: Select all
Higher
- Gift of the Pureborn - Regenerate HP – Increase effects with Con-tlvl/Duration with tlvl - Active
- Overseer of Nations - Increase LOS range by 1 per tlvl - Passive
- Born into Magic – Increase Physical/Spell Crit by x% - Increase effects with Will-tlvl - Passive
- The Knightly Path - Increase Physical Damage and Spellpower [not the %] by x for y turns - Increase effects with Will-tlvl/Duration with tlvl - Active
Cornac
- Human Conditioning – Gain 2 Stat Points per tlvl - Passive
- Higher Learning – Gain 2 Generic Points per tlvl - Passive
- Versatility – Gain 1 Class Point per tlvl - Passive
- Unlocked Potential – Gain 1 Category Point that can only be used to increase MASTERY in GENERIC [non racial] trees or unlocking new trees - Passive
Elf (Shalore)
- Grace of the Eternals - Increase Global Speed by x% - Increase effects with Dex-tlvl/Duration with tlvl - Active
- Secrets of Eternals – Increase Light/Nature/Darkness/Blight/Temporal resist by x – Increase effects with Will-tlvl - Passive
- Magic of the Eternals – Increase Spellpower/all Crits by x – Increase effects with Will-tlvl - Passive
- Life as Eternal – Abosrb x damage-effect disappears in y turns – Increase effects with Will-tlvl/Duration with tlvl - Active
Elf (Thalore)
- Wrath of the Eternals - Increase Damage All and Resist All by x% - Increase effects with Will-tlvl/Duration with tlvl - Active
- Freedom of the Wind – Increase Physical/Mental Saves by x – Increase effects with Dex-tlvl - Passive
- Guardian of the Wood – Increase Accuracy and Ranged Defense by x – Increase effects with Will-tlvl - Passive
- Nature’s Pride – Increase Max_Life by x% and Life Regeneration by y% - Increase effects with Dex-tlvl/Duration with tlvl
Elf [Naloren] (Naga)
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Halfling (Eldoran)- Militant
- Luck of the Little Folk - Increase Physical/Spell Critical chance by x% - Increase effects with Cun-tlvl/Duration with tlvl - Active
- Duck and Dodge - Increase Defense by x [2?] per size category difference with NPC in melee – Increase effects by Cun-tlvl - Passive
- Militant Mind – Increase MOVEMENT Speed based on number of enemy NPCs in LOS – Increase Effect/Decrease # needed to trigger with Dex-tlvl/Duration with tlvl - Passive
- Natural Leader – Increase GLOBAL Speed to all friendly units in LOS – Increase effects by Will-tlvl/Duration by tlvl - Active
Halfling (Nargol) – Scientific
- Method over Instinct – Increase Damage All Penetration by x% - Increase effects with Will-tlvl/Duration with tlvl - Active
- Magic Devices – Increase effect of Wands by x% - Increase effects with Cun-tlvl - Passive
- Knowledge over Power – Gain a bonus to Spellpower based on %Cun – Increase effects with Cun-tlvl - Passive
- Research Material - Increase Damage Type % by x% if you already increase that damage type – Increase effects based on LORE found-tlvl/Duration with tlvl - Active
Dwarf
- Resilience of the Dwarves - Increase Armor by x and Physical/Spell Saves by y – Increase effects with Con-tlvl/Duration with tlvl - Active
- Veteran Trader - Increase Buy/Sell ratios better in favor of the player by x% - Higher % with Cun-tlvl - Passive
- Power is Money - Increase Physical/Magical/Mind Saves based on the amount of gold you have [Taking into Character Level {based in 100’s}] - Increased effect by amount of gold with Cun-tlvl - Passive
- Stone Walking – Travel through adjacent wall and appear on the other side in the next direct open spot – Distance Traveled increases with Con-tlvl/Cooldown decreases with tlvl
Skeleton
- Skeleton - Increase Strength and Dexterity by 2 for each point - Passive
- Throw Bones - Throws bones dealing Physical damage + Bleeding – Increase effects with Str-tlvl/Duration with tlvl - Active
- Empty Sockets - 15% Blind resistance and 1 Infravision range for each point - Passive
- Re-assemble - Heal x hp [this needs to be doubled, minimally], and at tlvl 5 it's a *one time* auto resurrect - Active
Ghoul
- Ghoul - Increase Strength and Constitution by 2 for each point - Passive
- Ghoulish Leap - Leap toward your target – Increase effects with tlvl - Activate
- Gnaw - Gnaw on your target doing x% Blight damage trying to Stun and Disease it – Increase effects with Str[Bite]Con[Disease]-tlvl/Duration with tlvl - Active
- Death Approaches – Increase Global Speed by 5% for each point - Passive
Orc
- Orcish Fury – Increase all damage types by x – Increase effects with Will-tlvl – Duration with tlvl - Active
- Skirmisher – Increase ATTACK SPEED based on the number of non-allied npcs within x radius and in LOS – Increase effects with Cun-tlvl/Duration with tlvl - Passive
- Hold the Ground – Increase Phys/Mental saves – Increase effects with Cun-tlvl - Passive
- Pride of the Orcs – Recover x HP and remove 1/2/3 Negative Status – Increase effects based on Will-tlvl – Active *INSTANT*
Thank you Zonk, Edge, Pap, Het, DG and the others that have helped coming up with these trees. Also, despite anything I made have said previously, I am NOT coding all these up, I have no clue how to do even a third of these. Now, if someone were to show me a bit then I would at least attempt. Some of these I think I could code now, but I am NOT doing all of these – because I just don’t know how.
Thank you for reading, and as always, player input and feed back is NEEDED on such large changes as these. Also, keep in mind, this is simply a proposal - not anything more.
Thanks again guys in the channel,
FM