-
This was something setup not only by me, but by about 12 players online at the time, and also with Ertai on a good portion of it. Even though I am a minotaur player, I put in 0 input for minotaur and let others decide it's fate so that it would not be biased. Here is what we came up with:
Slayer: 25% damage bonus to evil creatures and natural shift put into racial affects. Stake command against vampires.
Vampire: 25% damage bonus to all creatures at night (12 hours) and natural shift put into racial affects. Added temperance bonus. Bury command for wilds only to regen at accelerated pace.
Elf: +1 dex bonus from natural haste per class (up to +4), 5% archery bonus, natural sneak and hide.
Drow: Natural crossbow, speed swerve as a natural skill, natural sneak and hide, and spell globe of darkness.
Globe of darkness: envelopes the area in a dark haze, players/creatures without infravision cannot see to target their enemy. Round and a half lag time. Area spell. Cost: 200 mana to cast, 25 hp per game minute for the full 4 minutes of it's duration.
Sith: Toxins, sense danger, tail kick damage needs upped, and only slash type damage instead of random type. Lose the vuln to fire.
Dracon: always flying, breaths need upped some. Tail slap skill that has a 75% chance to trip when mastered, damage similar to kick.
Minotaur: give them 3650 hp and 3500 movement. natural regeneration regenerates movement also. charge does pierce damage, damaged upped, movement loss the same.
Titan: Lose the 2h weapon in 1h ability (everyone agreed it should be remort only), Lose the Mental Vuln. Natural regeneration like mino for hp only. Titanic Attack.
Dwarves: Vuln to magic (like 15% more damage/chance), 3000 movement.
Lich: 2450 hp, immune to poison and disease.
Human: -1AC per level, +1 hitroll and damroll per 10 levels. -120 ac and +12 hr/dr total.
Then for remorts
Changling: -5 AC per level when shifted (so 95 ac at lvl 1, -500 at lvl 120). Holy Aura spell.
Fiend: -5 AC per level when shifted. (so 95 ac at lvl 1, -500 at lvl 120) Can shape any mob level 240 and under. Smoke skill.
Holy Aura: With the same chance of working as fire shield, will repel 20% of the damage taken back at the evil attacker as holy damage. 10% for neutral.
Smoke: When fighting a good align, chance to turn into a cloud of smoke and evade attacks (added dodge vs good). Works only half as well for Neutral, and doesn't work for evil.
Seraph: 5% bonus to bow skill. Natural Fly.
Specter: 5% bonus to crossbow skill. Natural Pass Door.
Dragon: Lose 2h weapon in 1h ability. Increase damage of breaths more. Increased Tail Slap damage.
Sith: Increase chance of toxins working. Increased Tail Kick damage. Faster auto-hunt.
Hell Baron: 2h weapon in 1h, like collossus. 20% less movement loss on charge.
Collossus: Keep the 2h weapon in 1h.
Berserker: lose the magic vuln.
Wraith: Rename to shade. Racial cloak of guile.
Avatar: +650 hp/mana/mv instead of +500. +3 to all attributes instead of +2. -1AC per level, +1hr/dr every 10 levels. (they would lose the human bonus because of the level drop from 120 to 1, this just gives it back to them.)
Another note: Hide skill needs tweaking. Moving, attacking, removing/wearing equipment, and taking items out of
containers should only unhide you. Looking, where, talking on public channels, etc, should not.
Slow spell should not cost a reagent, as it only counteracts Haste.
Please reply on what you think.
-
For the most part I like. The only thing that bothers me is Human bonus' The human race has always been the starting point on which to base bonus' for other races on. Hence no bonus' and no negatives. I could see some slight bonus on the remort of the human though as they have become SUPERhuman so to speak.. All and All very well done.