Remort races!


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    Heya guys,
    A post a long time ago made by Myth, and some other people (I forget through but due credit to them all!) made me realize that it wasn't only the remort subclasses which were a bit lacking, but also the races. So currently everyone gets resurrect (pretty cool), and fade (kinda sucks but will be fixed up in due time). But there isn't that much [i]difference[/i] between the individual races.

    So I took the liberty of doing some brainstorming and compiling a list of changes I would like to make, to encourage remort and make the races more unique. Now keep in mind this is only a preliminary list. I am going to start working it in after this next release (which releases mail and help system). What I tried to do with this is pick a theme that describes each mort race and then build in it, listed are the expanded race abilities for remort.

    I'm going to leave this up here for a while, please feel free to comment it, if you think something isn't so great or if one race gets benefit over another, go ahead and make that remark on this post. Since this is so preliminary I am willing to change it out quite a bit (except the ideas I think I struck gold with :))

    Also some things are a little incomplete. The hell baron horns, changeling claws, and fiend tails, will probably be new wear-locations. of course, that alone is pretty boring, so we'll need to think up some cool abilities for them. I was thinking the fiend tail as a combined attack-defense thing (it can act as either, to fend off an attack or make one), the claws to provide either an automatic or manual attack which disregards armor class, and the horns to provide a small "stunning" factor during charge or bash (small because I know people hate stunning attacks) 8) But currently, it's up in the air. For now have a look:



    Titan: physical prowess
    -Faster healing
    -Greatly increased physical strength

    Draconian: dragon qualities
    -Much stronger breaths
    -Permanent flying ability, incl. over the ocean
    -Ability to turn piercing and slashing attacks on their hard scales

    Elf: magical, pious
    -Flying ability, but not perm.
    -Radiate light
    -Absorb energy of magic spells used against them

    Slayer: polymorphism and combat skills
    -Gain razor-sharp claws
    -Can mimic defenses and offenses of other species
    -Reflect and purify light in well-lighted areas to the dismay of
    dark creatures

    Human: divine power
    -Receive more pneuma and DP from their ventures as a result of their
    ascent towards the gods
    -50% shorter waiting time in the Void
    -Can plane-travel under the right circumstances

    Dwarf: versatility and craftwork(metal, wood, etc)
    -Can enhance stats of weapons and armor through crafty metalwork
    -20% more damage done when using an axe or hammer
    -33% faster mana, hp, and movement regeneration underground

    Lich: manipulative magic
    -Able to reach out and scry very far places (at an energy cost):
    can locate objects and characters to a much greater degree
    -Can deflect magic

    Minotaur: hardiness and resistance
    -20% less damage taken from all forms of damage except fire
    -Much faster regeneration
    -Horns

    Drow: supreme stealth
    -33% chance of dodging aggressive mobs
    -33% better chance of evading mobile and PC tracking
    -Automatic sneak and hide in dark areas
    -50% faster speed of hunting and auto-hunting

    Vampire: extrasensory perception
    -Grow forked tail that can be used as an extra attack
    -extremely powerful senses of perception
    -can detect hidden items and exits
    -can hear nonprivate conversations rooms away

    Sith: serpent qualities
    -Can spit corrosive acids and poisons
    -Can shed their skin to regenerate ultra-quickly
    -Can lay eggs which sprout into sith-lings

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    Everything looks very interesting to me. Though I feel that you forgot one major thing for Dragons. Their tail. Yes I realize that I am somewhat biassed on this being that I am a Dracon getting close to remort. But when you think about it it does make sense for a Dragon to use their tail to either defend themselves or to knock the hell out of something :>


  • Honestly, are we trying to make arkain invincible here? Everything looks pretty sweet except for titans, perhaps you should make them really slow and have them not be able to defend as much since they are so slow, they wouldnt be able to react in time to defend against an enemies attack. also titans deal enough damage already dont you think? Maybe you should make them really weak to all magic since they already deal over 1k physical damage in 1 turn.


  • I've talked through this topic a couple times and I like most of these ideas. I'll post some that might have been missed. Dragons: Rather than a large damage effect with the tail, maybe an automatic attack (similar to the old skill trip) that will trigger every 3-5 rounds. (For those of you who don't remember, being tripped was similar to bash and prevented spellcasting until you stood up) Human: -1ac per level and +1hr/dr per 10 levels (-120 ac and +12 hr/dr at 120 remort) Changling/Fiends: -5 ac per level while shifted (since they can't wear eq) (-600 ac at 120) : An added dodge against opposing aligns (half as often for neutral) Smoke - turns into smoke evading most types of weapon attacks (suction, digestion, life drain, decaying touch, flame, and purifying light excluded - yes I realize these aren't technically damage types, but damage messages.) The rest of the ideas were mostly redundant to what we already have. What does everyone think? eRT

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    ~~@Rothy:~~ > Honestly, are we trying to make arkain invincible here? Everything looks pretty sweet except for titans, perhaps you should make them really slow and have them not be able to defend as much since they are so slow, they wouldnt be able to react in time to defend against an enemies attack. also titans deal enough damage already dont you think? Maybe you should make them really weak to all magic since they already deal over 1k physical damage in 1 turn. Yeah, i'm probably going to change titanic attack and make them vuln to magic. I forgot to add this, otherwise my changes for titan would be a little over the top. They're supposed to be slow but powerful, not ultra fast with 7 attacks/round.


  • I've read over what people have put up so far and liked the suggestions, and i definately like Ertai's idea for humans and the DP and Pneuma thing mentioned in Syn's post, might actually turn humans into a race people want to play. i do have a few suggestions of my own thou Dragons - I agree with Ert that they should get another attack and something similar to bash would be nice. But i was thinking more of a swoop or diving attack since they get natural fly, something that does a fair amount of damage to initate combat but with sufficent lag to make it somewhat dangerous to try inbetween rounds. That or more similar to the Crusader's trample, only used to intitate combat. A tail swipe would be nice but i would also recomend a stunning wing slab or a bite attack. Of course they should not get all these things, i'm merely throwing out suggestions. But on the same note, maybe a small range on one or two of the breaths, further the range, more MV it burns. Changelings/Fiends - I agree with the additional AC for shifted for Changelings and Fiends but i think your smoke idea should be similar to passdoor with a time limit on how long it can be activitated and also act like the changeling/fiend is a shade for its duration, cannot be attacked and cannot attack. Course the change between smoke and flesh should take a little while so they have as much chance of being ambushed as ambushing when using this skill in PK areas. I don't think i agree with the extra tail for remort vamps, if anything there speed and strength should be increased. or a gohome/recall type skill where they suddenly turn into a horde of bats and fly away, number of bats determined by there HP, depnding on how many bats make it back to the recall depends on how much HP the vamp has when he reforms. Can't attack the bats in anything but PK as normal but destroy all the bats, destory the Fiend. And with changelings being able to Mimic defenses of other races? I don't understand this can you expand a little for me Syn? Be back later to post more Sa

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    OK sorry to be a butthead but it looks like Drow is getting a little jipped there. How about instead of all that, or in addition, resistance to magic? The description of Drow says that they should resist magic anyway. Also, here's something about normal Drow- infrared doesn't do crap :P Like against those light deathtraps. Don't get me wrong though- Drow is pretty solid. However I do think they should get maybe 100 more HP or something. Nothing major. Also, resist charm is kinda crap I think. I think we could resist something better, since we pretty much ALL resist charm– who still charms people? :P Perhaps they could resist something elemental instead. Fire maybe? I dunno on that one. Just throwing some poo at the wall for people to discuss. All in all Drow is pretty balanced I think, but it could use a little more spice. And Syn, what you've proposed is nice, but I just don't think that would cut it considering what the other races get. This one is from Senna- I think she's too lazy to log on: 33% better chance of evading mobile and PC tracking , is okay but I'd rather have it so that if I'm hunting someone they don't know? since people get that weird message

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    Hrmm, interesting idea Sarinith.. Imagines changing into 4000+ bats and flying home. :). Anyways, another thing I mentioned to Syn,and he seemed to like the idea, but not mentioned here for Fiends, give them racial vampiric h2h damage. In, general I like the ideas presented.

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    ~~@Sarinith:~~ > I don't think i agree with the extra tail for remort vamps, if anything there speed and strength should be increased. or a gohome/recall type skill where they suddenly turn into a horde of bats and fly away, number of bats determined by there HP, depnding on how many bats make it back to the recall depends on how much HP the vamp has when he reforms. I think i agree with you, the tail just struck me because thinking of fiend i was thinking of a demon. but you're right it is a vampire, who don't really have tails unless they morph into something that does, seems it would slow them down to have a tail. The bat idea is super cool. :> Gohoming abilitiy: probably kind of uninteresting, perhaps the bats wil be agressive and slow people down as you try to get away? > And with changelings being able to Mimic defenses of other races? I don't understand this can you expand a little for me Syn? Sure, no prob. My idea is that: the changeling has polymorphic properties similar to the vampire's, since slayers and vampires can be referred to as the antithesis of each other… their shapeshifting abilities aren't nearly as complete as the vampire's because slayers are pious and don't feed off the flesh of the living for morphing. They can, however, channel magical energy of creatures and mimic other races to a lesser degree by adapting their fighting skills. Maybe someone with an interest in shapeshifting could expound on this for me, because it'sj ust something i pulled out of the air :)

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    ~~@RedRaven:~~ > Anyways, another thing I mentioned to Syn,and he seemed to like the idea, but not mentioned here for Fiends, give them racial vampiric h2h damage. Its deffinitely a good idea, Red, I'll add it to the l ist for them.

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    Elves seem to be given not much, but then, I am not sure what all is intended with what is given. I am assuming that the flying ability would be like casting fly or wearing a pair of wynn boots? And the radiate light would be like casting sanctuary or wearing a glowing item. From an RP stand point, they are interesting additions and nice to see, but doesn't add anything that I can tell to elven remorts. Sorry if I am wrong, but if there is additional thoughts to what these will do, I am curious as to what they are. (not trying to sound sarcastic, mean spirited, etc., really am curious as to if they will do more than what is said) The absorb spells is the one that I am not clear as to how will actually work. By the sounds of it, it is a natural occurring affect, so always on, but how effective will it be? I know it won't be like 75% of spells absorbed or some rediculous number. Will there be a level limit as to what it could absorb, like up to 15 or something or any spell?


  • What i took the spell absorbstion as Ith was while the spell still affected you, you absorbed a percented of the MP need to cast the spell. I dunno could be wrong thats just my interpritation. and my bad spelling :P but it makes sense since mort elves seem to have a greater resistance to magic that when they remort that ability increases as well. On the same note the only thing i could see adding to the combat of a remort elf is what they gain as mort, something to do with bow and archery problem is besides the unlikely event of attaching spells to arrows somehow i dunno what that could be. And thanks for the explanation thing Synner ^^ i understand now, and i could suggest that with PK such an ability would maybe increase skills depending on what skills where used against the remorted slayer during the combat? As for the bat idea, i dunno about making them aggressive but maybe stun the opponent so they fall on there arse like a bash? or mebbe like the whole reckoning wind thing that forces you into a sitting position? Something to make it a decent fleeing ability. But as so eloqently said in this thread, i'm just throwing poop at the wall for general discussion. And if said remort vamp is somehow lacking a home make it to the nearest recall point maybe? Anyway besides a comment on the "Crafty Metalwork" of remort dwarfves which sounds quite funky i'm near all out of ideas. back later Sa


  • For drows.. I'd really like to see an addition of an attack. So far almost all the things that make drows/specters different are defenses, and I'm already pretty hard to hit. That sneakiness should effect more though, like having racial sneak all the time as a remort instead of just in the dark, and having a better chance of hitting and/or increased damage on backstab. For specter, it would be nice to have something that reflects the name instead of only enhanced drow skills, like a terrify skill that would work like intimidate (which is kind of useless at the moment.. it only works on mobs so little that I'd just kill them quickly much faster than trying to intimidate them. Mobs big enough I'd actually want to scare them away are so resistant to it they just laugh at me :p) but hey, maybe I just get a kick out of the idea of scaring the cr@p out of someone *grin* Don't drows also have something to do with armor in stories? Not sure, but I remember something similar to dwarf's mithril for drows. Minotaurs additions look a little off too.. the reduced damage seems a little high, but they don't seem to get much else new going for them. I think it'd be nice for them to get a defense to do with those horns, where they can choose to ram someone as they attack and take the blow to their horns which would be far less damage than getting slashed say on the arm- maybe 50% less damage for a blow to the horns instead of 20% less damage all the time - would be a bit more balance I think to have more like 10% less. That would be more interesting for battle. When I think of a mino, I also think of something to do with snorting (think cartoon bull) and rage, I don't know if something like that already exists though :p Would also be cool to have a few pieces of horn armor around, think steel plated horns :) For elf, it would be interesting to have a skill or natural ability which resists aggro mobs, not as strong as CoG, but just something which makes the liklihood that aggros will attack lower. Something like charisma since they're supposed to be wonderfully good and beautiful and such. Also would be interesting for them to have enhanced hearing, like be able to hear someone coming a few rooms away if they enter the room.. ie you hear AxeMurderer approaching not far off to the west. Hey I want that too :) For vampire, does feeding already heal? In most vamp stories/movies feeding will heal a vampire a bit and make them able to regenerate again. That turning into bats idea is pretty cool - I think it'd work well to turn into maybe a half dozen bats and only one is really you, shifted, the rest are mobs and fly around to confuse your attacker while you make a quick escape. If attacked in bat mode though you should shift back and have a timer before being able to shift into bat again. 'K, that's my 2 cents worth. What do you guys think?

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    Dwarves need to get an extra attack when using 2handed axes, i dont think having 5 attacks with a 2handed is all that over powered, this is all i have to say.

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    For elves: Ith, you're right.. the stuff I added seems a little RP-oriented. Could anyone help give me some good uses on a "flying" ability? By limited flying, what I meant was that seraphs (having wings) would be able to travel much faster. This would only really apply in the wildernes: they could go 5-6 rooms at a time. But seraphs, not being completely flying creatures, would get tired pretty quickly and have to regen while a dragon could go on indefinitely. The radiates light thing: this one is almost purely RP, stuck in because I like it.. radiating light constantly lights the room and the adjacent rooms to yours. Not a huge gain, more for looks than for anything else. Absorption of spell magic: the way I intended it to work is this, every time a spell is cast against you (an offensive spell), you gain a small % of the mana required to cast that spell, whether it succeeds or not. Care would have to be taken not to make this overpowered in the elf's favor. Feel free to tell me if you can think of something else for this to mean. What I really liked is an idea allowing elves, for example, to enchant their arrows with certain spells and making them like ranged-use potions… do you guys think this would overpower bows and arrows? They're pretty strong right now, although toned down in the release. But I think being able to enchant your arrows with magic spells would be cool. More on all this later 8)


  • Fiends: Smoke making the fiend unattackable seems REALLY overpowered to me. Imagine running through an entire aggro zone and skipping difficult sections just because you don't need to deal with any of the mobs. Flee does that already, but it's always risky. As for the bats idea, I definately like it, however, making it like gohome would really just eliminate the need for houses. If it was a fleeing tactic, I'd have to imagine the penalty on it would be phenomenal because you're going from hitting an armored demon to hitting a bat. Even if it were a big bat, it seems that changing into them would be a death wish. I did like the idea of another attack for vampires although the tail would be a bit cliche. I don't see too much that is helpful for fiends in the works. (just going by Syn's original list) extra sense of perception seems to be the equivalent of what vamps already have (perm detect hid/invis), detecting hidden items and exits is a skill already I believe, and hearing others conversations (although great from an RP stance) is relatively useless because of the lack of true interaction. Feeding should definately heal although fiends already have the consume ability which does heal a percent of what hp is missing. perhaps that should be increased or maybe heal hp, mana, and stamina since you're taking the time to sit down and eat an entire corpse. Drow: Drow thus far have been a defensive race more than anything. I believe giving them more attacks would really just make them unstoppable. Imagine having higher than normal number attacks along with the greatest number of defenses (even more after the update) in the game. I do like the increased chance of intimidate (terrify, spook, startle, haunt, whatever) because it would make the spell/skill worth practicing. Currently there is nothing that you would want to scare out of a room that you couldn't just kill easily enough (aside from a couple specific instances). Elves: They do need more. One thing that definately needs to be added is the dex bonus for haste should come with natural haste (a 120 with the spell haste gets +4 dex while a 120 elf get no dex bonus currently). There was talk about some sort of possible stacking of elven haste and the spell haste (either effects such as dex, a chance of another attack, an increased chance of dodge/acro working, or even something as simple as less delay on spells) The sensing of things from rooms away would seem like a vampire's esp ability. I do like the lowered chance of being attacked by aggro mobs (smoke would make it impossible to attack, but a lowered chance would be alright imo). perhaps this could be something that could apply to changlings, fiends, spectres, and elven remorts (can't remember what they're called right now). Imbueing arrows/bolts with specific spells would be really cool. they of course wouldn't be permenant and would only be shadows of the true spells, however, this could open up the door for a few new spells specifically designed to exploit all racial vulns (something as extreme as an arrow of water (it won't sound as dumb if people agree to it and we have more time to think it over) to exploit dwarven vulns, etc) Dwarves: I could see an extra attack. I think that another with the 2handed weapon would be overkill, so perhaps another offhand attack (unless I am mistaken, offhand weapons can only be 1-handed weapons) Sorry if this sounds really biased, but that's what discussions are for, right :) eRT


  • I like the idea of the arrows with spells. How about an arrow with "charm person" casted on it, that makes people under a love spell and will do anything for you. 8) On another note, doesn't infuse (ranger skill) do something similiar to that?


  • I also like the idea of arrows with spells :) Don't forget bolts though - crossbow seems to get overshadowed by regular bow more often than not already. Perhaps have a specific spell or skill which takes an arrow or bolt you already have to create a specific type. For example a skill of lite arrow to set it on fire, a spell of iron plating to cover an arrow in iron etc.. Have the effect be on a timer so it doesn't end up being too powerful. I think it'd be very cool to be able to make flaming bolts *grin* Nothing says murderous rampage like shooting flaming objects at people. :twisted:

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    Ok, I like some things and don't like others. Let's do this by race; I'll go in the order Syn did, just to make it easier for me. Titan/Colossus Fast healing - I don't really think so.. no real need, they already have the highest hp in the game. Greater strength - as Syn said, he's tinkering around with removing Titanic Attack, since they're supposed to be big, strong, and slow. So I'd really like to see a Titan with the normal amount of attacks, just each would be more powerful than normal. Or, maybe even less attacks than normal, and make them a little more difficult to block with certain defenses (ie these attacks are very powerful and therefore hard to just shrug off with a shield, if you were to do that all the time, you'd break your arm and/or that shield.. and because the attacks are done with such confidence and force, you couldn't really change their path (ie parry)) Draconian/Dragon Stronger breaths - long needed. Fly over ocean - great! Fits perfectly Turning pierce/slash on hard scales - this, honestly, may be too much.. depending on how often it would be allowed. If it's like 5-10% (depending on your skill %) of the time, it may be just fine, but anymore would be nuts. Claws - something I suggested before: allow Dragons to select a hand to hand "mode," dealing either slash or bash type damage depending on if they wish to use their claws or just their fists. Tail deal - .. meh, I think if Dragon gets all of the above, it'd be perfectly fine. Elf/Seraph Minor fly - not bad, couldn't hurt and doesn't seem to be overpowering.. but don't put too much stock in this, as this isn't a __real__ big difference. Radiate light - about the same as I say for minor fly.. plus cool for rp purposes, as was said. Absorb partial mana from spells directed at them - while this might be kind of cool, they already have a crazy amount of mana, and in most fights would already run out of hp much sooner than mana.. so I'm not sure how much this is needed. Enchant arrows/bolts - sounds great, could be what this race really needs. Dex bonus from natural haste - definitely put this in. Slayer/Changeling Claws - what exactly would this do? Slash-type damage? More damage? An explanation would be great. Also, perhaps what I had suggested for Dragons, in being able to select between the two damage-types. Mimic defenses - sounds cool.. but who would this affect besides drows? Reflect/purify light in well-lit areas - again, what does this do? Damage? How often does it kick in? Additional AC - yeah, this character is naked and doesn't get __any__ of the benefits of eq (__no__ hp/mana/mv bonuses, which really become quite substantial later on, plus have to cast all spells except haste and sanc), they do have a fair amount of attacks and with the update allowing martial arts to work while shifted do a decent amount of damage.. but still nothing to compare with someone who wears a full set of armor and a weapon. Human/Avatar More DP/Pneuma - sounds good. 50% less time in void - sounds good. Can plane-travel - hmm.. could be interesting, again, what exactly would this entail? Dwarf/Berserker Enhance stats of weaponry - sounds good, exact modifications able to be made to items? 20% more damage with axes/hammers - love it. 33% faster hp/mana/mv regen undergroud - cool, sounds good, but what areas count as this? Extra attack whlie wearing 2-handed axe - No. With the 20% extra damage, I think that's enough. Almost everyone seems to want to give their race an extra attack. Bah. Lich/Wraith Locate items/characters farther than normal using energy to do so - sounds good. Deflect magic - exact meaning, please? Minotaur/Hellbaron 20% less damage except fire - might be a bit overpowered, not sure.. –- (alternatively) Star's ram and take blow to horns for less damage - might be good.. either way would be more balanced than the full 20% off all. Having Horns - sure, why not.. plus can help in other things (previous suggestion) Drow/Spectre 33% dodge aggro mobs - nice, sounds good 33% evade tracking - again, sounds good auto-sneak/hide in dark areas - yet again, I like it 50% faster hunt/autohunt - first, there's an autohunt? Second, might be a tad fast.. 30-40%, I'd say (let's put 33% for __everything!__ (heh)) Extra attack - No, enough of this. Let them be defensive.. give them a personality, don't just make them be another "all-arounder". Plus, as Ert said, might be too much. Vampire/Fiend Tail - I agree with Ert, extra attack .. nah. Yet again, people want more attacks for their race.. if any race should get this, only a scant few. auto-detect invis/hidden (I believe? .. or was that already in the game?) - sounds good Detect hidden items/exits - as was said, very limited application, but sure, why not. Hear conversations rooms away - ok, sure.. but should be able to turn it off, as it could get annoying.. especially in chat, heh. Other random "smoke" deal - smoke making un-attackable could really be abused to get through tough pk locations, such as river, etc.. As for against mobs.. CoG already does that. Bats - I like the idea of 6-12 bats much better.. wouldn't screw with the game nearly as much, and wouldn't make it a seemingly-invincible escape. Sith/Naga Spit acid/poison - hmm.. maybe Shed to regen quickly - the shedding just a reason for standard fast regen? or do you actually have to do something to activate this? Lay eggs to make Sith-lings - interesting, but just how useful will these little guys be? I mean currently, leveling in forms sucks, and they would contribute much less than a player. I don't know how much damage they'd do (or be able to take), but perhaps would they help out in pk? Or, if intended as more of general aids, would it be possible to make an exception to the form exp rules to make all the exp go to you? (and only have a very small limit for these guys, if you do that) (wipes brow) Ok, that should get most of what was said. Now, to get back to work, would love to hear feedback and all that good stuff.

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    > __Dwarves: I could see an extra attack. I think that another with the 2handed weapon would be overkill, so perhaps another offhand attack (unless I am mistaken, offhand weapons can only be 1-handed weapons)__ I dont think that a dwarf needs to generally have an extra attack, infact i dont think anyone needs to have anything more than 5 attacks hasted and dual wielded, also i cannot think of any particula attack that a dwarf should have that would work in with them, UNLESS you were to implement some sort of combo attacks that thay could while wielding an axe, also ertai you cannot dual wield while using a 2handed weapon, i have focused on 2handed axes as they are the only axes ingame that are worth using, axe is generally diced a fair percentage under sword and the 20% extra damage would prolly make the 1handed axes on par with a sword of the same level thus negating any benifit gained, and why shouldnt a berserker be able to use a 2handed axe more masterfuly that anyone else thus gaining an extra attack with it, is it not what he has trained all his life to do, be the master of the axe. > __Extra attack whlie wearing 2-handed axe - No. With the 20% extra damage, I think that's enough. Almost everyone seems to want to give their race an extra attack. Bah.__ Think of the things you loose by using a 2handed axe, no holy sword, no silver or holy, no flaming(well not in an axe that is worth using, when compared to tainted sword), no sword and dagger style, loss of atleast 18 hit and damrolls for not dual wielding, and loss of the dual wielded attack, 20% extra damage is nothing when you loose all the above just for using a weapon that is a racial item. Posible solutions, dwarfs get axe style that does the same as sword and dagger style,(extra parry) are able to cast holy sword on axes, get a hit/damroll bonus of 1/10 of level while using 2handed axes, and if you were to give them anything attacking then as some sort of combo attack in the vein of double backstab that can be used in combat, something like chop chop chop, with a fairly long lag, 2 rounds maby. There you go, i guess i had more to say than i hoped for.

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    This sounds more like a problem with lack of good axes, rather than the Berserker needing even more stuff for it. Axes should have higher base damage than swords anyway.. so with the 20% and a decently powerful axe, I think it should be good enough.. and remember that Dwarves/Berserkers already have a ton of benefits, as much as almost any other race, and __no__ real disadvantages or vulnerabilities. I think they're perfectly fine.. just make some better 120 remort axes.

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