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Thales: Racial Bonuses

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Semi-final version of the racial bonuses compiled from your Survey. You can leave feedback but expect no major changes at this point. Any documents floating about are null and void with the release of this thread, and no rights or inferences can be derived from any other source but this one.

 

See Also:

http://www.lordofthecraft.net/topic/113598-thales-plugins-update-1807/

 

Q: What do you mean by profession?

A: A race's profession can be levelled to maximum tier

 

Q: What are the specific numbers on the abilities?

A: Subject to change

 

Q: That's not an answer!

A: That's not a question

 

 

-----------------------------------

 

 

 

.:: Human ::.
 
Profession: None. Instead, humans can advance any non-Inept capped skill two tiers higher than usual.
 
+ Quick Learner: Humans receive a +5% XP for every skill
+ Make it count: Auto-aging humans receive an additional +10% XP for every Skill
+ Troop Morale: Increased combat damage when near at least 4 other humans.
 
 
 
.:: Highlander ::.
 
Profession: None. Instead, humans can advance any non-Inept capped skill two tiers higher than usual.
 
+20% Blacksmith
-20% Chef
 
+ Quick Learner: Humans receive a +5% XP for every skill
+ Make it count: Auto-aging humans receive an additional +10% XP for every Skill
+ Troop Morale: Increased combat damage when near at least 4 other humans.
 
 
 
.:: Farfolk ::.
 
Profession: None. Instead, humans can advance any non-Inept capped skill two tiers higher than usual.
 
+20% Chef
-20% Blacksmith
 
+ Quick Learner: Humans receive a +5% XP for every skill
+ Make it count: Auto-aging humans receive an additional +10% XP for every Skill
+ Troop Morale: Increased combat damage when near at least 4 other humans.
 
 
 
.:: Halfling ::.
 
Profession: Farmer (+30%), Chef (+30%)
+30% Fisher
+20% Tinker
+20% Woodworker
-20% Miner
-20% Blacksmith
 
+ Make It Count: Auto-aging humans receive +10% XP for every Skill
- Orc Snack: Decreased Health
 
 
 
.:: Orc ::.
 
Profession: Leatherworker (+30%)
+ 20% Breeder
+ 20% Blacksmith
 
+ Hardy Stomach: Resistant to hunger effect (including spoiled food)
- Grunt's Diet: Increased hunger
+ Blood Rage: Increased damage when harmed
 
 
.:: Olog ::. 
 
Profession: None
+20% Miner
+20% Lumberjack
-20% Tinker
-20% Enchanter
 
+ Hardy Stomach: Resistant to hunger effect (including spoiled food)
+ Mammoth: Increased Health
- Grunt's Diet: Increased hunger
- Lumbering Hulk: Massive hunger while sprinting
 
 
 
.:: Dwarf ::.
 
Profession: Miner (+30%)
+20% Blacksmith
+20% Stonemason
 
+ Stubborn: Increased knockback resistance
+ Testosterone: Increased Health
- Stubby Legs: Passive speed penalty
 
 
 
.:: Mountain Dwarf: ::.
 
Profession: Miner (+30%)
+20% Blacksmith
+20% Leatherworker
+20% Lumberjack
-20% Breeder
 
+ Stubborn: Increased knockback resistance
+ Testosterone: Increased Health
- Stubby Legs: Passive speed penalty
 
 
 
.:: Cave Dwarf ::.
 
Profession: Miner (+30%)
+30% Blacksmith
+20% Stonemason
-20% Farmer
 
+ Stubborn: Increased knockback resistance
+ Testosterone: Increased Health
- Stubby Legs: Passive speed penalty
 
 
 
.:: Forest Dwarf ::.
 
Profession: Breeder (+30%)
+20% Farmer
+20% Lumberjack
+20% Woodworker
+20% Leatherworker
-20% Blacksmith
 
+ Stubborn: Increased knockback resistance
 
 
 
.:: Goblin ::.
 
Profession: Tinker (+30%), Miner (+30%)
+20% Alchemist
+20% Chef
-20% Enchanter
-20% Lumberjack
 
+ Light-footed: Passive speed bonus
- Weakling: Decreased Health
 
 
 
.:: Elf ::.
 
Profession: Breeder (+30%)
+20% Woodworker
+20% Lumberjack
+20% Leatherworker
 
+ Light-footed: Passive speed bonus
 
 
 
.:: High Elf ::.
 
Profession: Alchemist (+30%)
+20% Enchanter 
+20% Stonemason
 
+ Purity of Mind: Increased Magic Resistance
+ Bathed in Gold: Increased Mana
    
 
    
.:: Wood Elf ::.
 
Profession: Breeder (+30%)
+30% Woodworker
+20% Lumberjack
+20% Leatherworker
-20% Miner
 
+ Keen Eye: Increased Archery Damage
 
 
 
.:: Dark Elf ::.
 
Profession: Stonemason (+30%)
+20% Blacksmith
+20% Lumberjack
+20% Leatherworker
 
+ Adrenaline Rush: Active Temporary Speed Boost
 
 
 
.:: Kharajyr ::.
 
Profession: Fisher (+30%)
+20% Chef
+20% Breeder
+20% Leatherworker
 
+ Nightstalker: Active Temporary Night Vision and Jump Boost
+ Lands on Feet: Decreased Fall Damage
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... So what are the drawbacks of being a high elf?

 

Also, please don't make it for auto-aging humans only. You're essentially asking me to kill of my character sooner, which I'm not willing to do. Allow the buff for all humans, please.

 

Also also... half-elves, please.

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... So what are the drawbacks of being a high elf?

 

Leatherworker/Lumberjack are meant to be -20% not +20% 

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... So what are the drawbacks of being a high elf?

 

 

 

None we're perfect.

 

 

((I like these much more than the previous ones, thanks Sporadic.))

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High elves really feels a bit overpowered, bonus in both alchemy and enchanting. And their weakness is to not being as good in chopping wood and leather..Nah yo?

 

Also awesome job on the auto age for humans, that is awesome and it gives a powerful buff too!

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So Humans don't get any advantage in combat when most of the other races do?

 

Also, I think the profession skills should be based on dwarvern clans as they are extremely diverse.

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Also wha happens to a human about 110 with auto age does there char die or something

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Isn't there a way to have a custom race such as Golem mask over another race for it's perks?

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I do not currently like what the high elves have, I do not think they should get a higher magical resistance or mana than any other race. They are not special in that way and that is not how the void, or magic works in any logical sense. 

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"+ Companionship: Increased Damage to mobs when near another human"

 

 

 

And to other races, right?

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Though these traits are way better, human players are obviously not going to be happy over the fact that their ""combat bonus"" is versus mobs as opposed to other players of other races, whom themselves have straight up PvP-related buffs.  The quantity-damage-multiplying buff makes perfect sense for humans, but why has it been restricted to apply only when fighting mobs?

 

If this is about "Oren having all the numbers", is it really gonna be fair for those small parties of five orcs versus five humans?

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