Race Ability Idea Dump

Discussion in 'Feature & Idea Discussion - Archive' started by artlis, Feb 7, 2013.

Thread Status:
Not open for further replies.
  1. artlis

    artlis

    Joined:
    Oct 1, 2012
    Messages:
    12
    Likes Received:
    2
    Just some ideas to help make the races a bit more unique. All of the ideas focus on gameplay style, because x% increased damage is just plain boring and doesn't lend to a specific racial identity. Feel free to post your own ideas.

    Dwarves:

    Sturdy tools:
    Effect: Tools used by Dwarves have a chance not to receive durability damage
    Reason: Establishes Dwarves as master craftsmen. Primary purpose is to allow for longer sessions of mining to reinforce mining as a part of their culture.

    Master Stone Carving:
    Effect: Stone tools can gather the same materials as Iron.
    Reason: Reinforces the stone craftsmanship emphasis for the dwarves. Allows a culture focused on mining to be more efficient with materials.

    Elves:

    Loremaster:
    Effect: Chance to be reimbursed with experience when using enchanting tables
    Reason: Establishes the elves as the dominant intellectual race.

    Trained pets: (not sure how possible this is)
    Effect: Wolves will aggro targets that have been hit by the owners arrows
    Reason: Gives more functionality to wolves and reinforces the bond with nature and animals that the elves have.

    Orc:

    Endurance:
    Effect: Sprinting doesnt consume food level as fast (equivalent to walking)
    Reason: Establishes the physical prowess of an orc.

    Crippling Blows:
    Effect: Critical maelee hits cause (blindness/nausia/slowness/or something)
    Reason: Further establishes the physical prowess of an orc. Gives an extra element in combat to a race dedicated to battle.

    Tigran:

    Prowl:
    Effect: Sneaking removes nametag, reduces mob aggro range, and travels as fast as walking.
    Reason: Establishes cat-like hunting abilities.

    Nimble: Receiving damage grants a speed boost.
    Reason: Cat like reflexes allow Tigrans to more easily avoid attackers.

    Undead:

    The Cursed:
    Effect: Immune to starvation but does not heal by food level
    Reason: The undead are beings kept alive by their curse, and as such do not require food.

    Life Sap:
    Effect: Health recovered when receiving exp points
    Reason: Simulates either eating a corpse or absorbing the life of a slain enemy to fuel the curse.

    Naga:

    Resilient:
    Effect: Requires less food for passive health regen to apply.
    Reason: Naga are able to survive with less food than normal due to harsh conditions of homeland.

    Yanar:

    Photosynthesis:
    Effect: Passive Food Saturation regen in direct sunlight.
    Reason: Reinforces the plant like nature of the species.
     
    • Like Like x 2
  2. shawzie314

    shawzie314 Flying Kitten

    Joined:
    Nov 26, 2012
    Messages:
    60
    Likes Received:
    6
    very well thought out but cayrion might not be able to do
     
  3. Tigershield

    Tigershield

    Joined:
    Oct 20, 2012
    Messages:
    111
    Likes Received:
    9
    I do like the Dwarfs idea you posted. Cause dwarfs are a minority in MC. We need more dwarfs!
     
    • Agree Agree x 1
  4. Babyrobot

    Babyrobot Tree Guardian

    Joined:
    Feb 13, 2013
    Messages:
    31
    Likes Received:
    0
    I think they very good ideas.
    I do think orcs applying status effects might be a little op.
     
Thread Status:
Not open for further replies.

Share This Page

  1. This site uses cookies to help personalise content, tailor your experience and to keep you logged in if you register.
    By continuing to use this site, you are consenting to our use of cookies.
    Dismiss Notice