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Human/Half-elf special traits

I've been thinking of how to make humans(and half-elves while we're at it) on the same level of other races. My idea is to add a couple selectable 'traits' at creation to give them some abilities that would bring them on par with other race/class combos.

HELP ADAPTABILITY

Humans and their half-elf cousins are renown throughout Aabarahn for their ability to adapt to all environments. It is no surprise that that they are the most prolific and common race encountered within the realm. Humans appear to have an unquenchable thirst for populating every square inch of Aabrahn and find themselves facing numerous challenges along the way. This has led those of human blood to achieve an unsurpassed ability in acquiring traits that benefit them according to their surroundings and life-styles.

At creation, this allows you to choose two of the following blood traits:

Strongman: Be it by years of hard labor or intense training, this trait belongs to those who have lived a life of heavy lifting. Often covered in rippling muscle, strongmen can pick up the most heavy of objects with ease- even with a single arm.

This skill allows humans/halfelves to use a two handed weapon as a single handed weapon. Similar to what giants can do, but they retain their human size.

Massive: A huge and dense body mass signifies this blood trait. The reasons could be many. Perhaps years of battling has left this being with layers of solid muscle or an insatiable need to consume food has left them with a well rounded gut(or both!). In any case, their heavy weight has made them difficult to move forcefully from any position.

This is a defensive skill for bashes. Whenever the character is hit with a bash type of attack(bash, bodyslam, grapple, etc.) the character counts as one size larger. In most cases this means an average human will count as giant size when being bashed, but still remain human size when doing everything else(so the humans own bashes won't count as giant sized unless he enlarges). This should stack with enlarge, so a giant human will count as titan sized when being bashed.

Talented: Talented individuals seem to have a natural tendency to pick up skills and abilities at almost no effort. This is often manifested in their earliest years, when they work with a teacher or trainer, and show a remarkable aptitude during learning sessions.

This is a utility skill for when practicing at your guild master. Instead of two practices needed to get to 75% proficiency, you only need one, regardless of your intelligence.

Nimble: Nimble humans or half-elves are extremely maneuverable and quick. They move with an almost cat like grace. This trait is boon to those in combat, able to turn their bodies so that every blow is weakened or strikes a piece of armor.

This is a defensive skill that benefits your AC. Basically, it gives the character an AC bonus as if he had 25 dex(but still has standard human/half-elf dex). This includes the armor class multiplier when you wear a piece of armor.

Magic-resistance: Aabarahn is a magic filled world and some individuals have learned to resist its effects. Harmful magics are lessened when they strike the bearer of this trait, almost as if an aura of protection surrounded the individual.

Magic resistance, plain and simple. Just like dwarves and halflings have. I was debating on whether this would be too powerful or not, but I did not think so(they are humans/halfelves for krikeys sake!). An alternative to this would be to decrease the efficiency of the magic resist to less than dwaves/halfling or making it only affect magic spells and not magic attacks(or vice-versa)

Weapon Master: In this dangerous realm, many understand the need to bear a sidearm should their main weapon be lost somehow. Weapon masters take this a step further. Their bodies are covered with sheaths, hidden or otherwise, where they are able to draw at least a dagger should the need arise.

This is just the skill doublesheath. Maybe give them the skill at lvl 30, for any class(classes already with the skill get it auto-mastered).

Healthy as a Horse: Some environments are so toxic that most living beings within them suffer horrendously, if not die immediately. Others, however, have a tolerance for such a place, allowing them to survive for extended periods of time without adverse effects.

This gives them resistance to poison and diseases.

Loremaster: Years of traveling and experiencing the world have given this individual vast knowledge of the artifacts that litter Aabarahn. Merely by gazing upon such an artifact they are able to tell its properties as well as what area it comes from.

This is another utility skill. It let's the Lore skill work as identify along with being able to tell what area it comes from. Classes without the lore skill can get the skill at level 10.

Swimmer: There are many places with water in Aabarahn. Some can even learn to be proficient swimmers. The best are able to dive far beneath the surface, hiding themselves from view.

This is an evasion skill I thought up. It allows the character to swim without a boat. Additionally, any class with this can hide in water rooms for a cost of 50 Moves. However, they can only hide for a tick, after which they are revealed(to symbolize coming up for air). Once outside, they have to wait a tick before diving again.

Artifact mastery: Often the forte of mages, potions, staves, and other magical artifacts prove highly useful for all adventurers. Even those not of the mage guilds learn to utilize these objects, realizing their significance.

All potions, scrolls, wands, staves, and any usable objects for that matter, have their effects increased. For most items, this means the duration will be doubled. So if a vial gives 2 hours of sanctuary, it will give them 4 hours of sanctuary. I was thinking of increasing the actual effects as well, but am unsure. For example, if a pill gives -20 armor with 24hour duration, this trait will give them -40 armor and 48 hour duration. Also, this would have no effect on healing items.

This is all I thought of so far, I think we can all think of dozens of more traits to add so this is just a starter. I think giving these traits to humans an half-elves can give them not only more replayability, but even them out with other races. I don't think anything here is too overpowered. Honestly, even if they were to have all these traits, they would not create power combos that can in anyway be compared to the power combos that are already here today.

Humans have their advantages already: no exp penalty, no vulns, greater effects of magic.

Half-elves I feel could use an extra stat point or two, but else they're fine. Certainly no need for new powers, especially powers on a par with the ones you're suggesting.

This is way too much. If anything, let them select two perks at creation instead of one. Nothing more.

Yeah, how about we just give all Toten's characters malform weapon. Sounds about as even as these traits I don't even think half elves need anything personally.

If anything, I'd like to see h-elf monks with a few more hit points. It sucks getting three-rounded by an invoker.

Some of those perks are just sick man. Although, I like the idea, but please no magic resistance or 25 dex, or practicing from 1 prac.... or doublesheat.

This is way too much. If anything' date=' let them select two perks at creation instead of one. Nothing more. [/quote']

seconded.

Human say.. warrior, with addict and lucky (or even adventurer, if you're in a rush).

as for half elves.. dont really think they need much. like said above, maybe a stat point or two. maybe.

humans, in terms of comparison to other races, strike me as adaptable, not the quickest to learn. when you think fantasy worlds.. how many times you do see elves living anywhere but some type of forest? how many times do you find dwarves on the open plains? you dont. but you'll see a human in every nook and cranny in that entire place. why? because they are adapt.

that is where 2 perks can be placed in.

humans are to races what bards are to classes. jacks of all trades, masters of none. they arent strong, smart, fast, healthy, nor do they learn well. but they arent particularly weak, stupid, sickly, slow or lack sense either. what sets them apart is their innate ability to persevere.

so what can symbolize that without causing a major disruption in power? nothing new. thats what i say. but. if something DOES get changed, i would agree with mudder. otherwise, leave as is. look at the options humans and humans alone have. then tell me that humans need revamping. blasphemy.

Half-Elves

This should have a spell-skill-learn bonus increase. The actual one is not enough to motivate them over a Human.

And they should have access to all mages classes and perhaps Cleric. Half-Elf Cleric would rock RP wise.

Humans

Humans are fine as they are.

But i think their "greater effects of magic" is broken.

Humans used to have Sanct last more often. Now i do not notice this on my humans.

Perhaps they should get this bonus coded again.

Sanctuary

If race -> Human then

duration += 2

I think the Half-Elves are lacking a bit...but Human's are just fine...IMHO

I agree with the professor!

I would really like to see half-elves developed into a newbie friendly race, with less of a power peak but with their training bonus increased (so that they train faster than even higher int/faeries) and maybe an automastered lore/identify/sword/parry type thing to reflect living as outcasts.

On Humans. This is the foundation for demons and undead. Are they not required to do their share of Pking to get it? Have we not seen these beasts of nearly every class? Humans are fine.

On half-elves. They have their advantages, play a few. I personally would only like one thiing to change in regard to the half-elves and that is the classes open to them. They can be holymen, monks or paladins, yet druid and healer are kept from them. Would a half-elf healer really be out of balance or out of the question for that matter? Just a thought.

Half-Elves

This should have a spell-skill-learn bonus increase. The actual one is not enough to motivate them over a Human.

And they should have access to all mages classes and perhaps Cleric. Half-Elf Cleric would rock RP wise.

Humans

Humans are fine as they are.

But i think their "greater effects of magic" is broken.

Humans used to have Sanct last more often. Now i do not notice this on my humans.

Perhaps they should get this bonus coded again.

Sanctuary

If race -> Human then

duration += 2

Has this really been changed? - there was never an increase in the spells, say, a cleric cast on themselves. Nor should there be. It was from potions/herbs etc - which I think is still there. Also, it was rank dependant so you saw almost nothing when you just rolled but got a few more hours at lvl 50.

L-A

I know that if I quaff a vial with a human I get 2-3 hours sanc, and with an elf I get 4+ hours of sanc.

you have that backwards dale.

Humans get better magic effects from consumables only.

I agree with the professor!

I would really like to see half-elves developed into a newbie friendly race, with less of a power peak but with their training bonus increased (so that they train faster than even higher int/faeries) and maybe an automastered lore/identify/sword/parry type thing to reflect living as outcasts.

yes, I think they would do better as a newbie friendly race! You would think if an elf and a human have a kid...it would be a far better product than the way half-elves are now...especially with the "being shunned in society" rp (shrug)

I also think opening them up to a new class would help, as Croyvern suggested, of course which would be the only real question now...

I really like that diving/hiding under water idea for a few ticks. Sounds like an idea for a new class.

P.S. There are half-elves in this game?

P.S. There are half-elves in this game? No. Just humans with worse stats.

Uhh, it's so funny. At 50, there are few humans(save for a few classes) that really shine. Honestly, for every class there is a race that you can choose that has better statistics/abilities, is easier/more convenient to play, and is a better choice overall(save monks, but that's only because no other race can be them). How many times have I heard on delete threads the old "if I hadn't gone human, I would've done better".

It also seems that some of you didn't read what I wrote. Humans/halfelves would be only able to choose 2 of those traits. So let's say a human zerker or warrior takes the first two traits. Meaning he would be able to wield a two handed weapon in one hand and resist bashes a bit more. Over powering? Hardly. A minotaur gets that and more! No vuln on top of that!

Have you ever seen a human/halfelf in recent times owning the player base? Everyone says they're ok, but there is no practical or in game proof to show that they are just as good of a choice as other races.

This trait selection would by no means make them more powerful than any other alternate race choice. At least it would make them more tempting and add some replayability.

PS. And please look at this thing holistically. Meaning, if you find one trait you happen to disagree with, then offer an alternative rather than just say the whole thing is fubar.

It also seems that some of you didn't read what I wrote. Humans/halfelves would be only able to choose 2 of those traits. So let's say a human zerker or warrior takes the first two traits. Meaning he would be able to wield a two handed weapon in one hand and resist bashes a bit more. Over powering? Hardly. A minotaur gets that and more! No vuln on top of that!

2??!?!

Jeez, 1 of those would be too much, and you wanna let them pick 2? :eek:

Seriously, you are joking, right?

On Humans. This is the foundation for demons and undead. Are they not required to do their share of Pking to get it? Have we not seen these beasts of nearly every class? Humans are fine.

On half-elves. They have their advantages, play a few. I personally would only like one thiing to change in regard to the half-elves and that is the classes open to them. They can be holymen, monks or paladins, yet druid and healer are kept from them. Would a half-elf healer really be out of balance or out of the question for that matter? Just a thought.

Undead and demons only have to get to 30. I can prolly PK effectively with a gnome warrior at 30. I'm talking about play experience at lvl 50. The place where the real game begins(supposedly). At 50, the EQ/cabal skill/preparation disparity can be huge.

What are those advantages? I would have less tedious time playing something other than a human/halfelf with pretty much every class I can think of(again, barring Monks)