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Variety, the spice of life.

I think it would be great to add additional perks to every race/class combo.

Just a little something to make it distinct without throwing off the balance entirely.

Feral:

Warrior: riposte and two-handed at 103%

Thief: pilfer has chance of bloodloss

Cleric: fury while using holy hands = bonus

Shaman: improved hex - 103%

Ranger: improved ambush - 103%

Ninja: affected by detects hidden+invis

Blademaster: improved blind fighting - 103%

Gnome:

Warrior: improved warcry - 103%...they need the self-confidance.

Thief: dig

Battlemage: buffing spells get a +25% duration

Invoker: improved enchanting - 103%

Bard: improved tune - 103%

Ranger: improved camp - 103%

Blademaster: can extend stance duration by 50% once per stance

Storm:

Warrior: splash (like dirt kick in water but max 50% chance to land)

Cleric: rescue

Healer: improved calm - 103%

Berserker: improved rage - 103%

Stone:

Warrior: +10 hitgain in mountain/forest

Ranger: improved ranger staff - 103%

Berserker: haymaker at 103%

Fire:

Warrior: hand to hand attacks have a chance to sear

Cleric: 50% chance to powergrip shield on succesfull disarm

Shaman: failed ethereal passage has a chance to break the door

Berserker: improved roar - 103%

Werebeast:

Ranger: improved camouflage+quiet movement - 103%

Berserker: no mana cost or lag to transform when raged

Half-Elf:

Warrior: improved fired weapons - 103%

Thief: improved cut-purse - 103%

Bard: improved taunt - 103%

Ranger: -20% delay on herb timer

Monk: autosneak

Paladin: improved heroism - 103%

Ninja: improved vanish - 103%

Blademaster: improved pinwheel - 103%

Ogre:

Warrior: rugged. natural -5 aff saves

Ranger: improved blind fighting in forest - 103%

Berserker: improved headbutt - 103%

Avian:

Warrior: flying charge +3%

Thief: flying blackjack +3%

Ninja: flying strangle +3%

Battlemage: improved earthquake - 103%

Invoker: improved hurricane - 103%

Necromancer: improved summon - 103%

Dark-Knight: flying bash +3%

Bard: flying knockout +3%

Blademaster: flying vigil +3%

Dwarf:

Warrior: stalwart, lagged less when bashed

Cleric: improved shield block - 103%

Healer: curer, improved cures - 103%

Bard: improved brawl - 103%

Blademaster: improved bladestorm - 103%

Berserker: berserk in combat has a chance to strike the enemy

Duergar:

Warrior: cutpurse

Cleric: improved path of deceit - 103%

Shaman: -15% wait between voodoo dolls

Thief: improved traps - 103%

Blademaster: improved kairishi - 103%

Berserker: berserk skill does not affect ac

Halfling:

Warrior: improved dodge - 103%

Thief: improved circle - 103%

Cleric: improved bless - 103%

Healer: -15% wait on accension

Bard: improved tarot - 103%, +50% tarot duration

Blademaster: -20% mana cost when balance kicks in

Ranger: improved tame - 103%

Slith:

Warrior: can pugil with a 2h spear

Thief: -15% wait on shed

Blademaster: improved critical strike - 103% (spear only)

Minotaur:

Warrior: improved dirt kick - 103%

Berserker: only race/class with custom perk already

Illithid:

Necromancer: improved sleep - 103%

Elf:

Warrior: improved parry - 103%

Thief: less movement cost while moving hidden

Ninja: improved decoy - 103%

Cleric: improved sanctuary - 103%, +25% duration

Healer: +10 managain

Battlemage: improved field dressing - 103%

Invoker: improved mystic tendrils - 103%

Ranger: evade projectile, 25% chance to evade return ranged fire

Bard: improved haggle - 103%

Blademaster: honour, +3% weapon proficiency when in a challenge

Paladin: improved lay on hands - 103%

Drow:

Warrior: sidestep, 33% chance to avoid succesfull bash

Thief: improved backstab - 103%

Ninja: improved envenom - 103%

Cleric: improved minister - 103%

Shaman: improved insomnia - 103%

Battlemage: improved flashfire - 103%

Invoker: improved dispel magic - 103%

Necromancer: improved vampiric touch - 103%

Blademaster: improved spellkill - 103%

Dark-Knight: improved extort - 103%

Faerie:

Invoker: improved mana charge - 103%

Battlemage: improved scythes - 103%

Thief: magical creature - toggle magic damage regardless of weapons used

Bard: improved lullaby - 103%

Human:

All: Supposed to be good at anything they do. Give them faster learning and allow them to up to 102% in any skill/spell pertaining to their guild. (selects which add further % will be tacked on to the 102%)

Hope this provides some food for thought, feel free to copy/paste and come up with your own perk ideas.

that fire giant "bare hand attacks sear" would make FG clerics just toooo sick.

Warrior: rugged. natural -5 aff saves

Really, Ogres shouldn't get any benefit to their magic saves, because they're especially weak against magic.

that fire giant "bare hand attacks sear" would make FG clerics just toooo sick.

Note that that was the Fire Warrior perk.

Really' date=' Ogres shouldn't get any benefit to their magic saves, because they're especially weak against magic.[/quote']

Maybe you are right, or maybe ogre warriors are so accustomed to battle that they have begun to resist a little bit when it comes to direct magic, letting them focus a little more on hit/dam when dressing for battle.

-5 is not a HUGE amount...and like I said this was mainly to get some kind of ball rolling, I am sure many of the perks should be something else anyway.

Great idea. Maybe not word for word, but is still great shell to take into account. I would love to see something like this added.

Fire:

Warrior: hand to hand attacks have a chance to sear

Cleric: 50% chance to powergrip shield on succesfull disarm

Shaman: failed ethereal passage has a chance to break the door

Berserker: improved roar - 103%

Fire Giants are NOT made of Fire.

Stone giants are NOT made of stone.

Storm giants are NOT made of water.

They get the name due to their habitat/attitude.

Stone = Live in the stony hills.

Fire = Live in volcanic type enviroments.

Storm = Nasty attitude/Water

Hope this clears that up for good. If I have to read one more description about a fire giant made of fire or stone made of rocks... Those would be golems.

But you see, fire giants are so used to hot climates that they are known to light their hands on fire when struck with a particularly nasty bout of homesickness. Maybe just give FG warriors fast learning, or improved berserk or something.

I would love to see something like this implemented, and the ideas here generally seem really creative, though I'm not sure how balance would be affected with so many changes at once. Regardless, I think this is a great incentive to play underused race/class combos.

I definitely like the idea overall of improving the flavor of the game. I had to lol a little bit at improved hex and improved heroism though. Woo!

But you see, fire giants are so used to hot climates that they are known to light their hands on fire when struck with a particularly nasty bout of homesickness. Maybe just give FG warriors fast learning, or improved berserk or something.

I would love to see something like this implemented, and the ideas here generally seem really creative, though I'm not sure how balance would be affected with so many changes at once. Regardless, I think this is a great incentive to play underused race/class combos.

haha good god are you serious when you said fast learning or am I just missing some sarcasm here??

Slith:

Warrior: can pugil with a 2h spear

Uhh is this possible? I was under the impression that pugil was fighting with both ends of 1 staff as a different weapon (I.E. American Gladiators), so unless they change every spear to be Darth Maul's staff won't work. BTW if this ever got implemented I'm hoarding LoIs

Am I the only one who doesnt know what an LoI is? I want one.

Well Aulian if you played something that isn't neutral you can have one.

Lance of Imbalance?

wooh, I'm smarter than Aulian!

Fire:

Warrior: hand to hand attacks have a chance to sear

Cleric: 50% chance to powergrip shield on succesfull disarm

Shaman: failed ethereal passage has a chance to break the door

Berserker: improved roar - 103%

Fire Giants are NOT made of Fire.

Stone giants are NOT made of stone.

Storm giants are NOT made of water.

They get the name due to their habitat/attitude.

Stone = Live in the stony hills.

Fire = Live in volcanic type enviroments.

Storm = Nasty attitude/Water

Hope this clears that up for good. If I have to read one more description about a fire giant made of fire or stone made of rocks... Those would be golems.

A common misconception that seems to get a lot of people!

Although a fire giant bash is a fire attack, go figure.

You'd be burned too, if you were getting attacked with a flaming *** of justice.

Overall the idea is very interesting. However it is unfair. Why? Some of the race/class combos have better perks the rest. Some skills actually add to offensive/defensive abilities while others dont really do anything. Examples would be improved ambush, rangerstaff, camouflage would be a waste vs. other perks that give you +hitgain, added/special attacks, ect. As is, all this will do is further isolate the pbase into only playing those few race/class that have the "best" perks.

Which could be balanced by giving the lesser-used races the stronger perks.

Example being, Ogre Warrior VS Halfer Warrior.

Ogre is already a solid warrior choice - could have a small perk that isn't terribly useful. Can't think of anything off the top of my head.

Halfling Warrior could have a bonus to dodge. The better perk, on a lesser used race.

Addressing specific race/class combos with their own perks if done properly could alleviate some of the issues of one class having a very prominent 'power race' with the rest being at a slight/major disadvantage.

Dey

A common misconception that seems to get a lot of people!

Although a fire giant bash is a fire attack, go figure.

I was under the impression the bash is only a fire attack when they are wielding a fire weapon?

Not sure myself, never played a FG... I WAS going to roll a FG DK. mutter

I hate april fools! Lol

Feral:

Warrior: riposte and two-handed at 103%

Whoah, ferals already get parry, dual parry and dodge up to 103%