This has been discussed with a few people in detail to hash out some of the finer points. Now I release it to the general public for more comments
* indicates OOG
- skills in CAPS are new and are explained at the bottom
Code: Select all
Level Spell
1 bash headbutt kick
2 trip
3
4 rescue throw
5 CRITICAL STRIKE
6
7 second attack disarm
8 cure light*
9 giant strength* berzerk*
10 WEAPON MASTERY dual
11 parry
12 FORGE
13 cause crit* TWO-HANDED MASTERY
14 COUNTERATTACK
15 CHARGE SHIELD AND WEAPON MASTERY
16 SHIELDBUCKLER cure blindness* remove curse*
17 BARRAGE BODYSLAM
18 cure poison* cure disease*
19 third attack
20 RIPOSTE cure serious*
21 SHIELD ATTACK
22 dodge
23 MAGIC RESISTANCE
24 bless*
25
26 frenzy
27 ESCAPE
28 WHIRLWIND ASSAULT SPINNING ASSAULT
29
30 IRON SKIN
35 protection* cure critical*
40 WEAPON MASTERY* IMBUE
51 (the normal hero spells)
60 (IMBUE)
80 WEAPON MASTERY*
100 (IMBUE)
120 WEAPON MASTERY*
140 (IMBUE)
- 3rd attack would lose its current OOG XP penalty
- Enhanced damage was removed. See skills below for explanation
- It's likely that kenders will receive "escape"
(A) = automatically used or affects automatic
(S) = user initated skill (like roundhouse)
(AF) = user initated affect (like vision)
BARRAGE (S)
Initiated once during battle. Enables an autoattack but causes a 50ac and -50mv penalty (ac recovered at end of fight)
Note that autoattacks are more likely to hit than a regular attack: "Your barraging attack ***IMPALES*** the mob.
BODYSLAM (S)
dwarf jumps on mob, does damage like roundhouse, miss and stunned for 5 rounds (chance based on practice %)
stunned = lag
CHARGE (S)
Opening attack for large damage, knocks mob to the ground (like trip) unless flying.
Like dive with a bonus trip. No chance for instakill. Can charge flying creatures, just cannot knock them down.
COUNTERATTACK (A)
when using a shield, 25% chance to strike an opponent when they hit you
You must take damage in order for this skill to kick in. Your damage may be more than theirs, but they have to hit you.
CRITICAL STRIKE (A)
5% Chance for a blow to ignore AC and level and strike anyway
10% chance that the critical strike will do double damage.
This means two rolls... one to see if the strike goes through and if so, roll again to see if the double damage goes through.
ESCAPE (S)
dwarf is able to roll out of the way and escape an attack. The skill will be "Flee" without an xp penalty.
FORGE (S)
Allows dwarf to repair damaged armor assuming it's repairable (just like Beich or Harry)
IMBUE (S)
dwarf is able to imbue a magical non-spell weapon with a spell (item becomes no-drop, personalized, timed)
New spells are received later
Syntax: imbue <weapon> <spell>
SPELLS:
40 - cause serious
60 - cause critical
100 - fireball
140 - flamestrike
IRON SKIN (AF)
ac = currentAC - level/2
If your armor is -100 and your level is 50, your AC is -125 as long as it's active.
MAGIC RESISTANCE (AF)
-5svs bonus as long as active.
RIPOSTE (A)
The dwarf uses his strength to force a weapon back at the opponent and cause them to strike
themselves
Skill only usable on mobs with weapon
Chance = 20% times practice%
S & W MASTERY (A)
Increases hit and damroll by 15% when using a shield and weapon
SHIELD ATTACK (S)
dwarf uses his shield as a weapon, damage based on the weight of the shield
SHIELDBUCKLER (AF)
when using a shield, 75% less chance of being disarmed (think firm grasp)
SPINNING ASSAULT (S)
Room Attack: Only usable with 2-handed weapon. Spinning attack with 2 round lag that does double damage to mob if it connects.
5% chance the mob will be knocked unconcious for a round (calculated for each mob).
TWO-HANDED MASTERY (A)
Increases hit and damroll by 15% when using a two-handed weapon.
WEAPON MASTERY (A)
acts like enhanced damage with a better modifier (CODE comment: from 150 down to 120)
Practice syntax: prac weapon mastery <weapontype> (prac weapon mastery slash)
Instead of enhanced damage for all weapons, the dwarf will receive an "enhanced damage" for a particular damage type. The first weapon type is in guild, as others become available (3 more) the dwarf suffers an OOG penalty.
WHIRLWIND (S)
dwarf makes twice as many attacks as usual, lags for 3 rounds, and unable to dodge/parry until lag gone (same effect as a demon's hook on a mob).
This will double a barrage attack as well.
This does not guarantee hits, only guarantees twice as many attempts. If you normally have up to 4 attacks, then you will have up to 8 attacks.
THE BIG QUESTIONS ANSWERED!!
Q: Why was enhanced damage removed? I love enhanced damage!
A: I know this is the #1 complaint with this slist. I know that weapon mastery doesn't appear to be as good as enhanced damage. However, the new skills are written and balanced to make up for this. If you use your mastery type then you're going to do more damage with this (weapon mastery) than you would have with enhdam. This creates diversity in characters (which type will you focus on?) and enables different ways of playing (see next question). You're only limited on the type of weapon you use in order to get the bonus. The question really boils down to, would you want to sacrifice the ability to use 5 or 6 skills in order to have enhdam for all weapon types? I hope not...
Q: What's with the masteries? I don't understand!
A: I've designed dwarves to make them replayable by allowing you to choose from 3 different styles of gameplay.
- Dual-weapon style. This is what you're used to. Playing with two weapons. Your bonus skill is "Whirlwind attack".
- Shield+Weapon style. Wielding a weapon, offhanding a shield. Your bonus skills are shield and weapon mastery, shieldbuckler, shield attack, and whirlwind. The mastery is meant to make up for the hit/dam loss of using only one weapon and the loss of an attack from dual. In return you've been given a user-initiated damage skill, shield punch. This is likely to depend on shield stats - to be fleshed out later.
- Two-handed weapon style. Using a two-handed weapon. This already gives you a 1.5 damage bonus. In addition, the mastery gives you a hit/dam bonus to make up for the same as S+W style. You're also given the spinning assault - tHe only room attack a dwarf gets that doesn't have as many drawbacks as whirlwind.
The short answer is replayability, diversity, and challenge.
Q: What's with the OOG spells? Why are they there and why those?
A: Dwarves are usually thought of as fighters or clerics. I chose clerical spells that did not make them too powerful but gave the option of the dual-classing aspect we hold dear. Cure critical may seem to be an overly powerful skill for them, but they get it pretty late in the mortal levels.