(April Fool's) Upcoming Abilities
Posted: Wed Apr 01, 2015 6:17 am
Here are some more detailed teasers for upcoming generalized (and a few non-generalized) abilities that we're really excited about:
General Abilities:
- Mighty Beheading: Ever had the perfect setup for that crowning moment of awesome for your warrior character, but you botched the combat rolls? Mighty Beheading is a once-per-day automatic 100% chance to kill any target with a ... mighty beheading! Really gets the point across that your character is not one to be trifled with.
- Eyeshot: Like Mighty Beheading, but for ranged weapon users: A 100% chance to deliver a lethal shot to a target's eye, instantly killing them. Usable once per day, so save it for the right moment!
- Various "Savant" abilities: After long discussion with players and fellow GMs, we've decided to open up all the different channeling types to players. These abilities will cost three ability points each, but now any character can take up the arts of sorcery, elemancy, cryomancy, druidry, and thaumaturgy without any guild affiliation.
- Sword Hire: With the right words and the right amount of riln, you can convince an NPC to join you and essentially become a combat minion. Usable once per day at inns/taverns/equivalents at any town or outpost you aren't disliked at.
- Jack of All Trades: Increases skillgain for all profession skills as long as you don't focus on any one skill for too long. The trick is to carefully balance skillgains between every profession skill. It's tricky, but if done right you can gain skill at profession skills up to three times as fast to counterbalance not being able to focus on any specific one (stacks with skillgain multipliers).
- Homestead Defender: Inspired by tales of stubborn homesteaders who protected their families and lands with their frontier tools, this allows a character to swing certain tools in combat with rolls based on the relevant profession skill. For instance, loggers could swing axes based on their Logging skill rather than Hafted. Miners swing pickaxes and mattocks based on their Mining skill. Farmers swing hoes, pitchforks, farming flails, spades, etc. based on their Farming skill ... you get the idea.
Guild Abilities:
- Elemantic Enchanting: This will allow Elemancers to inscribe elemental patterns into exquisite-quality (or better) gemstones which can in turn be attached to weapons or armor to grant elemental flares or elemental resistances, respectively.
- Ensorcell: Sorcerers can imbue wooden or bone items with a known spell of their choosing. Higher-tier spells require higher-quality objects. These ensorcelled items can then be zapped by anyone to cast the spell within, with a limited amount of charges.
- Legendary Theft: Thieves get the ability to steal worn gear of any size off a target without the target noticing for ~10 seconds. Make your getaway quick before your mark notices his shirt has been stolen off his back! Usable once per day.
It's also been decided that ability points will be uncapped, but will be earned based on total skill points accumulated. This means that the more skill you gain, the more ability points you'll get. Veteran players will thus rightfully be increasingly more powerful than newbies.
General Abilities:
- Mighty Beheading: Ever had the perfect setup for that crowning moment of awesome for your warrior character, but you botched the combat rolls? Mighty Beheading is a once-per-day automatic 100% chance to kill any target with a ... mighty beheading! Really gets the point across that your character is not one to be trifled with.
- Eyeshot: Like Mighty Beheading, but for ranged weapon users: A 100% chance to deliver a lethal shot to a target's eye, instantly killing them. Usable once per day, so save it for the right moment!
- Various "Savant" abilities: After long discussion with players and fellow GMs, we've decided to open up all the different channeling types to players. These abilities will cost three ability points each, but now any character can take up the arts of sorcery, elemancy, cryomancy, druidry, and thaumaturgy without any guild affiliation.
- Sword Hire: With the right words and the right amount of riln, you can convince an NPC to join you and essentially become a combat minion. Usable once per day at inns/taverns/equivalents at any town or outpost you aren't disliked at.
- Jack of All Trades: Increases skillgain for all profession skills as long as you don't focus on any one skill for too long. The trick is to carefully balance skillgains between every profession skill. It's tricky, but if done right you can gain skill at profession skills up to three times as fast to counterbalance not being able to focus on any specific one (stacks with skillgain multipliers).
- Homestead Defender: Inspired by tales of stubborn homesteaders who protected their families and lands with their frontier tools, this allows a character to swing certain tools in combat with rolls based on the relevant profession skill. For instance, loggers could swing axes based on their Logging skill rather than Hafted. Miners swing pickaxes and mattocks based on their Mining skill. Farmers swing hoes, pitchforks, farming flails, spades, etc. based on their Farming skill ... you get the idea.
Guild Abilities:
- Elemantic Enchanting: This will allow Elemancers to inscribe elemental patterns into exquisite-quality (or better) gemstones which can in turn be attached to weapons or armor to grant elemental flares or elemental resistances, respectively.
- Ensorcell: Sorcerers can imbue wooden or bone items with a known spell of their choosing. Higher-tier spells require higher-quality objects. These ensorcelled items can then be zapped by anyone to cast the spell within, with a limited amount of charges.
- Legendary Theft: Thieves get the ability to steal worn gear of any size off a target without the target noticing for ~10 seconds. Make your getaway quick before your mark notices his shirt has been stolen off his back! Usable once per day.
It's also been decided that ability points will be uncapped, but will be earned based on total skill points accumulated. This means that the more skill you gain, the more ability points you'll get. Veteran players will thus rightfully be increasingly more powerful than newbies.