[LH] Some Racial Traits and Skills Ideas

By on March 28, 2013 9:44:00 PM from Elemental Forums Elemental Forums

DsRaider

Join Date 11/2008
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One thing I think that would really help make champions more unique and interesting would be adding racial traits to the general trait tree. Every champion could then unlock 3 traits that would be different depending on their race.

Here is some info about the the races and their existing unit traits. Some races already have unique traits although and it would make sense to flush this out and give every race some for both unit design and champions. Also here are some ideas for champion and/or unit race traits.

 

Amarian

Blood: +1 Dodge per air shard, +1 Initiative per fire shard, +1 Spell Mastery per water shard and +1 Spell Resistance per earth shard

Ability: Soul Spark Does 2 (+1 per level) lightning damage to the victim for 16 mana

Traits: None

 

Soul Spark bugs me because it overlaps with Pariden's lighting staff, maybe make it melee and splash?  Other then that I like what this race has already and we could expand the magical mana consuming theme with some more similar traits like:

-Soul Cleanse: The unit heals for 8 (+2 per level hp) for 18 mana.

-Soul Charge: Unlocks ability which increases the casters initiative by 3 for rest of combat. Costs 10 mana. 

-Pride: +1 attack -5 dodge

-Contemplative: -1 initiative, +15 spell mastery and spell resistance.

 

Altarian

Blood: +10% Experience

Ability: Rush allows a unit to take an extra action

Traits: -Potential gives +25% Experience

 

Potential is an odd trait for units to get. Here are some other ideas.

-Hope: +10% armor penetration + 1 critical chance.

-Avenger: +25% damage versus Twisted, Fallen, and Undead.

-Dueling: +1 attack, +25% counterstrike damage.

 

Ironeer

Blood: +1 Hit Point per Level, +30 to Spell Resistance but tactical spells cost 50% more

Ability: Guarded Strike strikes for half normal damage and leaves the attacker defending

Traits: None

 

Again I see no need to change anything although they could use some traits like...

-Stubborn: When knocked below 50% health unit becomes invulnerable for 1 turn.

-Heavy: +20 weight capacity, cannot be knocked prone.

-Weathered: +20 resistance to fire, ice, and lightning damage.

 

Tarthian

Blood: +3 to Attack and Initiative when in an army of 3 or smaller

Ability: Double Strike attacks twice at -30 to Accuracy

Traits: None

 

Replace Double Strike with Hobble, double strike is way too generic. The below traits would really add flavor to Tarth.

Guerrilla: +1 move and + 2 initiative when below 50% health.

Camouflage: + 5 dodge +10 dodge versus ranged

Trapper: +25 dodge +1 counterattack and +25% counter damage when defending.

 

Mancer

Blood: +1 Accuracy per Level and +1 Moves

Ability: None

Traits: -Road Building allows units to build roads

-Experienced gives +1 Level, -1 Gildar per turn

 

I think all races should have an ability, even the semi removed ones. So some shuffling is necessary here. Remove the +1 movement and make it a trait. Substitute in +1 dodge per level instead. Maybe give them Double Strike. Also make it so experienced reduces the units build time instead of increasing.

-March: +1 Moves

-Bounty: +5 gold per kill

-Fortune: +5 dodge, +5 accuracy, +5 spell resistance.

 

Krax

Blood: +8 to Defense when below 50% Hit Points

Ability: Fortify allows units to fortify tiles to get +10 to Accuracy and +20 to Dodge

Traits: None

Some possible trait ideas.

Phalanx: +25% impale dmg, cannot be knocked back.

Taunt: All nearby enemies must attack this unit next turn, +5 dodge, and leaves the caster defending.

Vain: +25% attack and +1 initiative as long as unit is at full health.

 

Trog

Blood: +20 Weight capacity

Ability: Berserk grants +2 to Attack and Initiative but the unit attacks enemies without the player's direction.

Traits: None

 

Some traits that highlight the brutal nature of Trogs.

-Mighty: +10 chance to knock enemies prone with any weapon.

-Frenzy: Upon attack this unit gains +1 initiative for 2 turns.

-Bulk: +1 hp per level and +10 weight capacity. -5 to dodge and accuracy.

 

Wraith

Blood: +20 Dodge, -1 Hit Point per Level

Ability: Wraith Touch drains 1 Hit Point per level from the victim unless they resist

Traits: -Hallowed Rites gives +3 Mana per unit killed

-Zealot gives +3 Initiative and -1 Hit Point per Level

 

Some traits ideas to make Wraiths creepier.

-Unlife: Once per combat when reduced to 0 health instead of dying the unit is set to 50% health and knocked prone for 3 turns.

-Ghoul: Upon killing a unit they gain +1 health permanently. Max 2hp per level.

-Death Touch: Units attacked by this unit lose regeneration and cannot be healed.

-Grave Robber: When this unit kills a unit a skeleton is spawned in their place.

 

Quendar

Blood: +50% Fire Resistance, -50% Cold Resistance and the ability

Ability: Flame Tongue does 2 fire damage per level to the victim

Traits: None

 

Some traits that reflect how the Quendar are feared as the ultimate soldiers.

Spikes: Units attacking this unit take 1 damage multiplied by troop size.

Tough Skin: +1 Hp per level, +2 defense.

Dread: Units attacked by this unit have a 15% chance to be pushed back 1 space.

 

Urxen

Blood: +2 Attack when in an army of 5 or larger and double the bonus from Swarming

Ability: None

Traits: None

 

Remove the army size bonus to make room for a special attack like Tackle which does extra damage and knocks both target and user prone.

-Mob: +2 Attack when in an army of 5 or larger

-Savage: +1 attack, +2 initiative, -10 weight capacity.

-Hardy: +1hp per level, immunity to poison.

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March 28, 2013 9:55:58 PM from Elemental Forums Elemental Forums

More unique traits for each race is a great idea, but do NOT remove the innate +1 move Mancers get, especially for the crap replacement you suggest.

 

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March 29, 2013 8:40:37 AM from Elemental Forums Elemental Forums

Great Ideas Dsraider

Every race should have a good ability, that increases with unit levels to help balance. This is important so both units and champions can use effectively.

Rush is a terribly Op ability and boring as well. It just lets you move your troops anywhere on the battlefield to setup the new Aoe skills and destroy enemy armies before they even hit you. It makes a decent Altair player always first strike and pick targets.

Soul Spark bugs me because it overlaps with Pariden's lighting staff, maybe make it melee and splash? Other then that I like what this race has already and we could expand the magical mana consuming theme with some more similar traits like:

Agree,  maybe some sort of lightning powerup that costs mana? So their units can attack with bonus lightning dmg? I'd really like Paridan to get a skill that their mages can use effectively.

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March 29, 2013 9:11:16 AM from Elemental Forums Elemental Forums

Great Ideas Dsraider

Agreed, lots of good ideas in there.

 

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March 29, 2013 9:19:54 AM from Elemental Forums Elemental Forums

Racial traits are "racists" and we don't need that in a GAME. Already have enough of it in the real world.

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March 29, 2013 9:21:52 AM from Elemental Forums Elemental Forums

Quoting ,

Amarian

-Soul Cleanse: The unit heals for 8 (+2 per level hp) for 18 mana. An ability should not copy a spell...

-Soul Charge: Unlocks ability which increases the casters initiative by 3 for rest of combat. Costs 10 mana. Very nice

-Pride: +1 attack -5 dodge + 1 attack does not fit very well to a caster faction

-Contemplative: -1 initiative, +15 spell mastery and spell resistance. - 2 initiative would be better

 

Altarian

-Hope: +10% armor penetration + 1 critical chance. + 4 critical chance would be better

-Avenger: +25% damage versus Twisted, Fallen, and Undead. Very nice

-Dueling: +1 attack, +25% counterstrike damage. Very nice, but it should be + 5 dodge and not + 1 attack

 

Ironeer

-Stubborn: When knocked below 50% health unit becomes invulnerable for 1 turn. Very nice

-Heavy: +20 weight capacity, cannot be knocked prone. Very nice

-Weathered: +20 resistance to fire, ice, and lightning damage. Very nice

 

Tarthian

Guerrilla: +1 move and + 2 initiative when below 50% health. Not useful, because of the movement limit in melee

Camouflage: + 5 dodge +10 dodge versus ranged Only + 15 dodge vs. ranged would be better

Trapper: +5 defense +3 attack and +1 counterattack when defending. Very nice

 

Mancer

-March: +1 Moves Very nice

-Bounty: +5 gold per kill Very nice

-Fortune: +5 dodge, +5 accuracy, +5 spell resistance. A bonus of + 10 would be better

 

Krax

Phalanx: +25% impale dmg, cannot be knocked back. Very nice

Taunt: All nearby enemies must attack this unit next turn, +5 dodge, and leaves the caster defending. Difficult to code

Vain: +25% attack and +1 initiative as long as unit is at full health. Very nice

 

Trog

-Mighty: +10 chance to knock enemies prone with any weapon. Very nice

-Frenzy: Upon attack this unit gains +1 initiative for 2 turns. + 1 attack would be better

-Bulk: +1 hp per level and +10 weight capacity. -5 to dodge and accuracy. A - 10 penalty would be better

 

Wraith

-Ghoul: Upon killing a unit they gain +1 health permanently. Max 2hp per level. Difficult to code

-Death Touch: Units attacked by this unit lose regeneration and cannot be healed. Very nice

-Grave Robber: When this unit kills a unit a skeleton is spawned in their place. Very nice

 

Quendar

Spikes: Units attacking this unit take 1 damage multiplied by troop size. Very nice

Tough Skin: +1 Hp per level, +2 defense. Very nice

Dread: Units attacked by this unit have a 15% chance to be pushed back 1 space. Very nice

 

Urxen

-Mob: +2 Attack when in an army of 5 or larger Very nice

-Savage: +1 attack, +2 initiative, -10 weight capacity. Very nice

-Hardy: +1hp per level, immunity to poison. Very nice

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March 29, 2013 11:18:11 AM from Elemental Forums Elemental Forums

Thanks for the comments.

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March 29, 2013 12:46:38 PM from Elemental Forums Elemental Forums

Some Skill ideas:

 

Amplify: Attack for +66% to fire/ice lightning weapon damage. 

Fleeting Strike: Cannot be countered. Attacker moves back a tile.

Cruel Blow: +100% damage vs cursed foes. (Curse, poison, weakness ect) Possibly bonus damage per curse?

 

 

 

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March 29, 2013 5:19:47 PM from Elemental Forums Elemental Forums

Quoting Stupidity10,


Fleeting Strike: Cannot be countered. Attacker moves back a tile

I like this idea. It could be an Assassin ability and also grant +25 dodge for 1 turn.

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April 1, 2013 8:01:23 PM from Elemental Forums Elemental Forums

Thanks, my favorite is Cruel Blow. Mainly because curses seem under utilized. Curses and buffs need some love in the mage tree.

Some new ideas, the names could use input.

Cunning: Trait that gives a powerful counterattack on successful dodge, regardless of weapon.

Powerful: Trait that makes units deal minor Aoe damage on successful bash.

 

 

 

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April 3, 2013 3:52:19 PM from Elemental Forums Elemental Forums

Guerilla should get a swarm bonus, maybe 33% or so.

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