Character Remorting This is a summary of the ideas, comments, and other suggestions made with regard to remorting and reracing of high level characters. ------------------------------- How about adding the ability to remort? Basically, upon reaching a certain level you can delete your character and restart the game as a remort race. Allow remort to begin at 105 total levels, and have different races/abilities available the higher your level when remorting. 105: humanoid with dual attack * 110: undead/skeletal 115: mechanical 117: demon 118: dragon with dual attack * 119: dragon with dual attack and dragonbreath * # * would work like a mob's dual attack, probability of attack would be increased by training a skill. Dont have a clue as to dual die though... maybe just 1d ? # giving the mortal the dragonbreath acid specp as a non-intrinsic spell that would cost maybe 35-60 mana. Obviously as the race of the remort becomes more powerful, a modifier to the character's exp to level would have to be added. (Q) What happens when the remort gets enough levels to remort again? ------------------------------- Subject: remorting For remorting, the idea of having different mob types would probably work. Ive sat down to work out some ideas on such, and the only things I have been able to make decent sense of was elf, dwarf, and skeltal undead races. The skeletal undead would have shit for con and chr, but would be virtually immune to backstab. I would probably make a SPARE_UNDEAD flag for mobs so that one could wander places like the undead city without difficulty. There may also be -hpregen if in sunlit rooms, with a undead only spell for sunshine resistance. The dwarf type would have higher str and con, but lower int and dex. Their size would range from 3 to 5 naturally, and they would probably have intrinsic infravision. An elf would have lower str and con, but higher int and wis. They may also get an intrinsic extra cast level, then again maybe not. The existance of this class would probably imply that the higher level spells would have higher int/wis requirements, and that some spells that need 30/30 int/wis would have to be invented. The purpose of these classes is not necessarily to make your remort character more powerful, but to make it wierd. Each of these classes would have plusses and minuses, and hopefully there will be some odd use of the pluesses that make the character fun or useful to play. Got other ideas for races? I would prefer to stay away from the larger ones, such as dragons, and they should stay at least remotely human. -dentin --------------------------------- Subject: races and remort Hrm, I have been reading this stuff, but I havent really found anything that really suits my fancy. The saiyajin race is definitely out tho :) What I was looking for was mainly races that have rather wide talents and differences, but that have obvious and sometimes brutal weaknesses. Even the classes I invented dont exactly work for me. The wierdest one is the skeltal undead. Elf and dwarf would be different in that elves would be much better suited for spellcasting, while dwarves would be better suited for hp, str, and regen. That effectively hits mage and warrior primaries, but I have yet to come up with a reason to have a class be better at cleric, and would like to have a race that would make good thieves. In other words, I think we already have our high mana and high hp mage and tank classes, and would like to see different things. Just having an orc race doesnt seem like much of an improvement to me, and I would most likely be biased against having orcs wander about in town. (Same with undead... I would probably do something to keep undead from being common in human towns... the two shouldnt mix well at all.) Something else here is the addition of 'more powerful' spells and skills for remorting. I really dont think that this is needed, and I would much rather make spells and skills like brew that were just downright wierd and fun than things that are more powerful. Well see how that one works tho. Ill post more when I get time and thoughts. -dentin --------------------------------- I think it'd be cool to give the races different damage types to make em unique Skeletal undead: claw dwarf: grapple or bash elf: hmm kick? giant: buffet or pound minotaur: bash or buffet vampire: bite or grapple --------------------------------- rats they would fall kinda in that undead category... we live amongst the dead remember. lower int and wis and str, but higher dex and higher char (rats are soooo cute) intrinsic fear spell ad infra maybe some sort of diseased bite for the rats and the zombies could make us wererats, sunshine -hpr but higher strength... --------------------------------- troll Excellent strength and con, but lacking in wis and int. orc Good con, Good str, bad chr and int. --------------------------------- Warlock Hi in INT, WIS, and CON. But they need a weakness too so make the strength 10... The warlock is sortof a MALE witch so umm you know he has to have powers like that... Also, (this might be pushing it but) he could start out with a few spells besides just magic missle. --------------------------------- Sprites small winged magical race of err..creatures good int and wis...strong magic type class and err...has default fly Shadows -another good magic type class with default hide --------------------------------- quickling Quicklings would have lower str and con than human but would have a much higher dex. Would probably make a good thief race. --------------------------------- giant Its size would range 10-12 ft, it would have a very high strength, a very low dex and an above average con. minotaur The minotaur class would make an excellent fighter. It would be a little taller than an average human, have a high strength, con and maybe have higher attacks and/or a lower natural ac. Minotaurs aren't particularly bright (low int) and would probably have intrinsic -castability. Minotaur class because of the horns on their head can't wear helmets? vampire (undead) Like skeletal undead, would take damage in sunlit rooms. They are very intelligent and dextrous. And might have the ability to cast an intrinsic invisibility spell (on themselves only of course). In sunlight, the blood inside a vampire burns, making them loose hp by the tick. Also, because they are undead some types of mobs would be aggressive. After all, we dont want vampires and undead wandering about town. --------------------------------- vampires and werewolves I saw this once and it looked pretty good and was fun to play buy for the player they could choose to be bitten or clawed by a vampire or werewolf to become one. each would have a special abilty. werewolves would double hp on full moons only when they "transform" vampires maybe get +200 mana every night? both would get hungry to feed they would have to eat a corpse "were" or drink blood from a mob "vamp" hmm on the same note as the blood drinking how bout addinh a cutthroat skill - mobs while bleeding would take extra dam? --------------------------------- Subject: more class ideas how about class elementals with 3 different sub choices for 3 intrinsic elemental attacks what i mean is class fire elemental will get fire type attack as normal attack and immune to fire spells, etc etc. ice type magic spells will do more damage to fire etc etc just a thought --------------------------------- If you're looking for a clerical-ly strong race, you could probably count the Paladins as a separate race. I don't know too much about them, but I do know that much. Also, as far as a theif-strong race, wouldn't it have trouble mixing with the ordinary folk? If you're gonna have one, it's very nature would have to make it disfunctional in main society. Therefore make them shadows or undead or something like that... By the way, I very much like you introducing 4 new races, one with strenghts in each of the 4 uh... whatever you call mage, ... warrior. If (when?) you do choose to have four, and if you'd like ideas for wacky spells they could cast, lemme know, I've got some doozies.