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Dunian

Race secpific Items

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So far, the only difference between races is that they look different and p2p races don't have fighting books. So I was thinking, what about items that could only be created by a certain race? For example:

 

Elves

Elf-Stone: Restores 20 hp and mana, chance of makeing Greater Elf-Stone, which would completly restore hp and mana. Also used for some elvish items

Ingreds: 1 Polished Emerald, 2 Health ess, 2 Magic Ess, 1 Silver ore

 

Elvish Bow: Use it like a Harm spell, exept an arrow instead of essies, a small chance to break, and a chance to miss. 5-10 damage, and it is more likely to hit than a crossbow, with shorter reload

Ingreds: 1 stick, 2 thread, 1 leather, 20 air ess, 1 elfstone

 

Arrow: Used by bows as amunition

Ingreds: 1 quartz, 1 stick, (We need some form of feather)

 

Elven Sword: About the damage of a tit long, regenerates 5 hp and mana every 20 minutes

Ingreds: 12 tit bars, 4 steel bars, 1 Polished Emerald, 8 FE, 2 elfstones

 

Hide Spell: Changes the caster into a rock\tree\shrub and hides his\her name and healthbar. Can be seen by players who have a higher perception than the caster. Spell ends when caster moves. The caster cannot be attacked, or harmed\healed unless the other player has higher perception.

Sigils: Magic, Temporary, Change, Earth

Ingreds: 5 Earth ess, 2 water ess, (1 matter essence for rock, or 1 magic ess for shrub, both for tree)

 

Humans

Human 2-handed sword: Between tit long and tit serp with high critical damage, and uses 2 hands

Ingreds: 3 titanium longswords (Or tit long blades) 16 Fire ess, 2 sticks, 1 polished gem

 

Sling: Use it like a Harm spell, exept an quartz instead of essies, a small chance to break, and a chance to miss. 1-5 damage, very quick reload

Ingreds: 2 leather, 3 thread

 

Studded Leather Armor: Armor stronger than leather, but weaker than iron chain.

Ingreds: 5 iron bars, 9 leather, 20 threads

 

Rations: Restores 35 Food points

Ingreds: 1 vegtable, 1 fruit

 

Rabbit Trap: A trap that catches all rabbits who step on it. First you make it, load it with vegies via the "USE WITH" icon, and drop it. When dropped it attracts all rabbits in a 10 square radius, as long as there are still vegies. Every rabbit it catches dies, 1 vegie is taken away, and it has a 25% chance of breaking. When in a bag w\o anything else (With the exception of rabbit remains), it won't dissapear.

Ingreds: 5 sticks, 3 thread, 1 leather. (Can carry a max of 4 vegies).

 

Morning Star: A high critical, low accuratcy weapon

Ingreds: 2 iron bars, 10 steel bars, 1 stick, 10 FE

 

Dwarves

Dwarven Pack: Replaces cloak and adds 50 emu

Ingreds: 50 leather, 10 thread, a needle, 1 iron bar

 

Dwarven Pick: A more durable pick that gives the excavator perk when mining, can not be combined with cape\perk

Ingreds: 1 Enriched Earth Essence, 1 pick

 

Chest: Like a bag that doesn't dissapear. Can't hold stuff when being carried.

Ingreds: 20 sticks, 4 iron bars

 

Drarvish Mace: Between a steel and tit long in damage, with high critical, low accuratcy, bonus against sheilds

Ingreds: 3 iron bars, 10 steel bars, 6 FE, 30 needles

 

Dwarvish Steel Mesh Armor: Somewheres between tit chain and iron plate

Ingreds: 1 EFE, 20 Steel bars, 6 thread, 4 leather, 15 FEs

 

Dwarvish Fire Potion: Gives unlimited food for 15 min, but all skills are halved, and MN attacks tend to be more frequent.

Ingreds: 1 vial, 2 gold ore, 3 silver ore, 4 diamonds (unpolished), 1 water ess

 

Draegoni

Draegoni Travel Ring: When you activate the ring you can teleport anywhere on the map. Small chance of creating a Portal Ring which takes you to the Portal room

Ingreds: Gold Ring, 1 Polished Diamond, 1 Polished Ruby, 1 Polished Saphire, 1 Polished Emerald, 5 Fire ess.

 

Freeze Ring: Freezes victim for 20 seconds or until attacked

Ingreds: 1 silver ring, 2 Polished Saphires, 3 Blue Quartz, 2 fire ess

 

Draegoni Dagger: Delivers 5-20 cold damage, high critical damage and gives a bonus for dissengaging, and when you do dissengage, it freezes your opponent. Higher chance of breaking than the average blade

Ingreds: 2 steel bars, 1 titanium bar, 5 fire ess (Blade), 1 stick, 1 Polished Saphire (Hilt)

 

Draegoni Armor: Scale armor somewheres between steel and tit chain, with fur (Sorta like the mercinary armor in the new camp in Gothic), gives defence against cold

Ingreds: I dunno for this one

 

Dragon Fire: Spell that does 50 Heat damage

Sigils: Increase, Magic, Fire

Ingreds: 1 Enriched Fire Essence, 2 air ess

 

Magical Iceicle: A magical iceicle that heals everything\everyone within 500cm (10 squares) from the user for 20 hp. Chance of making Greater Magic Iceicle, which heals for 50hp

Ingreds: 2 water ess, 3 health ess, 1 blue quartz, 2 magic ess

 

Dragon Medallion: Gives +4 perception and +20 mana max

Ingreds: 1 silver medallion, 2 polished saphires, 1 polished diamond, 3 FEs

 

Gnomes

Gnomish Crossbow: Use it like a Harm spell, exept a bolt instead of essies, a small chance to break, and a chance to miss. 5-15 damage, and has a chance to peirce through your opponents armor

Ingreds: 5 sticks, 1 leather, 1 thread, 1 sanding paper

Bolt: 1 stick, 1 quartz

 

Teleport-Away Ring: Teleports the target (which can be yourself) to a random location on the map. Small chance of getting Greater Teleport-Away Ring, which teleports the target to a random location on a random map!

Ingreds: 1 gold ring, 1 of each polished gem, 5 Magic ess, 2 air ess, 2 matter ess, 5 fire ess

 

Sleep Ring: Puts animals\monsters to sleep for 30 seconds, or until attacked. Small chance of making Coma Ring, which puts the animal\monster to sleep until attacked.

Ingreds: 1 gold ring, 5 rose quartz, 1 blue quartz

 

Lucky Stone: Makes it more a little likely that a MN strike will be positive

Ingreds: 1 UNpolished emerald, 2 silver ore, 3 crys.

 

Dirk: A small dagger that gives the fast regen perk when weilded.

Ingreds: 2 polished saphires, 1 titanium bar, 1 Enhanced Magic Essence, 5 Health essences

 

Orchans

Orchan Poison Dagger: A dagger with 50% chance to poison, and a 5% chance to break with every hit.

Ingreds: 1 bone + 1 red snakeskin + 1 ruby (handle), 1 iron bar, 1 serp stone, 3 fire ess, (Blade) 1 death ess (Poison).

 

Club: Cheap weapon with low accuratcy and medium critical damage

Ingreds: 1 stick, 1 iron bar, 5 thread

 

Rage Potion: Sends the user into a beserk rage giving him\her 50% more damage, and 30% less acuratcey. 10% chance of poisoning the user and 1% chance of killing the user if the user is NOT an orchan

Ingreds: 2 Puma furs, 5 energy ess, 1 potion of wildness

 

Dart: A barbed missile, thrown for 5-10 damage. 5% chance of poison. Use like a Ring of Damage

Ingreds: 2 bones, 1 stick, 1 quartz, 3 needles, 2 thread

 

Shade Potion: Brewed by an evil orchan shaman, it makes your character transparent (blended) and can't attack\be attacked for 30 min. Also can walk through other ppl and monsters? (Dunno if this is possible)

Ingreds: 1 vial, 3 black roses, 2 bone powders, 1 enriched death ess

 

Crude Armor: I'm guessing orchan's aren't the best smiths in EL. about the strength of iron chain, but high chance of breaking.

Ingreds 10 iron bars, 10 threads, 7 Fire essences, 2 leather

 

Horn Bow: Use like a harm spell, except Poison Arrows instead of essies.

Ingreds: 3 deer horns, 2 thread, 2 leather, 10 air ess, 2 FEs, 3 sticks

 

Poison Arrow: An arrow with a chance of poisoning the target.

Ingreds: 1 Death ess, 1 stick, 1 (unpolished) ruby, (We need chickens so we can get feathers!)

 

And so I was thinking that these items could only be manufactured\crafted by the race they belong to, but could be used by any other race (A dwarf can't make a Gnomish Crossbow, but can use one, for instance). It'd take alot of balancing to make this work, though :glare: .

 

Edit: Changed the elfstone thingy from 10 to 20 hp and mana

Edit: Changed the 2-handed sword ingreds to cho-yun's idea

Edit: Added a bunch of new items

 

:bow_arrow: Dunian :battleaxe:

Edited by Dunian

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Not very balanced - elf's stone is weaker (and I'm elf :bow_arrow: ). Nevertheless, it's very interesting idea.

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Not very balanced - elf's stone is weaker (and I'm elf :bow_arrow: ). Nevertheless, it's very interesting idea.

187512[/snapback]

Maybe if it was raised to 20 mp and hp? Anyways, I don't know what ingreds to use for the 2-hander, because I havent made a sword yet. Edited by Dunian

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I like the idea of crossbow working like a harm spell.

I mean it should be easy to implement that kind of thing. We see character's shooting, we can't see bolts/arrows, we can see damage done to mobs at a distance. Of course it'd look rather funny when a creature comes so close we can smell his breath... we shoot... and miss. Like my friend said: "How can I miss a 10 foot behemot?! Is my character retarded or something?!"

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Of course it'd look rather funny when a creature comes so close we can smell his breath... we shoot... and miss. Like my friend said: "How can I miss a 10 foot behemot?! Is my character retarded or something?!"

 

I've actually done that in a D&D campaign... ^.^;;; 'Tis all in the dice... and of course once my friend shot my other friend in the butt instead of the monster. That was quite interesting, since it was an all-girl campaign... but I'm getting off subject. :D

 

I like how the p2p race items are "better" than the regular ones. I assume these would be useable by only the race specified? I may have to change my race to dwarf then... lol

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I like how the p2p race items are "better" than the regular ones. I assume these would be useable by only the race specified? I may have to change my race to dwarf then... lol
Actually, I thought that they would be usable by all races, but only manufacturable by the race they belong to.

 

:D Dunian :battleaxe:

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now i forgot my idea lol

 

i wish i was a dwarf but i don't think my parents would pay to change me :( oh well Elf stones are cool

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I like most of these, Im not sure about the Draegoni item. I like the idea of the ring, but I dont think its a great Race item, mainly due to the fact that with a simple spell it makes that ring not worth it. Im also not sure it fits our race with the storylines. I was thinking an item you would use in the cold. Seeing as Draegoni's love the cold and snow. You may also want to address the fact that Draegoni's are Half-Dragon, they should have a dragonlike item. I have some ideas. not yet baked.

 

-Dragon-head Katana/sword/dagger/katar/metalpointyandsharpobject

-Item to give warmth or cold in adverse conditions (Will have more of an effect when we get weather/heat/cold implemented)

-Dragon wings (I dont think it would actually have much of a use at first, perhaps increasing speed when that gets implemented. Mainly a good look effect, Matches Draegoni's color)

-Medallion of Ancestors - Large medallion with a dragonhead embossed in the pure diamond medallion. Effects would be increased speed again, and or Dexterity boost. (I imagine Draegoni a bit like Drow. :()

 

You could likewise make a medallion for each race with race specific quality's

Elves: Dexterity

Dwarves: Strength

Human: Power

Orchan: Damage/Critical

Gnome: Inteligence

Draegoni: Speed

 

Eh, This topic could go on for a long time :P Add your ideas!

Edited by Brom

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-Dragon-head Katana/sword/dagger/katar/metalpointyandsharpobject

187803[/snapback]

since most draegoni are pacifistic, this may not be the best option for the entire race

the rest of it sounds pretty good though

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I was thinking of adding Teleport away (teleports enemies away from you), and Freeze rings, but i don't know whether to put them under Gnomes or Draconi, because both are pretty pacifistic. Also maybe more ranged weapons, what do you think? :blush:

 

:icon13: Dunian :battleaxe:

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great idea! but, why stop at just 1 race-specific item?you could have full sets of race-specific armor, spells, skills, weapons, i could go on, but my fingers are starting to hurt :icon13:

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Elf = archers

Dwarf = miner = Str

Human = warrior

Draconi = cold area not sure

Gomes= small= say a slight disavatge in fight but a bigger adavantge in something else

Orchan= Life hater (from what i heard(don't like trees flowers)) Poison specialist

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ok, my fingers feel better now :) so here are some of my ideas:

(btw, they are in no partcular order, i just type them as i think of them.

Spells

 

Each race has a spell(s) corrospoding to their strength and weaknesses.This explained later on.

 

Elves: Call of the Wild)calls the nearsest animal to you to act as either a guardian (same as a summoned animal, but it doesnt lose health overtime), or be a pack-mule (amount of extra emu space depending on animal). this would need an extremely high magic/summoning lvl to use lvl to use

-or- , Gaurdian Trees) if you are near trees, (there are some onscreen) they attack any hostile enemy with a stick if it tries to attack you. does very little damage, but it does occupy the enemy so it cant attack you.

 

Humans: "Boost" spells) works like remote heal, but instead of healing, boosts the target with more will, might, coordination, etc. temporarily, of course. work exactly the same way as the potions.

 

Dwarves: Cave Supports) temporarily lowers the chance of harmful random events while mining.

 

Draegoni: Dragon breath) deals heavy damage to all enemies in combat, and has a small chance to poison the enemy (get it? dragon breath. har-har)

 

Orchan: Rage) accuracy goes way down, but attack power greatly increases.

 

Gnome: Peace of Mind) basically the same as a dissengagement ring, but the monster completely stops fighting temporarily.

 

Skills

 

each race have their own strengths and weaknesses.

 

Gnome: a gnome is supposed to be very peaceloving, so they lvl up slower than the other races in a/d, since they refrain from useing them. but, on the other hand, they are extremely good craftsmen and tailors, so they should lvl up faster in crafting, and in manufacturing armor that includes leather. Their race-specific spell works so that they dont need to fight.

 

Human: basically, a human is a jack-of-all-trades. they have no real weaknesses, but no race specific strengths either. a human would be good for someone who is just getting used to the game, and want to know which skills to work on. their spell is used to give them a temporary boost in something, so they have strengths, but only temporarily.

 

Elf: Elves are supposed to be really in tune with nature, and are good a magic, and anything that has to do with it. in this case, elves shuold lvl up faster in alchemy, magic, summoning, and potions than the other races, but lvl up slower in manufacturing and crafting, since they are not created by nature.their spell is basically asking nature to help them with stuff, like, protecting them, or gathering matirials for magic.

 

Draegoni: Draegoni are supposed to be able to live in extremely harsh conditions, so they should be able to lvl up A/D very fast. and, since they are descended from dragons, which have magical properties, they should lvl up in magic quickly as well.their spell is absically something that was leftover from their dragon heritage, as well as something they could use to survive.

 

Orchan: Orchans are a very tough creatures. their entire lifestyle revols around fighting most of the time. but, even though they are extremely honerable and trustorthy people, thy are not exactly the est when it comes to complicated lines, drawings, and incantations because of their large, clumsy hands. so that means that they would not be very good at magic, alchemy, or potions. but, they would be extremely good at a/d.it should be fairly obviouse why i thought of Rage as their r.s. spell.

 

Dwarves: Dwarves live to make things, and not much else. they are born miners and manufacturers so, obviously, they should get exp bonuses in harvesting ores and minerals, and in manufacturing and crafting. but, the downside to this, is that Mother Nature gets pissed at them alot because they exploit the recouses that she was kind enough to give them for their own personal gain. that means, that they wouldnt be very good at alchemy, potions, summoning, and alchemy. their spell decreases either the amount of damage done, or the number of times a random event that hurts them occurs.

 

Armor

 

again, im basing these armor ideas on each races strengths and weaknesses.

 

Elf: bark armor) if you didnt already guess, it is armor amde of tree bark. this armor is extremely light, so elves natural speed is not hindered by the armor to much, and, since it is not made of metal, it doesnt dampen magical stuff.

 

Human: i really cant think of anything special for humans to use. ill add something later.

 

Dwarf: miner armor) basically a hard hat, and some padded armor with iron plates on it. its pretty much made for protecting the wearer from cave in, avalanches, earthqakes, and prety much every other movement of stone.

 

Gnome: again, i cant think of anything special for gnomes.

 

Orchan: Orchans should have some sort of extremely heavy armor, like, reenforced iron or steel armor. i really dont think i need to explain this one, do i?

 

Dreagoni: ah, now this was a fun one to think of :) a dreagoni's case is special. since they come from the mountains, where it is extremely cold, they cant use traditional metals for their armor, for metal gets cold easily, and stays cold for a long time. for them, a special alloy suit of armor is needed, one that does not get cold easily, but is still heavy enough to block attacks. an additional layer of fur would also be a good idea, so it would not only protect the wearer, but keep him/her warm as well.

 

ok, this is everything i could think of at the moment. whew, that was lots of typing :)

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ok, i forgot to metion this in my previous post, but i think having all races able to use race-specific spells kinda defeats the purpose of having a race-specific item. haveing all races able to make the item is OK, but only if only the race it is meant for is able to use it, or at least have it being more efective if that race uses it.

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ok, i forgot to metion this in my previous post, but i think having all races able to use race-specific spells kinda defeats the purpose of having a race-specific item. haveing all races able to make the item is OK, but only if only the race it is meant for is able to use it, or at least have it being more efective if that race uses it.

188087[/snapback]

Maybe there could be more nexuses, 1 for each race, and the items here would require a certain amount of a certain nexus. And with a bonus for using your own race's items, it wouldn't be as easy to use all of the other items.

Also, I thought that race specific items could be made ONLY by the race that "invented" them, but used by anybody, that way p2p race objects would be more valuble, and it would be a little more realistic (I mean, elves and humans making items that only dwarves can use? It seems to me that would make more sence if the secrets of making the objects were known only to the race that the objects belonged)

But what do I know? I've only played this game for a few months.

 

:P Dunian :battleaxe:

 

Edit: P.S. I assumed you meant "items" instead of "spells"

Edited by Dunian

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one question tho, what about those that have allready made a selection on race?

 

Any race-specific items would have to complement the nature, history, and background of the respective race. These backgrounds (except for those races unique to EL) are fairly generic in fantasy roleplaying.

 

Players who have chosen a race should have done so with this in mind, and so any specific items should only complement their decision.

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I agree with Trollson. I chose to be elven at the begining because they are the race I like, and more likely than not, any race specifics will suit me nicely. the bark armour does sound very cool!

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feather: maybe use a sort of flower or if the game had chickens...

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Players who have chosen a race should have done so with this in mind, and so any specific items should only complement their decision.

188670[/snapback]

they should have, but probably didn't.

at current, the racial difference is of look, with roleplay comin second(which may differ from the game's version of the races, esp for draegoni and maybe orchan)

so people will have picked their race based on look

If people were chosing races based on racial info, there'd be far fewer draegoni (they're a race of librarians! well, not quite, but knowledge is most important to them, and most are determinedly pacifistic)

with the new character creation, with a bit of race desc available, maybe this will get a bit better... maybe it won't. we'll see

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Any race-specific items would have to complement the nature, history, and background of the respective race.  These backgrounds (except for those races unique to EL) are fairly generic in fantasy roleplaying.

 

Players who have chosen a race should have done so with this in mind, and so any specific items should only complement their decision.

188670[/snapback]

 

and i take it that as long as it will be usable by all, but only makeable by said race it could lead to some interesting market dynamics :D

 

the game kinda needs more items that are not available over the counter i guess :)

 

btw, i would have loved to replace my current human with a draegoni based on the idea that they are librarian/sage like people. ie, i dont realy like seeing my char walking around in chainmail beating up animals. i would much rather see him go about using magic for diffrent thing...

 

ugh, that reminds me that magic is badly in need of a overhaul...

Edited by duran

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Yes, magic is in need of an overhaul. I have not heard of any changes for a while. It could really use a very powerful misslie/melee attack. or actually a series of misslie/melee attacks.

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