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Achaea Race News

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  1. 4.4.5 Traits
  2.  
  3. What are traits?
  4. ----------------
  5. Traits are a way to customise your character beyond the basic choices of race
  6. and statistics. By selecting various perks and advantages, you can enhance
  7. your day-to-day life in Achaea from roleplay to combat to crafting. Some
  8. examples of the benefits traits can provide are: increasing the rate at which
  9. you recover balance, or increasing the durability of clothing that you craft.
  10.  
  11. Each trait falls into one of three categories:
  12.  
  13.         MAJOR TRAITS  - Wide-reaching combat advantages.
  14.                       - Gained at levels 20, 50, and 80.
  15.                       - May carry slight disadvantages.
  16.  
  17.         MINOR TRAITS  - Smaller utility or roleplay enhancing advantages.
  18.                       - Gained at levels 30, 40, 60, 70, 90.
  19.  
  20.         RACIAL TRAITS - Special traits tied to each player race.
  21.  
  22.                       - These are granted to you automatically and do not
  23.                         take up a trait slot.
  24.  
  25. Please note that some traits conflict with one another, or they may have
  26. special requirements, such as a minumum level requirement or another
  27. prerequisite trait. Not every trait is useful for every character, but there
  28. are many to choose from.
  29.  
  30.  
  31. Viewing traits
  32. --------------
  33. TRAIT LIST            - Bring up a list of all traits available to you.
  34. TRAIT INFO <TRAIT>    - Show detailed information about a specific trait.
  35.  
  36.  
  37. Learning traits
  38. ---------------
  39. TRAIT SELECT <TRAIT>  - Selects a trait.*
  40. TRAIT LIST KNOWN      - List all learned traits.
  41.  
  42. * When selecting traits at a higher level, selection goes through each level
  43. slot sequentially, so you'd learn the level 20 trait first, then 30, 40, and
  44. so on. Also note that minor traits can be learned in major trait slots, for
  45. those who do not neccessarily want to select a major trait. A warning is given
  46. when attempting this, but care should be taken.
  47.  
  48.  
  49. Unlearning traits
  50. -----------------
  51. TRAIT RESET           - Clear all trait slots.**
  52.  
  53. ** All characters are granted a single TRAIT RESET. After this option has been
  54. exhausted, you'll need to use an artefact: either a Grimoire of Adaptation or
  55. a gilded page (see HELP ARTEFACTS MISC).
  56.  
  57.  
  58. (See HELP STATS, HELP RACESTATS)
  59.  
  60. 4.12.4 Racial Specialisation
  61.  
  62. (for Seafaring specialisations, see HELP SEAFARING SPECIALISATION)
  63.  
  64. Syntax:  RACE SPECIALISATION LIST
  65.          RACE SPECIALISE AS <SPECIALISATION>
  66.  
  67. After reaching level 10, adventurers may select a racial specialisation to
  68. further customise his or her character. Upon selecting a specialisation, you
  69. will receive an additional two points in one statistic at the cost of one point
  70. in another. See the end of this help file for an example.
  71.  
  72. You may view the specialisations that are available to your race at any time
  73. via RACE SPECIALISATION LIST. Once you have found a specialisation that you
  74. would like to commit to, selecting it is as simple as: RACE SPECIALISE AS
  75. <SPECIALISATION>.
  76.  
  77. Once selected, your specialisation is permanent, and can only be changed via
  78. reincarnation (see HELP REINCARNATION for more information).
  79.  
  80.  
  81.  
  82. EXAMPLE
  83. -------
  84. A level 10 human has the following statistics:
  85.  
  86.                    Str.        Dex.        Con.        Int.
  87. -----------------------------------------------------------
  88. Unspecialised       12          12          12          12
  89.  
  90. When applying a specialisation to this, our human adventurer has the potential
  91. to alter his or her stats to any of the following:
  92.  
  93. Specialisation      Str.        Dex.        Con.        Int.   Change
  94. -----------------------------------------------------------------------------
  95. Man-at-arms         14          12          12          11     +2 Str. -1 Int.
  96. Rogue               12          14          11          12     +2 Dex. -1 Con.
  97. Champion            12          11          14          12     +2 Con. -1 Dex.
  98. Savant              11          12          12          14     +2 Int. -1 Str
  99.  
  100. (see also HELP RACES, HELP RACESTATS, HELP REINCARNATION, HELP TRAITS)
  101.  
  102. ANNOUNCE NEWS #3557
  103. Date: 12/12/2011 at 12:18
  104. From: Tecton, the Terraformer
  105. To  : Everyone
  106. Subj: Races and Traits
  107.  
  108. I'm pleased to announce our latest major release in Achaea, the overhaul
  109. of our race system and the launch of our character customisation system!
  110.  
  111. For too long, many have been annoyed with being forced to play a certain
  112. race for a specific benefit, choosing between roleplay and combat
  113. advantage. We felt this was far too stifling as well, so we've developed
  114. a new system to allow you to play how -YOU- want to. Don't worry, there
  115. is still variation between the races as far as stats go, and they still
  116. retain those aspects which make them unique!
  117.  
  118. This is a pretty major change, affecting all facets of Achaea, and can
  119. be divided up into two major sections:
  120.  
  121. Races
  122. -----
  123. - Race stats have been somewhat normalised, from a base of 12, most
  124. races have +1 in one stat, and -1 in another (reflecting the historical
  125. strengths of the class. The exception to this is Humans).
  126.  
  127. - The former system of racial advantages and disadvantages has been
  128. removed, and each race has a racial trait (see "Traits" below).
  129.  
  130. - At level 10, all adventurers have the ability to select a racial
  131. specialisation, allowing them to embrace one of their racial archetypes
  132. for their race, gifting them with an additional +2 in one stat, and -1
  133. in another. This is fairly in-depth, so if you'd like more information,
  134. please see HELP SPECIALISATION.
  135.  
  136. Traits
  137. ------
  138. - A further level of customisation is now offered in the form of traits,
  139. offering adventurers the ability to tweak their characters far beyond
  140. the usual race and stat choices.
  141.  
  142.  
  143. - Over 70 unique facets to allow an exciting array of potential
  144. advantages for your character. These are similar to the old racial
  145. advantages, but are available to all races.
  146.  
  147. - Cover all aspects of Achaean life, from roleplay enhancements, to
  148. combat advantages and additional utility in crafting and seafaring.
  149.  
  150. Again, in order to keep this post at a reasonable length, I refer you to
  151. the detailed help file on this section - HELP TRAITS.
  152.  
  153. There will be some followup posts with more details on changes that were
  154. loaded alongside these, and further information on specific changes.
  155.  
  156. In an effort to give everyone the chance to move back to the race they
  157. want to be, I've gifted everyone with a free race change. In addition,
  158. I've allowed everyone unlimited trait resets for the next two days, so
  159. everyone can try things out and find something they like.
  160.  
  161. Penned by My hand on the 12th of Daedalan, in the year 584 AF.
  162.  
  163. ANNOUNCE NEWS #3558
  164. Date: 12/12/2011 at 12:23
  165. From: Tecton, the Terraformer
  166. To  : Everyone
  167. Subj: Races and Traits - Part II
  168.  
  169. As mentioned in the previous post, there were many changes that were
  170. made to be balanced with the new systems, especially the condensing of
  171. shortened balance recovery to a single level, and the reintroduction of
  172. shortened equilibrium recovery bonus.
  173.  
  174. - Herb balance time has been increased marginally.
  175. - Rebounding aura timing activation time increased.
  176. - Strength diminishing returns adjusted.
  177. - Intelligence diminishing returns adjusted.
  178. - Base sip amounts decreased to account for the loss of weaknesses.
  179. - Base moss healing decreased to account for the loss of weaknesses.
  180. - DIAMONDSKIN/BARKSKIN intelligence scaling reduced.
  181. - DISEMBOWEL strength scaling reduced.
  182.  
  183. - Songblessed rapiers no longer receive a 10% speed boost.
  184. - ERODE equilibrium cost was increased.
  185. - SAP equilibrium cost was increased.
  186.  
  187. We'll be closely monitoring all things related to these changes, and be
  188. making tweaks as needed. We'll also be opening up a full classlead (HELP
  189. CLASSLEADS) season next week, once everyone has had the chance to
  190. explore these new changes a little more thoroughly.
  191.  
  192. As with any changes of this enormous magnitude, there are bound to be
  193. some bugs that crop up, so please file a bug (HELP BUGS) with as much
  194. information as possible. The usual disclaimer also applies, if you
  195. discover something that seems too good to be true, it probably is. Don't
  196. abuse these, we have zero tolerance for bug abusers, and there is a very
  197. good chance you'll lose your characters.
  198.  
  199. Penned by My hand on the 12th of Daedalan, in the year 584 AF.
  200.  
  201.  
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