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- 4.4.5 Traits
- What are traits?
- ----------------
- Traits are a way to customise your character beyond the basic choices of race
- and statistics. By selecting various perks and advantages, you can enhance
- your day-to-day life in Achaea from roleplay to combat to crafting. Some
- examples of the benefits traits can provide are: increasing the rate at which
- you recover balance, or increasing the durability of clothing that you craft.
- Each trait falls into one of three categories:
- MAJOR TRAITS - Wide-reaching combat advantages.
- - Gained at levels 20, 50, and 80.
- - May carry slight disadvantages.
- MINOR TRAITS - Smaller utility or roleplay enhancing advantages.
- - Gained at levels 30, 40, 60, 70, 90.
- RACIAL TRAITS - Special traits tied to each player race.
- - These are granted to you automatically and do not
- take up a trait slot.
- Please note that some traits conflict with one another, or they may have
- special requirements, such as a minumum level requirement or another
- prerequisite trait. Not every trait is useful for every character, but there
- are many to choose from.
- Viewing traits
- --------------
- TRAIT LIST - Bring up a list of all traits available to you.
- TRAIT INFO <TRAIT> - Show detailed information about a specific trait.
- Learning traits
- ---------------
- TRAIT SELECT <TRAIT> - Selects a trait.*
- TRAIT LIST KNOWN - List all learned traits.
- * When selecting traits at a higher level, selection goes through each level
- slot sequentially, so you'd learn the level 20 trait first, then 30, 40, and
- so on. Also note that minor traits can be learned in major trait slots, for
- those who do not neccessarily want to select a major trait. A warning is given
- when attempting this, but care should be taken.
- Unlearning traits
- -----------------
- TRAIT RESET - Clear all trait slots.**
- ** All characters are granted a single TRAIT RESET. After this option has been
- exhausted, you'll need to use an artefact: either a Grimoire of Adaptation or
- a gilded page (see HELP ARTEFACTS MISC).
- (See HELP STATS, HELP RACESTATS)
- 4.12.4 Racial Specialisation
- (for Seafaring specialisations, see HELP SEAFARING SPECIALISATION)
- Syntax: RACE SPECIALISATION LIST
- RACE SPECIALISE AS <SPECIALISATION>
- After reaching level 10, adventurers may select a racial specialisation to
- further customise his or her character. Upon selecting a specialisation, you
- will receive an additional two points in one statistic at the cost of one point
- in another. See the end of this help file for an example.
- You may view the specialisations that are available to your race at any time
- via RACE SPECIALISATION LIST. Once you have found a specialisation that you
- would like to commit to, selecting it is as simple as: RACE SPECIALISE AS
- <SPECIALISATION>.
- Once selected, your specialisation is permanent, and can only be changed via
- reincarnation (see HELP REINCARNATION for more information).
- EXAMPLE
- -------
- A level 10 human has the following statistics:
- Str. Dex. Con. Int.
- -----------------------------------------------------------
- Unspecialised 12 12 12 12
- When applying a specialisation to this, our human adventurer has the potential
- to alter his or her stats to any of the following:
- Specialisation Str. Dex. Con. Int. Change
- -----------------------------------------------------------------------------
- Man-at-arms 14 12 12 11 +2 Str. -1 Int.
- Rogue 12 14 11 12 +2 Dex. -1 Con.
- Champion 12 11 14 12 +2 Con. -1 Dex.
- Savant 11 12 12 14 +2 Int. -1 Str
- (see also HELP RACES, HELP RACESTATS, HELP REINCARNATION, HELP TRAITS)
- ANNOUNCE NEWS #3557
- Date: 12/12/2011 at 12:18
- From: Tecton, the Terraformer
- To : Everyone
- Subj: Races and Traits
- I'm pleased to announce our latest major release in Achaea, the overhaul
- of our race system and the launch of our character customisation system!
- For too long, many have been annoyed with being forced to play a certain
- race for a specific benefit, choosing between roleplay and combat
- advantage. We felt this was far too stifling as well, so we've developed
- a new system to allow you to play how -YOU- want to. Don't worry, there
- is still variation between the races as far as stats go, and they still
- retain those aspects which make them unique!
- This is a pretty major change, affecting all facets of Achaea, and can
- be divided up into two major sections:
- Races
- -----
- - Race stats have been somewhat normalised, from a base of 12, most
- races have +1 in one stat, and -1 in another (reflecting the historical
- strengths of the class. The exception to this is Humans).
- - The former system of racial advantages and disadvantages has been
- removed, and each race has a racial trait (see "Traits" below).
- - At level 10, all adventurers have the ability to select a racial
- specialisation, allowing them to embrace one of their racial archetypes
- for their race, gifting them with an additional +2 in one stat, and -1
- in another. This is fairly in-depth, so if you'd like more information,
- please see HELP SPECIALISATION.
- Traits
- ------
- - A further level of customisation is now offered in the form of traits,
- offering adventurers the ability to tweak their characters far beyond
- the usual race and stat choices.
- - Over 70 unique facets to allow an exciting array of potential
- advantages for your character. These are similar to the old racial
- advantages, but are available to all races.
- - Cover all aspects of Achaean life, from roleplay enhancements, to
- combat advantages and additional utility in crafting and seafaring.
- Again, in order to keep this post at a reasonable length, I refer you to
- the detailed help file on this section - HELP TRAITS.
- There will be some followup posts with more details on changes that were
- loaded alongside these, and further information on specific changes.
- In an effort to give everyone the chance to move back to the race they
- want to be, I've gifted everyone with a free race change. In addition,
- I've allowed everyone unlimited trait resets for the next two days, so
- everyone can try things out and find something they like.
- Penned by My hand on the 12th of Daedalan, in the year 584 AF.
- ANNOUNCE NEWS #3558
- Date: 12/12/2011 at 12:23
- From: Tecton, the Terraformer
- To : Everyone
- Subj: Races and Traits - Part II
- As mentioned in the previous post, there were many changes that were
- made to be balanced with the new systems, especially the condensing of
- shortened balance recovery to a single level, and the reintroduction of
- shortened equilibrium recovery bonus.
- - Herb balance time has been increased marginally.
- - Rebounding aura timing activation time increased.
- - Strength diminishing returns adjusted.
- - Intelligence diminishing returns adjusted.
- - Base sip amounts decreased to account for the loss of weaknesses.
- - Base moss healing decreased to account for the loss of weaknesses.
- - DIAMONDSKIN/BARKSKIN intelligence scaling reduced.
- - DISEMBOWEL strength scaling reduced.
- - Songblessed rapiers no longer receive a 10% speed boost.
- - ERODE equilibrium cost was increased.
- - SAP equilibrium cost was increased.
- We'll be closely monitoring all things related to these changes, and be
- making tweaks as needed. We'll also be opening up a full classlead (HELP
- CLASSLEADS) season next week, once everyone has had the chance to
- explore these new changes a little more thoroughly.
- As with any changes of this enormous magnitude, there are bound to be
- some bugs that crop up, so please file a bug (HELP BUGS) with as much
- information as possible. The usual disclaimer also applies, if you
- discover something that seems too good to be true, it probably is. Don't
- abuse these, we have zero tolerance for bug abusers, and there is a very
- good chance you'll lose your characters.
- Penned by My hand on the 12th of Daedalan, in the year 584 AF.
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