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Re: Racial Building Levels

PostPosted: Thu Dec 15, 2011 10:55 am
by Crawly McCrawlsa
Instead of the locker item? it would have to be better than those things then. Locker items are pretty epic to just let go.
Based on yours, I would propose these:
+1-2 base damage per level.
Starts with an extra mana potion, and an additional spawns on map.
Starts with an extra HP potion, and an additional spawns on map.
Starts with +10 HP and an additional HP booster is on the map.
Starts with +2 MP and an additional MP booster is on the map
Starts with +10% damage, and an additional attack booster is on the map.
Every level requires 1 less experience to attain, and spawns 3 extra gold piles.

Re: Racial Building Levels

PostPosted: Thu Dec 15, 2011 11:20 am
by Alweth
Another option would be to make Racial Building level 2 allow the player to prep the partial effect of another race's conversion. Something like +10% damage, an extra potion, +1 HP per level, etc.

Re: Racial Building Levels

PostPosted: Thu Dec 15, 2011 11:51 am
by Lujo
I personaly wouldn't like racial buildings to add free preps apart from acting like specific item (not race) and elite item (making vicious dungeons veritable quests with ermanent benefits) extensions to the guild. Giving races "free" non-inventory bonuses would add another "free" stat in adition to the racial conversion and the 3 abilities each class allready has and would possibly invalidate the core of the game in too many ways to keep track of.

Just think about it.