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Half-elves 2.0

Here we go again, with some modifications on my last two posts about this...

So, half-elves are a race that have probably the worst base stats in the game, infravision (woo:rolleyes: ), resist charm, and a +10 to learn (faeries have this too but also have higher int along with it.)

Every class a half-elf (except monk?) can be has clear superiors:

Warrior - Giant-size or demihumans or even human

Bard - Demihumans

Ranger - Giants or demihumans

Monk - Human? pretty close, depends if you want str or extra chakeras from dex

Paladin - Human or elf, either one is better.

Thief - a million...

Ninja - avian, feral, many...

BLM - demihumans, feral, anything

Because of this, the half-elf has absolutely no 'power' niche. So, here is my idea of a somewhat drastic toning of the race. I propose making half-elves into a very easy to play, very newbie-friendly race. A race that gets many small useful bonuses, but that do not really affect pk at 50 when fully trained.

First, let's look at class options. These three classes can be both human and elven, but may not be half-elven. Therefore, I propose opening them up to the h-elf race:

Cleric, Battlemage, Invoker

Now let's take a look at stats right now:

human: Max: Str: 20 Int: 20 Wis: 20 Dex: 20 Con: 20 = 101 (+1 in prime stat)

elf___: Max: Str: 18 Int: 25 Wis: 20 Dex: 23 Con: 16 = 102

h-elf_: Max: Str: 19 Int: 21 Wis: 20 Dex: 22 Con: 18 = 100

My suggestion here is to add a +2 int to simply balance the stats out.

Allow them to be evil align (h-drow): anything with human blood is bound to have the potential for evil anyways, regardless if the parent is an elf.

Finally, open up the Elven kingdom/Xymerria hometowns for them: they are HALF you know...even if outcasts, they live on the fringes

Now we get into the more serious suggestions:

+10 to learning (total of +20) - This is to actually put them above the high int races in terms of training speed

+3 luck: Mixed blood is always lucky!

Bard-like lore. Lore functions like identify. This is a newbie-friendly thing.

+10 lag avoidance (similar to avian/thief bonus): Helps to avoid grapple/bash/other lagging skills.

Automastery sword / 103 prof: I'm all for racial weapon bonuses/specialization, and I'd like to see SOMEONE get use out of swords (which is supposed to be the staple, newbie weapon and aren't generally that powerful for the str h-elves are allowed).

Automaster disarm / shield disarm / offhand disarm: This reflect's the half-elves constant struggles in life..pk wise this won't do much but make training easier and make them more interesting..every half-elf class gets one of or both these skills I think.

Exotic +prof bonus: They are the most curious race and therefore are experts at using unfamiliar objects in useful ways...humans get a bonus with magic objects, so this helps to balance that.

Gold bonus (similar to pious perk): Being unable to hold jobs or gain money, h-elves have become adept at finding gold

+1 wis: reflects a half-elf's bad social position and awareness of environment..humans get +1 in prime stat, this helps to regain for that, but it is not the prime stat for half-elves, so not as good. The average dex between human and elf is 21.5, which is rounded up to 22 in h-elves, but this extra .5 isn't enough in my book.

Two perks. H-elves can choose two perks---this is basically just a fun small bonus.

Autosneak. Elves get it, so maybe their half-offspring can also.

So, to recap, I propose this:

BASIC CHANGES:

Allow them to be clerics, battlemages, and invokers (necromancer and DK if allow evil align)

+2 INT

Allow evil align

Allow the Elven Kingdom and Xymerria as hometowns

**OPTIONAL CHANGES (we can pick and choose from these: Don't need to take them **ALL):

+10 learning

+3 luck

+10 lag avoidance

automastery sword

bard-like lore

automastery disarm/shield disarm/offhand disarm

exotic +prof bonus

+gold

+1 wis

two perks

autosneak

Ehm... perhaps it's just me but, a bit too much eh?

H-elves make the best monks still. Those bonuses will just turn them into monsters.

Not to much.

Most of them are redundant at 50, but make newbies life a lot easier.

I am against giving Half-Elf the +10 lag avoidance that Autofly races/Thieves get. The reason behind this implementation was that it was harder to bash a flying creature since it would just bounce. There is no such reasoning for Half-Elfs.

I am against Necromancers. But very much for DK's. It would kick *** to have Half-Elf DK's. Much more in line with "the World hates me, I hate the world" of Outcasts.

Definitively opening the race to Battlemages/Invockers.

Definitively the Sword Auto-Mastery. Newbies .

+10 to learning, yes. They learn to slow for half elfs. It's a non PK bonus.

Bard like lore. Totally. In fact I would go further and give them Racial Analize (Bard skill) available to all classes.

Useless for PK, but this would make them prime race for Newbies.

NO!!! On autosneak. Just no, lets keep out of PK bonus.

Automastery All-Disarms. Hell yes. Newbies Rejoice.

Stats change:

Str: 19 Int: 23 Wis: 21 Dex: 22 Con: 18

Perhaps even the +3 luck.

For communers across the board for Halfelves

Against casters across the board I have my reasons.

Sword, disarm, or shield disarm, autosneak, ect......one, not all.

Exotic = you hit the nail on the head here!

Over all intriguing, and half-elf non monks are not exactly competitive as is, they can be when decked, but aquiring and maintaining the proper EQ with a somewhat weaker race is far from desirable. Kodos to this post, lets keep the comments productive eh?

I think allowing half elves to be casters is a big step.

Elves can be clerics

humans can be clerics

Half elves cannot

Elves can be invockers

humans can be invockers

half elves cannot

None of the changes would really help monks at all...maybe the luck one or lag avoidance?

I'm not sure what you mean by turning them into PK monsters even if you did do ALL of this.

Doesn't help monks:

Allow them to be clerics, battlemages, and invokers (necromancer and DK if allow evil align)

+2 INT

Allow evil align

Allow the Elven Kingdom and Xymerria as hometowns

+10 learning

automastery sword

bard-like lore

automastery disarm/shield disarm/offhand disarm

exotic +prof bonus

+gold

+1 wis

autosneak

Lag avoidance, two perks, and luck aren't exactly dominating bonuses. Actually, adding all of this stuff wouldn't balance the race yet probably even.

The reason behind this implementation was that it was harder to bash a flying creature since it would just bounce.

i'm just picturing someone bashing a faerie down a hallway...

Sword mastery, disarm mastery, shield disarm mastery, autosneak, greater int and wis, all aid a monk. Adding the option of an evil allignment, however, balanced the game regardless of changes.

The Auto-Masteries aid newbies, they are minimal for a Veteran players.

Let's not give them AutoSneak. I would stop playing elfs to play half-elfs.

To big of a bonus. Although a Neutral Ninja/Thief/Ranger race with autosneak would be nice.

The Auto-Masteries aid newbies, they are minimal for a Veteran players.

Let's not give them AutoSneak. I would stop playing elfs to play half-elfs.

To big of a bonus. Although a Neutral Ninja/Thief/Ranger race with autosneak would be nice. Really? I will bet 103 sword 103 disarm and 103 shield disarm on a veteran half-elf monk, would have half the pbase screaming foul. If Deykari's warrior princess had all of these benefeits? Come now, be honest with yourself, there is a difference between not having to practice a skill, and having it automastered. Everytime I do the math it comes out the same 103>100. Maybe I need a new calculator.

Shrug

You are right on this. But those +3% are not that great of a bonus.

They add up, but little.

Feral defensive bonus are better.

I think that Celerities idea is to make Newbies have something Mastered they can fall back to. In this case swords. And bridge the training gap for disarm/shield disarm.

This is not Critical game things, like Fury, or Boulder Toss, or Autosneak, or autoflight, or Phisical Resistence, or Magic resistence. It's just some small bonues to skills.

Look at gnomes and their racial Detect invis and DEfuse.

How crappy it is.

I actually agree with and like these ideas, perhaps let me explain.

Sword, disarm, or shield disarm, autosneak, ect......one, not all. We could apply these to individual classes so that the half-elf does not aquire all of these bonuses.

This keeps the "monk monsters" that trouble Foxx and keep him from sleeping at night from gaining too great an advantage.

jk Foxx

Some people don't seem to realise, so lets dig a bit into it.

+2 INT +10 learning automastery sword bard-like lore automastery disarm/shield disarm/offhand disarm exotic +prof bonus +gold +1 wis autosneak Lag avoidance bonus luck two perks <<< This is one of the things I am hugely against. Two perks? A monk can freely get a desired perk and then get another perk to boost his luck once again!

So yes, we now have a race with dex above the average, with luck at max. A race that can autosneak, learn like crazy, has a bonus to all kinds of disarm, has a bonus to some very important weapon classes. Oh yes, this race also has a bonus to lag avoidance and NO VULN (which is a huge bonus itself).

I am all for improving h-elves, but those things will just make them even better race for a class in which they are already the best non quest selection.

And this race can be evil now too. Ouch.

Why not give them magic resistance while we are at it?

Some of the bonuses are not small at all Cel and you've surely made a nice big list of them

I am all for giving more power to half-elves, but I would like to see some unique bonuses, not just a big list of small ones and a few important ones tucked among them. And don't forget that most of those bonuses will benefit hugely one class, a class in which they already excel any other race.

But, foxx, she gave them RP merits! You're going to disallow h-drow from being monks with all that great RP potential?!? :eek:

But' date=' foxx, she gave them RP merits! You're going to disallow h-drow from being monks with all that great RP potential?!? :eek:[/quote']

What's the story on half-drow again? Killed or hunted down and kill at birth? (I'm unsure if that's from a DM guide or not...)

Why do we want to have them as standard race? - I vote no for that. If someone wants it (and it has been done before) then let them apply.

As for the rest of the changes - its just too much IMHO. I dont think they should have the lag resistance or more than sword automastery. Definately not 23 int (+1 int +1 wis maybe). No autosneak (half human = half clumsy). Luck isn't a great thing - but +3 is a lot.... Not two perks, no extra gold (take pious you tight @$$...). Yes to bard-lore but not more fast learning. They have a lot of that already.

I have only played ONE monk. So I will ask this outright. Does Luck aid chakras? I heard from a source that I consider VERY reliable that I wanted my Luck to run high on my monk. I assumed it had something to do with offense, but I am uncertain. If it does, +luck is another boone for the half-elf monk. Like foxx eluded to +3 for the race and + 1 for the free extra perk means you luck is never more than half empty, and then only when your under the effect of adverse spells. Not a complaint against the Idea here, just curiosity if someone has the CORRECT answer please elaborate.

You always want to have Maxed Luck. On all classes.

It's one of those basic recommendations. Lady luck is going your way.

I don't recall any luck influence on Chackeras, but even my Clerics roll out with Maxed luck for Meele output. In fact even my mages.

+3 luck is good but it's not going to max your Luck just on that. You need the Lucky perk and a bit more of luck gear/spells.

  • There are spells that give you +4 luck and eq that give +3. Luck is easy.

And +3 luck < +7/+9 Hit/dam bonus a Giant will have on the H-Elf.

Celerity said only some of them.

Lag avoidance should never be in.

Neither should the Double Perk.

Definitively the Sword Mastery should be given.

And yes 23 INT. They are Half Elves. Not Half Giants.

23 int? I thought we were talking about 22...

There goes another too big bonus...

23 int? I thought we were talking about 22...

There goes another too big bonus... +2 int +1 wis adds up to how much mana at 50? Jibber? I know you know.

Well Human cleric has ~900 Mana. Elf Cleric ~1100 Mana.

That would be ~1000 mana cleric. Or less. My drow gets 1034 mana.