Post by Boaster on Mar 11, 2006 20:45:52 GMT -6
I know I have my other list, but I thought I would take some time and maybe write another one. Perhaps this one will be more clear.
Units:
Any Class
Any Faith
Any Race
(Fire Humans! Air Gnomes!)
Weapons:
Select which weapons your Lord will use.
Select which weapons your Champions will use.
Select which weapons your military units use.
\____________________________________________/
Lords must choose upon starting a game.
Warriors limited to only melee weapon types.
Thieves limited to smaller 1-Handed weapons for melee.
Mages limited to 1-Handed melee weapons: staves, claws, daggers, etc.
Polearms, Spears, Two-handed Swords, Staff(s), Two-handed Swords, Katanas, Scimitars, Bastard Swords, Long Swords, Short Swords, Daggers, Knives, Claws/Knuckles, Maces, Flails, Morning Stars and Whips.
Bows, Crossbows, Darts, Daggers, Bolders/Rocks, Slings, Boomerangs, Chakrams, Throwing Axes and Sticks.
Physical Resistances
Different weapons do different types of physical damage.
(Slashing melee)
2-Handed Swords, Long Swords, Bastard Swords, Scimitars, Katanas, Claws.
(Slashing missile)
Daggers, Throwing Axes, Chakrams.
(Piercing melee)
Polearms, Spears, Short Swords, Daggers, Knives and Whips.
(Piercing missile)
Bows, Crossbows, Darts.
(Crushing melee)
Maces, Flails, Morning Stars, Knuckles.
(Crushing missile)
Bolders/Rocks, Sticks, Sling.
Spells:
Faith only spells
Class only spells
Warrior techniques
Thief techniques
Dual class Champions
Dual Class Champions would be starting as one class then switching to another.
Once you switch over, the second class is the dominant class and you would inherit the level bonuses of that second class.
If you were a Warrior, then Dualed to a Mage, you will not be able to adance Warrior Techniques anymore. After Dual classing to a Mage, you would not advance with Warrior techniques anymore.
Level 2 Warrior/Level 3 Mage = Level 5 power.
Level 5 Warrior = Level 5 power
Max level of 15. Dual classing will split your power between two classes, but your options would be greater.
Starting as a Warrior and Dual classing to a Mage would mean low wisdom, therefore low mana.
Warrior/Mage is just an example. If you were a Thief/Mage, your Stealth wouldn't advance after switching.
You could be at most Level 8 of one class, and Level 7 of another, or be Level 15 of one class.
Neutral Players:
Hostile Marauders - Pillage, Plunder, Annoy the hell out of you. Always loathing after you.
Friendly Merchants and Merenaries - Trade with them, hire them, etc. Friendly Neutral players would be found in between two capitals, like villages are with LOMSE. Each outpost starts with a neutral attitude, but if you attack them your relations will suffer (for each particular outpost). Once you kill one outpost, your relations with merchants across the land will lower slightly, but the one outpost you attacked will loath you.
Units:
Any Class
Any Faith
Any Race
(Fire Humans! Air Gnomes!)
Weapons:
Select which weapons your Lord will use.
Select which weapons your Champions will use.
Select which weapons your military units use.
\____________________________________________/
Lords must choose upon starting a game.
Warriors limited to only melee weapon types.
Thieves limited to smaller 1-Handed weapons for melee.
Mages limited to 1-Handed melee weapons: staves, claws, daggers, etc.
Polearms, Spears, Two-handed Swords, Staff(s), Two-handed Swords, Katanas, Scimitars, Bastard Swords, Long Swords, Short Swords, Daggers, Knives, Claws/Knuckles, Maces, Flails, Morning Stars and Whips.
Bows, Crossbows, Darts, Daggers, Bolders/Rocks, Slings, Boomerangs, Chakrams, Throwing Axes and Sticks.
Physical Resistances
Different weapons do different types of physical damage.
(Slashing melee)
2-Handed Swords, Long Swords, Bastard Swords, Scimitars, Katanas, Claws.
(Slashing missile)
Daggers, Throwing Axes, Chakrams.
(Piercing melee)
Polearms, Spears, Short Swords, Daggers, Knives and Whips.
(Piercing missile)
Bows, Crossbows, Darts.
(Crushing melee)
Maces, Flails, Morning Stars, Knuckles.
(Crushing missile)
Bolders/Rocks, Sticks, Sling.
Spells:
Faith only spells
Class only spells
Warrior techniques
Thief techniques
Dual class Champions
Dual Class Champions would be starting as one class then switching to another.
Once you switch over, the second class is the dominant class and you would inherit the level bonuses of that second class.
If you were a Warrior, then Dualed to a Mage, you will not be able to adance Warrior Techniques anymore. After Dual classing to a Mage, you would not advance with Warrior techniques anymore.
Level 2 Warrior/Level 3 Mage = Level 5 power.
Level 5 Warrior = Level 5 power
Max level of 15. Dual classing will split your power between two classes, but your options would be greater.
Starting as a Warrior and Dual classing to a Mage would mean low wisdom, therefore low mana.
Warrior/Mage is just an example. If you were a Thief/Mage, your Stealth wouldn't advance after switching.
You could be at most Level 8 of one class, and Level 7 of another, or be Level 15 of one class.
Neutral Players:
Hostile Marauders - Pillage, Plunder, Annoy the hell out of you. Always loathing after you.
Friendly Merchants and Merenaries - Trade with them, hire them, etc. Friendly Neutral players would be found in between two capitals, like villages are with LOMSE. Each outpost starts with a neutral attitude, but if you attack them your relations will suffer (for each particular outpost). Once you kill one outpost, your relations with merchants across the land will lower slightly, but the one outpost you attacked will loath you.