Effects based on Subrace, Class, and Clan.
WORK IN PROGRESS
Some classes such as Paladin and Necromancer have synergy with certain items, or triggers against a specific subrace, Vampires and Werewolves. Inflicting more damage or causing less damage, depending on the class, or subrace.
While certain monsters, such as Dragons, have passive effects that affect the player. These following suggestions expand on this idea.
All these effects are synced to your Subrace, Class, and Clan titles, that you can see on your character info in game, when you mouse over your portrait. These effects are activated by a specific Subrace, Class, and Clan title.
As such these effects do not need to be activated by any equitable item, such as armour. They are constantly on, and change if you change Subrace, Class, or Clan.
These effects could even be modified for monsters.
Description: You have power, even if you do not know it.
Human: You deal 5% extra damage and +5 BTH against all other subraces, but the effect is nullified when fighting against other humans.
You have certain abilities that make you, you.
Vampire: +5 BTH
Even in the darkness you can see perfectly fine.
Werewolf: +5& Damage
Your ferocity is your strength.
Werepyre: +5 BTH and +5% damage.
Your senses and ferocity are enhanced.
Dracowerepyre: Player gets +15 to initiative, and + 5 BTH and +5% damage.
Your very presence can cause your opponent to stop in shock.
Description: After all that training you have constant access to part of your skills.
Decription: You feel your clans blessing at all times.
All Clans, except unity: You deal 5% extra damage and +5 BTH when using an attack (player only weapon, spell, skill) that corresponds to your clans element. But deal 5% less damage and a -5 BTH when using the element that is opposite of your clan.
Your clans elemental blessing synchronizes with your attacking element. You feel your clans blessing recoil at your chosen attacking element.
Igneus: Opponent takes 5% damage multiplied by [# of Monster's hits connected]/[# of hits the Monster attempted], when ever a attack physically hits the player. Does not include spells.
Your too hot to handle, causing your opponent takes damage whenever they get close enough to touch you.
Nautica: Player causes 5% damage multiplied by [# of Monster's hits connected]/[# of hits the Monster attempted], when ever they miss an attack.
Even missed attacks can splash some damage onto your opponent.
Aerodu: Player gains +5 to each MRM.
Your feet are as swift as the wind.
Glacius: Opponent takes -15 to initiative.
You chill the air making your opponent more sluggish.
Geoto: Player receives 5% less damage from all attacks.
You are as sturdy as the earth itself.
Dynami: Player gains +15 initiative.
Your reflexes help you get the jump on opponents.
Lucian:Opponent takes -10 BTH.
Your very presence is blinding.
Nocturu: Opponent takes -10 BTH.
You are harder to hit hidden in the shadows.
Unity: Nullifies all elemental blessings and effects.
You cancel out your opponents blessing, as you believe that all elements are equal and should not oppose one another.
< Message edited by Varghus -- 6/18/2019 17:19:32 >