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Species Mergers Discussion
Halfling & Kobold = Kobold: A Kobold with +3 slings
If it doesn't fit anywhere else, it belongs here. Also, come here if you just need to get hammered.
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Confidence Interval wrote:Felid & Octopode = Octopussy. 007 ftw!
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Klown wrote:Most of these combos are -very- similar, and several species on this list have even been mentioned for the chopping block by devs, or seen as broken by player threads.
High Elf & Deep Elf = Dire Elf: An inbetween mix of the two species.
Halfling & Kobold = Kobling: A Kobold with +3 slings
Naga & Octopode = Octopaga: Octopode with average HP and/or spit poison.
Ogre & Troll = Trogre: A Troll with better Maces & Flails apt. Less one-dimensional & gives it a hydra killer.
Tengu & Felid = Fegu: A Tengu-esque species(Humanoid firebird) with 1 revive to random place per game(no level down penalties, or any penalties in general). Better fire apts. Can't wear or wield anything because it burns/melts instantly. Items in it's inventory are safe. Still has flying ability & bonuses. Has an always-on ring of flames, but with minimal damage. Takes 1 hp damage each turn in shallow water. Still has talons & beak. -40% HP. Moves away from the tengu's human comparison.
Mummy & Ghoul = Mhoul: A Mummy with better apts all around, no self-restoration, but 'Stat Rot' making it lose 1 HP, & randomly 1 STR or 1INT or 1 DEX permanently every time it levels up.
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Grimm wrote:Octopode + Centaur = something with four tentacles that has to stick to dry land and moves at half octopode speed (because it only has half the limbs).
"Miss Duncan wrote Mr. Shaw as follows: ‘My dear Mr. Shaw: I beg to remind you that as you have the greatest brain in the world, and I have the most beautiful body, it is our duty to posterity to have a child.’ Whereupon Mr. Shaw replied to Miss Duncan: ‘My dear Miss Duncan: I admit that I have the greatest brain in the world and that you have the most beautiful body, but it might happen that our child would have my body and your brain. Therefore, I respectfully decline’" (though it may not have been not Shaw and Duncan who had this exchange).
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Klown wrote:High Elf & Deep Elf = High Elf
Halfling & Kobold = Kobold
Naga & Octopode = Octopode
Ogre & Troll = Troll
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Azrael wrote:Phoenix sounds fun, but why the hell would you want to combine octopode and naga? They have nothing in common.
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Azrael wrote:Phoenix sounds fun, but why the hell would you want to combine octopode and naga? They have nothing in common.
[u]Level Bonuses[/u]
+1 Intelligence or Dexterity every 3rd level.
-10% HP
+20% MP
+4 Magic Resistance per level
[u]Aptitudes[/u]
Fighting: -1
Short Blades: 1
Long Blades: 1
Axes: -2
Maces & Flails: -3
Polearms: -2
Staves: 0
Unarmed Combat: -2
Throwing: 1
Slings: -2
Bows: 2
Crossbow: 0
Armour: -2
Dodging: 2
Stealth: 2
Shields: -2
Fire Magic: 1
Ice Magic: 1
Air Magic: 1
Earth Magic: -1
Poison Magic: -1
Spellcasting: 2
Conjurations: 1
Hexes: 2
Charms: 3
Summonings: 0
Necromancy: 0
Translocations: 1
Transmutation: 1
Invocations: 1
Evocations: 1
Experience: 0
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sgrunt wrote:
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sgrunt wrote:Remove everything but humans - why bother?
Remove every background - they all turn out the same way anyway.
Remove all branches - they all play the same anyway.
Remove D - 27 branches of exactly the same thing.
Clearly Crawl needs to be one room with the Orb and a few monsters between it, you, and the exit.
No, wait.
Remove the Orb - have the game end when you kill all the monsters.
No, wait.
Remove all the monsters - fighting them turns out exactly the same way anyway.
There! Everything remotely similar in the game is now gone. Perfection, yes?
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rebthor wrote:I'd play that.
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Klown wrote:afaik the only major difference is 8 rings vs spit poison & starting HP/MP.
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Klown wrote:
- Code:
[u]Level Bonuses[/u]
+1 Intelligence or Dexterity every 3rd level.
-10% HP
+20% MP
+4 Magic Resistance per level
[u]Aptitudes[/u]
Fighting: -1
Short Blades: 1
Long Blades: 1
Axes: -2
Maces & Flails: -3
Polearms: -2
Staves: 0
Unarmed Combat: -2
Throwing: 1
Slings: -2
Bows: 2
Crossbow: 0
Armour: -2
Dodging: 2
Stealth: 2
Shields: -2
Fire Magic: 1
Ice Magic: 1
Air Magic: 1
Earth Magic: -1
Poison Magic: -1
Spellcasting: 2
Conjurations: 1
Hexes: 2
Charms: 3
Summonings: 0
Necromancy: 0
Translocations: 1
Transmutation: 1
Invocations: 1
Evocations: 1
Experience: 0(Deep Elf Speed)
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Klown wrote:How about the Elf mix? Instead of simply removing the High Elf, like I've seen mentioned as a potential future change. Mixing their aptitutdes and such into an in-between species makes a more well-rounded character. Would make other species get more mage play maybe.
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dpeg wrote:It seems funny now that when we made the aptitude scale coarser (from percentage based, with steps of 5 to the current -5...+5 scale) we were afraid that it might be too coarse but in reality it might be too fine still
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dpeg wrote:It seems funny now that when we made the aptitude scale coarser (from percentage based, with steps of 5 to the current -5...+5 scale) we were afraid that it might be too coarse but in reality it might be too fine still
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Klown wrote:
- Code:
[u]Level Bonuses[/u]
+1 Intelligence or Dexterity every 3rd level.
-10% HP
+20% MP
+4 Magic Resistance per level
[u]Aptitudes[/u]
Fighting: -1
Short Blades: 1
Long Blades: 1
Axes: -2
Maces & Flails: -3
Polearms: -2
Staves: 0
Unarmed Combat: -2
Throwing: 1
Slings: -2
Bows: 2
Crossbow: 0
Armour: -2
Dodging: 2
Stealth: 2
Shields: -2
Fire Magic: 1
Ice Magic: 1
Air Magic: 1
Earth Magic: -1
Poison Magic: -1
Spellcasting: 2
Conjurations: 1
Hexes: 2
Charms: 3
Summonings: 0
Necromancy: 0
Translocations: 1
Transmutation: 1
Invocations: 1
Evocations: 1
Experience: 0(Deep Elf Speed)
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Klown wrote:Any comments on UP/OP for what the hypothetical Elf Mix would end up as?
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Siegurt wrote:Actually I find that DE's extra Mana is what really makes them slightly better spellcasters than HE, being able to cast more of your spells in the early game is very useful against bands of stuff (Early Gnoll packs are particularly tedious as a low level HE, and not quite so obnoxious for a similarly-leveled DE)
I think Necromancy is a bad thing to differentiate on because I have always felt like Necromancy isn't as much of a "primary offensive tool" It's not nearly as blasty as conjurations and there are too many undead to make it through the early game on the strength of the offensive-ness of the spells by themselves, I've always felt like my necromancers succeed better when they diversify a little early (Either with ranged or melee weapons, depending on what I find and what aptitudes are out there) and use necromancy situationally (And it can be used *very* effectively situationally) Hence, for me at least, playing a successful necromancer, doesn't involve training as much of the "necromancy" skill in the early game as I would say conjurations for a conjurer.
I feel similarly about translocations, a big difference in translocation aptitude isn't likely to by itself make you a significantly better or worse Warper.
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and into wrote:Needless to say, DE are definitely better for pushing into ridiculous (but, admittedly, very fun to play every now and then) glass-cannon builds.
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Klown wrote:@ beginners playing spellcasters. Lets just walk into the head of a novice.
I hate playing low apt spellcasters(0 and under). Start off with 12% fail rate for spells you rely on to live. Then you miss and miscast, only have 3 magic points. Tediously attempt running away for minutes on D1, every monster catches you anyways and you get two hit killed. Deep Elf Necromancer for example, it starts out with Pain & Animate Skeleton(if you learn it) right away at 2% fail rate. A pretty nice spell for that level, along with skeleton buddies, and 4 magic. And it's just 'Necromancy' spells. You don't need to be training up 2-3 schools just to get a beginner level spell online. Vampiric Draining/Control Undead/Animate Dead come in by level 4 at a reasonable failure rate, and you're suddenly all set to start branching out your character before even reaching The Lair; with other spellbooks picked up and/or weapons-cards.
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