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  1. #1
    Lamannia Coordinator
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    Default The Official Dwarf Enhancements Discussion Thread!

    We are currently previewing Racial Enhancements on Lamannia.

    Please use this thread to share your thoughts on the Dwarf Enhancement Tree!
    Last edited by SqueakofDoom; 07-03-2013 at 07:21 AM.

  2. #2
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    So dwarves can now get bonuses to picks and hammers. Nice.

  3. #3
    The Hatchery psteen1's Avatar
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    Quote Originally Posted by Dilbon View Post
    So dwarves can now get bonuses to picks and hammers. Nice.
    AHH! If Lamannia is updated and running, give us more details please for the suckers stuck at work. Like me.

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    Well, for example there's stuff for heavy armor and shield users, bonus to potions and possibility to use CON for damage when using axes, hammers, mauls or picks.

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    Quote Originally Posted by Dilbon View Post
    Well, for example there's stuff for heavy armor and shield users, bonus to potions and possibility to use CON for damage when using axes, hammers, mauls or picks.
    Brother . . . can you spare a screenshot?
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    Community Member TPICKRELL's Avatar
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    Quote Originally Posted by Ape_Man View Post
    Brother . . . can you spare a screenshot?
    I'm stuck at work too, but I imagine screen shots won't work, because the info will be in mouseovers like they are on the ED trees.
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    Quote Originally Posted by TPICKRELL View Post
    I'm stuck at work too, but I imagine screen shots won't work, because the info will be in mouseovers like they are on the ED trees.

    only one solution... MOAR SCREENSHOTS PLEASE!!!

  8. #8
    Community Member arkonas's Avatar
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    Seems the Dwarven toughness part isnt working. i tried clicking it so many times and i had the feat.

  9. #9
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    Quote Originally Posted by arkonas View Post
    Seems the Dwarven toughness part isnt working. i tried clicking it so many times and i had the feat.
    Didn't work for me either.

    Anyway, I'm watching tv now, but if people still need screenshots after and hour or so, I'll try to upload some.

  10. #10
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    Ok here's some highlights.

    You can either specialize in axes or hammers/picks. You can also use your con for damage when using those weapons.

    http://i.imgur.com/jwwWxvB.jpg
    http://i.imgur.com/ec1XMs5.jpg

    S&B tanky stuff:

    http://i.imgur.com/HWDzsn8.jpg
    http://i.imgur.com/1Prmb7M.jpg

    Dragonmarks get better. Lesser and greater marks are now enhancements.

    http://i.imgur.com/LdE50YS.jpg

    Potion buff:

    http://i.imgur.com/3ALTIt7.jpg

  11. #11
    The Hatchery danotmano1998's Avatar
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    Quote Originally Posted by Dilbon View Post
    Ok here's some highlights.

    You can either specialize in axes or hammers/picks. You can also use your con for damage when using those weapons.

    http://i.imgur.com/jwwWxvB.jpg
    http://i.imgur.com/ec1XMs5.jpg

    S&B tanky stuff:

    http://i.imgur.com/HWDzsn8.jpg
    http://i.imgur.com/1Prmb7M.jpg

    Dragonmarks get better. Lesser and greater marks are now enhancements.

    http://i.imgur.com/LdE50YS.jpg

    Potion buff:

    http://i.imgur.com/3ALTIt7.jpg
    +1, thanks!
    Was chomping at the bit to get some SS's. Much appreciated.
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  12. #12
    The Hatchery Nibor's Avatar
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    Dwarf:

    Core:
    Dwarven Toughness (autogrant): You gain 10 HP
    Dwarven Consitution (2ap): +1 Con
    Dwarven Toughness (1ap, min AP in tree currently bugged to be at least 30): 10 HP
    Dwarven Constitution (2ap): +1 Con
    Dwarven Toughness (? - seems bugged, it autogranted): 10 HP

    Tier 1:
    Kundarak Dragonmark Focus (?): +1/2/3 use, +1/2/3 search
    Iron Stomach (1ap): +1/+2/+3 CL of potions you drink
    Stout (1ap): +1/+2/+3 Balance and Saves vs Poison
    Dwarven Weapon Training (2ap, choose one):
    Axe Training: +1 to-hit and damage with battle axes, dwarven waraxes, hand axes, greataxes, and throwing axes
    Pick and Hammer training: +1 to-hit and damage with heavy picks, light hammer, light picks, mauls, throwing hammers, and warhammers
    Dwarven Armor Mastery (1ap): +1/+2/+3 AC and Armor Max Dex bonus

    Tier 2:
    Lesser Dragonmark of Warding (2AP, Req dragonmark focus rank 1): Grants lesser dragonmark, Spell Resistance
    Dwarven Tactics (2ap): +1/+2/+3 to DC of your combat feats
    Child of the Mountain (2ap): +2%/3%/4% to maximum health, +1/+2/+3 to Fort saves, -1/-2/-3 to Reflex saves
    Dwarven Weapon Training (2ap, req Tier 1 of same type):
    Axe Training: +1 to hit and damage with battle axes, dwarven waraxes, hand axes, and throwing axes. +1 to hit and +2 damage with greataxes.
    Pick and Hammer training: +1 to hit and damage with heavy picks, light hammer, light picks, mauls*, throwing hammers, and warhammers. +1 to hit and +2 damage with mauls (I think mauls inclusion in the +1 damage line is a typo)
    Dwarven Shield Mastery (2ap): 5%/10%/15% Shield AC and +1/+2/+3 Tower Shield max dex bonus

    Tier 3:
    Greater Dragonmark of Warding (2ap, req Lesser dragonmark): Grants Greater Dragonmark, Radiant Forcefield
    Dwarven Runes (2ap): +1/+2/+3 to saves vs spell effects
    Stand Like STone (2ap, requires Child of the Mountain): Action Boost: For 12/15/20 seconds you gain +10/+20/+30 Balance, PRR, and stacking Energy Resistance, but have a 50% penalty to movement speed, sink in water, and cannot fly.
    Dwarven Weapon Training (2ap, requires Tier 2 of same type):
    Axe Training: +1 to hit and damage with (all axes)
    Pick and Hammer Training: +1 to hit and damage with (all picks/hammers)

    Tier 4:
    Hands of Stone (?ap, req Greater Dragonmark): Greater Dragonmark Spell: Earthgrab, reflex DC 10+level+con modifier
    Dwarf Fortress (1ap, req Stand Like Stone): While wearing full plate and using a shield, you gain +1/+2/+3 AC, Intim, and will saving throws vs Fear, and deal 3%/5%/7% additional weapon damage.
    Dwarven Weapon Training (2ap, req Tier 3 of same type):
    Axe Training: +1 to hit and damage with battle axes, dwarven waraxes, hand axes, and throwing axes. +1 to hit and +2 damage with greataxes.
    Pick and Hammer training: +1 to hit and damage with heavy picks, light hammer, light picks, mauls*, throwing hammers, and warhammers. +1 to hit and +2 damage with mauls (I think mauls inclusion in the +1 damage line is a typo)
    Throw your weight around (2ap, req Tier 4 of same type Dwarven Weapon Training):
    Axe: Use Con modifier for damage with (all axes)
    pick and hammer: Use Con modifier for damage with (all picks/hammers)

  13. #13
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    Quote Originally Posted by Nibor View Post

    Tier 2:
    Dwarven Weapon Training (2ap, req Tier 1 of same type):
    Axe Training: +1 to hit and damage with battle axes, dwarven waraxes, hand axes, and throwing axes. +1 to hit and +2 damage with greataxes.

    Tier 4:
    Axe Training: +1 to hit and damage with battle axes, dwarven waraxes, hand axes, and throwing axes. +1 to hit and +2 damage with greataxes.
    Actually we have:

    Tier 4:
    Axe Training: +1 to hit and damage with battle axes, hand axes, and throwing axes. +1 to hit and +2 damage with dwarven waraxes and greataxes.

    Plus the Tier 2 has a different description in the character sheet. Same as the Tier 4 one.

    Be interesting to know if these stack with the Battle Engineer Dwarven Axe bonus.
    Varz
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  14. #14
    Community Member SealedInSong's Avatar
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    Default These make me so happy

    Quote Originally Posted by Nibor View Post
    Tier 4:
    Hands of Stone (?ap, req Greater Dragonmark): Greater Dragonmark Spell: Earthgrab, reflex DC 10+level+con modifier
    Dwarf Fortress (1ap, req Stand Like Stone): While wearing full plate and using a shield, you gain +1/+2/+3 AC, Intim, and will saving throws vs Fear, and deal 3%/5%/7% additional weapon damage.
    Dwarven Weapon Training (2ap, req Tier 3 of same type):
    Axe Training: +1 to hit and damage with battle axes, dwarven waraxes, hand axes, and throwing axes. +1 to hit and +2 damage with greataxes.
    Pick and Hammer training: +1 to hit and damage with heavy picks, light hammer, light picks, mauls*, throwing hammers, and warhammers. +1 to hit and +2 damage with mauls (I think mauls inclusion in the +1 damage line is a typo)
    Throw your weight around (2ap, req Tier 4 of same type Dwarven Weapon Training):
    Axe: Use Con modifier for damage with (all axes)
    pick and hammer: Use Con modifier for damage with (all picks/hammers)
    I've been wanting to make another earth savant but I just have too many casters. This fits the bill, and way above my expectations. Thanks for transcribing this.

    +1
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  15. #15
    Community Member btolson's Avatar
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    This tree needs more options that a non-melee char might find useful. Incentives aimed at diversifying the typical race/class combos would be nice.

    +SP is something that dwarves used to have access to, that would be nice to see again.

    Dwarves are supposed to be quite comfortable with heavy armor and shields (lorewise, they even give their shields names and talk about them like people), so maybe some -ASF (for shields at least). Maybe a boost to active blocking DR?

    Maybe some bonuses to Fire, Repair, and Acid (closest corollary to Earth) spellpower?

  16. #16
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    Quote Originally Posted by btolson View Post
    This tree needs more options that a non-melee char might find useful. Incentives aimed at diversifying the typical race/class combos would be nice.

    +SP is something that dwarves used to have access to, that would be nice to see again.

    Dwarves are supposed to be quite comfortable with heavy armor and shields (lorewise, they even give their shields names and talk about them like people), so maybe some -ASF (for shields at least). Maybe a boost to active blocking DR?

    Maybe some bonuses to Fire, Repair, and Acid (closest corollary to Earth) spellpower?
    Well there is no equivalent of Dwarven Faith here, but aside from that there is about the same degree of enhancements for non melee as there was before. Spell Defense, Toughness, Constitution, the opportunity for Con as damage for melee divines or even arcanes is new, albeit not quite right as located in the tree yet. Iron Stomach is at least useful for any build even if not highly desired. They did a good job IMO of capturing the key dwarven archetypes and although that includes axe/pick/hammer and armor, there's still a selection of stuff here useful for every build more or less like it is on Live.

    However, the issue is the AP gating and how that forces a caster based dwarf into taking a lot of enhancements that are wasted for their build, just to get some of the enhancements that they used to be able to on Live that are useful for their builds.

    So - good selection *available*; bad gating mechanic that's forcing one to waste AP in order to obtain what is relevant to their build in a similar way they could on Live.

  17. #17
    Community Member btolson's Avatar
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    Quote Originally Posted by hit_fido View Post
    ... there is about the same degree of enhancements for non melee as there was before...
    Which is largely the problem. Toughness and Con would be the biggest draw, but you can get those from Warforged. I'm not desirous of dwarf becoming the go-to race for all non-melees, but a few more incentives to lure a noticeable amount of non-melees towards the race and diversify the general demographics would be a good thing. I don't expect the current offerings to do much in that regard.

  18. #18
    The Hatchery Urist's Avatar
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    Dwarf Fortress
    I approve of this enhancement.

  19. #19
    The Hatchery Nibor's Avatar
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    I'm going to assume the Core abilities are bugged and should be 2ap each for the dwarven Toughness.

    The +AC for dwarven fortress seems horribly low. That's a lot of AP to get there, and by then you're in Full Plate and somehow +1-2-3 AC is supposed to interest you? Not sure I buy it. You'll take it for the Intim and/or the weapon damage, but the AC seems like just clutter - either remove it, or make it meaningful.

  20. #20
    Community Member Indoran's Avatar
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    Quote Originally Posted by Nibor View Post
    I'm going to assume the Core abilities are bugged and should be 2ap each for the dwarven Toughness.

    The +AC for dwarven fortress seems horribly low. That's a lot of AP to get there, and by then you're in Full Plate and somehow +1-2-3 AC is supposed to interest you? Not sure I buy it. You'll take it for the Intim and/or the weapon damage, but the AC seems like just clutter - either remove it, or make it meaningful.
    maybe PRR would be more interesting something along the lines of 3/6/9 ???

    Btw you are making me wish to roll a dwarf
    Khyber: Pinel / Laerak / Sibeli / Kaeral / Gilmara - Crafter

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