Post by Variaz on Nov 30, 2008 2:13:15 GMT -5
Beware, what follows is extremely scary, a lot more than the nightmare horrors, even if they were real.
Please do not show this to anyone below the age of 18.
All right.... here we go. Don't say I didn't warn you!
Scary huh? I told you this thread was going to be an horror show!
With abilities like that, it's no wonder many peoples prefers the Monster race. And I didn't even bring the Rogue and the atrocious Marksman and Monster Mage(which might disappear completely).
But hey, Unarmored Combat and Monk Speed both at 10 is all you need to beat nightmares. Because "Although this ability requires you to be unarmored, high speed will usually more than make up for it". And don't forget One with Body & Mind, "this ability can be very helpful". Yeah.
Please do not show this to anyone below the age of 18.
All right.... here we go. Don't say I didn't warn you!
1. Divine Strength(Active, level 1)
Effect: Temporarely raise your strength.
Bonus to strength: +2
Duration: 5
Extra points: +2 to strength.
+1 to duration.
This ability allow to temporarely raise your strength. This ability can be very
useful, as with only 15 points, you can get yourself an extra multiplier to your
damages. This can be very useful early in the game, so you can focus on other
stats such as Dexterity and Constitution, while getting a good Strength bonus
when you need it. The duration is short at first, but with a couple of points,
it will be enough to defeat a few foes before fading. And you can cast it anytime.
Effect: Temporarely raise your strength.
Bonus to strength: +2
Duration: 5
Extra points: +2 to strength.
+1 to duration.
This ability allow to temporarely raise your strength. This ability can be very
useful, as with only 15 points, you can get yourself an extra multiplier to your
damages. This can be very useful early in the game, so you can focus on other
stats such as Dexterity and Constitution, while getting a good Strength bonus
when you need it. The duration is short at first, but with a couple of points,
it will be enough to defeat a few foes before fading. And you can cast it anytime.
2. Holy Bolt(Active, level 1)
Effect: Cast a holy bolt of light at your enemies.
Damages: 10/(Wis - 5)
Type: Light
Extra points: +10 damages/(Wis - 5)
This ability allow you to cast a bolt of Light energy to your enemies. This is
a useful ability to take care of the monsters immune to physical attacks, or
if you want a fairly strong and reliable ranged attack. Also, there aren't so
many monsters that resists Light based attacks, so it will work fine on most
enemies. And if you place a couple of points into it, and raise your Spellcraft
skill, it can become a potent, free attack spell.
Effect: Cast a holy bolt of light at your enemies.
Damages: 10/(Wis - 5)
Type: Light
Extra points: +10 damages/(Wis - 5)
This ability allow you to cast a bolt of Light energy to your enemies. This is
a useful ability to take care of the monsters immune to physical attacks, or
if you want a fairly strong and reliable ranged attack. Also, there aren't so
many monsters that resists Light based attacks, so it will work fine on most
enemies. And if you place a couple of points into it, and raise your Spellcraft
skill, it can become a potent, free attack spell.
3. Aura Of Life(Passive, level 1)
Effect: Heal yourself and friendly monsters around you. Also damage undeads.
Healing on self: 3
Healing on friendly monsters or damages to undeads: 10/(Wis - 5)
Radius: 3
Extra points: +3 to healing.
+10 healing on friendly monsters or damages to undead/(Wis - 5).
+1 to radius for every 20 points.
This ability has many functions. The first one is to gradually recover some
hp while moving. The second is to heal friendly monsters around you, if you
have any. And finally, if there are any undeads around you, they will take
some damages. This ability can be quite useful, especially if you like having
lot of monsters with you, or if you want to be able to destroy undeads more
easily. Magic damages returning undeads will not return damages done by your
aura. Spellcraft will help raising the damages and healing on other monsters,
but will not affect the healing on yourself.
Effect: Heal yourself and friendly monsters around you. Also damage undeads.
Healing on self: 3
Healing on friendly monsters or damages to undeads: 10/(Wis - 5)
Radius: 3
Extra points: +3 to healing.
+10 healing on friendly monsters or damages to undead/(Wis - 5).
+1 to radius for every 20 points.
This ability has many functions. The first one is to gradually recover some
hp while moving. The second is to heal friendly monsters around you, if you
have any. And finally, if there are any undeads around you, they will take
some damages. This ability can be quite useful, especially if you like having
lot of monsters with you, or if you want to be able to destroy undeads more
easily. Magic damages returning undeads will not return damages done by your
aura. Spellcraft will help raising the damages and healing on other monsters,
but will not affect the healing on yourself.
1. Unarmored Combat(Passive, level 1)
Effect: Gives you a bonus to your base AC.
Bonus to base AC: +4
Extra points: +4 to base AC.
This passive ability allow you to increase your base AC while not wearing
any armor. While the bonus might not seem so great, keep in mind that it
is the BASE AC that is increased, and that it is compatible with the
agility skill. If you raise both this ability and your agility skill, your
AC can become very high, and if you invest a lot in this ability, it may
become even better than the strongest suits of armor. Combined with the
bonus of the martial arts skill, this ability can easily help you forget
about wearing any kind of armor.
Effect: Gives you a bonus to your base AC.
Bonus to base AC: +4
Extra points: +4 to base AC.
This passive ability allow you to increase your base AC while not wearing
any armor. While the bonus might not seem so great, keep in mind that it
is the BASE AC that is increased, and that it is compatible with the
agility skill. If you raise both this ability and your agility skill, your
AC can become very high, and if you invest a lot in this ability, it may
become even better than the strongest suits of armor. Combined with the
bonus of the martial arts skill, this ability can easily help you forget
about wearing any kind of armor.
"this ability can easily help you forget
about wearing any kind of armor"
about wearing any kind of armor"
7. One With Body & Mind(Passive, level 6)
Effect: Increase both your hp and mana.
Bonus: +15 to hp and mana.
Extra points: +15 additional points to hp and mana.
This passive ability raise both your hp and your mana. If you use a lot
of magic, or simply need more hp(and probably both), then this ability
can be very helpful. By raising both stats, you will get the mana to
cast powerful spells without reducing your capacity to survive blows
from enemies.
Effect: Increase both your hp and mana.
Bonus: +15 to hp and mana.
Extra points: +15 additional points to hp and mana.
This passive ability raise both your hp and your mana. If you use a lot
of magic, or simply need more hp(and probably both), then this ability
can be very helpful. By raising both stats, you will get the mana to
cast powerful spells without reducing your capacity to survive blows
from enemies.
this ability
can be very helpful.
can be very helpful.
8. Monk Speed(Passive, level 6)
Effect: Increase your speed while unarmored.
Bonus: +1 to speed.
Extra points: +1 to speed for every two points.
This passive ability raises your speed. Speed is very important later
in the game when enemies starts becoming very fast and hard to avoid.
Although this ability requires you to be unarmored, high speed will
usually more than make up for it, especially if you placed points
in Unarmored Combat ability.
Effect: Increase your speed while unarmored.
Bonus: +1 to speed.
Extra points: +1 to speed for every two points.
This passive ability raises your speed. Speed is very important later
in the game when enemies starts becoming very fast and hard to avoid.
Although this ability requires you to be unarmored, high speed will
usually more than make up for it, especially if you placed points
in Unarmored Combat ability.
Although this ability requires you to be unarmored, high speed will
usually more than make up for it
usually more than make up for it
7. Energize Self(Active, level 6)
Effect: Restore hp, mana, and cure all bleeding.
Hp healed: 10/(Wis - 5)
Mana healed: 5/(Wis - 5)
Extra points: +2 hp healed/(Wis - 5).
+1 mana healed/(Wis - 5) for every two points.
This ability allow you to restore both your hp, mana and cure
all bleeding you may have. This ability is clearly better than
the priest's Heal, however, it is also A LOT harder to obtain
than the other one. If you don't actually need the mana healing,
or don't wish to build a High Monk character, the priest's heal
will probably be enough to do the job.
Effect: Restore hp, mana, and cure all bleeding.
Hp healed: 10/(Wis - 5)
Mana healed: 5/(Wis - 5)
Extra points: +2 hp healed/(Wis - 5).
+1 mana healed/(Wis - 5) for every two points.
This ability allow you to restore both your hp, mana and cure
all bleeding you may have. This ability is clearly better than
the priest's Heal, however, it is also A LOT harder to obtain
than the other one. If you don't actually need the mana healing,
or don't wish to build a High Monk character, the priest's heal
will probably be enough to do the job.
This ability allow you to restore both your hp, mana and cure
all bleeding you may have. This ability is clearly better than
the priest's Heal, however, it is also A LOT harder to obtain
than the other one. If you don't actually need the mana healing,
or don't wish to build a High Monk character, the priest's heal
will probably be enough to do the job.
all bleeding you may have. This ability is clearly better than
the priest's Heal, however, it is also A LOT harder to obtain
than the other one. If you don't actually need the mana healing,
or don't wish to build a High Monk character, the priest's heal
will probably be enough to do the job.
Scary huh? I told you this thread was going to be an horror show!
With abilities like that, it's no wonder many peoples prefers the Monster race. And I didn't even bring the Rogue and the atrocious Marksman and Monster Mage(which might disappear completely).
But hey, Unarmored Combat and Monk Speed both at 10 is all you need to beat nightmares. Because "Although this ability requires you to be unarmored, high speed will usually more than make up for it". And don't forget One with Body & Mind, "this ability can be very helpful". Yeah.