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Announce News Post #3629

Racial Abilities

Written by: Keroc, the Starborn
Date: Tuesday, March 26th, 2024
Addressed to: Everyone


Hello folks,

The next part of this phase, racial abilities!

RACES
=====

This is fairly more straightforward. Each race now has three abilities instead of four, and the milestones for unlocking each racial ability is at level 1, 31, and 61. The races have also been refreshed with new abilities in some places! Nice!

The reason why we've cropped it down to 3 is to cut out some of the chaff within racial abilities that are just pre-existing abilities in generic skillsets.

ENDGAME
=======

The fun part! Once you reach endgame, you can now use the RACESKILL system to unlock -any- racial skill available, including a small selection of racial abilities that can only be obtained through this system.

If you've invested points into the system in the past, all those points have been returned to you as haven points. You can then reconvert them back and spend them how you wish.

Unlike before however, there is now a limit on how many racial skills you can have active at once. While you can unlock all of them, you will need to select up to a max of 6 abilities to be active, and only 1 racial regeneration ability (excluding willpower and endurance regen). Swapping them out as you desire is a fairly straight forward task though, the only requirement is that you are within your Haven to do so.

AUGMETICS
=========

Despairing at the new racial limit? Well fear not. You can unlock more racial slots for more active abilities by investing augmetic enhancement points into them. You can do this a max of 10 times, which is a lot of racial skills!

CHANGE LOG
==========

That's all the main changes! If you're hunting for more details about how racial skills might have changed, feel free to read on below:


Racials
==================
- A bunch of new racial skills, but I won't list them all out in detail here, just those that changed!
* If you recall the survey I did, you'll find many of those have been added in.
- Renamed Skill: Improved Sleep to Deep Sleeper.
- Renamed Skill: Improved Meditation to Meditator.
- Renamed Skill: Alcohol Resistance to Alcohol Tolerance.
- Reworked Skill: Tinkering.
* Now increases knowledge sourced damage by 1%.
- Rock Harvesting now gives you an extra rock in locations that are marked as fertile.
- Rock Crushing and Rock Harvesting has been combined into one new skill: Ink Harvesting.
- Antivenin no longer provides a defence, it is passive.
- Clicking has been updated a bit so that it uses GMCP and hides your name if you are obscured.
- Digging has new messages about using your hands rather then claws.
- Forage is now 100% successful and restores more nutrition in locations that are marked as fertile.
- Headbash no longer stuns, and instead drains both yourself and the target of 1 intelligence.
- Headbash can now be started from an adjacent room.
- Deep Sleeper now improves your endurance regeneration, wakefulness, and your health regeneration when asleep.
- Trawling is now 100% successful and restores more nutrition in locations that are marked as fertile.
- Tremor Sense now has a new message.
- Health Regeneration has been increased to 3% per tick, up from 2%.
- Mana Regeneration has been increased to 3% per tick, up from 2%.
- Fur Coat and Cold Blooded no longer affect your dress level, they still affect your warmth though.

Artifacts
==================
- The 'sleeping_bag' artifact should now actually work and do what it says it does.
- The 'regeneration' artifact will now stack with the racial regeneration abilities.
- The 'regeneration' artifact has been reduced to 4% per a tick, down from 5%.
- The 'mana_regeneration' artifact will now stack with the racial regeneration abilities.
- The 'mana_regeneration' artifact has been reduced to 4% per a tick, down from 5%.

Cultivation
==================
- Fixed holding your lotus bud not providing a small amount of willpower regeneration.

Enchantment
==================
- The Dreamcatcher item should now actually work and will improve the following when asleep:
* Endurance regeneration, health regeneration, and blood regeneration.

Miscellaenous
==================
- Freshly cut trunks from Farming can be wielded as a heavy weapon.
- There's now a goose mount in Goreshire that is a small mount.
- There's also a goat in Tainhelm that is a small mount.

Survival
==================
- Survey will now show if your location is a fertile place for skills that require it.

Terramancy / Wavebreaking
==================
- Removed Skill: Tremorsense / Currents.
- New Skill: Footfeel / Currents.
* This will allow you to passively sense when someone is forced or goes underground in the same area as you.
* Does not detect someone moving underground, just when they initially go underground.
* Must not be flying or in the trees to sense the movement.

Weaponry
==================
- New Skill: Technique.

Penned by my hand on Gosday, the 16th of Ios, in the year 3 AC.


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