Necromancer, Ranger, and Shadow Knight Deep Dives and Traits Preview

Hi folks!

Things are running up to the wire, but we wanted to give you an overview of the coming changes to the Necromancer, Ranger, and Shadow Knight classes, as well as a preview of the changes to Traits before we go into Early Access on Thursday (Oct. 1).

The initial implementation of all of the class changes listed in the Deep Dives is waiting for you in the October 1st launch build. You’ll be able to experience what’s described in the documentation on Day 1.

From here we’ll continue to focus on fixes, iterating on your feedback, and reviewing relative balance of all of the classes. The normal stuff MMOs tend to do for a while.

You can find the Deep Dives here:

Please give a high-five and/or some positive vibes to the guys. They put in a ton of hours and effort to ensure that we could go live with the first pass of revamps for all of the classes.

We’ve got plenty of work ahead of us, but I hope we’ve shown that we take maintaining our momentum very seriously.

Again, big thanks to Jahaar, Xilith, Ali, Runaf, and the rest of the crew!

Traits Preview

The work on Traits is ongoing, but we’re planning on getting the changes out as soon as possible. When we release the revamped traits, we’ll provide the mechanism needed for you to reselect your preferred configuration within the new system. We’re posting these here to help people with race selection.

Our immediate focus is on Racial Innates, Background Traits, and Starting Boons - but we’ll continue working on the rest of the options and get them in over time.

Keep in mind that we’re liable to get feedback and make some tweaks as we go. But just like the class changes, this should give you enough of a foundation to ensure you’re able to make an informed decision on races and check them firsthand once they’re available.

Goals

We wanted your Race and Trait selections to matter. We have rethought traits entirely and we are excited to roll them out to you over the course of Early Access. Our goals are:

  1. Make the choices matter

  2. Give you a lot of agency in designing how your character plays

  3. Ensure there is ample room for growth and progression

  4. Prevent you feeling “stuck” in your choices, which you may have made before knowing/understanding your class

** It is important to note that this is all still unimplemented and is a work in progress. We are sharing design notes that may change between now and when they get implemented. We will allow you to reselect your traits when these go live. **

Racial Innate Traits

Every race now gets 3 Racial traits, which may include an innate vision type. These innate traits should offer interesting gameplay opportunities, lean into the racial lore, and create points of distinction between the races.

The intention was to provide opportunity for distinction that is not just based on “this race is big and so gets +2 strength.” These distinctions still exist, but are represented in the starting attributes and maximums afforded during point allocation during character creation.

Background Traits

Additionally, every race now gets to select from one of three backgrounds that come with various benefits and potential penalties. These trait options are heavily based on racial lore and offer an opportunity for players to immerse themselves in multiple fantasies within a given racial selection.

These Background Traits offer significant advantages and disadvantages that are more impactful than the Racial Innates.

Personality Traits

Players may opt to select a personality trait. These offer small, fun modifiers that reinforce the player’s fantasy. These are optional and players may choose to be “Bland” and have no bonuses/penalties. Not all personalities will be available to every race/class combination.

Starting Boons

We also appreciate that players currently choose traits often because they give certain starting items. This could be a generous bag or a thousand throwing daggers. Starting Boons give you an opportunity to select your starting item without any accompanying bonuses or penalties. All boon choices should be impactful.

Progression Traits

As you level, you will find opportunities to gain additional traits. Some traits may have prerequisite traits, and others may not. Some traits will only be available to certain races, class archetypes, or classes.

They will be represented in game as quests, with the trait being the reward or potentially one of several rewards.

We track a lot of information about your characters. So, some traits may require you to slaughter large numbers of vermin, and by the time you find the quest you may have already completed that objective. Our intention is for the NPC to look at you and say, “Here comes a great vermin slayer! All hail the Vermin Lord!” and give you the trait.

Also, we hear you like epic quests? How about epic trait quests? Keep an eye out as the world grows larger.

On Vision Types

  • Ultravision will remain the same

  • Infravision will change to an activatable ability

    • The intention is for infravision to gain additional effects such as highlighting warm-blooded things

Racial Innates and Backgrounds

This list is still in development, and values and certain effects may (will) change. However, the intent will remain the same.

Human

  • Innates

    • Quick Learner

      • All skill points are gained 5% faster

    • Incorrigible Nature

      • 10% Bonus Endurance

      • 5 Resistance to Magic and Electric

    • Human Conquest and Diplomacy

      • +25 to Sense Heading

      • +5 to Slashing, Bludgeoning, and Piercing

      • 5% chance to double your faction bonus from combat

  • Select one of three:

    • Seafaring

      • +10 Fishing

      • +10% Swimming Speed

      • +5 Cold Resist, -5 Electric Resist

      • Something smells fishy: -2 Charisma

      • +10% immunity to fear

    • Enduring

      • +1 stamina

      • +1 strength

      • Activatable: Endure

        • Increases your stamina by 30% for 20 seconds, which increases max health temporarily.

        • Heals your current health for 25% of the max HP gained

        • 10 minute cooldown

    • Wayfaring

      • Starts with Deep Common Language skill

      • +5 Cold Resist & -5 Disease Resist

      • +1 to all stats

      • 10% immunity to snares

Wood Elf

  • Innates

    • Infravision (Activatable)

    • Hide

    • Hunter/Gatherer

      • +20 Forage

      • + 10 Fishing

      • 5 Resistance to Poison and Disease

  • Select one of three:

    • Woodland Protector

      • Cute bear pet (non-combat)

      • +2 Agility

      • +25 Sense Heading

      • Activatable: Protect

        • Protect an ally, redirecting 50% of incoming damage to you for 15 seconds.

        • 10 minute cooldown

    • Well-Traveled

      • + 5 to slash, blunt, pierce

      • +5 Resistance to Cold and Fire

      • +25 to Sense Heading

      • +10 Commerce

      • 10% immunity to snares

      • 10% immunity to fear

    • Grove Tender

      • + 2 Wisdom

      • +1 Stamina

      • +10 to blunt

      • +10% Endurance

      • -2 Corruption Resistance

      • Activatable: Heartwood Sapling

        • Places a Tree that provides Shading and Shelter below it

        • Reagent: Heartwood Core from various Elven forests

        • Lasts 30 minutes, Cooldown 10 minutes

Deep Gnome

  • Innates

    • Ultravision

    • Bioluminescent (Activatable light)

      • Ingest a “Deep Mushroom” to activate bioluminescence for 20 minutes

    • Alien Beauty

      • Bonus faction with Myconids and other strange creatures

  • Select one of three:

    • Immensely Wise

      • +2 Wisdom

      • Activatable: Dream

        • Puts you to sleep for 12 seconds (only broken on damage taken), increasing healing received by 25%, forcing meditation, and giving you temporary +30% meditation skill for the duration which increases mana regeneration.

        • 10 minute cooldown

    • World Walker

      • +25 Sense Heading

      • +3 Corruption Resist, -3 Holy Resist, +3 Disease Resist

      • Activatable: Liminal Step

        • Step between worlds, granting invisibility vs all types for 15 seconds before emerging in the material once more.

        • 20 minute cooldown

        • Evades enemy aggression when activated

    • Fungal Symbiosis

      • Fungal Regeneration (only active while shaded)

      • +5 Disease Resist, -5 Corruption Resist

      • Rotten: -2 Charisma

      • Activatable: Rotten Renewal

        • Sacrifice 30% of your maximum health, and distribute the damage done as healing to each party member over 12 seconds. Once afflicted by Rotten Renewal, a player cannot benefit from further renewal for 3 minutes.

        • 15 minute cooldown

Gnome

  • Innates

    • Slippery

      • 15% resist root

      • Activate to break roots

    • Resourceful

      • Activatable +20 Resistance to Magic, Electric, Corruption

    • Innovative

      • 5% increased skill gain speed in:

        • Tinkering

        • Engineering

        • Intelligence-based spell casting skills

        • Language skills

  • Select one of three:

    • Gnome of the Underworld

      • Ability: Hide

      • +2 Dexterity

      • +2 Intelligence

      • -1 Strength

      • -1 Wisdom

      • +5 Resist Cold

      • Ability: Improvised Light

        • Create an improvised torch from any single material that is:

          • Wooden

          • Cloth

    • Gnome of the Forest

      • Activatable: Sprint-type ability

        • Gain 20 movement speed

          • 8 seconds

          • 15 minute Cooldown

      • +1 Stamina

      • +1 Wisdom

      • -1 Stamina

      • +2 Resist Poison

      • Ability: Infravision (Self-Only)

    • Gnome of the City

      • +10 Commerce

      • +15 Tinkering

      • Sneak

      • + 1 Dexterity

      • Ability: Improvised Stun Grenade

        • Reagent: Gnomish Boomers (unique tinkering recipe)

        • 20 minutes Cooldown

        • Ground Target AoE short stun

Halfling

  • Innates

    • +5 Disease and Fire Resistances

    • Sneak: If the class already gets sneak then they get improved sneak (+2 levels sneak)

    • Daggers and stuff

      • + 10 to piercing

  • Select one of three:

    • A Life of Peace

      • +20 Farming

      • +20 Cooking

      • +20 Brewing

      • Activatable: Homesteading

        • Requires Campfire

        • Places Platter of Dried Plants widget

          • Aura: Smells like Home

            • +5% Skill Gain

            • Slow down food/water consumption by 30%

            • +20% Endurance Regeneration

          • Right Click

            • Buff 5 minutes +1 Charisma, Smell like Autumn

        • Cooldown 20 minutes, Requires reagent Fragrant Leaf (Spawns on the ground in forests)

    • A life of mischief

      • + 2 Agility

      • + 1 Dexterity

      • + 10 Commerce

      • +5 Piercing

      • Activatable: Hide

    • A life of loyalty

      • + 10% Endurance

      • + 2 Stamina

      • +5% immunity to fears

      • Activatable: Nimble

        • Temporarily increases your Agility by 10, and an additional 30% for 20 seconds.

        • 8 minute cooldown

Goblin

  • Innates

    • Pickpocket

    • Forage

    • Filth Dweller

      • +5 Resist Disease and Poison

      • +2 Resist Cold and Electric

  • Select one of three:

    • Sewer-Born

      • Smelly (-2 Charisma)

      • Infravision

      • +10% Swimming Speed

      • Eats Less

      • Sneak: If the class already gets sneak then they get improved sneak (+2 levels sneak)

    • Betrayer's Bloodline

      • Magical Vision (Sense Magic)

      • +1 Intelligence

      • Slippery

        • 15% resist root

        • Activate to break roots

      • Starts with a “Grimy Crown”

      • Chance to pickpocket when you auto-attack

    • Bloodstalker’s Apprentice

      • + 1 Dexterity

      • + 1 Wisdom

      • + 1 Agility

      • 10% Immunity to Fear

      • 10% Immunity to Snare

      • Activate: Remove snare effects

Ogre

  • Innates

    • Sturdy Flesh

      • 10% Immune to Stun

    • Discipline of the Ogre

      • 10% Immune to Fear

    • Sound of Spirit

      • 5 Resist Disease and Corruption

  • Select one of three:

    • Rage-blood

      • +2 Strength

      • +1 Agility

      • 10% immunity to Fear

      • -2 Wisdom

      • Brawn Activatable

        • Become strong, increasing your strength by 50% for 15 seconds

    • Soothsayer

      • +2 Wisdom

      • -1 Dexterity

      • Activatable: Meditative Trance

        • 20 Minute Cooldown

        • Consume x HP and gives x Mana over x Seconds

          • breaks when damaged or moving

      • Activatable: Clairvoyant Evasion

        • Gives 10% Agility for 10 seconds

        • 8 minutes cooldown

    • Outsider

      • +2 Stamina

      • Activatable: Ogre Renewal

        • 20 seconds of HP regeneration

        • 20 minutes cooldown

        • Breaks when damaged or moving

      • Activatable: Summon a small bird pet

Deep Elf (WIP)

  • Innates

    • Ultravision

    • Infravision (activated)

    • Child of the Deep

      • 10% Endurance bonus

      • 10% immunity to Mesmerize

      • +5 Resistance to Corruption

  • Select one of three:

    • Oath Bound

      • Lethality:

        • +1 Dexterity

        • +1 Intelligence

      • Slippery

        • 15% resist root

        • Activate to break roots

    • House Zealot

      • Devotee: You are favored by your god. Your reputation increases with your deity is increased by 5%

      • A culture of faith:

        • +2 Wisdom

        • -1 Intelligence

        • -1 Charisma

        • 10% Immunity to Fear

    • Wanderer

      • Multicultural: You are knowledgeable and understand the nuances of other cultures. Your faction gains are increased by 5%

      • Well-read:  You can pick one additional language you can speak

      • +25 Sense Heading

      • +5 to Ranged Weapons

      • +5 Resistance to Cold and Fire

      • +10% Endurance

Dwarf

  • Innates

    • Magnificent Locks

      • 5% immunity to stun

    • Short legs, long reach

      • +10% Endurance

      • -10% Swim Speed

    • Self-Sufficient

      • +10 Fishing

      • +10 Cooking

  • Choose one of three:

    • Mountain-born

      • +1 Strength

      • -1 Agility

      • +1 Wisdom

      • Resourcefulness

        • +15 Mining

        • +15 Brewing

        • +10 Survival

      • Activatable: Strength of the Stone

        • Breaks when moving

        • Grants +AC

        • 30 minutes CD

      • +25 Sense Heading

    • City Dwarf

      • +1 Intelligence

      • Mechanic

        • +15 Tinkering

        • +15 Alchemy

        • +15 Brewing

        • Recipe: A Swig of Oomph

          • Alternative scaling version of Healing Potion

          • Only usable by Dwarves

      • Oily

        • 15% resist root

        • Activate to break roots

    • Noble Lineage

      • Notable Weapon Master

        • +5 Sword

        • +5 Piercing

      • Extended Monologues

        • +1 Charisma

        • -1 Intelligence

        • +10 Commerce

      • Leading from the Back

        • +1 Wisdom

        • -1 Strength

      • Activatable: Beacon of Hope

        • 12 seconds Self Buff

        • +Light

        • Aura: Reduce incoming damage by 10% to allies

        • 45 minute Cooldown

Some Examples of Personality Traits

  • Wheeler and Dealer

    • +5 Commerce

    • +1 Charisma

    • -1 Intelligence

  • Street Urchin

    • +5 Pickpocket

    • -1 Charisma

    • +1 Agility

  • Grotesque

    • -3 Charisma

    • +2 Wisdom

    • +1 Intelligence

    • +2 Stamina

  • Glutton

    • +30% Food Consumption

    • +2 Stamina

    • -1 Agility

  • Academy Rascal

    • Can make a projectile out of almost anything

    • Activated Ability: Improvised Projectile

      • 1 dmg, 20 minute cooldown

In Closing

Alright, with this posted, we’re going to go back to focusing on preparations for Early Access.

Keep an eye on Discord and our Forums for more information and any last minute updates.

We’ll keep an eye out for feedback and hope to see you in game on Thursday - October 1st!

PS. We’re currently sitting at 9,411 subscribers. Pretty wild!

PPS. a few of you wanted to look at the last block of class and race breakdowns from Beta to help you make your character choices. Here you go:

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Bard and Enchanter Deep Dives