Post by psyxypher on Apr 13, 2020 13:26:04 GMT -5
A quick-ish thread on the race and guild options in Apocalypse. If anyone can help me with some of the information, that'd be most appreciated.
Races
Most of the same races as Arm. City Elves and Elves have been molded into a single race, and Dwarves are now 2 Karma. As a result, only Humans and Half-Elves are 0 Karma.
-Humans: Same as before.
-Half Elves: Never played on in Arm, but you can try to pass yourself as Human , Elf or Half-Elf. I don't think we've had a long-lived Half Elf yet.
-Elf: City Elf Wisdom with Desert Elf running. Either their Agility or Endurance was reduced, not sure which.
-Dwarfs: Same as always, except being 2 Karma.
-Half-Giants: Called "Goliaths" now. Still 3 Karma. Don't need to be played like children.
-Muls: 4 Karma. Slavery is no longer a thing, so Muls don't need to worry about that. Also Mul Rage has been altered.
-Thri-Kreen: 6 Karma. Not ready as a race. Probably because Arm made them stupidly broken.
-Halflings: Exist. Don't think they'll be a PC race, but that'll change. Not listed in the race selection, but are in the documentation.
-Dray/Dragonborn: Not sure if they'll ever be a PC race. Basically are the Bogeymen.
Main Guilds
Apoc uses the old guilds from Arm, with the exception of Burglar and Pickpocket being combined into the "Rogue" guild. Which if you ask me, should have been that way from the start. They're mostly the same, from what I can tell. I'll make notes where things are different.
-Warrior: Branches "Riposte" from Parry, which is different from the Arm version supposedly.
-Assassin:
-Rogue:
-Merchant: Starts with everything branched. No more dumbass grinding of Armor Repair!
-Ranger:
Mages are almost entirely the same, except for names. Stone Mages have been bumped to 3 Karma, and Wind Mages have been dropped to 5 (due to getting some much needed balances, I presume). Sorcs are now 7 Karma, oddly enough. I believe all mages have environmentally dependent spellcasting abilities, like Water Mages not being able to cast as well in hot climates. Mounts have been made more unique; all the elementalists no longer require components for every power level except mon, which is permanent. Sorcerers have no permanent mounts, and need a component for every power level. In general, magic is more accepted among the world.
-Water Mage/Unda
-Stone Mage/Sten
-Fire Mage/Ignis
-Shadow Mage/Umbra: Generally less well regarded than in Apoc, but this is mainly due to IC stuff.
-Lightning Mage/Fulgur
-Wind Mage/Venus: Got a lot of nerfs (or much needed balances). Hands of Wind is no longer a starting spell, and you can no longer Summon someone without their consent.
-Void Mage/Mors: Most often called "Mors Callers". Still heretical. Not sure if they get a fake guild to hide their powers.
Sorcerer: Still extra heretical. "Preserving" is no longer a thing; just not defiling enough to fuck the land. Mastering Gather is supposed to get you Dragon Magic; whether this means Dragon Drain or something else is currently unknown.
Others:
Psionicists: Still absolutely heretical. I wouldn't be surprised if we see new psionic powers in the future.
Templars: Still a class, but since Keredet is closed currently, we don't have any active.
Subguilds
A mixture of Arm's subguilds and extended subguilds. Also 4 Psionic Subguilds, all of them covering a slice of psionic powers.
-Aggressor
-Bruiser
-Lancer
-Berserker
-Protector
-Outdoorsman: A favorite of many players for obvious reasons (Wilderness Quit, Forage Food, Dsense)
-Grebber
-Slipknife
-Cutpurse
-Apothecary
-Majordomo
-Weaponcrafter
-Linguist
-Armorsmith
-Tailor
-Chef
-Outrider: Pretty sure they get an Agility bonus.
Psionic Subguilds: All of these are Karma-locked. Unlike Mages, Psionicists need to be careful with their powers, since Psionics is less accepted. I'm pretty sure they all get Wisdom boosts. I'm not sure what exact powers they all get. I played one (who didn't last wrong; RIP) who also get some extra skills.
-Defensive Psionics: 2 Karma. Get Dome(?) Vanish, and others.
-Subterfuge Psionics: 3 Karma. Get Sense Presence(?), Empathy and others.
-Utility Psionics: 4 Karma. Get Vanish, Rejuvenate and Dome as starting skills. Probably get Comprehend Languages and/or Allspeak. Also get Scan and Direction Sense as extra skills.
-Offensive Psionics: 5 Karma. Get all the badass stuff such as Mindwipe, Mindblast, Disorient(?) and some outright mind-control shit.
I might move this to another thread and make an "Apocalypse Megathread" or something. For now, if you can help me fill in the gaps, that'd be appreciated.
Races
Most of the same races as Arm. City Elves and Elves have been molded into a single race, and Dwarves are now 2 Karma. As a result, only Humans and Half-Elves are 0 Karma.
-Humans: Same as before.
-Half Elves: Never played on in Arm, but you can try to pass yourself as Human , Elf or Half-Elf. I don't think we've had a long-lived Half Elf yet.
-Elf: City Elf Wisdom with Desert Elf running. Either their Agility or Endurance was reduced, not sure which.
-Dwarfs: Same as always, except being 2 Karma.
-Half-Giants: Called "Goliaths" now. Still 3 Karma. Don't need to be played like children.
-Muls: 4 Karma. Slavery is no longer a thing, so Muls don't need to worry about that. Also Mul Rage has been altered.
-Thri-Kreen: 6 Karma. Not ready as a race. Probably because Arm made them stupidly broken.
-Halflings: Exist. Don't think they'll be a PC race, but that'll change. Not listed in the race selection, but are in the documentation.
-Dray/Dragonborn: Not sure if they'll ever be a PC race. Basically are the Bogeymen.
Main Guilds
Apoc uses the old guilds from Arm, with the exception of Burglar and Pickpocket being combined into the "Rogue" guild. Which if you ask me, should have been that way from the start. They're mostly the same, from what I can tell. I'll make notes where things are different.
-Warrior: Branches "Riposte" from Parry, which is different from the Arm version supposedly.
-Assassin:
-Rogue:
-Merchant: Starts with everything branched. No more dumbass grinding of Armor Repair!
-Ranger:
Mages are almost entirely the same, except for names. Stone Mages have been bumped to 3 Karma, and Wind Mages have been dropped to 5 (due to getting some much needed balances, I presume). Sorcs are now 7 Karma, oddly enough. I believe all mages have environmentally dependent spellcasting abilities, like Water Mages not being able to cast as well in hot climates. Mounts have been made more unique; all the elementalists no longer require components for every power level except mon, which is permanent. Sorcerers have no permanent mounts, and need a component for every power level. In general, magic is more accepted among the world.
-Water Mage/Unda
-Stone Mage/Sten
-Fire Mage/Ignis
-Shadow Mage/Umbra: Generally less well regarded than in Apoc, but this is mainly due to IC stuff.
-Lightning Mage/Fulgur
-Wind Mage/Venus: Got a lot of nerfs (or much needed balances). Hands of Wind is no longer a starting spell, and you can no longer Summon someone without their consent.
-Void Mage/Mors: Most often called "Mors Callers". Still heretical. Not sure if they get a fake guild to hide their powers.
Sorcerer: Still extra heretical. "Preserving" is no longer a thing; just not defiling enough to fuck the land. Mastering Gather is supposed to get you Dragon Magic; whether this means Dragon Drain or something else is currently unknown.
Others:
Psionicists: Still absolutely heretical. I wouldn't be surprised if we see new psionic powers in the future.
Templars: Still a class, but since Keredet is closed currently, we don't have any active.
Subguilds
A mixture of Arm's subguilds and extended subguilds. Also 4 Psionic Subguilds, all of them covering a slice of psionic powers.
-Aggressor
-Bruiser
-Lancer
-Berserker
-Protector
-Outdoorsman: A favorite of many players for obvious reasons (Wilderness Quit, Forage Food, Dsense)
-Grebber
-Slipknife
-Cutpurse
-Apothecary
-Majordomo
-Weaponcrafter
-Linguist
-Armorsmith
-Tailor
-Chef
-Outrider: Pretty sure they get an Agility bonus.
Psionic Subguilds: All of these are Karma-locked. Unlike Mages, Psionicists need to be careful with their powers, since Psionics is less accepted. I'm pretty sure they all get Wisdom boosts. I'm not sure what exact powers they all get. I played one (who didn't last wrong; RIP) who also get some extra skills.
-Defensive Psionics: 2 Karma. Get Dome(?) Vanish, and others.
-Subterfuge Psionics: 3 Karma. Get Sense Presence(?), Empathy and others.
-Utility Psionics: 4 Karma. Get Vanish, Rejuvenate and Dome as starting skills. Probably get Comprehend Languages and/or Allspeak. Also get Scan and Direction Sense as extra skills.
-Offensive Psionics: 5 Karma. Get all the badass stuff such as Mindwipe, Mindblast, Disorient(?) and some outright mind-control shit.
I might move this to another thread and make an "Apocalypse Megathread" or something. For now, if you can help me fill in the gaps, that'd be appreciated.