599hp 823m 221mv 27546tnl 3484g dusk city --- no opponent -- no opponent --- calm
You yell 'Help! I am being attacked by Hadleigh!'
Hadleigh's thrust DISEMBOWELS you!
Hadleigh's thrust DISEMBOWELS you!
[* ] You block Hadleigh's attack with your shield.
Your ice shield decimates Hadleigh!
Hadleigh has a few scratches.
507hp 823m 221mv 27546tnl 3484g dusk city --- shaft -- dual_wield --- evasive
Your luminous punch devastates Hadleigh!
Your luminous punch decimates Hadleigh!
Hadleigh's thrust MUTILATES you!
Hadleigh's thrust DISEMBOWELS you!
[* ] You parry Hadleigh's thrust.
Your ice shield decimates Hadleigh!
[** ] You parry a large wolf's bite.
[** ] You parry a large wolf's bite.
Hadleigh has some small wounds and bruises.
415hp 823m 221mv 27546tnl 3484g dusk city --- shaft -- dual_wield --- evasive disp $$
You failed.
Hadleigh has some small wounds and bruises.
415hp 808m 221mv 27546tnl 3484g dusk city --- shaft -- dual_wield --- evasive
[***] Hadleigh parries your luminous punch.
[* ] Hadleigh parries your luminous punch.
Hadleigh's thrust MUTILATES you!
Hadleigh's turmoil decimates you!
Hadleigh's thrust DISEMBOWELS you!
Your ice shield devastates Hadleigh!
A large wolf's bite injures you.
A large wolf's bite injures you.
Your ice shield maims a large wolf!
Hadleigh has some small wounds and bruises.
270hp 808m 221mv 27546tnl 3484g dusk city --- shaft -- dual_wield --- evasive flee
You flee from combat!
Bridge over the Bay of Sarich
[Exits: north south]
270hp 808m 220mv 27546tnl 3484g dusk city --- no opponent -- no opponent --- aggressive north
north
Bridge over the Bay of Sarich
[Exits: north south]
270hp 808m 219mv 27546tnl 3484g dusk city --- no opponent -- no opponent --- aggressive north
north
north
Bridge over the Bay of Sarich
[Exits: north south]
(Charmed) A blood fanged wolf is here, looking hungry.
(Charmed) A large, ferocious wolf is here.
(White Aura) Hadleigh is here.
A Valourian sentry stands on duty, guarding the bridge.
270hp 808m 218mv 27546tnl 3484g dusk city --- no opponent -- no opponent --- aggressive north
You yell 'Help! I am being attacked by Hadleigh!'
Hadleigh's thrust DISEMBOWELS you!
[* ] You parry Hadleigh's turmoil.
Hadleigh's thrust maims you!
Hadleigh's turmoil devastates you!
Your ice shield devastates Hadleigh!
Hadleigh has some small wounds and bruises.
155hp 808m 218mv 27546tnl 3484g dusk city --- shaft -- dual_wield --- aggressive No way! You are still fighting!
Hadleigh has some small wounds and bruises.
155hp 808m 218mv 27546tnl 3484g dusk city --- shaft -- dual_wield --- aggressive No way! You are still fighting!
[** ] Hadleigh parries your luminous punch.
[***] Hadleigh parries your luminous punch.
Hadleigh's thrust DISEMBOWELS you!
You sure are BLEEDING!
Hadleigh's turmoil devastates you!
You sure are BLEEDING!
Hadleigh's thrust DISEMBOWELS you!
You sure are BLEEDING!
Hadleigh's turmoil maims you!
You are incapacitated and will slowly die, if not aided.
You have been KILLED!!
Look, one spell and I die to spiked iron trident. this is bullshit.


Look at the way defenses are handled.
STR DEX CON/WIS. I think STR/INT has become parry, sounded like the imms hinted at that before, but I don't know.
anyway. Its a self evident fact that dex is the king stat for autosneak races. Its the reason why warriors and rogues of that kind get a fighting chance. post Combat modules, how many elves or drow do you see as warriors? They're still viable, but it takes a lot more work because one hobble and you're screwed.
Next, caster classes. They lose their powerhouse defense through dex, but they make up for it by having autosneak for first strikes with nukes. I played a drow shaman once, it wasn't pretty. defenses never worked, even as this was post combat and magic module changes so I had weapon ward, so I was always having to flee and heal, which leads to no mana to fight with and there it is I'm either dead or running. So Im probably not the best player right, I mean, initiating trying to land mals, those things which are supposed to be part of combat, even with malbreaks, rarely worked and landed me with no hp/mana and little to show for it. I guess there's only one way to fight properly with that combo?
Next we get to the other defenses. All classes get parry, parry is based on strength. therefore elvish races have the worst parry in the game. We can see this to be self evident. Elvish races also have the worst CON in the game, contributing to lackluster shield block, even before factoring in the invoker shield block penalty thats a class specific issue. worst con also means worst health. Sure you can put trains into health, but focusing all trains into health just barely brings you back up to the level of a human mage, who was able to put their trains into any of the three fight or flight stats.
So then to add onto that, when vulns for elvish races were limited to projectiles only, and thus shield blocking was actually a smart way to fight and it contributed to greater divisified fights, now that all material vuln weapons do damage, in contribution with low health and shit defenses, what we see here is what we get.
Remember, dodge is their go to defense, and caster classes don't get this. a massive mana pool does not make up for being two rounded. Preps do not heal fast enough to be a viable option at this point, unless you have cabal heal scrolls. And the answer to racial/class issues should never be "should've gone (cabal)".
just my 2c.
Yes, you can avoid racials like giant resist physical by magic weapons, or even vuln them, but they still have their racial, and the game worked on the pretext that these were acceptable risks, and the bonuses of high parry, high weight capacity, and high hp was offset by the vulns, which leaves physical resist in a neutral position.
the only clear advantage of elven races are more mana, slightly less conentration losses for low trained spells, and autosneak.
given that their exp cost and their low hp and defense stats apart from dodge are based on the ability to autosneak, which is as important to elves as the hp/regen is for giants, does it seem correct to have it automatically taken away with hobble? If it can be so, should the elves now have less exp cost?
I was assuming that the slow practices are counted into the equation of giants and their cost like elves were. but the game has changed quite a bit since those costs were calculated.
remember that the elf gets all those spare practices to convert into health, and must do so with lower defenses. The giant gets massively extra health, and is forced to convert the trains into practices or go with 1 prac enhanced learning training regimens for a decidedly deadly character at high ranks.
the issue of the practices and trains, of the faster vs slower training, and of the autosneak vs giants vuln/resist/high hp/good defenses were all calculated out when the game opened. A lot of chances have occured since then.
Im perfectly willing to listen to people who play both strength warriors and dex mages or whatever else tell me they're fine as is. I just have a hard time seeing it that way when new introduced skills totally deflated some races by stats and by their racial, while other races simply shrugged at the new skills.
The reason the changes screw invokers more than others is that they are really the only class that relies exclusively on attacking spells--If their spells are blocked, shamans/healers can still deal damage with weapons and heal; illusionists can still use their charmies for damage; and necros have their armies plus rend life (which I believe isn't checked by saves). Invokers basically have nothing to fall back on.
Before it was invokers get full health items or get full damroll items.
There's still the full damroll item, but then if people wear saves you aren't getting the benefit of RNG wins due to having crap magic damage and low hit potential.
If you wear hp items, its the same issue. so you must wear hp items and a savebreak now?
It reduced diversity, but maybe when the invoker module is released some things will change.
It reduced diversity, and thats a good thing for other classes. I love just wearing one suit of saves and going on a gank spree vs mages and clerics.
invoker. dispel aff based. save vs his dispel also lowers his damage vs you.
so, how will a shaman toast you?
Insomnia is also mental, or they can just spam deteriorate till it gets through and spell you up any way they want.
Shamans: Insomnia, Hysteria (mentals) as well as flay health (afflictive)
Healers: calm, which is pretty damn interesting, decaying penalty to damroll and warriors/berserkers can't berserk or rage while under its affect (mental) and curse (mal); plus, healers can heal themselves enough that their weapon damage will eventually be enough.
Necros: acid blast (afflictive); plus, they have a fair amount of dps with their armies
Illusionist: slow, very useful against warrior classes; flashfire two round lag with one tick effect makes it suck, but useful if someone bashes or something (mal); colour spray (aff); plus illus get insane dps from charmies.
Invoker: dispel, hellstream, hellstream, hellstream, chain lightning to pick a different aff.
anyway its no secret that invoker is a little thin on variety, as erg pointed out, hellstream spam (which is actually worse than flame arrow spam unless they aren't sanc), try a dispel here or tere, and chian lightning if you really want to go balls to the wall with mana shield.