Requests For New Traits
MainPage»Idea
Existing traits are:
Animal, Blind, Brainless, Carry Anything, Courage, Explore, Humanoid,
Fire Creature, Flying, Not Breathing, Innocent, Poison Resistance,
Stationary, Uncorporal, Undead
Equipment Limitation
References:
No Armour (Implemented: Imps and goblins - eg. Alpha 25)
- Purpose: Prevent wearing of armour by some creatures.
- Suggested creatures: Ogre, Harpy
- Reasoning: Ogre is too large, Harpy is odd-shaped.
- Discussion:
I think the Harpy should have armor, but maybe not heavy armor
Owen (/keeperrl_wiki/talk)
01:11, 27 February 2017 (CET)
No Two Handed
- Purpose: Prevent wielding two handed
- Suggested creatures: Harpy
- Reasoning: Too heavy to wield for flying creature
No Heavy Armour
- Purpose: Prevent wearing metal armour
- Suggested creatures: Orc shaman and Vampires
- Reasoning: Not suitable for creatures that want to use magic
- Discussion: Would also suggest this for Orcs. Orcs can used ranged
and two-handed weapons and light armor; they shouldn’t get to use
everything.
No ranged weapon
- Purpose: Prevent use of ranged weapons
- Suggested creatures: Zombies
- Reasoning: They just aren’t clever enough to do this
Miscellaneous
Paralysis Immune
- Purpose: This monster can’t be stunned
- Suggested creatures: Elementals and automations
- Reasoning: These monsters are not biological, so do not get
paralysed.
Invisibile (Implemented in code but not applied)
- Purpose: Get attacked by invisible monsters sometimes. Perhaps have
a minion type like ghosts who can scout invisibly.
- Suggested creatures: New villain? How about ghosts, they are under
powered at the moment?
- Reasoning: Some monsters are just invisible by nature
- Discussion: I’m afraid that in this state this would mostly cause a
WTF reaction from the player and wouldn’t add much meaningful
gameplay.
Telepathic (Implemented in Alpha 25. Some vampires are now telepathic)
- Purpose: Some monsters can still see you when you are invisible
- Suggested creatures: The elementalist might be telepathic
- Reasoning: Some creatures would be telepathic by nature and not need
a telepathy helm.
Pack Leader / Pack Member
- Purpose: Unit will gain global stat boost (maybe just morale) if its
pack leader is present
- Suggested creatures: wolves, werewolves, other bestial units;
humanoids can act as pack leaders
- Reasoning: rudimentary interaction between units
Loner / Gregarious
- Purpose: Unit’s morale will be severely hampered / boosted in the
presence of allies (and vice versa)
- Suggested creatures: legendary humanoids
- Reasoning: forces player to use unit in team or alone
Leader
- Purpose: Unit will only fight if it is allowed to be the leader of a
team
- Suggested creatures: humanoids
- Reasoning: forces player to control team with certain unit
Pass through walls
- Purpose: Can walk deep into rock and right through walls.
- Suggested creatures: Ghosts
- Reasoning: Buff Ghosts.
No Sleep (Implemented in Alpha 24)
- Purpose: The monster doesn’t sleep and cannot be put to sleep
- Suggested creatures: Elementals.
- Reasoning: Doesn’t make sense. Was even able to put a boulder trap
to sleep!
Detector
- Purpose: The unit can always detect hidden or cloaked units that are
in the Line of Sight of the detecting unit
- Suggested creatures: bats, ravens, and similar units that would be
otherwise useless
- Reasoning: Give these weaker creatures some strategic value
Heightened sense of smell (Hypernosmia)
- Purpose: The unit can detect the approximate location of traps or
enemies from beyond visible range
- Suggested creatures: wolves, bears
- Reasoning: Give these weaker creatures some strategic value
Agoraphobic / Claustrophobic
- Purpose: Unit performs worse in open areas / enclosed areas
- Suggested creatures: Any creature at random. (Including both minions
and invaders?)
- Reasoning: Makes some creatures suck more in some situations
- Discussion : Sounds cool. Give them an equal and opposite buff in
their preferred environment, so you are not tempted to drown them?
(Keeperman).
- Discussion : Undead could be immune.
- Discussion : Enclosed areas could be anywhere in the dungeon. Open
areas could be anywhere outside the dungeons.
- Discussion : Since we are building a dungeon, most minions would
perform better in dungeons anyway (maybe except wolves)
Rogue-like
- Purpose: Allow a creature to level up more on real fights (without
training). So, also remove training task
- Suggested creatures: Certain legendary beasts and humanoids.
Recruitable adventurers.
- Reasoning: Sometimes fun to play a rogue-like assault on dungeons
during a game as keeper.
Unabsorbable
- Purpose: Prevent dopplegangers from absorbing these (No Over-Powered
dopples)
- Suggested creatures: Some rare additions to your dungeon (perhaps
future creatures)
- Reasoning: Some creatures won’t be absorbable (even if they join
your dungeon)
Water creature, Lava creature or Rock creature
- Purpose: Make some creatures natural to certain terrain. Hard to
leave the water or lava or rock tiles. If they do, they will move
very slowly.
- Suggested creatures: Sea monsters, lava monsters or bleeding stone
- Reasoning: Warfare in often inaccessible terrains. Terrain boarders
such as lakesides. Very fast movement in their natural terrain.
Trap immune
- Purpose: Never triggers traps. (Doesn’t disarm them either, which is
what the “disarming” skill does)
- Suggested creatures: Ghosts
- Reasoning: Ghosts and other creatures are not solid enough to
trigger traps.
No levelling (Implemented in code but not applied)
- Purpose: Minions that start at a decent level but cannot gain
additional levels. Slightly different play style.
- Suggested creatures: Perhaps some rare, recruitable creaturess.
- Reasoning: Animated swords for example, would not gain combat
experience by killing things.
Inventory Recall
- Purpose: When a minion who has this trait dies, everything in its
inventory gets magically transported back to equipment storage.
- Suggested creatures: Anything that can carry equipment could be
capable of learning Inventory Recall. (I.e., it could be learned by
reading a scroll, having a spell cast on the unit, etc).
- Reasoning: It allows the player to treat some creatures as
expendible
Terrifying
- Purpose: Some units should have this Trait, like Vamp lords or
Ghosts or whatever
- Effect: Would give any near by enemy’s (except Dragons) a slight
Attack Defence, and accuracy debuff(say -5 Atk/Def/Acc) while the
effecting unit is in the enemy’s presence or until killed. the
effect will last for 5 ticks after the effecting unit is killed or
is otherwise dispersed in some way.
Immortality
- Purpose: Endgame Keeper trait + Strong ability for bosses, specially
usefull if the dices hate you
- Effect: When a creature dies, instead of its demise it appears in
its bed/tomb/lair/whatever (throne room if keeper) but with X less
lvls (I would say 10 min). If it is 10th lvl or less is destroyed
normally.
- Suggested creatures: Vampires, Bosses
Fast Regeneration and/or Lifedrain
- Purpose: High health regeneration makes the player need to use burst
damage strategys or health regeneration mitigations (like burning or
poison)to deal with the enemy, changing strategys
- Suggested creatures: Werewolf, Vampire, Succubus, Ghost
Wallbracer
- Description: Unit has insanely high defense or other statboost when
in a 1-tile passage
- Purpose: Counters 1x1 tile passages in defense
Thief
- Description: Can snatch unequipped items off of hostile units
Tunnel fighter
- Purpose: Increased defence depending on amount of walls around.
- Suggested creatures: Dwarfs, minotaur, cyclops, hydra, soft monster,
kobolds
- Reasoning: Buff dwarfs, minotaurs and kobolds at home, possible buff
of single villains attacking keep
Rock thrower
- Purpose: Powerful ranged attack for creatures without ranged weapon
- Suggested creatures: Cyclops, soft monster
- Reasoning: Alternative physical attacking method for enemies without
ranged weapon
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