


This page describes the upgrades that are anticipated to be available in Ugarit RL. This is still in flux, but this is the best information available at this time. This page may be updated later to reflect changes made to the upgrades in the game... or it may not be. In any case, this page serves as a sort of design document for one part of the game.
Upgrades are split into two groups: Tier I and Tier II. Tier II upgrades are improved versions of tier I upgrades. They cost more XP than Tier I upgrades but provide some kind of bonus that the Tier I version doesn't.
Furthermore, upgrades are split into 3 categories: Physical, Angelic, and Demonic. Each species will be "strong" in one category, "average" in one category, and "weak" in the remaining category. In the strong category, the upgrades will cost 10% less XP. In the weak category, the upgrades will cost 10% more.
To raise a Tier II upgrade to level N, the corresponding Tier I upgrade must have already been raised to level N.
Attributes will have to be dropped to make this work, but that's an acceptable sacrifice.
| Tier 1 Upgrade | Tier 1 Description | Tier 2 Upgrade | Tier 2 Description |
|---|---|---|---|
| Physical | |||
| Life | +10 Life | Immortality | +25 Life, +120 Regeneration |
| Fencing | +2 Melee Accuracy, +1 Melee Damage | Heroism | +4 Melee Accuracy, +2 Melee Damage, +1 Leadership |
| Archery | +2 Ranged Accuracy, +1 Ranged Damage | Zen Archery | +4 Ranged Accuracy, +1 Ranged Damage, +1 Mental Defense |
| Speech | +2 Speech | Telepathy | +4 Speech, +3 Telepathy |
| Crafting | +2 Crafting | Alchemy | +4 Crafting, +3 Necromancy |
| Angelic | |||
| Halo | +10 Halo, +180 Halo Recovery | Glowing Halo | +25 Halo, +450 Halo Recovery, +1 Emit Light |
| Lifecrafting | +2 Lifecrafting | Genetics | +4 Lifecrafting, +3 Shapeshifting |
| Healing | +2 Healing | Resurrection | +4 Healing, Chance to be automatically resurrected upon death |
| Prayer | +2 Prayer | Singing | +4 Prayer, +1 Critical Chance |
| Peace | +2 Peace | Pax | +4 Peace, +3 Telepathy |
| Demonic | |||
| Assimilation | +2 Assimilation | Digestion | +4 Assimilation, +10 Carry Weight |
| Druidry | +2 Druidry | Witchcraft | +4 Druidry, +3 Shapeshifting |
| Levitation | +2 Flight Range | Flight | +5 Flight Range, +1 Dodge |
| Speed | +10 Speed | Quick Action | +25 Speed, +1 Action Point |
| Sorcery | +2 Sorcery | Telekinesis | +4 Sorcery, +3 Necromancy |
I'm not going to provide a complete explanation of what all these things are, but I will provide some random notes:
XP will be acquired by killing enemies and possibly from crafting objects or allies for the first time. Previously, XP was supposed to come from completing quests, but that doesn't make much sense in a rogue-like. There will only be a handful of quests in the game, if any. Since XP will much more common, the XP costs to buy upgrades must be increased. Here is a list of what the XP costs of upgrades may be:
| Tier | Rank 1 | Rank 2 | Rank 3 | Rank 4 | Rank 5 | Rank 6 |
|---|---|---|---|---|---|---|
| I | 100 | 110 | 120 | 140 | 160 | 190 |
| II | 250 | 275 | 300 | 350 | 400 | 475 |
Different species are weak, average, or strong in different categories of upgrades. Weak upgrades cost 10% more XP, and strong upgrades cost 10% less.
Special abilities are not acquired when statistics are upgraded. Instead, the player must find Tablets of Destiny to obtain new abilities. They can be purchased in the town or found in the dungeon. Each Tablet of Destiny has some kind of minimum skill requirement before it can be read, and the more powerful abilities may require multiple skills (even skills from different categories).
Copyright (C) 2011 Orbital Cows Software. All rights reserved.
