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Tele-Arena Infernal => Development => Topic started by: Daniel Spain on Aug 20, 2026, 08:20 PM

Title: 2.0 Development Notes
Post by: Daniel Spain on Aug 20, 2026, 08:20 PM
RACE SKILLS
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Elves gain +1 mana per level, regenerate mana at 3x the normal rate, and single-target combat spells will never fail or be negated.

Dwarves deal additional damage with melee weapons, gain additional gold from treasure caches, and only suffer half of the physical damage from a trap.

Gnomes will never miss with a melee attack, will always heal 2x the amount from healing potions, and have a higher chance to resist the effects from a single-target combat spell cast on them.

Humans will gain additional experience from all sources, can get +10 over the stat cap in all stats, and are immune to all drain effects.

Goblins can see in all forms of darkness, deal additional melee damage in dark rooms, and have a higher chance to dodge normal attacks.

Half-Ogres gain +10 vitality per level, regenerate vitality at 6x the normal rate, and can go longer than others before needing food and water.

Trolls rapidly regenerate vitality/mana at 12x the normal rate when not in combat and slightly regenerate while in combat, can self-revive once every 4 hours, and will slightly heal from any poison they are afflicted with as it naturally wears off.

Draconi have a natural +5 armor rating, can breathe flames at hostiles, and their scales will absorb 25% of any special attack damage received.

Aarakocra cast all spells with higher efficiency allowing them to deal more damage or higher effects, and all spells they cast will become roundly faster and cost only half mana, and their wings allow them to fly to areas previously visited, and prevent them from tripping, falling, or being moved from the room by force.

Tieflings can equip 2 unique magical items at a time, will heal back a portion of a melee attack rounds damage, and when they defeat an enemy with a single target combat spell it will reset any current attack rest.

CLASS SKILLS
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Warriors can bash open doors at level 1, perform heroic strikes on fully healed enemies at level 6, can charge enemies in other rooms temporarily stunning them at level 12, and can perform sundering strikes at promotion 1 which reduces the enemy's armor with each hit.

Maguses can focus their mind to recover all their mana at level 1, can mark up to 10 rooms that can be teleported back and forth to at level 6, can blink to the beginning of a dungeon or if in a wilderness area to the nearest town at level 12, and can open a gateway to any marked room for the entire group to travel at promotion 1.

Acolytes can pray to recover all their mana at level 1, can recall back and forth to the last temple visited at level 6, can bestow a weapon blessing on their own weapon to deal additional damage at level 12, and can place a resurrection ward on an ally which will revive them in the event of their death at promotion 1.

Rogues can pick locks, avoid traps, slash targets, climb walls, and sneak around at level 1, they can backstab targets at level 6, they can mug items from monsters at level 12, and they can assassinate targets at promotion 1.

Hunters can hunt for food, and apply bandages to themself at level 1, they can tame wild beasts and start a pack of up to 10 beasts at level 6, they can forego having any active tamed beasts and instead gain bonus damage, armor, and defensive skills with the lonewolf skill at level 12, and at promotion 1 they can call a stampede of all inactive pack beasts which will trample to death everything in the room once per hour.

Druids can augment their defenses with elemental shields at level 1, they can summon a single elemental guardian at level 6, they can control plant life at level 12 in the form of a lashing vine, damaging spores, or healing flowers, and at promotion 1 their summoned elemental guardian that matches their current defensive shield will give them a passive effect based on the element.

Archers can sight targets and fire normal-damaging arrows with precision at level 1, at level 6 their precise shots have a chance to deal double damage, at level 12 any target they hit with a normal-damaging arrow will be marked for the next 15 seconds and any melee damage they deal to that target will be increased, and at promotion 1 their critical shots have a slight chance to instantly kill the target.

Necrolytes can commune with the dead to restore their mana at level 1, at level 6 all of their melee weapon damage will siphon healing into any risen undead guardians, at level 12 their 2 undead guardians are linked dealing double damage and gaining double armor but they also receive double damage, and at promotion 1 when they are killed their risen undead guardians will explode dealing damage to all hostiles in the room and if the monster who killed the necrolyte is killed, they will be revived with 25% health.

Paladins gain the layhands skill at level 1, at level 6 they gain the shield bash skill allowing them to counter any dodged attack with a free attack from their shield, at level 12 they gain the Curative Touch skill that allows their layhands to remove poison and restore 1 negative effect, and at promotion 1 they can purify the ground causing all enemies in the room to share the damage dealt to a single enemy.

Monks gain chi abilities at level 1 that allows them to unlock special abilities given by animal avatars, at level 6 they gain the uppercut ability allowing their 3rd consecutive hit to trigger a free attack, at level 12 they gain the escape ability allowing them to teleport from a dangerous situation to the nearest town once per hour, and at promotion 1 they gain the roundhouse ability allowing their 6th consecutive hit to trigger a free attack that will damage all hostiles in the room.

CLASS ABILITIES
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Maguses no longer buy a magical weapon in a town to discharge, now they will channel a spell from a prismatic gem acquired in each town's magical shop and it will channel through their equipped staff. the damage dealt will be from the staff's damage and the multiplier will be from the equipped prismatic gem.
with this change, you now have toi choose to "attack" or "discharge" and with this change is now the ability to target a single monster for regular damage, or target "all hostiles in the room" for less damage.

ITEMS
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all magical items have been reworked, revised, or removed entirely and some may drop in different locations now.

new "stat scrolls" are available as a single drop each day and they guarantee 1 stat raise but each stat requires the stat to be below a certain amount and cannot exceed a certain amount... right now there are only 2 available, one in the dense forest with a requirement of less than 30 and one in the magma fields with a requirement of less than 40, (humans still get their +10 over that).

weapons have been retouched mainly for the dwarven bonus damage effects and alot of the weights, costs and such have been rebalanced as well to be more consistent.

STATS
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stats have been reworked yet again, i want each stat to have a primary focus... right now it is as follows...

intellect ... spell chance, discharge chance, and single-target spell damage
knowledge ,,, spell resist, single-target healing effect
physique ... weight allowance, bonus melee weapon damage
stamina ... chance to resist negative effects, bonus vitality per level
agility ... critical effect damages and attacks per round
charisma ... effects the cost of items in shops and guild stuff
vigor ... vitality regeneration per tick
spirit ... mana regeneration per tick