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khade
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PostPosted: Thu Jun 16, 2005 04:23 am Reply with quoteBack to top

does the hive give them new skills or make it so they can join in new guilds?
also masteries or a channel?
if there is a channel or if there is going to be one, can it be called the hive_mind?
dunn


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PostPosted: Thu Jun 16, 2005 04:41 am Reply with quoteBack to top

Yes, Zerg attack!
daerin


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PostPosted: Thu Jun 16, 2005 08:54 am Reply with quoteBack to top

cant wait for first thri-kreen bladesinger review from elder players Smile
belannaer
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PostPosted: Thu Jun 16, 2005 11:16 am Reply with quoteBack to top

The hive doesn't give any skills or spells, it doesn't have any requirements for the levels except the race requirement (thri-kreen/cancun) and of course the exp requirement as usual. It also doesn't have any stat bonuses on the levels nor does it have masteries or channel.

What it does have is a mark of the hive guild item, which is a ring. Each level in the guild gives you 1 mutation points (first level gives 2) which can be used to select certain racial mutations which cost different amount of points.

Current (Jun 16 2005) list of mutations and their descriptions is:

adrenal glands
On the back of a thri-kreen or cancun there is some times a relatively large, rugged bulging organ that secretes and hosts a powerful adrenaline-like substance, that is released into the blood stream in a stressful situation, allowing them to carry on a lot longer than any normal being would be able to.

ancient genus
Extremly small group of cancuns are of ancient genus that pre-dates both cancun and thri-kreen races and has features of both of these races. These cancuns resemble any other cancuns in almost in everything but their reaperclaw hasn't developed into a single claw. Instead they have two smaller reaperclaws, a distantly similar to the ridges of thri-kreen race. These abominations are shunned in the cancun community and hunted down to near extinction.

bonded exoskeleton
As some cancuns and thri-kreens age their exoskeleton fuses. Layers of muscle, bone and cartilage grow together to form a tough frame around the otherwise weak body, making these inviduals a lot tougher than their other relatives.

bulging cranium
Very few individuals of the magi genus or inviduals with hivemind receptor have massively bulging craniums. These weird offshoots seem to be highly intelligent compared to any other of their relatives and usually act as major leaders of the community.

caustic blood
Blood of the certain cancuns and thri-kreens is highly corrosive when it comes into contact with open air, quickly eating through metal, flesh and bone. These individuals themselves are relatively resistant to the corrosive effect of their own blood, also the sweat generetated by these oddities seems to protect their items from the corroding effects of the acid blood.

extended carapace
After centuries of fighting several thri-kreens have developed an extended carapace that protects the vulnerable parts of their body, especially some joints, their abdomen and head. This is really a true sign of the survival of the fittest that seems to be important part of both of the thri-kreen and cancun cultures.

enhanced vision
Some cancuns and thri-kreens have developed a more sensitive eyes, or extra pair of eyes that allows them to perceive in light that usually is either too dark or too bright from them. Thri-kreens are especially known to be poor sighted in darkness and cancuns have serious problems seeing in bright light.

feeder tendrils
Few small writhing tendrils surround the mouth of certain cancuns and thri-kreens. These tendrils are highly developed tasting organs that are able to pierce skin of a creature and drain vital juices from it. These juices are quickly introduced into the blood stream, rejunevating the cancun or thri-kreen a bit. The tendrils are relatively small and ineffective in combat so they can be only used on corpses effectively.

overdevelopment cortex
Cortex of the few magi genus and hivemind receptors has become highly adaptive to the magical nature of the world around them or to the powers of the hivemind. This allows them to harness magical or psychic energy more effectively and regain their own lost powers.

hivemind receptor
Certain individuals are highly receptive to the whims of the hivemind. This longened exposure to the massive psychic energies have altered the brains of these cancuns and thri-kreens in ways that is unseen in their normal relatives. Their mind is able to harness and utilize vast psychic powers. Most of these offshoots are descendants of the ones that fled the mental hospital that experimented on psychic abilities and was eventually overrun by the experimented beings themselves. In this mental hospital now resides a group that calls themselves Infecti psionicists. Many of these psychically capable cancuns and thri-kreens still have some ties to that group and seek their teachings to control their twisted minds as eventhough they gain at least part of their power from their hivemind, they are subject to the insanity that follows all the races trying to use psychic powers.

hulking figure
In the constant battles between the races size does matter and often a lot. This has led into gigantic inviduals of both races that can be seen towering over their smaller relatives in the heat of battle.

lithe joints
Both cancuns and thri-kreens are very dextrous races to start with but both races contain individuals which are even more flexible and graceful than the other ones. They are able to do movements that are otherwise impossible for these races.

magi genus
Small group of cancuns and thri-kreens have evolved in a ways that has made them more intelligent and able to handle the magical crafts. Descendants of few early ones who experimented with magic, mostly with help of the mages of Valkor, led into this weird breed of cancuns and thri-kreens. This breed is slightly more fragile than other cancuns and thri-kreens but are able to control devastating magical powers, reason which they are feared and still esteemed in their community.

nimble limbs
In the ancient days both of the races rarely used any weapons except their natural ridges and reaperclaws in battle, but after centuries of using tziraans and other weapons has led into a breed that is superior in usage of weapons. Cancuns that are usually poor at handling complex weapons are now able to use all weapons with ease. While thri-kreens haven't had as bad problem as cancuns because of their foldable ridges, they have too developed superiority over their more common cousins in form of ambidexterity that allows them to use two weapons effectively in their both hands or to utilize their ridges as even more potent weapons.

reinforced chitin
Chitinous plates cover both cancun's and thri-kreen's bodies, but some of them have evolved in a way that their chitinous plates are much more thicker and stronger. Some of them are rumoured to have chitinous plates as strong as steel and almost inpenetrable by mortal means.

thorny spine
Few cancuns and thri-kreens have grown large and strong spikes that cover most of their bodies. These spikes are formed from the chitinous plates and are extremely strong. Fighting against these spiked individuals is very lethal as they readily use the spikes as weapons in combat by crushing against their foes with their spikes.

toxic sacs
Some of the cancuns have toxic sacs growing on their reaperclaws. In battle these sacs secrete virulent poisons that cover the reaperclaws. Also some spiked cancuns and thri-kreens are known to have similar sacs, although smaller, at the base of their spikes. Thri-kreens have also grown toxic sacs into their mounts and are able to inject paralyzing poisons on unsuspecting victims that they manage to bite with their deadly jaws.

unnatural muscle growth
Living with the rule 'only the most fittest survive' has caused many alterations in both cancuns and thri-kreens. One of the most common of these so called mutations is unnaturally extensive muscular growth that makes them into walking death of bulging muscle and razorsharp claws or ridges.
solar
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PostPosted: Thu Jun 16, 2005 14:13 pm Reply with quoteBack to top

Could you add the mutation_point_costs to those above, too?

Thanks!

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khade
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PostPosted: Thu Jun 16, 2005 14:31 pm Reply with quoteBack to top

wow, this looks cool
janeti
Supporting Member 2006

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PostPosted: Fri Jun 17, 2005 14:14 pm Reply with quoteBack to top

How are armour sizes worked out for the mutations that give growth. Does the same armour still fit or do you need it resizing? And if size changes is there a way of working out before you reinc whether your old armour will fit the mutated race after reinc.
belannaer
Wizard

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PostPosted: Tue Jun 21, 2005 17:43 pm Reply with quoteBack to top

You need to resize the armours, "bigger" cancuns are about the size of a human and thri-kreens about same size as centaur.
artic
Supporting Member 2005

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Location: Tallinn, Estonia

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PostPosted: Sat Jun 25, 2005 08:29 am Reply with quoteBack to top

If you take any of the mutations that change your appearense, will you get a title to reflect it? Or will you just still be a cancun labourer?
felgand


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PostPosted: Tue Jun 28, 2005 13:42 pm Reply with quoteBack to top

I could see a change in their description when looking at them, but why would that warrent a title?
kaorenn


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PostPosted: Sat Oct 01, 2005 03:17 am Reply with quoteBack to top

Hi;
I've been wandering around for ages (visiting all the red dots on the map near the big volcano) and I can't find this guild. Any tips?
Actually I can't even find the original announcement, has somebody got a link to that in case there's some location tips I missed?

Thanks,
daerin


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Location: Pietari

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PostPosted: Sat Nov 12, 2005 01:38 am Reply with quoteBack to top

acid maw
Certain individuals have developed glands on the top part of their throat that allow them to produce acidic liquid that they are able to spit over great distances. These glands do not have endless supply and they require some time to generate enough acid.

chameleontic skin
Some of the cancuns and thri-kreens that have lived centuries in the forests have developed an ability to change colour of their carapace and skin, allowing them to blend in the surrounding woods perfectly.
Chameleonts are one of the most rarest mutants as their odd ability is shunned by all communities and though to be a bad omen, which is why they are usually killed as soon as they show signs of having the ability.
khade
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PostPosted: Wed Jul 11, 2007 04:31 am Reply with quoteBack to top

are those last two official or suggestions?
klarh
Supporting Member 2008

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PostPosted: Sat Jul 14, 2007 23:11 pm Reply with quoteBack to top

Those are real mutations.
haeggar
Supporting Member 2008

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PostPosted: Wed Mar 26, 2008 15:17 pm Reply with quoteBack to top

Current list: 2008-03-26

Acid maw: Cost 2
Certain individuals have developed glands on the top part of their throat
that allow them to produce acidic liquid that they are able to spit over
great distances. These glands do not have endless supply and they require
some time to generate enough acid.
Effects: Ability to spit acid.

Adrenal glands: Cost 2
On the back of a thri-kreen or cancun there is some times a relatively
large, rugged bulging organ that secretes and hosts a powerful
adrenaline-like substance, that is released into the blood stream in a
stressful situation, allowing them to carry on a lot longer than any normal
being would be able to.
Effects: Reduces endurance loss from melee.

Ancient genus: Cost 2
Extremly small group of cancuns are of ancient genus that pre-dates both
cancun and thri-kreen races and has features of both of these races. These
cancuns resemble any other cancuns in almost in everything but their
reaperclaw hasn't developed into a single claw. Instead they have two
smaller reaperclaws, a distantly similar to the ridges of thri-kreen race.
These abominations are shunned in the cancun community and hunted down to
near extinction.
Effects: Changes reaperclaw into separate reaperclaws.

Bonded exoskeleton: Cost 2
As some cancuns and thri-kreens age their exoskeleton fuses. Layers of
muscle, bone and cartilage grow together to form a tough frame around the
otherwise weak body, making these inviduals a lot tougher than their other
relatives.
Effects: Increases constitution.

Bulging cranium: Cost 1
Very few individuals of the magi genus or inviduals with hivemind receptor
have massively bulging craniums. These weird offshoots seem to be highly
intelligent compared to any other of their relatives and usually act as
major leaders of the community.
Effects: Increases intelligence.

Caustic blood: Cost 2
Blood of the certain cancuns and thri-kreens is highly corrosive when it
comes into contact with open air, quickly eating through metal, flesh and
bone. These individuals themselves are relatively resistant to the
corrosive effect of their own blood, also the sweat generated by these
oddities seems to protect their items from the corroding effects of the
acid blood.
Effects: Turns your blood corrosive.

Chameleontic skin: Cost 4
Some of the cancuns and thri-kreens that have lived centuries in the
forests have developed an ability to change colour of their carapace and
skin, allowing them to blend in the surrounding woods perfectly.
Chameleonts are one of the most rarest mutants as their odd ability is
shunned by all communities and though to be a bad omen, which is why they
are usually killed as soon as they show signs of having the ability.
Effects: Greatly enhances your ability to move unseen in wilderness.

Enhanced vision: Cost 1
Some cancuns and thri-kreens have developed a more sensitive eyes, or extra
pair of eyes that allows them to perceive in light that usually is either
too dark or too bright from them. Thri-kreens are especially known to be
poor sighted in darkness and cancuns have serious problems seeing in bright
light.
Effects: Allows you to see better in darkness and bright lit areas.

Extended carapace: Cost 4
After centuries of fighting several thri-kreens have developed an extended
carapace that protects the vulnerable parts of their body, especially some
joints, their abdomen and head. This is really a true sign of the survival
of the fittest that seems to be important part of both of the thri-kreen
and cancun cultures.
Effects: Reduces damage taken to vulnerable areas of a thri-kreen.

Feeder tendrils: Cost 3
Few small writhing tendrils surround the mouth of certain cancuns and
thri-kreens. These tendrils are highly developed tasting organs that are
able to pierce skin of a creature and drain vital juices from it. These
juices are quickly introduced into the blood stream, rejunevating the
cancun or thri-kreen a bit. The tendrils are relatively small and
ineffective in combat so they can be only used on corpses effectively.
Effects: Allows you to feed on corpses to regain your endurance.

Hivemind receptor: Cost 2
Certain individuals are highly receptive to the whims of the hivemind. This
longened exposure to the massive psychic energies have altered the brains
of these cancuns and thri-kreens in ways that is unseen in their normal
relatives. Their mind is able to harness and utilize vast psychic powers.
Most of these offshoots are descendants of the ones that fled the mental
hospital that experimented on psychic abilities and was eventually overrun
by the experimented beings themselves. In this mental hospital now resides
a group that calls themselves Infecti psionicists. Many of these
psychically capable cancuns and thri-kreens still have some ties to that
group and seek their teachings to control their twisted minds as eventhough
they gain at least part of their power from their hivemind, they are
subject to the insanity that follows all the races trying to use psychic
powers.
Effects: Allows you to use psychic powers.

Hulking figure: Cost 2
In the constant battles between the races size does matter and often a lot.
This has led into gigantic inviduals of both races that can be seen
towering over their smaller relatives in the heat of battle.
Effects: Increases your size.

Lithe joints: Cost 2
Both cancuns and thri-kreens are very dextrous races to start with but both
races contain individuals which are even more flexible and graceful than
the other ones. They are able to do movements that are otherwise impossible
for these races.
Effects: Increases your dexterity.

Magi genus: Cost 2
Small group of cancuns and thri-kreens have evolved in a ways that has made
them more intelligent and able to handle the magical crafts. Descendants of
few early ones who experimented with magic, mostly with help of the mages
of Valkor, led into this weird breed of cancuns and thri-kreens. This breed
is slightly more fragile than other cancuns and thri-kreens but are able to
control devastating magical powers, reason which they are feared and still
esteemed in their community.
Effects: Changes your stat costs.

Nimble limbs: Cost 2
In the ancient days both of the races rarely used any weapons except their
natural ridges and reaperclaws in battle, but after centuries of using
tziraans and other weapons has led into a breed that is superior in usage
of weapons. Cancuns that are usually poor at handling complex weapons are
now able to use all weapons with ease. While thri-kreens haven't had as bad
problem as cancuns because of their foldable ridges, they have too
developed superiority over their more common cousins in form of
ambidexterity that allows them to use two weapons effectively in their both
hands or to utilize their ridges as even more potent weapons.
Effects: Makes you ambidextrous.

Overdevelopment cortex: Cost 1
Cortex of the few magi genus and hivemind receptors has become highly
adaptive to the magical nature of the world around them or to the powers of
the hivemind. This allows them to harness magical or psychic energy more
effectively and regain their own lost powers.
Effects: Increases your spell and psychic point regeneration rate.

Reinforced chitin: Cost 1
Chitinous plates cover both cancun's and thri-kreen's bodies, but some of
them have evolved in a way that their chitinous plates are much more
thicker and stronger. Some of them are rumoured to have chitinous plates as
strong as steel and almost inpenetrable by mortal means.
Effects: Increases your natural armor.

Scything talons: Cost 2
Both of the races excel in unarmed combat where they use only their natural
weapons to fight each other. This has led into individuals which have
developed a pair of extra arms that end into large scythe like talons,
sharp as a razorblade and as deadly as any forged weapon. These new limbs
do not have any fingers or anything resembling them and cannot handle
anything, they are solely meant for combat purposes in which they use them
readily against any foe that is foolish enough to get caught in their way.
Effects: Makes your natural weapons more effective in combat.

Thorny spine: Cost 2
Few cancuns and thri-kreens have grown large and strong spikes that cover
most of their bodies. These spikes are formed from the chitinous plates and
are extremely strong. Fighting against these spiked individuals is very
lethal as they readily use the spikes as weapons in combat by crushing
against their foes with their spikes.
Effects: Protects your body with sharp spikes.

Toxic sacs: Cost 1

Some of the cancuns have toxic sacs growing on their reaperclaws. In battle
these sacs secrete virulent poisons that cover the reaperclaws. Also some
spiked cancuns and thri-kreens are known to have similar sacs, although
smaller, at the base of their spikes. Thri-kreens have also grown toxic
sacs into their mouths and are able to inject paralyzing poisons on
unsuspecting victims that they manage to bite with their deadly jaws.
Effects: Turns your natural weapons poisonous.

Unnatural muscle growth: Cost 2
Living with the rule 'only the most fittest survive' has caused many
alterations in both cancuns and thri-kreens. One of the most common of
these so called mutations is unnaturally extensive muscular growth that
makes them into walking death of bulging muscle and razorsharp claws or
ridges.
Effects: Increases your strength.
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