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Author Topic: Feats  (Read 3720 times)
peaches
Guest
« on: October 08, 2005, 04:15:27 pm »

Can they be seperated for individual help viewing? makes difficult looking through them all
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master
Guest
« Reply #1 on: October 08, 2005, 04:32:01 pm »

Or at least sort them by alphabetical order?
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peaches
Guest
« Reply #2 on: October 08, 2005, 04:35:26 pm »

help toughness would be easier I think
easier than scrolling thruogh a list
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Quino
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« Reply #3 on: October 31, 2005, 05:41:23 am »

Catch this:

=== Known feats ===

HIDE TRACKS [General]
You can conceal signs of passage. This feat makes it harder to track you,
and even aggressive mobiles may fail to find you.

IRON WILL [General]
The character gets a bonus of 5 to all will saving throws.

LIGHTNING REFLEXES [General]
The character gets a bonus of 5 to all reflex saving throws.

NECROPHYSIOLOGY [General]
You can score critical hits against undead. This feat greatly improves physical
damage you deal to undead 30-40% of the time.

SPELL DEFENSE [General]
You have learned to shield yourself from magic, dodge spells at the
last second or use some sort of folk ritual to protect yourself from
magical attacks. Each circle adds 3% to evade magical damage, and 5% to evade
negative spells like blindness, plague, poison, power word stun, slow, weaken,
power word fear and sparks of the forge.

TOUGHNESS [General]
The character gains more hit points per level. 1st circle adds 3 hitpoints per
level, 2nd circle adds 4 hitpoints per level, and third adds 5. This feat is
retroactive to the levels you gained.

BLOODLINE [General]
Bloodline of fire, ice, air, earth, divine or negative, granting additional resistance against this type attack. This feat adds up to 15, 20
and 30 resistances on each circle.

EDUCATION [General]
General: Character receives 1 additional practice session per level. This feat
is retroactive to the levels you gained.

HORSE NOMAD [General]
This feat adds up to 10% chance to parry and dodge an attack while you
riding a horse.

SNAKE BLOOD [General]
Character is resistant to all kinds of poisons and diseases. This feat adds up
to 20 to resistance against poisons and diseases as long as protection from
plague and poison spells, poisoned weapons and poison dust.

UNCANNY DODGE [General]
Allows people to dodge much better, even dodge riding a horse.

BALANCE [General]
Gives a character a slight chance to avoid bash, trip, crush, and throw.

MIND OVER BODY,[General]
Character uses his intelligence as a bonus when gaining hitpoints. This feat is
retroactive to the levels you gained.

FORESTER [Special] [RANGER, DRUID]
Improved healing rate at forests, of character and his companions. In addition,
2nd and 3rd circle feats improve camouflage skill, making it harder to detect.

DIVINE DEATHWARD [Special] [KNIGHT, CLERIC]
You may channel energy to protect yourself from ability of level draining
attacks and negative magic. Adds up to 20 resistance from negative. Adds a
slight chance to resist undead drains.

GHOUL LORD [Special] [NECROMANCER]
Undead which you attempt to raise may become ghoulish. Each attack of such
an undead may have special effects.

WAY OF THE GARGOYLE [Special] [TRANSMUTER]
You have mastered the art of combat in alternate forms. This feat may either
add up to 10 physical and 5 magical resistances, or up to 10 hitroll and
damroll.

IMPROVED ACLARITY [Special] [ANY MAGE]
You gain ability to cast spells at a faster rate.

SPELL PENETRATION [Special] [ANY MAGE]
Spells pierces enemy defence more easily. This feat adds to your spell level
when calculating saving throws. This feat is more powerful than empower spell,
but doesn't add to defensive, summoning, etc. spell level.

BLIND FIGHT [Special] [FIGHTER, OUTCAST, RANGER, KNIGHT, ASSASSIN, THIEF]
You can fight effectively even when blinded. This feat improves chances to
parry, dodge, some special defense skills and negates blinded defense minus
against several special attacks.

ARCANE DEFENSE [Special] [ANY SPELLCASTER]
You can resist to spells of all schools of magic. 1st circle adds 2 to all
saving throws, 2nd circle adds 3, and 3rd adds 4.

CRITICAL HIT [Special] [FIGHTER, KNIGHT, OUTCAST]
You can score a critical strike, dealing additional damage on the opponent.
2nd circle feat adds up to 30% to your damage, while 3rd circle feat can
add 50%.

WEAPON FOCUS [Special] [FIGHTER]
Gain additional damage and hitroll while used weapon of chosen type. Adds
up to 4, 6, 8 hitroll on each circle.

SPELL RIPPER [Special] [ANY MAGE ]
Your offensive spells can carry dispelling effects.

EMPOWER SPELL [Special] [ANY SPELLCASTER]
Your spells are cast at an improved level. This feat adds to your spell level.
It is less powerful than spell penetration when checking saving throws.

GOLEM LORD [Special] [NECROMANCER]
Your can fuse flesh and iron to create golems with the combined power of
flesh and iron. Such a golem can also protect its master from physical attacks.

COMBAT CASTING [Special] [ANY MAGE]
Allows casters to cast spells which are not normally castable during combat.
This feat allows you to cast spells in 50% of all attempts.

BLINDING SPEED [Special] [FIGHTER, THIEF, ASSASSIN]
Allows fighters, thieves and assassins to deal more attacks to opponent.
This feat adds to the chance to deal 2nd, 3rd and 4th attack, as well as
the chance to dodge and parry. Also this feat helps to and against bash,
trip and lash.

ANIMAL COMPANIONS [Special] [RANGER]
This feat allows you to call one additional animal of your choice. You cannot
call more than two animals of one type.
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You have to get rid of the Russians. 90% of these maggots play this game just to cheat and piss off the others [...] who roleplay
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