Humans: "mediocrity" - automaticHumans are good for everything, but aren't perfect for anything.skills/spells/communes can not be perfected by humans (well, maybethey still can get 100% haggle) Cloud giants: "emanate cloud" - invokedWorks better in ideal conditions (like indoors, no wind), worse or not at allin bad conditions (like underwater).Sets a longish "-hp" affect for user and deals that much damage (more damagein bad conditions).Room is filled with clouds, which stays for few hours (shorter if windy etc ) or until user leaves room.Attacks against cloud giants in this room have a chance to fail/miss.*all* attacks in this room also have a chance to hit a groupmate instead of target (greater the group - greater the chance). Fire giants: "emanate fire" - invokedAgain, works better in some conditions, worse in others.Again, sets "-hp" affect and deals a damage to user.Room is filled with fire. Deals some major damage to everyone in room whenused. Fire stays in room for few hours (or until user leaves), dealing some minor damage to everyone in room (also out of pk-range). Perhaps sticks some short "glowing - can't hide" affect to damaged people. Duergars: "fury" - invokedUser hits everyone fighting him with his regular attack. Damage dealt is multiplied by number of those fighting user (should't stack with deathblow perhaps) Dark-elves: "supremacy" - invokedWhile in effect, non-automatic attacks against user have a chance to hit someone else instead.Chance is proportional to (user.int - attacker.int), and number of attackers. Elves: "mindread" - invokedWhile in effect, non-automatic attacks agains user have a chance to miss/fail.Chance is proportional to (user.int - attacker.int), and number of attackers. Wood-elves: "wild awareness" - automatic (while in wilds)User can see everyone's actions like they aren't sneaking/moving quietly/etc.
HTML use enabled
Smilies option ON Smilies lookup table