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Twist | Tue 12-Jan-10 09:51 AM |
Member since 23rd Sep 2006
3431 posts
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#2111, "CF Lives."
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The good news is limited, but pretty big. Zulghinlour has managed to revive CF.
Telnet carrionfields.net 4444
Note the new address. Carrionfields.com may work sometime soon, but for now use .net, and use port 4444. If old habits die hard for you, and you try 9999, don't be alarmed. Port 9999 is actually another mud, a POS clone.
The bad news is we got mostly screwed by ThePlanet, the old hosting company. There was apparently some issue with the credit card. We still don't know exactly what. We may never know. It isn't a lack of funds, we know that. Basically, our card was declined for whatever reason, and ThePlanet did not send any warning notification (that we received, at any rate).
Then, again without warning, they "reclaimed" the server. I.e. formatted it. Gone. Toast.
Luckily, we have a development server, and we are able to rebuild from there. The problem is, we don't keep/need pfiles on the development server.
So yeah. All of the pfiles are gone, never to return. As are some other important things, but nothing as bad as all the pfiles.
"Why weren't we told earlier?" To be frank, we didn't know exactly what was going on until yesterday, when Jullias was able to talk to someone at ThePlanet and get the info. So we honestly didn't have anything to report beyond what we did. Then we didn't want to post until we had figured out whether we could get CF up and running elsewhere. Zulg did, so here's the post.
Normally at this point I'd make a flippant remark about how Iunna deleted your pfiles, or how Graatch can be happy because the hummingbird pendant will be in, but honestly right now my heart isn't in it.
Good news is that we're going to be doing doubleXP for a while to get folks up to speed. I would ask that you bear with us while we get up and running on our new server, there's a bajillion kinks that have already been worked out (Zulg is the Man) and there's sure to be even more coming.
For the "IC" version of what happened, check out the History and Current Events board. In the meantime, it's time to choose...By what name do you wish to be mourned?
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RE: CF Lives.,
Eskelian,
20-Apr-10 10:27 AM, #126
I'm curious, how much of the old website was saved? NT,
Batman (Anonymous),
18-Apr-10 10:37 AM, #124
Somewhere between none and very little (n/t),
Zulghinlour,
18-Apr-10 10:38 AM, #125
With that being said -,
Batman (Anonymous),
08-May-10 06:09 PM, #127
RE: With that being said -,
HammerSong,
08-May-10 11:16 PM, #128
Wow.... :(,
Rodriguez,
13-Jan-10 09:42 AM, #88
RE: CF Lives.,
Pendragon_Surtr,
12-Jan-10 07:25 PM, #83
Less important, but the website?,
asylumius,
12-Jan-10 06:44 PM, #67
RE: Less important, but the website?,
Daevryn,
12-Jan-10 08:10 PM, #85
An opportunity!,
Valkenar,
13-Jan-10 12:45 PM, #89
Re: Helpfiles,
Zulghinlour,
12-Jan-10 04:26 PM, #57
On that note...,
Daevryn,
12-Jan-10 05:31 PM, #60
Check the diku wiki.,
Dallevian,
12-Jan-10 06:44 PM, #64
Also note,
Dallevian,
12-Jan-10 06:44 PM, #66
edge helpfiles 1,
Fjarn,
12-Jan-10 06:44 PM, #69
added these (n/t),
Daevryn,
13-Jan-10 10:13 PM, #91
edge helpfiles 2,
Fjarn,
12-Jan-10 06:44 PM, #70
added,
Daevryn,
13-Jan-10 10:18 PM, #92
edge helpfiles 3 - bards,
Fjarn,
12-Jan-10 06:44 PM, #71
Added These,
Kastellyn,
13-Jan-10 10:01 PM, #90
edge helpfiles 4 - berserkers,
Fjarn,
12-Jan-10 07:06 PM, #72
Added these (nt),
Twist,
14-Jan-10 10:56 AM, #93
edge helpfiles 5 - conjurers,
Fjarn,
12-Jan-10 07:06 PM, #73
Added these (nt),
Twist,
14-Jan-10 09:39 PM, #96
another conjurer edge,
Fjarn,
16-Jan-10 05:40 PM, #103
Added n/t,
Adeglicfh,
19-Jan-10 12:43 PM, #123
edge helpfiles 6 - druid,
Fjarn,
12-Jan-10 07:06 PM, #74
Added these, but missing Oak's Wisdom,
Twist,
15-Jan-10 10:12 AM, #98
edge helpfiles 7 - healer,
Fjarn,
12-Jan-10 07:06 PM, #75
Added these, missing Shield of the Vulnerable n/t,
Twist,
16-Jan-10 09:38 PM, #106
edge helpfiles 8 - invoker,
Fjarn,
12-Jan-10 07:06 PM, #76
Added These n/t,
Adeglicfh,
18-Jan-10 01:01 AM, #113
edge helpfiles 9 - ranger,
Fjarn,
12-Jan-10 07:06 PM, #77
another ranger edge,
Fjarn,
16-Jan-10 05:40 PM, #101
This and Above Ranger Helpfiles Added n/t,
Adeglicfh,
18-Jan-10 09:59 PM, #121
edge helpfiles 10 - shaman,
Fjarn,
12-Jan-10 07:06 PM, #78
All Shaman Edges Added n/t,
Adeglicfh,
18-Jan-10 01:01 AM, #114
edge helpfiles 11 - transmuter,
Fjarn,
12-Jan-10 07:06 PM, #79
Added these n/t,
Adeglicfh,
17-Jan-10 11:20 AM, #108
edge helpfiles 12 - racial,
Fjarn,
12-Jan-10 07:06 PM, #81
that's it from me for tonight,
Fjarn,
12-Jan-10 07:25 PM, #82
Helpfiles - Necro Edges,
Adeglicfh,
15-Jan-10 09:14 AM, #94
Still Looking for Following helpfiles,
Adeglicfh,
17-Jan-10 11:20 AM, #107
Dunno if these are proper helpfiles, but DIKU-Wiki has ...,
DurNominator,
18-Jan-10 11:42 AM, #112
That are player comments I think. /nt,
Rodriguez,
18-Jan-10 09:59 PM, #116
Or just go here...,
incognito,
18-Jan-10 09:59 PM, #120
By fairly up to date we mean updated 06/10/07.,
DurNominator,
19-Jan-10 02:05 AM, #122
Found and Added n/t,
Adeglicfh,
18-Jan-10 01:01 AM, #115
HelpFiles Healer Edges,
Adeglicfh,
15-Jan-10 09:14 AM, #95
Healer Edge Helpfiles Added n/t,
Adeglicfh,
18-Jan-10 09:59 PM, #117
edge helpfiles - warrior,
Fjarn,
15-Jan-10 01:23 PM, #97
Added These n/t,
Adeglicfh,
17-Jan-10 11:20 AM, #109
edge helpfiles - antipaladin,
Fjarn,
15-Jan-10 01:23 PM, #99
Added These n/t,
Adeglicfh,
17-Jan-10 04:09 PM, #110
edge helpfiles - paladin,
Fjarn,
15-Jan-10 01:23 PM, #100
Added These n/t,
Adeglicfh,
17-Jan-10 04:09 PM, #111
Random more recent edges,
Fjarn,
16-Jan-10 05:40 PM, #102
Added These n/t,
Adeglicfh,
18-Jan-10 09:59 PM, #118
help age,
Rodriguez,
16-Jan-10 05:40 PM, #104
added (nt),
Twist,
16-Jan-10 09:15 PM, #105
RE: Re: Helpfiles,
asylumius,
12-Jan-10 06:44 PM, #68
Added These n/t,
Adeglicfh,
18-Jan-10 09:59 PM, #119
CF Wikipedia,
Straklaw,
12-Jan-10 04:23 PM, #56
Re: Port 4444,
Zulghinlour,
12-Jan-10 04:23 PM, #55
RE: CF Lives.,
Susubienko,
12-Jan-10 04:14 PM, #54
Good job guys!,
Beer,
12-Jan-10 03:59 PM, #52
RE: CF Lives.,
Thalongrim,
12-Jan-10 03:59 PM, #51
RE: CF Lives.,
Rayihn,
12-Jan-10 04:00 PM, #53
So don't roll Fortress, right?,
Dallevian,
12-Jan-10 05:31 PM, #58
RE: So don't roll Fortress, right?,
Daevryn,
12-Jan-10 05:34 PM, #61
Well.,
Dallevian,
12-Jan-10 06:44 PM, #65
For Fort,
Rayihn,
12-Jan-10 08:04 PM, #84
For Battle & Yean -,
Yean,
13-Jan-10 12:47 AM, #87
I feel like someone has punched me in the stomach when ...,
Abernyte,
12-Jan-10 03:09 PM, #49
RE: I feel like someone has punched me in the stomach w...,
Daevryn,
12-Jan-10 03:22 PM, #50
Yeah Man, I understand, I am not bitching, moaning or w...,
Abernyte,
12-Jan-10 05:31 PM, #59
I will cover the bitching...F...U...C...K...!!!!!!!!,
Zulghinlour,
12-Jan-10 05:35 PM, #62
Kudos to you and all the imms.,
Dallevian,
12-Jan-10 06:44 PM, #63
Thanks for all the work you do Zulg N/T,
Yean,
12-Jan-10 10:40 PM, #86
IF...,
incognito,
12-Jan-10 02:53 PM, #47
Might be...,
Twist,
12-Jan-10 02:55 PM, #48
Couple of cabal things.,
bobbyp,
12-Jan-10 02:38 PM, #44
Depends on the Imm,
Rayihn,
12-Jan-10 02:40 PM, #45
Damn it,
incognito,
12-Jan-10 02:38 PM, #43
So are you saying...,
Guilo,
12-Jan-10 01:47 PM, #41
We are unlikely to have this hard drive wiped.,
Twist,
12-Jan-10 01:49 PM, #42
RE: CF Lives.,
asylumius,
12-Jan-10 12:54 PM, #30
RE: CF Lives.,
Daevryn,
12-Jan-10 12:55 PM, #31
Also...,
asylumius,
12-Jan-10 01:11 PM, #32
RE: Also...,
Daevryn,
12-Jan-10 01:11 PM, #36
Assumed since they only refresh on reboot they were.,
asylumius,
12-Jan-10 01:47 PM, #40
Made my wife happy.,
Dallevian,
12-Jan-10 12:54 PM, #29
Which you broke by committing unspeakable acts on.,
Bell,
12-Jan-10 01:47 PM, #38
<3 I LERV U MAYN. ALLAH YUU NT,
Batman (Anonymous),
12-Jan-10 12:38 PM, #27
RE: CF Lives.,
Isildur,
12-Jan-10 10:59 AM, #13
On the side-question,
Twist,
12-Jan-10 11:07 AM, #18
Oh! There a general guidline for that?,
Habbs,
12-Jan-10 11:27 AM, #20
It is generally requested that you not do that...,
Twist,
12-Jan-10 11:28 AM, #22
It's not like I'm going to play anyway :P ~,
Ahtieli,
12-Jan-10 11:39 AM, #24
Good point,
incognito,
12-Jan-10 02:45 PM, #46
Damn, I guess Elphania bites the dust for good,
Habbs,
12-Jan-10 12:38 PM, #25
RE: Damn, I guess Elphania bites the dust for good,
Adekar,
12-Jan-10 07:06 PM, #80
RE: On the side-question,
Isildur,
12-Jan-10 01:11 PM, #33
RE: On the side-question,
thendrell,
12-Jan-10 01:47 PM, #39
RE: CF Lives.,
Mort,
12-Jan-10 10:44 AM, #9
There were backups...,
Twist,
12-Jan-10 10:46 AM, #12
Doh, who keeps backup at server,
Ahtieli,
12-Jan-10 10:59 AM, #14
RE: There were backups...,
Mort,
12-Jan-10 11:05 AM, #16
Keep in mind...,
Twist,
12-Jan-10 11:06 AM, #17
RE: Keep in mind...,
Isildur,
12-Jan-10 01:11 PM, #35
RE: Keep in mind...,
Daevryn,
12-Jan-10 01:12 PM, #37
Again, $#$%# providers,
Amortis,
12-Jan-10 11:30 AM, #23
#$%#$ providers.,
Amortis,
12-Jan-10 10:40 AM, #7
Is it working now?,
TJHuron,
12-Jan-10 10:40 AM, #6
I had issues at my home, also...,
Twist,
12-Jan-10 10:41 AM, #8
How did you solve it? Or didn't you? Thanks! nt,
TJHuron,
12-Jan-10 10:44 AM, #10
I haven't, yet...,
Twist,
12-Jan-10 10:45 AM, #11
It is the ISP...,
TJHuron,
12-Jan-10 11:25 AM, #19
Mine too...,
Twist,
12-Jan-10 11:26 AM, #21
Hopefully one I can get to from work!!!!,
Habbs,
12-Jan-10 12:38 PM, #26
Please do...,
Verbatim9,
12-Jan-10 12:54 PM, #28
Good Info. nt,
TJHuron,
12-Jan-10 01:11 PM, #34
Somebody hero and beat graatch to the hummingbird penda...,
Marcus_,
12-Jan-10 10:26 AM, #2
HAHAHAHA,
Ahtieli,
12-Jan-10 10:24 AM, #1
I know...,
Twist,
12-Jan-10 10:26 AM, #3
Holy ####, I just realized the implications of what you...,
TheLastMohican,
12-Jan-10 10:33 AM, #4
Old copies of Imm Pfiles were on the development box...,
Twist,
12-Jan-10 10:34 AM, #5
RE: Old copies of Imm Pfiles were on the development bo...,
Isildur,
12-Jan-10 10:59 AM, #15
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Eskelian | Mon 19-Apr-10 02:58 PM |
Member since 04th Mar 2003
2023 posts
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#2304, "RE: CF Lives."
In response to Reply #0
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Ouch. Just learned about this now. Well, if there's some way I can help with replication or backup scripts or something hook me up with an email address to ping you at.
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#2295, "I'm curious, how much of the old website was saved? NT"
In response to Reply #0
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Zulghinlour | Sun 18-Apr-10 10:38 AM |
Member since 04th Mar 2003
9792 posts
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#2301, "Somewhere between none and very little (n/t)"
In response to Reply #124
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n/t So long, and thanks for all the fish!
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#2326, "With that being said -"
In response to Reply #125
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I'm guessing somebody already has, but I might as well mention it just in case they haven't:
Have you checked http://web.archive.org/web/*/http://www.carrionfields.com ?
I browsed through it a bit and saw that a good amount of script was saved. Nothing exceptional, but maybe it is some sort of help.
A screenshot or two of what I'm talking about:
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#2194, "RE: CF Lives."
In response to Reply #0
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I wondered how to destroy the Lich, guess theplanet figured out the solution.
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asylumius | Tue 12-Jan-10 05:47 PM |
Member since 09th Apr 2007
137 posts
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#2178, "Less important, but the website?"
In response to Reply #0
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Will it be back? Will it be especially outdated?
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Daevryn | Tue 12-Jan-10 08:10 PM |
Member since 13th Feb 2007
11117 posts
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#2196, "RE: Less important, but the website?"
In response to Reply #67
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Back... eventually. I don't know that we have ANYthing saved from it besides what you can see here.
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Valkenar | Wed 13-Jan-10 10:56 AM |
Member since 04th Mar 2003
1203 posts
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#2203, "An opportunity!"
In response to Reply #85
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Lots of people have bemoaned the state of the website. Now maybe those people could submit some html and such and make something they think is worth marketing for.
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Zulghinlour | Tue 12-Jan-10 04:26 PM |
Member since 04th Mar 2003
9792 posts
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#2168, "Re: Helpfiles"
In response to Reply #0
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The helpfiles I had were roughly a year old, which is why you see so much crap out of date. As has been pointed out by many, Dioxide's site has many of them far more accurately that what is in game right now (http://www.qhcf.net/help/)
It's on the list of things to try and figure out how to get back up (our previous system of inputting them is also gone with the server wipe so there is a lot more work to do there). In the short term, do what you can it's not the highest priority so may take awhile. So long, and thanks for all the fish!
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Daevryn | Tue 12-Jan-10 05:31 PM |
Member since 13th Feb 2007
11117 posts
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#2171, "On that note..."
In response to Reply #57
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Pretty much all the edge helpfiles especially don't seem to be in the archive that we have and don't seem to be in Dio's archive.
I know there are some threads and things where people posted whole sets -- the more people can find, the less time I or someone will spend recreating all of them instead of making something more fun.
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Dallevian | Tue 12-Jan-10 05:41 PM |
Member since 04th Mar 2003
1639 posts
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#2175, "Check the diku wiki."
In response to Reply #60
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Dallevian | Tue 12-Jan-10 05:47 PM |
Member since 04th Mar 2003
1639 posts
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#2177, "Also note"
In response to Reply #60
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that there is a helpfile toggle at the top to switch from user input info on edges to the actual helpfile. Some classes have it, others do not.
forsakenz
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Fjarn | Tue 12-Jan-10 06:41 PM |
Member since 03rd Jun 2008
173 posts
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#2180, "edge helpfiles 1"
In response to Reply #60
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pulled these from the wiki on qhcf.net
ANTIHERO
Although many evil characters are equal-opportunity in choosing their enemies and a few become focused on the destruction of the sorts of good characters that hunt them for their nature, a few rare evil characters possess some sort of twisted moral code that makes them strongly prefer to prey upon other evil characters.
Those who walk this difficult path may find that they accrue a few small benefits, at a price. Among these, they gain bonus experience for killing evil NPCs but none for killing good NPCs, and a protection spell or supplication will shield them from harm by other evil characters rather than good characters.
As choosing this edge does nothing to alter the character's grouping restrictions or, most likely, the reaction of other PCs towards them, it is not recommended for inexperienced players, who will almost certainly find it much more hindrance than help.
SEE ALSO: EDGES
APT LEARNER
Those with this Edge tend to see greater skill improvements from level gains and immortal-granted experience awards.
SEE ALSO: EDGES
'ARCANE SCHOLAR'
Arcane scholars are able to deconstruct magical afflictions with greater ease, and also sustain magical perception for longer periods of time.
See also: EDGES, 'DISPEL MAGIC', CANCELLATION, 'DETECT MAGIC'
'BATTLEMAGE TRAINING'
Certain mages are more accustomed to combat, and are better able to utilize their combat abilities.
See also: EDGES
BATTLE TESTED
A character with this edge is used to constant combat and can often relax enough to sleep more quickly thereafter.
SEE ALSO: EDGES
CALMED MIND
Certain tranquil-minded individuals gain more efficient rest from the practices of meditation and trance.
See also: EDGES, MEDITATION, TRANCE
CHEERFUL
A character with this edge has such a temperament to be relatively unmoved by tragic plays and music.
A character may have no more than one of: Mousy, Humorless, Stonehearted, and Cheerful.
SEE ALSO: EDGES, SING, MOUSY, HUMORLESS, STONEHEARTED
COMBAT STATISTICIAN
Characters with this edge may more precisely discern the health of their opponents.
SEE ALSO: EDGES
COURAGEOUS
Brave adventurers with this edge more readily resist a variety of fear affects. Minotaurs, being naturally immune to fear, may not choose this edge; nor may orcs, being naturally cowardly.
Characters with this edge, being brave as they are, may not set their wimpy as high as other characters.
SEE ALSO: EDGES, WIMPY
COVER UP
Charismatic characters with this edge have learned to better defend themselves from attacks aimed at their often-attractive faces.
SEE ALSO: FACESLASH, HEADBUTT, SAVAGE FEEDING, CROSS
DEEP POCKETS
Characters with this edge may carry an additional item in their inventory.
SEE ALSO: EDGES, INVENTORY
DEFENSIVE WITHDRAWAL
A character with this edge has learned to protect themselves somewhat better as they flee from combat; they are less likely to draw a parting blow in doing so.
SEE ALSO: PARTING BLOW, EDGES
DRAGONSLAYER
Adventurers with this edge are experienced in doing battle with dragons as well as the vulnerable parts of such a creature's anatomy. They deal greater damage to dragons and are more resistant to dragons' signature attacks, such as breath weapons.
SEE ALSO: EDGES
EHREN LORD
A character with this edge has further honed their abilities at singly fighting multiple foes, and deals slightly greater damage of any kind to assailants other than the one who bears the brunt of their attack.
Characters who choose this edge and despite it gang opponents down will find that their honorable soul rebels against their lifestyle as this edge grows less and less useful, ultimately providing no benefit or even only detriment to them.
SEE ALSO: EHREN SOUL, EDGES
EHREN SOUL
Some characters are born with souls that long for honorable combat. They find that when many enemies beseige them, their foes get in each others way slightly more than they would while ganging up on another opponent. However, woe be to the Ehren Soul who themselves strike with dishonor, for they then suffer as their foes have, but manyfold.
SEE ALSO: EDGES
EXTRA TRAINING
Characters can choose this edge and convert some of their edge points to a train. Note that this edge may be chosen multiple times, though its cost in edge points increases sharply once you have chosen it once.
See also: "EDGES"
EVASIVE
A character with this edge is more effective than usual at evading attacks.
SEE ALSO: EVADE, EDGES
EYES IN THE BACK OF YOUR HEAD
Characters with this edge are less likely to be surprised by would-be assassins and are thus less susceptible to assassinate.
See also: 'EDGES'
FOOTING
A character with this edge has learned to choose her stance and footing in a fight in such a way as to make it more difficult to move her from her chosen location by techniques such as pull, drive, buffets, earth ripples, driving ambushes, morosa charges, roguish separation or isolation, and so on.
In many ways, this is a more limited and much less effective equivalent of the sure footing technique developed by some rangers.
SEE ALSO: PULL, DRIVE, BUFFET, EARTH RIPPLE, AMBUSH, CHARGE OF THE MOROSA, SEPARATE, ISOLATE, SURE FOOTING, EDGES
FOOTWORK
Characters with this edge are more likely to anticipate kicking moves and avoid them using advanced footwork.
See also: "EDGES"
FORTITUDE OF THE FLESH
A character with this edge possesses a greater resistance to the continual decay of their flesh.
SEE ALSO: ROT, POWER WORD DECAY, EDGES
HUMORLESS
A character with this edge has such a temperament to be relatively unmoved by comic performance and music.
A character may have no more than one of: Mousy, Humorless, Stonehearted, and Cheerful.
SEE ALSO: EDGES, SING, MOUSY, STONEHEARTED, CHEERFUL
INTONATION ADEPT
Characters with this edge possess a very precise control over the intonations of their voice; this ability allows them a small chance to sing or cast spells while deafened.
SEE ALSO: DEAFEN, EDGES
LAST BREATH
A character with this edge may attempt to swim for their lives even should they find themselves underwater and unable to breathe. This process may be extremely taxing, but it beats drowning.
SEE ALSO: WATER BREATHING, EDGES
LEADER
Characters with this edge are born leaders and may lead groups and rally their morale more effectively.
SEE ALSO: EDGES, MORALE
LOW LIGHT VISION
Having adapted to frequent adventuring in dark places, a character with this edge may maintain their sharpened sight for much longer than normal.
SEE ALSO: SHARPEN SIGHT, EDGES
LUCKY
Some Therans are just plain luckier than others.
SEE ALSO: EDGES
MANA DROUGHT
A mage with this edge can draw more additional power to cast his spells than most in times of a strong Prismatic Veil. In effect, the strong Veil cripples his magic less than most.
Other aspects of Veil fluctuation that do not directly relate to spellcasting in the general sense are not affected by this Edge.
A character who has this Edge may not have the Mana Flood Edge or the Mana Drain Flaw.
SEE ALSO: THE VEIL, MANA FLOOD, MANA DRAIN, EDGES
MANA FLOOD
A mage with this edge can draw more additional power to cast his spells than most in times of a weakened Prismatic Veil.
Other aspects of Veil fluctuation that do not directly relate to spellcasting in the general sense are not affected by this Edge.
A character who has this Edge may not have the Mana Drought Edge or the Mana Dam Flaw.
SEE ALSO: THE VEIL, MANA DROUGHT, MANA DAM, EDGES
MANA SENSITIVITY
A character with this edge, if detecting magic, can roughly discern the state of the Prismatic Veil through use of the time command.
SEE ALSO: DETECT MAGIC, VEIL, TIME, EDGES
MOUSY
A character with this edge has such a temperament to be relatively unmoved by epic poems and songs.
A character may have no more than one of: Mousy, Humorless, Stonehearted, Cheerful.
SEE ALSO: EDGES, SING, HUMORLESS, STONEHEARTED, CHEERFUL
OVERCOME DISTORTION
A character with this edge has trained long and hard under the effects of assorted exotic drugs and other debilitating conditions, ultimately yielding a fighting style that is less hampered than normal by effects such as displacement and sensory distortion.
SEE ALSO: EDGES, SYMPHONIC ECHOES
POSSESSIVE
A character with this edge has a small chance to instinctively and violently react to a failed attempt to steal from them. This chance diminishes but is not eliminated even should they be sleeping.
This edge does not reduce the success rate of steal attempts on a character, nor does it have a chance to function on a successful attempt to steal. Wiser characters may be slightly more effective at employing this edge.
SEE ALSO: STEAL, EDGES
QUICK HEALER
A character with this edge, if not bloody from battle, can recover hit points more quickly than normal. This ability pales dramatically in comparison with the Whispers of the Great Siege legacy and other more powerful regenerative abilities, but still may prove useful.
SEE ALSO: FAST HEALING, EDGES
REMAIN CONSCIOUS
A character with this edge has a small chance to ignore attacks which would otherwise put him to sleep or otherwise knock him out.
SEE ALSO: SLEEP, LULLABY, BLACKJACK, WEAPON BUTT BLACKJACK, KNOCKOUT TRAP, KNOCKOUT POISON, STRANGLE, CRANIAL, CHOKE, EDGES
RESISTANT SIGHT
A character with this edge possesses a greater resistance to mystical attempts to deprive them of sight.
SEE ALSO: BLINDNESS, FLASH, SUNRAY, EDGES
SEASONED TRAVELLER
Characters with this edge regenerate movement at an improved rate.
SEE ALSO: MOVEMENT, EDGES
SHADOWED SOUL
A slippery evil character with this edge is more difficult for a paladin to track with their holy powers.
SEE ALSO: TRACK THE WICKED, EDGES
SHIELD EYES
A character with this edge has learned to fight in a way that better shields their eyes from physical attacks that specifically target them, slightly reducing their chance to succeed.
SEE ALSO: DIRT KICK, EYEJAB, BLINDNESS DUST, TEMPLAR'S DEFENSE, EDGES
SHIELDSPINNER
A character with this edge has learned to gracefully spin their shield out of the way of blows meant to cleave it in twain. While not foolproof, many a rare and valuable has been saved by its flawless execution. Unfortunately, the high cost of this shield-preserving technique is that its performer tends to take an axe in the face.
SEE ALSO: SHIELD BLOCK, SHIELD CLEAVE, EDGES
SHREWD TRADER
A character skilled in commerce may choose this edge, which allows them to barter for greater quantities of items than previously possible. A shopkeeper will still not part with more of an item than it feels a fair bargain for what the character offers.
This edge is increasingly effective for characters who have accrued more commerce experience.
SEE ALSO: COMMERCE, BARTER, EDGES
SILENT SIDESTEPPER
Characters who choose this edge, typically among those who are adept at both moving silently and dodging blows, are able to gain a small advantage in dodging opponents who cannot see them.
No special advantage may be gained in this way versus characters who know the Maelstrom of the Veils legacy.
SEE ALSO: SNEAK, DODGE, MAELSTROM OF THE VEILS, EDGES
SLIPPERY SOUL
A character with this edge more effectively resists attempts to scry upon them.
SEE ALSO: CLAIRVOYANCE, CLAIRAUDIENCE, EDGES
STONEHEARTED
A character with this edge has such a temperament to be relatively unmoved by romantic notions and music.
A character may have no more than one of: Mousy, Humorless, Stonehearted, and Cheerful.
SEE ALSO: EDGES, SING, MOUSY, HUMORLESS, CHEERFULUnable to find what you were looking for.
STRONG BACK
Characters with this edge may carry a little more weight than others of their strength.
SEE ALSO: EDGES, STRENGTH
STRONG WRISTS
Characters with this edge have stronger than normal wrists, helping them resist the effects of kotegaeshi.
See also: "EDGES"
THICK VEINED
A character with this edge is less damaged by bleeding wounds than others.
SEE ALSO: EDGES
TRANSPORTATION SENSITIVITY
A character with this edge may notice attempts to summon him, as well as attempts to open a gate or tesseract to him, even when those attempts are resisted.
SEE ALSO: SUMMON, GATE, TESSERACT, EDGES
TWITCHY
Characters with this edge have honed their keen perception into a sort of sixth sense which occasionally warns of danger if something in their environment is awry. These flashes of insight often save their lives. However, this paranoid intuition is not perfect and will occasionally warn them of danger when none is present.
SEE ALSO: EDGES
UNPREDICTABLE
Characters with this edge have an intuitive, free-spirited fighting style which defies easy prediction. Those who intend to fight them by anticipating their moves in battle will find it more difficult to do so.
SEE ALSO: STRIKING THE SHADOW'S FOOTFALL, MARTIAL TRANCE, EDGES
WISE RECOVERY
The fast healing skill represents a multitude of factors ranging from sheer toughness to a knowledge of simple herbs and how to keep wounds clean. Characters who choose this edge tend more towards the latter end of the spectrum, and may, while not bloody, regenerate hit points based on their wisdom rather than their constitution, if it is better.
This can be particularly valuable to long-lived characters whose natural constitution has taken a severe beating over the years.
SEE ALSO: FAST HEALING, EDGES
ZOMBIE FIGHTER
A character with this edge has learned to anticipate the predictable and crude attacks of non-sentient undead, allowing for such attacks to be parried with greater ease. (Zombies, for example, are typically non-sentient; greater undead such as wraiths and ghouls often possess some sentience.)
SEE ALSO: EDGES
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Daevryn | Wed 13-Jan-10 10:13 PM |
Member since 13th Feb 2007
11117 posts
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#2207, "added these (n/t)"
In response to Reply #69
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Fjarn | Tue 12-Jan-10 06:42 PM |
Member since 03rd Jun 2008
173 posts
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#2181, "edge helpfiles 2"
In response to Reply #60
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Not really sure where else to post this.. Maybe we need a "getting back on track" subforum for the next few weeks or something.
Buki Edges 'KAGE BUKI' An assassin with this edge gains incredible agility while within the perfect calm of a martial trance, granting them a chance to evade many kinds of attacks which strike a wide area.
An assassin may choose only one of the Buki edges.
SEE ALSO: EDGES, 'MARTIAL TRANCE'
'KOUMORI BUKI'
An assassin with this edge gains preternatural senses while within the perfect calm of a martial trance, rendering them immune to blindness for its duration.
An assassin may choose only one of the Buki edges.
SEE ALSO: EDGES, 'MARTIAL TRANCE'
'KUMA BUKI'
An assassin with this edge gains phenominal endurance while within the perfect calm of a martial trance.
An assassin may choose only one of the Buki edges.
SEE ALSO: EDGES, 'MARTIAL TRANCE'
'KYOJIN BUKI'
An assassin with this edge gains titanic strength while within the perfect calm of a martial trance.
An assassin may choose only one of the Buki edges.
SEE ALSO: EDGES, 'MARTIAL TRANCE'
'OROCHI BUKI'
An assassin with this edge gains amazing speed while within the perfect calm of a martial trance, allowing them to strike more frequently in melee.
An assassin may choose only one of the Buki edges.
SEE ALSO: EDGES, 'MARTIAL TRANCE'
'RAION BUKI'
An assassin with this edge harnesses a precisely-controlled fury while within the perfect calm of a martial trance, adding damaging force to all their blows.
An assassin may choose only one of the Buki edges.
SEE ALSO: EDGES, 'MARTIAL TRANCE'
'SENSEI BUKI'
An assassin with this edge gains an instinctive skill with weapons of all kinds while within the perfect calm of a martial trance.
An assassin may choose only one of the Buki edges.
SEE ALSO: EDGES, 'MARTIAL TRANCE'
'ZO BUKI'
An assassin with this edge gains an unstoppable drive while within the perfect calm of a martial trance, rendering them temporarily impervious to attempts to knock out or paralyze them.
An assassin may choose only one of the Buki edges.
SEE ALSO: EDGES, 'MARTIAL TRANCE'
ENDURE PARALYSIS
Felar assassins with this edge evoke their magical heritage when they use the endure skill, entering a meditative state that also resists paralysis.
See also: "EDGES"
'EXPLOIT VITALS'
An assassin who chooses this edge can deliver nerve strikes more swiftly and painfully.
SEE ALSO: EDGES, NERVE
EXPLOIT VULNERABILITY
Assassins with this edge are experts in weak points and opportunistic fighting, dealing additional damage when fighting with a weapon their opponent is vulnerable to.
See also: "EDGES"
GROUND FIGHTER
Assassins with this edge are more skilled with the art of ground control, both with throwing and owaza techniques and can cause more damage with their ground controls.
See also: "EDGES"
HAND OF THE PHOENIX
Good-aligned assassins with this edge enjoy better success rates with their assassinations against evils, but reduced success rates against non-evils.
See also: "EDGES"
IMPROVISE PICK
If you have no pick object in your hands, you can automatically use an object from your surroundings as a shoddy lockpick.
See also: "EDGES"
KANSETSUWAZA ADEPT
Assassins with this edge have trained extra long and hard at the advanced technique of Kansetsuwaza, and enjoy more success in painfully hyperextending the elbows of their foes.
This edge is mutually exclusive with Kotegaeshi Adept.
See also: 'EDGES'
'KILLER'S MARK'
An assassin with this edge focuses on the prey they have marked, permitting them to inflict greater damage in melee to that person.
SEE ALSO: EDGES, 'MARK OF THE PREY'
Killing Edges KILLING HANDS Assassins with this edge have a greater likelihood of causing crippling effects when failing an assassination attempt with their hands.
Assassins can only choose one of Killing Sword, Killing Knife, or Killing Hands.
See also: "EDGES"
KILLING KNIFE
Assassins with this edge have a greater likelihood of causing crippling effects when failing an assassination attempt with a dagger.
Assassins can only choose one of Killing Sword, Killing Knife, or Killing Hands.
See also: "EDGES"
KILLING SWORD
Assassins with this edge have a greater likelihood of causing crippling effects when failing an assassination attempt with a sword.
Assassins can only choose one of Killing Sword, Killing Knife, or Killing Hands.
See also: "EDGES"
KOTEGAESHI ADEPT
Assassins with this edge have spent extra training time honing their ability to break the wrists of foes using Kotegaeshi.
This edge is mutually exclusive with Kansetsuwaza Adept.
See also: 'EDGES'
Master Edges MASTER OF ATEMI WAZA Assassins with this edge enjoy a bonus to their unarmed and punching techniques.
Assassins can only choose edge expertise in one of the following techniques Master of Atemi Waza, Master of Keri Waza, Master of Nage Waza, Master of Ukemi, Master of Kyusho-Jitsu, Master of Nin Dogu
See also: "EDGES"
MASTER OF KERI WAZA
Assassins with this edge have specialized their kicking techniques.
Assassins can only choose edge expertise in one of the following techniques Master of Atemi Waza, Master of Keri Waza, Master of Nage Waza, Master of Ukemi, Master of Kyusho-Jitsu, Master of Nin Dogu
See also: "EDGES"
MASTER OF KYUSHO-JITSU
Assassins with this edge have specialized their crippling techniques, gaining a small bonus to both kotegaeshi and kansetsuwaza.
Assassins can only choose edge expertise in one of the following techniques Master of Atemi Waza, Master of Keri Waza, Master of Nage Waza, Master of Ukemi, Master of Kyusho-Jitsu, Master of Nin Dogu
See also: "EDGES"
MASTER OF NAGE WAZA
Assassins with this edge have specialized their throwing and ground control techniques.
Assassins can only choose edge expertise in one of the following techniques Master of Atemi Waza, Master of Keri Waza, Master of Nage Waza, Master of Ukemi, Master of Kyusho-Jitsu, Master of Nin Dogu
See also: "EDGES"
MASTER OF NIN DOGU
Assassins with this edge have specialized their techniques in stealth and trickery, gaining bonuses to poison smoke, blindness dust, vanish and caltraps.
Assassins can only choose edge expertise in one of the following techniques Master of Atemi Waza, Master of Keri Waza, Master of Nage Waza, Master of Ukemi, Master of Kyusho-Jitsu, Master of Nin Dogu
See also: "EDGES"
MASTER OF UKEMI
Assassins with this edge have specialized their agility and dodging, even gaining an acrobatic-like skill when fighting multiple enemies.
Assassins can only choose edge expertise in one of the following techniques Master of Atemi Waza, Master of Keri Waza, Master of Nage Waza, Master of Ukemi, Master of Kyusho-Jitsu, Master of Nin Dogu
See also: "EDGES"
'MASTER OF OWAZA'
An assassin who chooses this edge specializes in the owaza. This major technique's effectiveness is significantly improved.
SEE ALSO: EDGES, OWAZA
'MASTER OF URAKEN'
An assassin with this edge enjoys a greater rate of success with the uraken, or backfist, technique.
SEE ALSO: EDGES, BACKFIST
'MASTER OF THE GARROTE'
Proficient stranglers who choose this edge begin to incorporate the use of a concealed garrote into their strangulation attempts. This increases the effectiveness of the technique somewhat, and is often much more damaging to a victim should it fail.
SEE ALSO: EDGES, STRANGLE
OVERT MALICE
Assassins with this edge who stand proudly in the open (foregoing any subterfuge or stealth) enjoy increased damage to the various kicks taught by their society.
See also: 'EDGES'
PINPOINT ACCURACY
Assassins with this edge find their poison darts harder to resist and more potent.
See also: "EDGES"
POISON CALTRAPS
Assassins who have studied poisons extensively may learn this edge. Any caltraps tossed by these assassins have a chance to poison the poor soul who steps on them.
See also: 'EDGES'
REGENERATIVE FOCUS
Assassins with this edge are exceptionally good at focusing the power of their natural healing through meditation and gain a bonus to their healing through bind wounds.
See also: "EDGES"
SILENT STRIKE
Assassins with this edge are more successful with their tigerclaws when not bloody, and also gain bonuses to tigerclaw when stalking their prey.
See also: "EDGES"
SMOKE AND MIRRORS
Assassins with this edge have become true masters of the vanishing act. Not only more likely to vanish succesfully, these shadowy figures may find themselves automatically sneaking and cloaked in shadows after a successful vanish.
See also: 'EDGES'
SPEARDANCER
A character with this edge fights more effectively with a spear, spinning away attacks and inflicting bleeding wounds as they pierce their foes.
SEE ALSO: EDGES, SPEAR, SPIN, PIERCE
SPY MASTER
Assassins with this edge have become masters of locating their prey, and may locate their marked victim for less coin, as well as from a greater range of areas.
See also: 'EDGES'
SPY NETWORK
Assassins with this edge have become adept at locating their prey, and may locate their marked victim for less coin.
See also: 'EDGES'
STALKER'S EYE
Assassins with this edge, when they enter a martial trance, gain more benefit from their previous stalking.
See also: "EDGES"
STARTLING STRIKE
When attempting an assassinate, assassins with this edge will startle their prey's groupmates, causing them disorientation.
See also: "EDGES"
'SUBTERRANEAN ROGUE'
Thieves and assassins with this edge may conceal themselves effectively within the subterranean realm they call home.
Only races born to the sunless world may choose this edge.
SEE ALSO: EDGES, HIDE, DARK-ELF, DUERGAR, SVIRFNEBLIN
TACHITORI
Assassins with this edge have a chance to catch weapons which they disarm. You must be fighting bare-handed in order to do so.
See also: "EDGES"
'THIEF OF BREATH'
By precisely targetting vital organs and pressure points with their pugil strikes, an assassin with this edge can knock the wind out of their opponents.
Although this technique requires knowledge of humanoid anatomy and proficiency with staffs, it also requires some degree of physical strength to execute effectively.
SEE ALSO: EDGES, PUGIL
VENOMBLADE
Assassins with this edge are able to craft more deadly poisonous daggers. These daggers are more likely to poison their victim, and do more damage than a standard poison dagger.
See also: 'EDGES'
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Daevryn | Wed 13-Jan-10 10:18 PM |
Member since 13th Feb 2007
11117 posts
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#2208, "added"
In response to Reply #70
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some of these being rewritten in the process
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Fjarn | Tue 12-Jan-10 06:43 PM |
Member since 03rd Jun 2008
173 posts
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#2182, "edge helpfiles 3 - bards"
In response to Reply #60
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LYRICAL ADAPTATION Bards who utilize this Edge find themselves able to switch repertoire again in less time when switching from their preferred repertoire.
BARDIC TEMPERANCE Bards with this Edge are quite different (opposite, actually) from their teetotalling guildmates. They gain no benefits from imbibing alcohol; in fact, it hampers their abilities. Rather, it is by eschewing alcohol that they gain some measure of the benefits other bards enjoy while tipsy.
A bard with this edge is prohibited from choosing some other edges pertaining to alcohol.
DEFT HARBINGER OF TALISMANIC DOOM Some bards and rangers have melded brandishing staves into their martial style to the point where they can brandish an offensive staff faster than most.
See also: EDGES, DODGE, ENHANCED DAMAGE, BRANDISH
PROFICIENT VOCALIST Bards with this edge enjoy increased ability at singing without an instrument.
Bards that choose this edge may not choose Proficient Instrumentalist.
PROFICIENT INSTRUMENTALIST Bards with edge enjoy greater proficiency with an instrument. Bonuses to singing with a given repertoire may be increased, and penalties to singing with a given repertoire may be reduced. (Instruments which are neither good nor bad for a repertoire remain so.)
Bards that choose this edge may not choose Proficient Vocalist.
TAVERN BRAWLER Bards with this edge are accustomed to bar fights, and their martial abilities are improved as a result. Tavern Brawlers have more damaging roundhouses and brawling skills.
SOOTHING VOICE Bards with this edge have enjoy bonuses to curative songs, as well as Tranquil Serenade. Bards tainted by darkness lack sufficient compassion to learn this edge.
LOREMASTER Although the wee folk already possess a remarkable inherent knowledge of the properties of items, those that expend additional effort in this area find their lore is dramatically more accurate.
'WANDERING MINSTREL' Accustomed to wandering ways, some bards have become skilled with their walking sticks. They enjoy an improved ability to fight with a staff, including delivering pugil strikes and deflecting attacks with a basic defensive spin.
'HIDDEN ASSETS' A bard or thief with this edge is skilled at hiding their wealth and appearing truly destitute, panhandling with greater effectiveness.
'GUARDED VOICE' A bard with this edge has, over time, developed a fighting style which better protects their most crucial asset in any fight: their voice. They are less likely to suffer an attack which deprives them of their ability to sing, although this is not entirely without its drawbacks. For example, a dagger thrown to strike the bard's throat has a chance to be avoided or deflected, but in the process can strike the bard elsewhere, even if the throw would have otherwise missed. Despite these risks, the benefits can be significant.
'SOUNDER OF THE KNELL' A bard with this edge can, when singing a requiem over the corpse of someone they personally killed, experience more potent and long-lasting effects. It takes a significant history of violence for a bard to develop this ability.
'SHATTERING NOTE' When singing a piercing dissonance, a bard with this edge can sustain the final note, possibly shattering glass objects in the inventory of those the song harms. Although somewhat rare, this effect can be quite satisfying. The more glass items are shattered by the bard's note, the longer it will take them to recover from singing the song.
'NOCTURNE OF DREAD' Those who fail to resist the Nocturne of Fright sung by a bard with this edge have a chance to be afflicted with a more lasting, if still brief, fear.
WINDSONG An arial bard with this edge sings more effectively under the open sky.
WOODSONG A wood-elven bard with this edge can sing more powerfully when in a forest.
'SHIELD OF WORDS' The protective songs of a bard with this edge are slightly longer lasting.
SERENADE A bard with this edge may compel members of the opposite sex with a seductive serenade, increasing the effectiveness of several subtle songs traditionally favored by romantic bards.
DANCER A bard with this edge has learned to dance to accompany their vocal performance; this reduces the loss of effectiveness experienced when singing a capella. In order to dance, the bard needs to be standing, singing without an instrument, lack any crippling or encumberments which hamper their ability, and have sufficient endurance (movement). This drains a small amount of movement.
'CHANGE OF HEART' Choosing this edge clears a bard's preferred repertoire, allowing them to choose their preferred repertoire again. This is a one-time event and the bard may not experience a second change of heart.
'CHOSEN VOICE' A bard with this edge channels divine grace in their Canticle of the Gods, empowering its standard affects and adding some new blessings. Only a bard with the sanction of a God, in the form of their sacred tattoo, may choose this edge.
'NATURE'S SONG' A bard with this edge has learned to sing in tune with the power of nature; their offensive songs will not harm creatures at home within the wilds.
TROUBADOR TROUBADOUR A bard with this edge has learned to work their offensive music within the bounds of the laws; within protected cities, their music can only harm wanted criminals or their servants.
SWASHBUCKLER This edge can improve the ability of a bard to evade blows. It is only useful to bards somewhat more charming than they are agile.
'DAUNTING PRESENCE' All successful bards have a strong charm and sense of the theatric, enabling them to evoke a sense of awe or dread. However, independent of this, some bards are people worthy of genuine fear, able to kill and maim a hundred different ways with the power of their voice alone. For these bards, their theatrical ability magnifies the seeds of hestitation or trepidation in an enemy's mind a hundredfold, causing even those who despise them to occasionally lose their nerve for a moment and fail to attack them. While such hestiation is rare in a seasoned adventurer, it can easily save the bard's life.
For this ability to work, the victim must be able to both see and hear the bard; it works better as the victim's morale falls or fear grows.
'FEIGN WEAKNESS' A bard with this edge may use their acting ability to appear more wounded than they actually are, to some degree exaggerating the severity of their wounds.
A bard with this edge may not choose 'Feign Strength'.
'FEIGN STRENGTH' A bard with this edge may use their acting ability to appear less wounded than they actually are, to some degree concealing the severity of their wounds from their assailants.
A bard with this edge may not choose 'Feign Weakness'.
'ERODE CONFIDENCE' A bard with this edge may taunt and banter with their enemies as they fight, gradually lowering their morale.
'LANGUID LULLABY' The audience of a lullaby sung by a bard with this edge may also be very briefly oversome with a powerful languor, temporarily visiting effects not unlike a slow spell upon them.
'FORCE OF PERSONALITY' A character with this edge may attempt to resist mental and paralytic effects with the strength of their potent personality rather than with their mental prowess.
'ALCOHOL TOLERANCE' A character with this edge can imbibe greater quantities of alcohol before suffering ill effects.
A character with this edge may not choose the 'Bardic Temperance' edge.
'HABITUAL DRUNK' Developing their alcohol tolerance to an extreme degree, a character with this edge may imbibe truly terrifying amounts of alcohol with no apparent side effects. At some point, alcohol poisoning will still set in as normal.
'DAUNTING DIRGESINGER' A bard with this edge may sing maledictive songs to greater effect.
'COMBAT SHOWMANSHIP' A bard with this edge may display their weapons prowess in combat to greater effect.
'PERFECT PITCH' A bard with this edge may tune their instruments more reliably and swiftly.
'ELVEN ROMANCE' Further focusing upon the arts of romance for which their kind already have an affinity, an elven bard with this edge enjoys a more consistent bonus with the romantic repertoire.
'FRIGHTFUL FIEND' no help file
'DISTORTION OPPORTUNIST' A character with this edge has developed a fighting style which capitalizes upon the sensory distortion of their foes, distracting them with feints and quick, silent moves that confuse them even further and cause more blows to go astray.
WARSINGER The battaglia of a bard with this edge, if sung while fighting, inspires allies who hear it with more pronounced immediate inspirational and debilitative effects.
'MUSICIAN'S CARESS' A bard with this edge grips their instrument for dear life, making it somewhat harder to wrench from their grasp by various means.
'RAUCOUS RACKET' A song of cacophonous clamor sung by a bard with this edge may also fully deafen its victims for a short time.
'INSPIRATION OF ANGELS' The beneficial songs of a noble bard with this edge are more powerful when heard by an audience that battles the wicked.
'DEPTHS OF DEPRESSION' A bard with this edge has learned to capitalize upon the depression and doubts of their enemies (when present), enabling them to sing harmful songs to those with low morale to greater effect.
'INSINUATIVE OVERTURE' When a bard with this edge sings an apocalyptic overture, they are more likely to visit illusions of fire rather than ice upon those more vulnerable to the effects of fire and to likewise visit illusions of ice rather than fire upon those more vulnerable to the effects of cold.
'PSYCHOLOGICAL INSIGHT' An intelligent bard with this edge better understands the keen workings of the highly developed mind, and how to find the proverbial gaps in their mental armor. Even the finest minds have phobias, quirks, and foibles to be played upon, in ways that a dimmer mind could not be so occupied.
'GLORY HOUND' Some bards thrill in the thick of battle, regenerating mana more effectively while fighting, especially while fighting formidable opponents.
'KILLING JOKE' In violent Thera, it is no wonder that even bards of a comic bent often turn their cheerful art to murder. A bard with this edge sings comedic damaging songs, including the dread grand nocturne, to greater effect than normal.
'HEAR LIGHT' A bard with this edge has honed their sense of hearing and listening skills to such an extreme degree that they can ignore or reduce some of the effects of blindness, so long as they are not also deaf. Some say that these bards have so gifted of ears as to be able to hear light itself, although that is, of course, impossible.
SCRUTINY With long experience reading the moods of crowds, a bard with this edge may discern something of the mood and fatigue of those they see.
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Fjarn | Tue 12-Jan-10 06:44 PM |
Member since 03rd Jun 2008
173 posts
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#2183, "edge helpfiles 4 - berserkers"
In response to Reply #60
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'ADEPT OF BLOODLETTING'
Berserkers with this edge are skilled in shedding their own blood for fun and profit. Their bloodletting is more effective and damages them less; their bloodsteep lasts longer and damages them less.
SEE ALSO: EDGES, BLOODLETTING, BLOODSTEEP
'AGILE COWARD'
A skrugga with this expensive edge possesses a higher maximum dexterity than other orcs. The attribute would still need to be raised to this new maximum via trains or equipment as normal.
SEE ALSO: EDGES, SKRUGGA, DEXTERITY
BACKBREAKER
A berserker with this edge uses the spinebreaker move more effectively. They also may recover more quickly from a failed spinebreaker.
SEE ALSO: EDGES, SPINEBREAKER
'BLOODMAGE'S CUNNING'
A mundunugu with this expensive edge possesses a higher maximum intelligence and wisdom than other orcs. The attributes would still need to be raised to this new maximum via trains or equipment as normal.
SEE ALSO: EDGES, MUNDUNUGU, INTELLIGENCE, WISDOM
'BRUTALIZER OF THE HANDICAPPED'
An orc with this edge possesses a special talent for beating up on blind opponents, penetrating their defenses more reliably than normal.
Warriors with the Maelstrom of the Veils legacy are unhindered by this edge.
SEE ALSO: EDGES, BLIND
'BULLY'S CONFIDENCE'
When a berserker with this edge demoralizes others, he also inspires himself.
SEE ALSO: EDGES, DEMORALIZE
'BULLY'S HEIST'
A berserker with this edge may attempt to steal from opponents he has demoralized or spinebroken. Failed attempts to steal from these victims may initiate combat.
SEE ALSO: EDGES, STEAL
'COMPACT FRAME'
A berserker with this edge may bash gnome-sized opponents so long as his own size is unaltered.
SEE ALSO: EDGES, BASH
'DEMON IN THE WOODPILE'
Occasionally, somewhere in the cesspool of bastardy that is a typical orcish family tree is a demonic ancestor or two. In an orc with this edge, this abyssal blood has begun to awaken and manifest. The benefits of this latent heritage are potent: a sizeable resistance to sleep and knockout effects as well as unholy damage. Unfortunately, while berserking, such an orc is also liable to be consumed with demonic bloodlust and uncontrollably strike some targets that a normal orc would not.
SEE ALSO: EDGES
'DESECRATED HIDE'
A berserker with this edge has so descended into filth and idle blasphemy that his very skin is desecrated, turning aside blessed weapons with greater ease. If the berserker has recently fashioned a desecration totem, this effect is much stronger.
SEE ALSO: EDGES, DESECRATION, BLESS
'DISEASE CARRIER'
While all berserkers possess an exceptional resistance to disease from a life lived in excrement and squalor, some have adapted to instead act as carriers for contagious diseases, resisting them less ably but equally ignoring many of the deadly affects of such afflictions.
SEE ALSO: EDGES, PLAGUE, CRIMSON SCOURGE
'FLAILING FALLBACK'
A berserker with this edge can throw elbows and knees as they frantically fall back from melee.
SEE ALSO: EDGES, KNEE, ELBOW, FALLBACK
FURIOUS
A berserker with this edge has a more potent fury of the clan than normal.
SEE ALSO: EDGES, FURY OF THE CLAN, BERSERK
'GIFTED SCAVENGER'
A berserker with this edge employs scavenging to greater effect.
SEE ALSO: EDGES, SCAVENGING
GLUTTON
A berserker with this edge can continue to eat when any other would be too full.
SEE ALSO: EDGES
GOADMASTER
A berserker with this edge may attempt to demoralize entire groups at once.
SEE ALSO: EDGES, DEMORALIZE
GRAVENAP
A mundunugu berserker with this edge can often take to the earth in a gravesleep and recover more quickly than normal.
SEE ALSO: EDGES, GRAVESLEEP
GRIMWRIGHT
Although most berserkers spent their youths at Camp Grinning Skull engaged in more violent pursuits, those who were regulars at the Arts and Crafts hut may find that the experience has given them an edge in producing all manner of gruesome orcish handicrafts.
SEE ALSO: EDGES, EXSANGUINATE, DESECRATION, SET SNARES, FASHION WAR BANNER, PILLAGE, FETISH
'HEAVY FOOT'
A berserker with this edge has spent a lot of time kicking things, including people. This yields slightly greater damage when kicking, punting, delivering cheap shots, and trampling. Additionally, their trampling strikes may also drain a bit of the victim's movement.
SEE ALSO: EDGES, KICK, PUNT, CHEAP SHOT, TRAMPLE, MOVEMENT
LASHER
A berserker with this edge enjoys an exceptional success rate with the lash skill. His lashes often inflict greater damage and demoralize his opponents.
SEE ALSO: EDGES, LASH
LUG
A mamlauk with this expensive edge possesses a higher maximum strength than other orcs. The attribute would still need to be raised to this new maximum via trains or equipment as normal.
SEE ALSO: EDGES, MAMLAUK, STRENGTH
'MASOCHIST'S ENDURANCE'
A shig-ru with this expensive edge possesses a higher maximum constitution than other orcs. The attribute would still need to be raised to this new maximum via trains or equipment as normal. Additionally, their wounds heal slightly faster than normal.
SEE ALSO: EDGES, SHIG-RU, CONSTITUTION
'MASTER OF BLOODLETTING'
Berserkers with this edge have learned to turn their skill at shedding their own blood to more efficiently draining the blood of others. The skins made by their exsanguinate are filled with additional blood.
SEE ALSO: EDGES, EXSANGUINATE, 'ADEPT OF BLOODLETTING'
'OPPORTUNISTIC BASTARD'
A berserker with this edge may deliver additional blows when murdering an opponent who cannot see them coming.
SEE ALSO: EDGES, BLINDNESS, MURDER
'OPPORTUNISTIC CARNIVORE'
A berserker with this edge uses savage feeding more effectively, additionally gaining some sustenance in the process.
SEE ALSO: EDGES, SAVAGE FEEDING
'PIT FIGHTER'
An orcish brawler with this edge can deliver elbow strikes which bloody the victim's nose, knee strikes which wind the victim, and kicks which hobble the victim. Additionally, they have a chance to deliver a defensive elbow strike during close combat.
SEE ALSO: EDGES, ELBOW, KNEE, KICK, BRAWLING
'PRIMAL TERROR'
Although orcs are usually more prone to fear effects than many characters, some orcs have adapted to the constant state of primal terror that floods their writhing brains. Rather than try to feebly resist fear poisons and magics, these orcs effectively ride the wave of terror, weathering the fear more ably.
SEE ALSO: EDGES
'SAVAGE CUNNING'
A berserker with this edge has a small chance to avoid traps and snares. This chance improves greatly in terrain favored by orcs.
SEE ALSO: EDGES, TRAPS, SNARE, SET SNARES
'SAVAGE TRAPPER'
A berserker with this edge can set snares more frequently and to greater effect than normal.
SEE ALSO: EDGES, SET SNARES
SHIELDBREAKER
A berserker with this edge utilizes shield cleave to greater effect. Additionally, they are skilled in capitalizing upon the surprise of a successful shieldcleave; their opponents find it demoralizing, and they may sneak in an additional hit if wielding an axe in both hands or dual wielding axes.
SEE ALSO: EDGES, SHIELDCLEAVE
SLAVER
An orc with this edge will notice that the slaves taken of normal races that orcs usually enslave tend to be stronger. They will also be able to enslave races other orcs cannot.
'SLIPPERY COWARD'
A skrugga with this edge evades blows more effectively when badly hurt. Additionally, he is also less likely to draw parting blows as he flees from combat.
SEE ALSO: EDGES, SKRUGGA, TAKE COVER, EVADE, PARTING BLOW
'STANDARD BEARER'
A berserker with this edge fights more effectively while holding a war banner.
SEE ALSO: EDGES, FASHION WAR BANNER
'SUPERIOR LEVERAGE'
A berserker with this edge is more effective with two-handed weapon offensive techniques of all kinds.
SEE ALSO: EDGES, SLICE, THRUST, CHARGE, PIERCE, PIN, POLEARM, SPEAR
'SURVIVAL INSTINCT'
A berserker with this skill survives when others perish, delivering more fierce last stand blows, fleeing combat more ably, and parrying strikes more ably when very wounded.
SEE ALSO: EDGES, LAST STAND, FLEE, PARRY
TERRITORIAL
Having spent their whole lives having to fight other orcs for everything they possess, a berserker with this edge is exceptionally effective at keeping lesser looters from the shinies of his freshly-fallen prey.
SEE ALSO: EDGES, CORPSEGUARD
'THICK SKULL'
A berserker with this edge has an unusually thick skull, which can better protect them from attacks which strike their head, as well as being useful in delivering headbutts.
SEE ALSO: EDGE, HEADBUTT
UNDERSIGHT
Some orcs have adapted further to life in caves, learning to see farther in the subterranean realm.
SEE ALSO: EDGES, SCAN
'VITAL STRIKES'
A berserker with this edge has a knack for hitting people in the soft spots. This instinct can be used more effectively on blinded opponents.
SEE ALSO: EDGES, AIM, OPPORTUNITY STRIKE
'WILL OF THE SLAVE' A berserker with this edge gains more benefit from forcing a march, and his body suffers from the effort for less time.
SEE ALSO: EDGES, FORCED MARCH
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Twist | Thu 14-Jan-10 10:56 AM |
Member since 23rd Sep 2006
3431 posts
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#2210, "Added these (nt)"
In response to Reply #72
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Fjarn | Tue 12-Jan-10 06:44 PM |
Member since 03rd Jun 2008
173 posts
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#2184, "edge helpfiles 5 - conjurers"
In response to Reply #60
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'ABYSSAL ADEPT'
Progressing further than even most students of vice in their depravity and understanding of demons, an abyssal adept learns to master the fiercest of demons.
See Also: EDGES, 'CONJURE DEMON', 'STUDENT OF VICE' 'INFERNAL ADEPT'
'ADEPT OF INTERDICTION'
Skilled in preventing unwelcome dimensional travel, an adept of interdiction may deny summonings and anchor their servitors with unusual ease.
See also: EDGES, 'DENY SUMMONING', 'KAUBRISS ANCHOR'
'ADEPT OF PLANAR RIFTS'
Those adept in the mysteries of the planar rifts are able to teleport at lower self-risk, more potently warp dimensions, and can sustain incorporeality for longer periods of time.
See also: EDGES, TELEPORT, 'WARP DIMENSION', 'PASS DOOR', 'MASTER OF PLANAR RIFTS'
'ADEPT OF THE INNER PLANES'
Some students of the inner planes progress in their training, gaining an additional edge in conjuring and binding elementals, as well as in shielding themselves from the positive and negative material planes' influences.
See also: EDGES, 'RESIST POSITIVE', 'RESIST NEGATIVE'
'ADEPT OF SCRYING'
Some conjurers focus upon the art of divination, allowing them to scry with greater ease and less danger.
See also: EDGES, CLAIRAUDIENCE, CLAIRVOYANCE, 'MASTER OF SCRYING'
'ASTRAL DOUBLEBACK'
A conjurer skilled in the art of projection can learn to rejoin his body from a much greater range than other conjurers are able.
See also: EDGES, 'ASTRAL PROJECTION'
BANISHER
Conjurers skilled in the art of dismissal may learn the secrets of this edge, allowing them to cast extraplanar creatures from the Prime Plane with uncommon ease.
See also: EDGES, DISMISSAL
'CELESTIAL AFFINITY'
Conjurers born of an inherently pure and noble race may learn to leverage the strength of their heritage, appealing to good servitors with reason as well as passion.
(Their ability to conjure and bind angels and archons is partially dependent on intelligence as well as charisma, if this is an improvement.)
If successfully bound by a conjurer with celestial affinity, the mood of such a servitor takes an immediate turn for the better.
See also: EDGES, 'CONJURE ANGEL', 'CONJURE ARCHON'
'CHAOTIC REGENERATION'
Feeding off the chaotic aura of a conjurer unfettered by order, a chaotic servitor (angel or demon) bound to such a conjurer with this edge regenerates much more swiftly than normal.
See also: EDGES, ETHOS, CONJURER
'<[FAMILIAR>] AGILITY'
Some conjurers learn to harness their unique bond with their familiar as a special edge in battle, anticipating and avoiding attacks that would strike other such mages through the familiar's senses and agility. This is only possible if master and familiar fight together.
See also: EDGES, FAMILIAR
'FAVOR OF IMPS'
Focusing their expertise upon the humble mephit, some conjurers gain the favor of imps, allowing them to conjure fierce mephits with greater strength and more cunning than those called by other conjurers. Such mephits often remain in the Prime for a greater duration.
See also: EDGES, 'CONJURE SMOKE MEPHIT'
'FIENDISH AFFINITY'
Conjurers born of an inherently wicked race may learn to leverage the strength of their heritage, appealing to evil servitors with logic as well as negotiation.
(Their ability to conjure and bind demons, devils, and nightgaunts is partially dependent on intelligence as well as charisma, if this is an improvement.)
If successfully bound by a conjurer with fiendish affinity, the mood of such a servitor takes an immediate turn for the better. This temporary boost of respect and esteem can be eroded or destroyed as normal should the servitor be abused or sense weakness.
See also: EDGES, 'CONJURE DEMON', 'CONJURE DEVIL', 'CONJURE NIGHTGAUNT'
'INDIFFERENCE AFFINITY'
A conjurer possessed of an inborn, racial neutrality may learn to bring their understanding to bear and conjure and bind the equally-indifferent elemental servitors with greater ease.
(Their ability to conjure and bind elementals is partially dependent on wisdom as well as charisma, if this is an improvement.)
If successfully bound by a conjurer with indifference affinity, the mood of such a servitor takes an immediate turn for the better. Mistreatment of the elemental will erode this good will as normal.
See also: EDGES, 'CONJURE ELEMENTAL', 'CONJURE PARAELEMENTAL'
'INFERNAL ADEPT'
Progressing further in their villainy and lore of devils beyond even most students of vice, an infernal adept learns to bargain for the aid of the mightiest of devils.
See also: EDGES, 'CONJURE DEVIL', 'STUDENT OF VICE', 'ABYSSAL ADEPT'
'MASTER OF PLANAR RIFTS'
Those who aquire mastery over the mysteries of the planar rifts are further able to hone their rift-altering spells. It is said that these individuals can sometimes teleport directly out of combat, and enjoy small benefits to their tesseract and door-phasing magic.
See also: EDGES, TELEPORT, TESSERACT, 'PHASE DOOR', 'ADEPT OF PLANAR RIFTS'
'MASTER OF SCRYING'
Some small few adepts of scrying progress further in their expertise, gaining an edge with divination beyond even the skill of the adept.
See also: EDGES, CLAIRAUDIENCE, CLAIRVOYANCE, 'ADEPT OF SCRYING'
'MURDEROUS REPUTATION'
Some conjurers have commited such extremes of bloodshed that they begin to develop a reputation in Hell and the Abyss. The wicked servitors of such a conjurer are often aware that those bound to the conjurer often see action of a sanguine and ultimately satisfying sort, and often are less quick to rebel should such a master encounter setbacks or delays in their search for more blood.
See also: EDGES
'PLANAR ABDUCTION'
A conjurer with this edge is able to conjure and bind fierce warrior nightgaunts capable of extraordinary feats of warfare in pursuit of its prey.
See also: EDGES, 'CONJURE NIGHTGAUNT'
'PLANAR COURIER'
A conjurer with this edge has an excellent reputation or rapport with planar servitors, enabling them to utilize sending with much less fear of the item's loss.
See also: EDGES, SENDING
'SHIELD OF THE HEAVENS'
Some students of virtue progress further in their conjuring art, learning to petition the most holy of Archons.
See also: EDGES, 'CONJURE ARCHON', 'SWORD OF THE HEAVENS', 'STUDENT OF VIRTUE'
'SKYKIN'
A conjurer born of the skies and possessing an inherent ability to fly may hone that understanding of the nature of flight, granting them powerful advantages in conjuring and binding air elementals.
See also: EDGES, ARIAL, 'CONJURE ELEMENTAL'
'STUDENT OF AIR'
A conjurer with this edge summons and binds air elementals of greater strength and with greater ease.
See also: EDGES, 'CONJURE ELEMENTAL'
'STUDENT OF EARTH'
A conjurer with this edge summons and binds earth elementals of greater strength and with greater ease.
See also: EDGES, 'CONJURE ELEMENTAL'
'STUDENT OF FIRE'
A conjurer with this edge summons and binds fire elementals of greater strength and with greater ease.
See also: EDGES, 'CONJURE ELEMENTAL'
'STUDENT OF THE INNER PLANES'
Conjurers proficient in the art of conjuring and binding elementals may choose to learn this edge, granting them a small increase in the strength with which they cast said spells.
See also: EDGES, 'CONJURE ELEMENTAL'
'STUDENT OF VICE'
A skilled conjurer of less than noble character can delve into the ways of vice and excess, gaining a greater kinship with and understanding of the foulest servitors (demons, devils, nightgaunts), learning to conjure and bind such creatures with a greater ease.
See also: EDGES, 'CONJURE DEMON', 'CONJURE DEVIL', 'CONJURE NIGHTGAUNT', DARKBIND, 'ABYSSAL ADEPT', 'INFERNAL ADEPT',
'STUDENT OF VIRTUE'
Conjurers who choose to study virtue and the Plane of Light in great depth are able to conjure and bind the virtuous servitors (angels and archons) with greater ease.
See also: EDGES, 'CONJURE ANGEL', 'CONJURE ARCHON', LIGHTBIND, 'SWORD OF THE HEAVENS', 'SHIELD OF THE HEAVENS'
'STUDENT OF WARDS'
A student of wards has an edge over others in the area of drawing protective circles, as well as in warding themselves or others from magical transportation.
See also: EDGES, 'CELESTIAL CIRCLE', 'THAUMATURGIC CIRCLE', 'DENY SUMMONING'
'STUDENT OF WATER'
A conjurer with this edge summons and binds water elementals of greater strength and with greater ease.
See also: EDGES, 'CONJURE ELEMENTAL'
'SWORD OF THE HEAVENS'
Some students of virtue progress in their art, learning to petition the purest and most fierce of angels.
See also: EDGES, 'CONJURE ANGEL', 'STUDENT OF VIRTUE'
'SYMPATHETIC CONJURING'
Some conjurers possess the edge of understanding the mystical connections between the Prime and Inner Planes. Such a mage can conjure a more powerful elemental in terrain more closely attuned to its element: in the skies for air elementals, beneath the waves for water elementals, in places of great heat or blaze for fire elementals, and within stony caverns for earth elementals.
See also: EDGES, 'CONJURE ELEMENTAL'
WARDED FAMILIAR
The familiars of conjurers who possess the Warded Familiar edge are more resistant to damage than other familiars of their type.
See also: EDGES, FAMILIAR
WARRIOR FAMILIAR
Conjurers who know the secrets of this edge are bonded to heartier warrior familiars. Such familiars have greater hit points and deal more damage than other familiars of their kind.
See also: EDGES, FAMILIAR
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Twist | Thu 14-Jan-10 09:39 PM |
Member since 23rd Sep 2006
3431 posts
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#2213, "Added these (nt)"
In response to Reply #73
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Adeglicfh | Tue 19-Jan-10 10:04 AM |
Member since 08th Aug 2009
33 posts
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#2251, "Added n/t"
In response to Reply #103
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Fjarn | Tue 12-Jan-10 06:46 PM |
Member since 03rd Jun 2008
173 posts
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#2185, "edge helpfiles 6 - druid"
In response to Reply #60
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BEETLES SHELL Druids with this edge enjoy extra deflections from their carapace.
See also: Help EDGES
CRYSTAL DRAWER Using the most purified form of earth, these druids can still draw many of their powers from tainted grounds.
See also: Help EDGES
DENY WOOD BONE FLESH METAL Some druids can develop an edge in one (exclusively) of these four areas. They'll find when they're blessed with the protection of metal prayer, they will also develop additional damage reduction in one of these four areas.
Bone - Weapons made of bone Wood - Weapons made of wood or plant material Flesh - Weapons made of flesh, as well as unarmed attacks like fists and claws Metal - Even more protection from metal weapons
Note: These are four distinct edges, and you are only able to chose one.
See also: Help EDGES
DRAWER OF DAWN Druids with this edge are especially attuned to the powers of the sun, even an hour or two before sunset. They are able to call upon their sunray prayer and may even see added powers to it during this time.
See also: Help EDGES
DRAWER OF TWILIGHT Druids with this edge are especially attuned to the powers of the sun, even an hour or two after sunset. They are able to still call upon their sunray prayer and may even see added powers to it.
See also: Help EDGES
FARHAVEN Druids with this edge may be able to use their Forest Haven prayer even in a non-wilderness area, if the moon isn't full.
See also: Help EDGES
FORESTWALKER Druids with this edge will enjoy faster regeneration (health, mana and movement) when surrounded by the forest they commune with.
HOLDER OF THE ETERNAL FLAME Being especially adept at fire seeds, druids with this edge have a chance of setting their victim on fire with fire seeds.
See also: Help EDGES
'INITIATE OF THE DARK MOON' Druids with this edge find strength in the moon cycles that other druids feel are weak. Where other druids find strength during the waxing moon, they find druing a waning moon, and so on.
See also: Help EDGES
INITIATE OF THE DESERTS Druids with this edge have spent a lot of time in the deserts. They are able to use spike growth and forest haven in the desert. They also enjoy added strength to their whirling simoon, sunray, and moonbeam prayers while in a desert.
This edge is mutually exclusive with swampdweller.
See also: Help EDGES
INITIATE OF THE GREAT CYCLE Druids with this edge find that their passion for returning undead abominations to the soil translates into greater success of their offensive prayers against them.
See also: Help EDGES
MASSIVE METAMORPH Some cloud giant druids have developed the edge to remain resistant to weapons even when shifted into the form of a bear or a bird.
See also: Help EDGES
METAL ANTIPATHY Druids with this edge will find that their protection from metal can sometimes apply to situations where an attacker's body is being used to deliver force and happens to be covered in metal armor.
See also: EDGES
METALSHAPER Druids with this edge will find they are less likely to destroy items during the metal to wood transmutation.
See also: EDGES
MEDICINE MAN Druids with this edge have special insight into herbal remedies and will find their remedies stronger against plagues, poisons, and other maledictions.
See also: Help EDGES
MOONBLESSED Druids with this edge will feel even greater benefit to their foraged herbal remedies during the moon cycle that generally favors that particular herb set.
See also: Help EDGES
MOONLIGHT CHARMED Druids with this edge enjoy more power in their moonbeam prayer.
See also: Help EDGES
SEED SPRAY Druids with this edge find they are able to spread their fire seeds around to all applicable targets when in combat.
See also: EDGES
SHARDS OF CONTAGION Thorns called by these druids have a chance of infecting their victim with an illness. This edge is mutually exclusive with shards of venom.
See also: Help EDGES
SHARDS OF VENOM Thorns called by these druids have a chance of infecting their victim with a poison. This edge is mutually exclusive with shards of contagion.
See also: Help EDGES
'SKIN OF THE REDWOODS' The strength of the ancient redwoods enforce these druids' barkskin with even more power.
See also: Help EDGES
SKYRENDER Focusing on their ability to find harmony with the winds, druids with this edge will be able to glide faster while in the form of a condor.
See also: Help EDGES
SNAKE CHARMER These druids are especially attuned to the powers of the serpent. When they call a serpent it will be especially strong and their serpentine staff enjoys more power.
See also: Help EDGES
STORM MASTER Druids with this edge are able to control the weather better and longer than most.
See also: Help EDGES
SUNREAPER Druids with this edge have a chance to instantly destroy weaker undead creatures with their sunray.
See also: Help EDGES
SUN SOAKER Druids with this edge have a higher chance of blinding their foe with their sunray prayer.
See also: Help EDGES
SWAMPDWELLER Druids with this edge have spent a lot of time in the swamps. They are now able to use treeform and spores in the swamp, as well as enjoy added strength to their ability to call a swarm of leeches.
This edge is mutually exclusive with initiate of the deserts.
See also: Help EDGES
TELLURIC ADEPT Druids with this edge will be even more successful with their telluric surge prayer.
See also: Help EDGES
TROPICAL TRACER Once perfected, your transmute metal to wood prayer will not fail.
See also: Help EDGES
OAK OF BALANCE Treants of druids with this edge will be harmed less from evil or good sources, having found a strength in the balance.
This edge is mutually exclusive with Oak of the Prime
See also: Help EDGES
OAK OF THE PRIME While on the prime material plane, treants of these druids will be harmed less by creatures with strong ties to other planes or holy/negative attacks.
This edge is mutually exclusive with Oak of Balance.
See also: Help EDGES
OAK SHAPER One with the trees, druids with this edge are able to draw upon their strengths to shift between their normal form and that of a tree faster.
See also: Help EDGES
Oak's Wisdom
VERDANT LORD Druids with this edge will be able to control plant growth faster.
See also: Help EDGES
WILD-BLESSED METAMORPH Druids with this edge will enjoy faster morphing into bear and bird form, while in the wilderness. They will also be able to revert to their normal form quicker.
See also: Help EDGES
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Twist | Fri 15-Jan-10 10:12 AM |
Member since 23rd Sep 2006
3431 posts
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#2215, "Added these, but missing Oak's Wisdom"
In response to Reply #74
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Fjarn | Tue 12-Jan-10 06:48 PM |
Member since 03rd Jun 2008
173 posts
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#2186, "edge helpfiles 7 - healer"
In response to Reply #60
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ADEPT OF SATIATION
A healer with this edge will notice minimized side effects when communing sate
or quench on a trusting target.
See also: EDGES, SATE, QUENCH
'AWAKENED SPIRIT'
Talented healers know that the most efficient way to practice their profession is to spend a great amount of time in slumber, restoring their mana reserves. Healers who have learned to have an awakened spirit, however, are able to restore their mana while resting at a rate no less efficient. These healers are then liberated to spend this time spreading the wisdom of their deity, or simply remaining more alert to potential perils.
See also: EDGES
'BLESSED SANCTIFIER'
Blessed by his or her deity, a healer with this edge is able to sanctify a location with greater ease and speed.
See also: EDGES, 'SANCTIFY ROOM'
'BONDED SHIELD'
Benevolent healers with this edge are able to commune a superior lifeshield on their bonded target.
See also: EDGES, 'DIVINE BOND', LIFESHIELD
CERTITUDE
Healers who possess an edge of certitude are able to commune an ardent faith supplication that renders one even more resilient when afflicted with physical maledictions.
See also: EDGES, 'ARDENT FAITH'
COMBAT MEDIC
Healers with this edge have shown they are not phased by the stress of combat. They are able to utilize their prayers with greater ease while actively fighting.
See also: EDGES
'DEVOTED CAUSE'
Priests who are attuned to a devoted cause are able to cross alignment boundries to commune a 'frenzy' upon those that share their ethos or cabal ideals.
See also: EDGES, FRENZY
DIAGNOSTICIANS INSIGHT
Through the insight gained from successfully assessing a situation, healers with this edge are able to commune a stronger cleansing spell.
See also: EDGES, ASSESS, CLEANSE
'DIRE PRECOGNITION'
Healers who possess the edge of dire precognition find that their miraculous foresight has a longer duration, and is more accurate.
See also: EDGES, 'MIRACULOUS FORESIGHT'
'DIVINE CONSCIOUSNESS'
A healer with divine consciousness can erect a soul citadel that is even more likely to prevent loss of consciousness.
See also: EDGES, 'SOUL CITADEL'
'DIVINE PURIFIER'
Certain healers learned in the art of purification have adopted this edge to make their purity supplications more difficult to dispel.
See also: EDGES, 'PURITY OF MIND', 'PURITY OF BLOOD', 'PURITY OF FLESH'
'EVACUATE SANCTUM'
A healer with this edge is skilled at penetrating the transportation defenses of her sacred places. If such a healer's cabal or guild is warded against magical transportation, she may still gate out of it. The strain of circumventing the wards dimishes the effectiveness of the gate, so in most cases the healer will still want to go outside when possible.
See also: EDGES, GATE
'FAVORED SANCTIFIER'
Favored by his or her deity, a healer with this edge is able to sanctify herself with greater ease and speed.
See also: EDGES, 'SANCTIFY SELF'
FIERCE BULWARK
A healer with this edge enjoys a more damaging Bulwark of Faith.
See also: EDGES, 'BULWARK OF FAITH'
GOOD SHEPHERD
A healer with this edge is able to not only return a ghost to the location of their corpse when they shepherd a spirit, but also return some of the ghost's health, concentration, and movement.
See also: EDGES, 'SPIRIT SHEPHERD'
'GUARDIAN OF THE FLOCK'
While some healers travel alone or with a trusted ally, others are accustomed to traveling in groups, and become skilled in the art of supplicating several allies at once. These healers sometimes become known as 'Guardians of the Flock', aquiring an edge of talent that enables them to commune all group supplications with greater ease.
See also: EDGES, RESTORATION, PRAYER, INVIGORATE, 'MASS HEALING'
PEACEMAKER
A priest skilled in the art of peacemaking can commune a 'calm' supplication that is substantially more effective.
See also: EDGES, CALM
PLAGUETENDER
Priests experienced in the art of curing disease can sometimes aquire this edge, which renders one inately resistant to diseases.
See also: EDGES
PLANESKIPPER
A healer with this edge is able to negotate through the planes with greater ease, making their gate spell more frequently successful.
See also: EDGES, GATE
'POWER OF FAITH'
Drawing upon the power of the faith of the flock, some communers may draw upon their god to greater effect when in the presence of others of their faith.
See also: EDGES, RELIGION
PREACHER
The path of the preacher becomes available to priests who have been chosen to wear the tattoo of his or her deity. A preacher is able to spread the word of their religion to the masses, by sending notes to all.
See also: EDGES, TATTOO, BARDNOTES
'RAPID RESPONSE'
Those who trust a healer skilled in rapid response will find that the healer can gate to them almost without fail.
See also: EDGES, GATE
'REACTIVE MOVEMENTS'
Certain healers have reached a state of enlightenment so perpetual that their reactive movements enable them to shrug off attempts at paralysis. Additionally, such a healer attempting to remove paralysis provides additional protection from further paralysis attempts for a short period of time.
See also: EDGES, 'REMOVE PARALYSIS'
'REASSURING PRESENCE'
A healer who is a reassuring presence can more effectively influence a guiding hand and stalwart arm if they are presently in the room with the supplicated.
See also: EDGES, 'STALWART ARM', 'GUIDING HAND'
REMEDY CURSES
Blessed by his or her deity, a healer with this edge is especially talented at removing curses and damnations. This strength is reflected in both the healer's 'remove curse' and 'cleanse' prayer.
See also: EDGES, 'REMOVE CURSE', 'CLEANSE', 'CURSE', 'DAMNATION'
'ROCK OF FAITH'
Healers of giant blood are able to confer their physical strength into spiritual strength. The strength of such giants are said to render these priests resistant to certain spell afflictions, where the weak minds of most giants would find them vulnerable. This stout resolve is also said to make these giants notoriously difficult to bash.
See also: EDGES
ROUSER
Blessed by his or her deity, a healer with this edge is able to awaken people more easily.
See also: EDGES, AWAKEN
Shield of the Vulnerable – No helpfile
'SOUL FORTRESS'
Certain healers are able to reinforce their Soul Citadel into a Soul Fortress, which not only carries a longer duration, but provides some protection against mental assaults as well.
See also: EDGES, 'SOUL CITADEL'
'TRAINED MEDIC'
Trained medics are able to apply first aid to greater effect.
See also: EDGES, 'FIRST AID'
'UNFETTERED MOVEMENTS'
Healers who understand the nuance of unfettered movements are able to commune a swiftness supplication that not only offers protection from paralysis, but also can dispel any slowing affects.
See also: EDGES, SWIFTNESS
'WANDERING HEALER'
A healer with this edge enjoys pioneering in areas of exploration, and can expand the outer limits of how much he can heal with mass healing while wandering through such territories.
See also: EDGES, 'MASS HEALING'
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Twist | Sat 16-Jan-10 09:38 PM |
Member since 23rd Sep 2006
3431 posts
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#2223, "Added these, missing Shield of the Vulnerable n/t"
In response to Reply #75
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Fjarn | Tue 12-Jan-10 06:49 PM |
Member since 03rd Jun 2008
173 posts
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#2187, "edge helpfiles 8 - invoker"
In response to Reply #60
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General: 'CIVIC ELEMENTALIST'
An invoker with this edge has trained such that their area-effecting spells only strike criminals and their minions within protected cities.
SEE ALSO: EDGES, LAWS 'COMBAT ELEMENTALIST'
An invoker with this edge may cast their touch spells in combat.
SEE ALSO: CHANNEL HEAT, SHOCKING TOUCH, FROST FINGERS, ACIDIC SECRETION, EDGES
'DEMIELEMENTAL TRANSCENDENCE'
An invoker with this costly edge has long walked the paths of magic and the elements, beginning to leave some shreds of their mortality behind in favor of becoming a creature more like the elements themselves.
This manifests itself in benefits which alleviate some of the weakness and frailty of the mortal condition, such as something of a resistance to knockout blows, poison, diseases, and some of the effects of blood loss. This edge is not without its drawbacks, however; spells which prove dangerous or restrictive to elementals may also hinder the demielemental invoker.
SEE ALSO: EDGES Desperate Unweaving: Better at dispelling invoker shields.
'ELEMENTAL ABJURATION'
An invoker with this edge suffers reduced damage from weapons made of the elements in their purest form (air, stone, fire, water, ice, oil, or lightning).
SEE ALSO: EDGES
'ELEMENTALIST OF THE GOLDEN GRIMOIRE'
A virtuous invoker with this edge casts area-effecting spells which never harm the innocent.
SEE ALSO: EDGES
'FAST DESHIELD'
An invoker with this edge may shed their protective shield much faster than most.
SEE ALSO: DESHIELD, EDGES
'EXTRA AFFINITY'
By choosing this edge, an invoker gains an extra point of elemental affinity to allocate as normal. This edge may be chosen a limited number of multiple times.
SEE ALSO: EDGES, AFFINITY
'MARTIAL INVOKER'
An invoker with this edge deals more damage in melee when wielding weapons made of the purest elements. This additional damage is proportional to their affinity with the relevant element.
SEE ALSO: EDGES
'NATURAL ELEMENTALIST'
An invoker with this edge has formed a bond with nature; their area spells will not strike nature's creatures, and their fireballs will not burn wilderness terrain.
SEE ALSO: EDGES
'REND ELEMENTS'
An invoker with this edge is exceptionally adept at rending elementals asunder with their single-target offensive spells.
SEE ALSO: EDGES
'SOLIPSISTIC SHIELDING'
By design or quirk of fate or talent, an invoker with this edge weaves elemental shields that are longer lasting and much more difficult to dispel than would be normal. Unfortunately, the invoker is also unable to shield any but themselves.
SEE ALSO: FIRESHIELD, FROSTSHIELD, AIRSHIELD, EARTHSHIELD, WATERSHIELD, LIGHTNINGSHIELD, OOZESHIELD, EDGES
Air: 'BEND AIR'
An invoker with this edge is exceptionally proficient at bending air to create the effect of improved invisibility, and may maintain such an effect for a longer duration.
SEE ALSO: EDGES, 'IMPROVED INVIS'
'CLOUDMAGE'
An invoker with this edge casts more potent cloud spells, and may cast these spells more often than normal.
SEE ALSO: INCENDIARY CLOUD, NOXIOUS CLOUD, EDGES
HURRICANE
The vortexes of an invoker with this edge cause harm to any the invoker could harm with their gale-force winds.
SEE ALSO: VORTEX, EDGES
Earth: 'EARTH PUSH'
An invoker with this edge is more effective at pushing people around with his earth ripples; this spell also deals additional damage.
SEE ALSO: EARTH RIPPLE, EDGES
'PERSISTENT EARTHRAIN'
An invoker of strong earth magic who chooses this edge has carefully honed their reflexes and unconscious mind to be able to maintain a rain of stone even when they are knocked out. The success of this endeavor is by no means guaranteed, and is unlikely to last for long under any circumstances.
SEE ALSO: RAIN OF STONE, EDGES
'SPIKED PITS'
An invoker with this edge may carefully dig pits with cruel spikes at the bottom. The lasting effects of falling into such a pit are not unlike running across stones spiked by a druid, in addition to the obvious normal complications of plummeting unexpectedly into a deep pit.
SEE ALSO: DIG, EDGES
STONEBREAKER
An invoker with this edge causes greater damage with his stoneshatter.
SEE ALSO: STONESHATTER, EDGES
Fire: 'IGNITING NOVA'
An invoker strong in fire magic may choose this edge, allowing them a chance to immolate those their nova strikes for a very short time.
SEE ALSO: IMMOLATION, NOVA, EDGES
'MIND OVER FLAME'
By sheer act of will, an invoker strong in the element of fire may extinguish fires which burn their body.
SEE ALSO: IMMOLATION, EDGES
Ice: 'ABSOLUTE ZERO'
An invoker strong in frost magic who has chosen this edge has a chance to freeze opponents solid for a short time with their cones of cold.
SEE ALSO: CONE OF COLD, EDGES
'GLACIAL MIND'
An invoker with this edge senses if one of their snowstorms chills someone.
SEE ALSO: CONGLACIATION, EDGES
'NEEDLE SPRAY'
An invoker with this edge may assail groups of their enemies with more iceneedles than normal.
SEE ALSO: ICENEEDLES, EDGES
'PIERCING NEEDLES'
An invoker with this edge may more readily bypass armor with his iceneedles.
An invoker may have this edge or Wounding Needles, but not both.
SEE ALSO: ICENEEDLES, EDGES
'WOUNDING NEEDLES'
An invoker with this edge causes longer lasting wounds with his iceneedles.
An invoker may have this edge or Piercing Needles, but not both.
SEE ALSO: ICENEEDLES, EDGES
Lightning: 'ARCING BOLT'
An invoker steeped in lightning magic can choose this edge, granting them a small chance to afflict those their forked lightning strikes with arcing lightning for a short while.
SEE ALSO: FORKED LIGHTNING, PILLAR OF THE HEAVENS, EDGES
'ELECTRICAL ENCHANTER'
An invoker with this edge can charge weapons with more potent and long-lasting lightning.
SEE ALSO: CHARGE WEAPON, EDGES
'CONCENTRATED VITRIOL'
An invoker with this edge calls forth a vitriolic spray which loses its potence less quickly.
SEE ALSO: VITRIOLIC STREAM, EDGES
Water: 'CHILLING GEYSER'
An invoker with strengths in both water and ice magic may choose this edge, which causes their geysers to be called forth freezing cold. The geyser will deal minor damage to those protected from drowning but not frost, and will deal slightly increased damage to any not resistant to cold.
An invoker may not have both this edge and Scalding Geyser.
SEE ALSO: GEYSER, AFFINITY, CHILLING GEYSER, EDGES
'MAGE OF THE DEPTHS'
An invoker with a strong affinity for water magic may choose this edge, which bolsters the power of their other types of magic whenever they are underwater.
SEE ALSO: EDGES
'SCALDING GEYSER'
An invoker with strengths in both water and fire magic may choose this edge, which causes their geysers to be called forth scalding hot. The geyser will deal minor damage to those protected from drowning but not heat, and will deal slightly increased damage to any not resistant to heat.
An invoker may not have both this edge and Chilling Geyser.
SEE ALSO: GEYSER, AFFINITY, CHILLING GEYSER, EDGES
Racial Edges: 'EARTH POWER'
A svirfneblin invoker may choose this edge, which allows them to cast most spells with greater power so long as they are in physical contact with the Earth.
SEE ALSO: EDGES
'EARTH WARD'
A svirfneblin invoker may draw upon their special bond with the Earth in choosing this edge, which permits them to form a Shield of Earth which lasts longer and may not be dispelled.
SEE ALSO: 'SHIELD OF EARTH', EDGES
WINGWALL
An arial invoker who chooses this edge will imbue their wingsweeps with Air magic if possible; this requires the expenditure of a small amount of mana as part of the wingsweep.
SEE ALSO: WIND WALL, WINGSWEEP, EDGES
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Adeglicfh | Sun 17-Jan-10 09:24 PM |
Member since 08th Aug 2009
33 posts
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#2230, "Added These n/t"
In response to Reply #76
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Fjarn | Tue 12-Jan-10 06:50 PM |
Member since 03rd Jun 2008
173 posts
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#2188, "edge helpfiles 9 - ranger"
In response to Reply #60
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APIARIST Rangers with this edge will find that their clouds of wasps and/or swarms of mosquitoes will be more distracting to foes who are not currently in combat.
BARKSKIN OF THE FEATHERY WILLOW Some rangers have learned to emulate the bark of the willow tree, enabling them to shrug off cutting strokes like a willow tree bends with the blade of an axe. All barkskin edges are mutually exclusive.
See also: EDGES, BARKSKIN
BARKSKIN OF THE MIGHTY OAK Emulating the bark of the mighty oak tree, some rangers find more strength in reserve from their bark skin. All barkskin edges are mutually exclusive.
See also: EDGES, BARKSKIN
BARKSKIN OF THE SHADY ELM Some rangers have learned to emulate the bark of the elm tree. In so doing, they gain additional resistance to heat and cold. Barkskin edges are all mutually exclusive.
See also: EDGES, BARKSKIN, PROTECTION HEAT COLD
BARKSKIN OF PINE SAP Some rangers have learned to emulate the sticky bark skin of the pine tree, and thereby resist disarming attempts more successfully. All barkskin edges are mutually exclusive.
See also: EDGES, BARKSKIN, DISARM
DEFT HARBINGER OF TALISMANIC DOOM Some bards and rangers have melded brandishing staves into their martial style to the point where they can brandish an offensive staff faster than most.
See also: EDGES, DODGE, ENHANCED DAMAGE, BRANDISH
DESPERATE IMPROVISATION Savages with this edge are exceptionally gifted at improvising a weapon under dire circumstances. They do not take the usual penalty to improvise a weapon while blind, and may enjoy other benefits when in desperate combat.
See also: EDGES, SAVAGE, IMPROVISE WEAPON
DILUTING SLUDGE Savages with this edge have learned to dilute the mud that they smear upon themselves, reducing the damage they take from acid.
See also: EDGES, SMEARMUD, SAVAGE
ENVENOMED ARROWS Huners with this edge have learned to create a more toxic poison for their arrows, increasing its damage and rendering it more difficult to cure.
See also: EDGES, HUNTER, POISONARROW
FREE DIVER Some mariners have learned to hold their breath longer than usual, when not exterting themselves in combat.
See also: EDGES, MARINER, DRAW BREATH, WATERBREATHING
GHOST OF THE DUNES A dervish with this edge gains an extra strike against each opponent unable to see him when executing a dervish dance.
See also: EDGES, DERVISH, DERVISH DANCE, WHIRLING SIMOON
GHOST OF THE WILDS A ranger with this edge suffers a smaller penalty than normal if they choose to fade with their ambush.
See also: EDGES, AMBUSH, FADE
GUARDIAN SPIRITS Animists with this edge will find that offensive magic used against them is slightly less powerful when in a location in which they might find a spirit ally.
See also: EDGES, ANIMIST, SPIRIT ALLY
GRACE OF HOME Rangers with this edge will enjoy evading as if they were swifter than they are, when in their home terrain.
See also: EDGES, EVADE, HOMETERRAIN
HATRED EDGES
CLOUD GIANT HATRED
Some rangers have such an intense hatred of all things cloud giant that they have studied ways of inflicting a moderate amount of extra damage to them. All racial hatred edges are mutually exclusive. See also: EDGES, CLOUD GIANT DUERGAR HATRED
Some rangers have such an intense hatred of all things duergar that they have studied ways of inflicting a moderate amount of extra damage to them. All racial hatred edges are mutually exclusive. See also: EDGES, DUERGAR DWARF HATRED
Some rangers have such an intense hatred of all things dwarvish that they have studied ways of inflicting a moderate amount of extra damage to them. All racial hatred edges are mutually exclusive. See also: EDGES, DWARF ELF HATRED
Some rangers have such an intense hatred of all things elven that they have studied ways of inflicting a moderate amount of extra damage to them. All racial hatred edges are mutually exclusive. See also: EDGES, ELF, HALF-ELF HUMAN HATRED
Some rangers have such an intense hatred of all things human (or human-spawned) that they have studied ways of inflicting a small amount of extra damage to them. All racial edges are mutually exclusive. See also: EDGES, HUMAN, HALF-ELF, HALF-DROW, MINOTAUR STORM GIANT HATRED
Some rangers have such an intense hatred of all things storm giant that they have studied ways of inflicting a moderate amount of extra damage to them. All racial hatred edges are mutually exclusive. See also: EDGES, STORM GIANT FIRE GIANT HATRED
Some rangers have such an intense hatred of all things fire giant that they have studied ways of inflicting a moderate amount of extra damage to them. All racial hatred edges are mutually exclusive. See also: EDGES, FIRE GIANT DARK ELF HATRED DARK-ELF
Some rangers have such an intense hatred of all things dark-elf that they have studied ways of inflicting a moderate amount of extra damage to them. All racial hatred edges are mutually exclusive. See also: EDGES, DARK-ELF, HALF-DROW AVIAN HATRED
Some rangers have such an intense hatred of all things winged and feathered that they have studied ways of inflicting a slight amount of extra damage to them. All racial hatred edges are mutually exclusive. See also: EDGES, ARIAL, SHAPESHIFTER, SHAPEFOCUS GNOME HATRED
Some rangers have such an intense hatred of all things gnome that they have studied ways of inflicting a moderate amount of extra damage to them. All racial hatred edges are mutually exclusive. See also: EDGES, GNOME FELINE HATRED
Some rangers have such an intense hatred of all cats that they have studied ways of inflicting a slight amount of extra damage to them. All racial hatred edges are mutually exclusive. See also: EDGES, FELAR, SHAPESHIFTER SVIRFNEBLIN HATRED
Some rangers have such an intense hatred of all things svirfneblin that they have studied ways of inflicting a moderate amount of extra damage to them. All racial hatred edges are mutually exclusive. See also: EDGES, SVIRFNEBLIN UNDEAD HATRED
Some rangers have such an intense hatred of the undead that they have studied ways of inflicting a moderate amount of extra damage to them. All racial hatred edges are mutually exclusive. See also: EDGES, ZOMBIE, LICH, MUMMY, UNDEAD WOOD-ELF HATRED
Some rangers have such an intense hatred of all wood-elves that they have studied ways of inflicting a moderate amount of extra damage to them. All racial hatred edges are mutually exclusive. See also: EDGES, WOOD-ELF GOBLIN HATRED
Some rangers have such an intense hatred of all manner of goblins - orcs, trolls, ogres, and so on, that they have studied ways of inflicting a moderate amount of extra damage to them. All racial hatred edges are mutually exclusive. See also: EDGES, ORC, GOBLIN, KOBOLD HERBALIST Some rangers can learn to find more curative herbs than normal.
See also: EDGES, HERBS
HUNGER OF THE WILDS Rangers with this edge suffer a smaller penalty to their ambush if they choose to cripple their victim. In the case of caverndwellers, this holds true for (only) dive ambushes.
See also: EDGES, AMBUSH, CRIPPLE, DIVE, CAVERNDWELLER
LANDSLIDE OF THE WILDS Rangers with this edge suffer a smaller penalty to their ambush when they choose to drive their victim.
See also: EDGES, AMBUSH, DRIVE
MIRAGE OF THE WILDS Rangers with this edge suffer a smaller penalty to their ambush when they choose to distract their victim.
See also: EDGES, AMBUSH, DISTRACT
MOUNTAINEER'S WARCRY Mountaineers with this edge can warcry more often.
See also: EDGES, WARCRY, MOUNTAINEER
PERSISTENT FILTH A savage with this edge has learned how to better smear mud on him/her self, making it last longer.
See also: EDGES, SAVAGE, SMEARMUD
POLAR WIND Mountaineers with this edge have learned to cast bitterly cold boreal winds, making them more effective in several ways.
See also: EDGES, MOUNTAINEER, BOREAL WIND
SARGASSUM ONSLAUGHT Mariners with this edge may sap the strength while entangling a victim in the sticky seaweed of the water.
See also: EDGES, MARINER, ENTANGLE
SCOUT Some rangers have the ability to scan a bit further when in the wilds.
See also: EDGES, SCAN
SNARE EVALUATOR When a ranger with this edge sets a snare, he or she may note imperfections which will cause the snare to fail. Note that this will not fix the snare, but the ranger will know that it is bound to fail.
See also: EDGES, SNARE
SOOTHING DEMEANOR Some rangers have learned to tame sentient beings as they would tame animals.
See also: EDGES, TAME
VEIL RANGER Rangers with this edge are attuned to the Veil, and can sense fluctuations within it.
See also: EDGES, THE VEIL
VETERAN EXPLORER Rangers with this edge are more likely to notice traps in the wilds.
SEE ALSO: EDGES, WATCHFUL EYE, TRAP
VERSATILE EXPLORER Rangers with this edge may find that they have a (lesser) change to be watchful of traps even outside the wilds.
See also: EDGES, WATCHFUL EYE, VETERAN EXPLORER, TRAP
WILLOW OF THE WILDS Rangers with this edge will suffer a smaller penalty to their ambush if they choose to disarm their victim. In addition, they have a small chance to grab the disarmed weapon.
See also: EDGES, AMBUSH, DISARM
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Adeglicfh | Mon 18-Jan-10 07:31 PM |
Member since 08th Aug 2009
33 posts
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#2239, "This and Above Ranger Helpfiles Added n/t"
In response to Reply #101
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Fjarn | Tue 12-Jan-10 06:51 PM |
Member since 03rd Jun 2008
173 posts
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#2189, "edge helpfiles 10 - shaman"
In response to Reply #60
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these are missing some "see also"s, but it's a start
Blightcaller The rotting of a Blightcaller is more damaging and slightly more potent.
Claim the Unfettered Shamans with this edge, upon dispelling some magic or condition from a foe, have a chance to seize that power for themselves, effectively feeding off their foe's strength. This is only possible with magicks that are not not personally known to the victim; thus, a fireshield may not be stolen from an invoker in this manner, but could be stolen from their warrior ally.
Crusader The protection commune of a crusader is longer lasting and somewhat more difficult to dispel than normal.
Cursebringer Certain individuals are particularly skilled at the infliction of curses. Curses from such individuals are especially potent and more difficult to resist and remove.
Curse of Parching A shaman who knows the curse of parching may also cause the enemies they famish to become thirsty.
Diabolical Soul Wicked communers with diabolical souls have a small inherent resistance to unholy damage.
Diametric Opposition Shamans with this edge use all offensive communes more effectively against opponents with both ethos and alignment opposite of their own.
Divine Contagion Shamans with this edge create plagues which spread much more swiftly, but never to their creator.
Divine Warmonger The aristaeia of a Divine Warmonger is more powerful and longer lasting. This is seen most strongly when they inspire their own battle prowess.
Empowered Enfeeblement Characters with this edge can inflict weakness with greater effect.
Exalted Contagion Those goodly shamans who know the secret of the Exalted Contagion can insure that only the wicked may catch their plagues.
Gatherer of the Flock A Gatherer of the Flock is more successful with summonings, especially when summoning those of their own alignment or faith.
Girded Shield Communers with this edge call forth a protective shield that is longer lasting and somewhat more difficult to dispel.
Hex Augur One who is wise and schooled in maledictions can learn the art of the Hex Augur. A Hex Augur is able to sense when his own maledictions on his target expire, whether by curative intervention or the malediction running its course.
Inquisitor An inquisitor's demonfire and similar communes are as effective in smiting those of their own alignment as those of opposite alignments.
Languor of Aeons Choosing this edge permanently modifies a shaman's wither commune. It no longer has the possibility of permanently aging its victims; however, it does gain the capability of sapping their dexterity, though not to as great a degree as their strength.
Master of Affliction The afflictions of a master are much more likely to cause a lasting wound.
Positive Energy Burst Goodly communers with this edge can turn the undead for greater damage and ofttimes with temporarily crippling results.
Power of Faith Drawing upon the power of the faith of the flock, some communers may draw upon their god to greater effect when in the presence of others of their faith.
Remedy Pestilence Communers with this edge cure diseases with greater ease.
Remedy Senses Communers with this edge cure maledictions of the senses with greater ease.
Remedy Toxins Communers with this edge cure poisons with greater ease.
Righteous Soul Goodly communers with righteous souls have a small inherent resistance to holy damage.
Sacred Word Communers who speak the Sacred Word need not free a hand to commune a holy word.
Sightbinder Certain individuals are particularly adept at inflicting blindness on others. Blindness inflicted by a Sightbinder is more difficult to resist, more difficult to cure, and lasts longer.
Spider's Grace Dark-elven shamans with this edge gain increased agility and fighting prowess when inspired by divine zeal, as well as a remarkable resistance to venoms of all kinds.
Unyielding Adversary Shamans with this edge may mend their wounds in combat with greater efficiency.
Voice of Condemnation Shamans who speak with the Voice of Condemnation smite their enemies with an augmented version of the Damnation commune. It deals minor damage regardless of its success. Also, multiple damnations may be layered upon the same foe, although the maledictive power of succeeding damnations is somewhat weaker than the original.
Wild Shaman A wild shaman smites their enemies with the forces of nature with greater potence.
Wrath of Waves Storm shamans who learn the Wrath of the Waves call tsunamis with greater force, and use all communes to slightly greater effect while on or in water.
Zealot of the One Law Fire giant shamans with this edge make their foes feel the truth of the One Law, dealing greater damage with their physical attacks as their foes grow weaker.
Zealot's Fervor The fervor of a zealot is much more potent than that of other shamans, lasting longer and having greater affect.
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Adeglicfh | Sun 17-Jan-10 11:11 PM |
Member since 08th Aug 2009
33 posts
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#2231, "All Shaman Edges Added n/t"
In response to Reply #78
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Fjarn | Tue 12-Jan-10 06:52 PM |
Member since 03rd Jun 2008
173 posts
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#2190, "edge helpfiles 11 - transmuter"
In response to Reply #60
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'ADEPT OF DIMENSION' Transmuters with this edge may return to three-dimensional form more swiftly.
SEE ALSO: EDGES, 'DUO DIMENSION'
ADRENAMANCER Transmuters with this edge find greater effectiveness with their spells of adrenalin manipulation.
SEE ALSO: EDGES, 'ADRENAL SURGE', 'ADRENAL BURST'
AMPHIBIMANCER Transmuters with this edge find their spells of gill growth and removal more effective and longer lasting.
SEE ALSO: EDGES, 'GILL GROWTH', 'GILL REMOVAL'
'ARCANE SCHOLAR' Arcane scholars are able to deconstruct magical afflictions with greater ease, and also sustain magical perception for longer periods of time.
See also: EDGES, 'DISPEL MAGIC', CANCELLATION, 'DETECT MAGIC'
Battlemage Training - Better Lash and Pugil, possible requisite for some other edges.
'BEWILDERING JOLT' The mental jolts of transmuters with this edge have a chance to further bewilder those who fail to resist their effects for a short time.
SEE ALSO: EDGES, 'MENTAL JOLT'
'BIOMORPHIC WARMAGE' A transmuter with this edge has focused upon their guild's spells of mass battle and wields them more effectively than most.
SEE ALSO: EDGES, 'MASS BIOLUMINESCENCE', 'MASS METABOLIC SLOWING', 'MASS DECALCIFY', 'MASS REDUCE', 'MASS CORPOREAL SOFTENING', 'MASS AUGMENT TOXINS', 'MASS BUOYANCY', 'MASS LETHARGY'
'BLISS OF ISOLATION' The desensitizing magic of a transmuter with this edge is slightly more potent and difficult to dispel.
SEE ALSO: EDGES, DESENSITIZE
BONEMENDER Transmuters who focus upon mending shattered bones may do so more often and with greater effectiveness.
Transmuters who seek to learn this healing art focus first upon mending wounds of the flesh.
Evil transmuters lack the concern for the health of others to learn this edge; those that are concerned with healing themselves often pursue the Regenerator of Self edge instead.
SEE ALSO: EDGES, 'REPAIR BONE', 'FLESHMENDER', 'REGENERATOR OF SELF'
'BOUNDLESS FLIGHT' Arial transmuters with this edge learn to easily counter spells of earthbinding upon themselves, requiring some mana. This is an automatic ability.
See also: EDGES, FLIGHT, EARTHBIND
'BUTTRESSED SKELETON' A transmuter skilled in all the magics of bone can attempt to permanently fortify their skeletal structure. While taxing, this has several benefits, including making it more difficult to concuss them into unconciousness or break their bones.
SEE ALSO: EDGES, 'DISRUPT BONE', 'REPAIR BONE', 'CALCIFY'
Calmed Mind - Improves mana regen: Regening up to 600 mana a tick at lvl 40
'DIMENSIONAL VISION' Transmuters and conjurers skilled in dimensional magics can, with great effort, gain a limited ability to perceive two-dimensional creatures. This does not enable them to harm such beings more readily than normal.
SEE ALSO: EDGES, 'DUO DIMENSION'
DIMINISHER Small transmuters sometimes learn to wield reducing magic against those bigger than themselves with greater ease.
See also: EDGES, REDUCE
'ELASTIC ESCAPE' Agile transmuters with this edge may, while malleable, much more easily and quickly remove bonds and restraints upon their person. This includes some restraints that, normally, one would be unable to untie without assistance.
SEE ALSO: EDGES, MALLEABILITY
FLESHMENDER Transmuters who focus upon mending the wounds of the flesh may do so more often and with greater effectiveness.
Evil transmuters lack the concern for the health of others to learn this edge; those that are concerned with healing themselves often pursue the Regenerator of Self edge instead.
SEE ALSO: EDGES, 'REPAIR FLESH', 'REGENERATOR OF SELF'
FLESHRIPPER A transmuter skilled in the way of disrupting flesh can learn to inflict slightly more damage and cause more severe and lasting wounds while doing so.
See also: EDGES, 'DISRUPT FLESH', BLEEDING
'FLESHTWISTER'S AWARENESS' A transmuter skilled in all forms of disruption can become more aware of the effects of their disruptions upon others, feeling even at a distance when they cease or are cured.
SEE ALSO: EDGES, 'DISRUPT FLESH', 'DISRUPT BONE', 'DISRUPT MUSCLE', 'DISRUPT ORGAN', 'NEUROLOGICAL DISRUPTION'
'GRACE UNDER PRESSURE' Transmuters skilled in acceleration magic can learn to defend themselves more gracefully while under its affects.
SEE ALSO: EDGES, ACCELERATE 'HOLLOW BONES' Arial transmuters can learn to use their hollow bones to practical effect, enabling them to successfully mix their flight with calcification magic.
(This does not enable them to mix flight with other incompatible magics.)
See also: EDGES, FLIGHT, CALCIFY
'MASTER OF DIMENSION' Adepts of Dimension who proceed further down this path of specialization often find that they may regain three-dimensional form even more quickly and also percieve creatures of the third dimension more easily while flat.
SEE ALSO: EDGES, 'DUO DIMENSION', 'ADEPT OF DIMENSION'
'MASTER OF LEISURE' A transmuter with this edge wields the spells of relaxation to far greater effect.
SEE ALSO: EDGES, RELAXATION, 'MASS RELAXATION'
'MASTERY OF SELF' Long self-experimentation has granted some transmuters an exceptional mastery of specifically their own body and metabolism. All spells cast upon themselves are done with slightly greater effectiveness.
This edge requires a strong understanding of metabolic unity to learn.
SEE ALSO: EDGES, 'METABOLIC UNITY'
'METABOLIC FORTITUDE' Putting their extensive knowledge of the systems of their own body to use, some transmuters find that they can more easily shrug off toxins and illness.
SEE ALSO: EDGES
ORGANMENDER Transmuters who focus upon mending grevious internal injuries may do so more often and with greater effectiveness.
Transmuters who seek to learn this healing art focus first upon mending wounds of the flesh and bone. Only good transmuters are sufficiently selfless to learn the secrets of this edge.
SEE ALSO: EDGES, 'REPAIR ORGAN', 'FLESHMENDER', 'BONEMENDER'
'PARALYTIC OPPORTUNIST' Some more martial transmuters have taken the somewhat ethically questionable step of focusing their combat style to better take advantage of the combat deficiencies of the paralyzed and otherwise very crippled. While never winning them humanitarian awards from the Triumvirate of Voralian City, this edge does reap powerful advantages in melee combat versus those so incapacitated.
SEE ALSO: EDGES, 'NEUROLOGICAL DISRUPTION'
'PERFECT SELF' A transmuter with advanced knowledge of their own body's processes can learn to cast many of their spells upon themselves without some of the usual drawbacks.
SEE ALSO: EDGES, 'MASTERY OF SELF'
<b>'PSYCHE CRUSH'<b> Transmuters of strong mind may learn to employ the Psyche Crush against more dimwitted opponents they strike with neurological disruption. This can increase the damage of the disruption, as well as the potency of its non- paralytic side-effects.
See also: EDGES, 'NEUROLOGICAL DISRUPTION'
'REGENERATOR OF SELF' Transmuters with advanced understanding of their own body's processes can repair damage to their body with great effectiveness.
SEE ALSO: EDGES, 'REPAIR FLESH', 'REPAIR BONE', 'REPAIR ORGAN', 'MASTERY OF SELF'
'REORGANIZE INNARDS' Some advanced transmuters have been known to take the radical step of reorganizing their internal organs to better hide some of the vital and squishy bits from would-be assailants. This can make attacks that require knowing just where those bits are, such as backstabs, assassinations, disembowelment, arterial strikes, and the like more difficult to land. However, these organs tend to be found where they are in nature for a reason, and this irreversible process can have dangerous and unforeseen side-effects as the terrible price of its more obvious benefits.
SEE ALSO: EDGES
'RESIST PARALYSIS' Some transmuters turn their knowledge of paralysis to defense, learning to resist all forms of paralysis more effectively.
SEE ALSO: EDGES, 'NEUROLOGICAL DISRUPTION'
'STEALTHY REDIMENSIONING' Particularly sneaky transmuters can learn to reassume three-dimensional form more subtlety, often giving no indication at all to those nearby.
See also: EDGES, 'DUO DIMENSION', SNEAK
TORMENTOR Some transmuters excel in causing their victims acute pain. This unpleasant prediliction for suffering grants them more effective fumbling magic and often more excruciating muscle disruption magic.
Only the most depraved of transmuters readily acquires the tormentor's art.
See also: EDGES, FUMBLE, 'DISRUPT MUSCLE'
'VIVIMANCER'S REJECTION' The art of transmutation traditionally focuses upon affecting relatively natural living creatures. This at time proves inconvienient for some transmuters, who, when beset by hordes of undead, constructs, or extraplanar creatures, have been known to wish for more pleasant occupations such as carpentry or farming.
In answer to this difficulty, some transmuters pursue a school of thought often known as the Vivimancer's Rejection, which trains them to focus both device- based magic and what little of their magic can successfully be brought to bear upon the abnormal with greater effectiveness.
Vivimancer's Rejection and Vivimancer's Precision are antithetical; a transmuter may not choose both of these edges.
SEE ALSO: EDGES, 'VIVIMANCER'S PRECISION'
'VIVIMANCER'S PRECISION' A transmuter learns much about the weaknesses of the races of Thera, knowledge that has some use even when they are not employing the direct teachings of their own guild. A transmuter with this edge has learned to apply this knowledge to more effectively use offensive device-based magic against the sorts of creatures they may affect with their metabolic spells.
A transmuter may not choose both this edge and the Vivimancer's Rejection.
SEE ALSO: EDGES, 'VIVIMANCER'S REJECTION'
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Adeglicfh | Sun 17-Jan-10 10:11 AM |
Member since 08th Aug 2009
33 posts
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#2225, "Added these n/t"
In response to Reply #79
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Fjarn | Tue 12-Jan-10 07:05 PM |
Member since 03rd Jun 2008
173 posts
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#2192, "edge helpfiles 12 - racial"
In response to Reply #60
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SKYDANCE
Arials with this Edge who are flying in the open air may enjoy a slight bonus to their dodging abilities.
See also: EDGES ARIALS DODGE
WINGMASTER
Those who have learned well the nuances of Wingsweep may learn to do so more often with this edge.
See also: EDGES WINGSWEEP ARIALS INHERENT
'AERIAL OPPRESSOR'
Cloud giants with this Edge who are flying above their enemy are able to take advantage of the "high ground" and use the weight of their weapon to better effect, inflicting a bit more damage than a normal swing might.
See also: EDGES CLOUD GIANT
'CAVE FIGHTER'
Some members of races born of Thera's sunless Underside have adapted their fighting styles to that darkened world, enabling them to dodge attacks with greater ease in subterranean conditions.
See also: EDGES DODGE SVIRFNEBLIN DUERGAR DARK-ELF
FAEGLOW
Those with the inherent ability to issue forth faerie fire may utilize that ability much more often with this Edge.
See also: EDGES INHERENT FAERIE FIRE DARK-ELF
'KEYS TO SUCCESS'
A character with this edge may to some degree handle keys made of the material that burns their race at a touch, be it iron, mithril, or whitesteel.
See also: EDGES
NIGHTCASTER
Some magi of the deep-races have learned to create somewhat more powerful magics when out of the light of day.
See also: EDGES
SUBTERRANEAN SORCERER
Certain dark-elves who possess summoning magic have also studied the secret writings of their people. These sorcerers comprehend how to summon in corners of the Underdark that other races find impossible.
'DUERGAR LOCKSMITH'
All duergar have a certain innate gift for the workings of locks, but those with this Edge put even their crafty kin to shame.
See also: EDGES DUERGAR PICK LOCK RELOCK
'REFUSE EATER'
Poisonous foods cause duergar with this Edge no issue, as they have (in combination with their natural poison resistance) become used to eating garbage and other assorted nasty things.
See also: EDGES DUERGAR
'REJECT TOXINS'
Some holy men and women born of races that naturally resist poisons and toxins find that there is a powerful synergy between their racial resistance and divinely-granted ability to cure poisons, at least in themselves. This ability even allows them to slightly reduce the effectiveness of exotic toxins normally untouched by conventional antitoxic supplications with a successful cure poison.
See also: EDGES CURE POISON
'RESIST ARCANE'
Some members of races that are already resistant to magical damage are able to further resist the power of sorcerous weavings, both beneficial and otherwise.
See also: EDGES
ARMORSMITH
A dwarf with this edge has learned to combine his forgecraft and fighting abilities to better bypass the defense offered by metal armors.
See also: FORGECRAFT AIM METAL ARMOR USE EDGES
FORGEBORN
Dwarves who choose to make weaponsmithing more than a hobby enjoy enhanced results when they hone weapons. They may also endure the toils of forgecraft more frequently than other dwarves.
See also: EDGES FORGECRAFT
MARCHER
Some hardy dwarves and orcs have adapted to long marches over the harsh terrain their people favor, enabling them to recover movement points more quickly.
See also: EDGES DWARVES ORCS MOVEMENT
'SHINING SOUL'
High-elves with this edge possess a pure, shining soul that shrugs off curses with ease even beyond that of their racial resistance to such afflictions.
See also: EDGES CURSE DAMNATION HIGH ELF
SWIFTBLADE
High Elves who have become exceptionally adept at their inherent ability Swiftstrike may, with this Edge, enjoy a greater chance to land a Swiftstrike.
See also: EDGES SWIFTSTRIKE INHERENT HIGH ELF
'GROWLING CRY'
Felar who have mastered the Feral Growl may learn to incorporate some elements of a Feral Growl into their warcries.
See also: EDGES FELAR FERAL GROWL WARCRY INHERENT
'MAGIC'S SCARS' MAGICS SCARS
As an artifact of their unfortunate racial history, some felar have an enhanced resistance to magic, making saving throws versus spells more easily. When choosing this edge, 'discuss guildmastername "magic's scars"'.
See also: EDGES FELAR SAVING THROW
FIRETAP
A fire giant with this edge may recover in both body and mind more quickly in places of great heat.
See also: LAVAWALK EDGES
ENLIGHTENMENT
Some gnomes choose to bring the power of their remarkable mental acuity to bear on the matter of resisting magic more effectively. Those that do enjoy a small bonus to saving throws versus spells as long as their intelligence and wisdom remain high.
See also: EDGES GNOME SAVING THROW
LOREMASTER
Although the wee folk already possess a remarkable inherent knowledge of the properties of items, those that expend additional effort in this area find their lore is dramatically more accurate.
See also: EDGES LORE GNOME SVIRFNEBLIN
BARBARIAN
Those of human blood have adapted to a wide variety of climates and terrains. They may choose no more than one "background edge", signifying the environment in which they were raised. Rangers and druids may not choose these edges, as their class abilities largely supercede all of them.
Humans and half-humans with the Barbarian edge grew up in one of Thera's frigid wastelands or frozen tundras. They move through such terrain more easily and know how to protect themselves from the lingering effects of the bitter cold. Because of this, they also suffer from snowstorms created by frost magic much less than most. However, should they find themselves in a desert or other exceedingly hot climate, the scorching heat causes them more harm than most.
See also: EDGES WOODSMAN HERMIT NOMAD FARMER FISHERMAN URBANITE CONGLACIATION
FARMER
Those of human blood have adapted to a wide variety of climates and terrains. They may choose no more than one "background edge", signifying the environment in which they were raised. Rangers and druids may not choose these edges, as their class abilities largely supercede all of them.
Humans and half-humans with the Farmer edge grew up in or around Thera's farms and plains; they find moving through terrain of this kind less tiring.
See also: EDGES WOODSMAN HERMIT NOMAD BARBARIAN FISHERMAN URBANITE
WOODSMAN
Those of human blood have adapted to a wide variety of climates and terrains. They may choose no more than one "background edge", signifying the environment in which they were raised. Rangers and druids may not choose these edges, as their class abilities largely supercede all of them.
Humans and half-humans with the Woodsman edge grew up in or around Thera's forests; they find moving through forests less tiring.
See also: EDGES HERMIT NOMAD BARBARIAN FARMER FISHERMAN URBANITE
URBANITE
Those of human blood have adapted to a wide variety of climates and terrains. They may choose no more than one "background edge", signifying the environment in which they were raised. Rangers and druids may not choose these edges, as their class abilities largely supercede all of them.
Humans and half-humans with the Urbanite edge are city folk. So long as they are in their hometown, their connections provide them with drastically reduced training and practicing costs, as well as small advantages in commerce of any kind.
See also: EDGES WOODSMAN HERMIT NOMAD BARBARIAN FARMER FISHERMAN
FISHERMAN
Those of human blood have adapted to a wide variety of climates and terrains. They may choose no more than one "background edge", signifying the environment in which they were raised. Rangers and druids may not choose these edges, as their class abilities largely supercede all of them.
Humans and half-humans with the Fisherman edge grew up in or around Thera's rivers, lakes, and seas. They can move through the waters more easily, including a greater ease at navigating rivers with strong currents.
See also: EDGES WOODSMAN HERMIT NOMAD BARBARIAN FARMER URBANITE
HERMIT
Those of human blood have adapted to a wide variety of climates and terrains. They may choose no more than one "background edge", signifying the environment in which they were raised. Rangers and druids may not choose these edges, as their class abilities largely supercede all of them.
Humans and half-humans with the Hermit edge grew up in hilly or mountainous country, and can move through such terrain with greater ease. They also enjoy a small bonus to making saving throws vs. the avalanche spell of earth magic.
See also: EDGES WOODSMAN NOMAD BARBARIAN FARMER FISHERMAN URBANITE AVALANCHE
NOMAD
Those of human blood have adapted to a wide variety of climates and terrains. They may choose no more than one "background edge", signifying the environment in which they were raised. Rangers and druids may not choose these edges, as their class abilities largely supercede all of them.
Humans and half-humans with the Nomad edge grew up in one of Thera's deserts. They move through deserts more easily, and know how to shield themselves from the chill of the desert's night as well as the scorching sun of its day. They enjoy a small resistance to the Whirling Simoon spell and commune. However, if they should find themselves in exceedingly cold and snowy terrain, they suffer from the frost more than most.
See also: EDGES WOODSMAN HERMIT BARBARIAN FARMER FISHERMAN URBANITE WHIRLING SIMOON
'THINNED BLOODLINES'
Half-elves and half-drow with this edge favor their human heritage and take slightly less damage from iron and mithril, respectively.
See also: EDGES HALF-ELF HALF-DROW
SHARP-HORNED
Minotaurs with this edge enjoy more damaging gores.
See also: EDGES MINOTAUR INHERENT GORE
STORMBORN
Storm giants who have become very adept at calling down lightning may, with this Edge, call down more powerful lightning, and more often.
See also: EDGES STORM GIANTS INHERENT CALL LIGHTNING
STORMRAGE
A sufficiently martial storm giant with this edge inflicts greater damage in melee if exposed to rain or worse weather. The worse the storm, the greater their wrath.
See also: CALL LIGHTNING EDGES
'EARTH'S FLAWS'
When a svirfnebli with this edge fights an opponent with body or skin turned to stone, they often recognize flaws in the earth magic that makes this transformation possible. There is a chance each time they strike that they are able to exploit one of these imperfections to deal damage ignoring the stony magic. This trick is easier to perform when fighting those who rely on device magic, rather their own mystic expertise, to transform their skin.
See also: STONESKIN EDGES
STONEKIN
Svirfneblin who have become adept at hardening their skin through their inherent Stoneskin ability may learn to produce a slighly more powerful stone skin (both with the spell and the inherent ability) than normal.
See also: EDGES STONE SKIN SVIRFNEBLIN INHERENT
'NATURE'S AEGIS'
Due to their close ties with natural cycles and the wilderness, some wood-elves have a slight resistance to necromantic and negative energies.
See also: EDGES WOOD-ELF
'WOODLAND BENEFACTOR'
Elves of the Wood who are mindful and respectful of the cyles of Nature have a chance to be recognized by naturally aggressive beasts in the wild as a friend, rather than a foe.
See also: EDGES WOOD-ELF
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Adeglicfh | Thu 14-Jan-10 07:52 PM |
Member since 08th Aug 2009
33 posts
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#2211, "Helpfiles - Necro Edges"
In response to Reply #60
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<100%hp 84%m 68%mv 3574tnl (36.18%) 7 PM> help 2189 MASTER OF DECAY Some necromancers have attained mastery over the art of decay. Not only are their crippling diseases more difficult to resist, but the necromancer himself develops an immunity to his own created strains of pestilence.
See also: EDGES
<100%hp 84%m 68%mv 3574tnl (36.18%) 7 PM> help 2190 ZOMBIE LORD Zombie Lords are necromancers who discover they have a knack when it comes to the animation of the dead. These black magicians can raise the dead with greater ease, and are much less likely to destroy their corpses of choice.
See also: EDGES
<100%hp 84%m 68%mv 3574tnl (36.18%) 7 PM> help 2191 SPECTRAL ADEPT Necromancers who have an edge in their control over spectral manifestation find they are able to remain in the form of a wraith for longer periods of time, and supposedly to greater effect.
See also: EDGES
<100%hp 84%m 68%mv 3574tnl (36.18%) 7 PM> help 2192 GOLEM CRAFTER Focusing their studies in the crafting of quality golems, necromancers with this edge construct creations that are sturdier, quicker to recover, and possess enchanted eyes that can see invisibility.
See also: EDGES
<100%hp 88%m 75%mv 3574tnl (36.18%) 8 PM> help 2193 UNDYING WILL Necromancers with an undying will have greater mastery over the dead. It is rumored that they converse more clearly with the fallen, as well as both more efficiently repelling and controlling any undead beings they encounter in their travels.
See also: EDGES
<100%hp 88%m 75%mv 3574tnl (36.18%) 8 PM> help 2194 GRAVEWALKER Gravewalkers are practitioners of necromancy rumored to spend a great deal of time walking among the resting places of the dead. It is said that these necromancers draw an ambiant energy from the fallen there, which has a restorative effect. It is also said that the shadows controlled by gravewalkers are more substantial than those controlled by the average mage.
See also: EDGES
<100%hp 88%m 75%mv 3574tnl (36.18%) 8 PM> help 2195 BLASPHEMOUS ART Necromancy is a magic most frequently held in disdain by the Gods, due to its influence over matters of life and death. Some necromancers are rumored to use this truth to their advantage, casting their blasphemous art against priests of all kinds with effective precision.
See also: EDGES
<100%hp 88%m 75%mv 3574tnl (36.18%) 8 PM> help 2196 DREAMTHIEF The Dreamthieves are insidious necromancers that focus their efforts on stealing the thoughts of others. They can not only inflict a forgetful stupor with greater efficiency, but can also muddle the mind of any victim unfortunate enough to remain conscious when first afflicted with this magic.
See also: EDGES
<100%hp 88%m 75%mv 3574tnl (36.18%) 8 PM> help 2197 NIGHTCALLER Using the power of the night to his advantage, a Nightcaller is able cast summonings with greater efficiency during the hours of darkness.
See also: EDGES
<100%hp 88%m 75%mv 3574tnl (36.18%) 8 PM> help 2198 CRYPTBORN Thriving in a world of magic and death are the cunning Cryptborn, said to resist plagues and pestiliences of all kinds with the power of their intellects rather than with the heartiness of their bodies.
See also: EDGES
<100%hp 88%m 75%mv 3574tnl (36.18%) 8 PM> help 2199 BLACK DUELIST Necromancers are not well-known for bold combat strategy, usually prefering to skulk behind minions of various kinds and their magic from behind. A rare necromancer, however, is known to savor the rush of exquisite violence that toe-to-toe combat affords. A necromancer who learns to benefit from such chilling bloodthirst is able to cast all his spells to greater effect while in the midst of head-on conflict.
See also: EDGES
<100%hp 88%m 75%mv 3574tnl (36.18%) 8 PM> help 2200 GRAVECHILL A necromancer specially attuned to the chill of the grave is much more likely to find that allies shiver at his touch. Those so afflicted will also find that the resulting cold has a longer duration than the unspecialized version of the same spellwork.
See also: EDGES
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Adeglicfh | Sun 17-Jan-10 09:50 AM |
Member since 08th Aug 2009
33 posts
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#2224, "Still Looking for Following helpfiles"
In response to Reply #94
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Cursebringer Defiler Horrific Kindred’s Touch Nightmare's Chilling Call Penumbral Might Sightbinder Skeletal Smith Subterranean Sorcerer Torturer
Anyone?
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DurNominator | Sun 17-Jan-10 04:32 PM |
Member since 08th Nov 2004
2018 posts
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#2229, "Dunno if these are proper helpfiles, but DIKU-Wiki has ..."
In response to Reply #107
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It had all of those and more. They're better than nothing, at least.
http://diku.qhcf.net/cgi-bin/wiki.pl?NecroEdgeHelpfiles
I've sorted out what you specifically asked for from the list:
Cursebringer - Stronger, harder to resist and remove Curse.
Defiler - Offensive skills may drain extra power from natural places. May then provoke natural creatures, but give some resistance to certain feats of natural power.
Horrific - Lich - Horrify better, and more often.
Kindred’s Touch - A powerful Vampiric Touch may shorten the time of bleeding wounds.
Nightmare's Chilling Call - Failed sleep will do damage the first time it fails on a person.
Penumbral Might - More powerful and more damaging Shadows, who will attack any who stand in their way, and can stand the light of day to a limited extent. Penumbral necromancers also possess a more durable umbra.
Sightbinder - Less resistable, harder to heal, and longer lasting Blindness.
Skeletal Smith - Longer lasting, heartier, and possibly damaging reducing Armor of Living Bone.
Subterranean Sorcerer - Dark-Elf - Ability to Summon in places of the Underdark.
Torturer - More damaging Lash with a chance to cause a minor malediction.
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Rodriguez | Mon 18-Jan-10 02:27 PM |
Member since 30th Jan 2005
367 posts
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#2234, "That are player comments I think. /nt"
In response to Reply #112
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incognito | Mon 18-Jan-10 06:26 PM |
Member since 04th Mar 2003
4495 posts
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#2238, "Or just go here..."
In response to Reply #112
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http://www.qhcf.net/help/
And then type cursebringer.
Or whatever helpfile you are looking for. It's not exhaustive, but it's fairly up to date.
I'm not a big fan of the wiki descriptions as the odd one is off the mark.
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DurNominator | Mon 18-Jan-10 10:20 PM |
Member since 08th Nov 2004
2018 posts
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#2250, "By fairly up to date we mean updated 06/10/07."
In response to Reply #120
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The qhcf helpfile list should have everything up to that date. I think Dioxide had some script that took them all directly from the game. I wonder if it would still be possible for Gabe to adjust and run it after Imms confirm that they've salvaged everything they can from Dio's.
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Adeglicfh | Sun 17-Jan-10 11:29 PM |
Member since 08th Aug 2009
33 posts
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#2232, "Found and Added n/t"
In response to Reply #107
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Adeglicfh | Thu 14-Jan-10 07:54 PM |
Member since 08th Aug 2009
33 posts
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#2212, "HelpFiles Healer Edges"
In response to Reply #60
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PREACHER The path of the preacher becomes available to priests who have been chosen to wear the tattoo of his or her deity. A preacher is able to spread the word of their religion to the masses, by sending notes to all.
See also: EDGES, TATTOO, BARDNOTES
'ROCK OF FAITH' Healers of giant blood are able to confer their physical strength into spiritual strength. The strength of such giants are said to render these priests resistant to certain spell afflictions, where the weak minds of most giants would find them vulnerable. This stout resolve is also said to make these giants notoriously difficult to bash.
See also: EDGES
'AWAKENED SPIRIT' Talented healers know that the most efficient way to practice their profession is to spend a great amount of time in slumber, restoring their mana reserves. Healers who have learned to have an awakened spirit, however, are able to restore their mana while resting at a rate no less efficient. These healers are then liberated to spend this time spreading the wisdom of their deity, or simply remaining more alert to potential perils.
See also: EDGES
'SOUL FORTRESS' Certain healers are able to reinforce their Soul Citadel into a Soul Fortress, which not only carries a longer duration, but provides some protection against mental assaults as well.
See also: EDGES, 'SOUL CITADEL'
'DIRE PRECOGNITION' Healers who possess the edge of dire precognition find that their miraculous foresight has a longer duration, and is more accurate.
See also: EDGES, 'MIRACULOUS FORESIGHT'
'REACTIVE MOVEMENTS' Certain healers have reached a state of enlightenment so perpetual that their reactive movements enable them to shrug off attempts at paralysis. Additionally, such a healer attempting to remove paralysis provides additional protection from further paralysis attempts for a short period of time.
See also: EDGES, 'REMOVE PARALYSIS'
'UNFETTERED MOVEMENTS' Healers who understand the nuance of unfettered movements are able to commune a swiftness supplication that not only offers protection from paralysis, but also can dispel any slowing affects.
CERTITUDE Healers who possess an edge of certitude are able to commune an ardent faith supplication that renders one even more resilient when afflicted with physical maledictions.
See also: EDGES, 'ARDENT FAITH'
'TRAINED MEDIC' Trained medics are able to apply first aid to greater effect.
See also: EDGES, 'FIRST AID'
'WANDERING HEALER' A healer with this edge enjoys pioneering in areas of exploration, and can expand the outer limits of how much he can heal with mass healing while wandering through such territories.
See also: EDGES, 'MASS HEALING'
PLAGUETENDER Priests experienced in the art of curing disease can sometimes aquire this edge, which renders one inately resistant to diseases.
See also: EDGES
'REASSURING PRESENCE' A healer who is a reassuring presence can more effectively influence a guiding hand and stalwart arm if they are presently in the room with the supplicated.
See also: EDGES, 'STALWART ARM', 'GUIDING HAND'
PEACEMAKER A priest skilled in the art of peacemaking can commune a 'calm' supplication that is substantially more effective.
See also: EDGES, CALM
'EVACUATE SANCTUM' A healer with this edge is skilled at penetrating the transportation defenses of her sacred places. If such a healer's cabal or guild is warded against magical transportation, she may still gate out of it. The strain of circumventing the wards dimishes the effectiveness of the gate, so in most cases the healer will still want to go outside when possible.
See also: EDGES, GATE
PLANESKIPPER A healer with this edge is able to negotate through the planes with greater ease, making their gate spell more frequently successful.
See also: EDGES, GATE
'DIVINE CONSCIOUSNESS' A healer with divine consciousness can erect a soul citadel that is even more likely to prevent loss of consciousness.
See also: EDGES, 'SOUL CITADEL'
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Adeglicfh | Mon 18-Jan-10 02:43 PM |
Member since 08th Aug 2009
33 posts
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#2235, "Healer Edge Helpfiles Added n/t"
In response to Reply #95
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Fjarn | Fri 15-Jan-10 10:08 AM |
Member since 03rd Jun 2008
173 posts
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#2214, "edge helpfiles - warrior"
In response to Reply #60
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Dove of Spring Dawn Warriors with this edge will regenerate more swiftly when they have achieved the calm of a dove on a spring dawn.
See also: EDGES
Hawk of Summer Afternoon Warriors with this edge have learned to stand still and to engage in battle with the tranquility of a hawk soaring on summer afternoon winds. They will regenerate better than usual while standing upright or fighting.
See also: EDGES DOVE OF SPRING DAWN
Eagle of Autumn Evening Warriors with this edge have deepened their calm and focus with the wisdom of an eagle that floats on an autumn evening breeze. Their regeneration is increased in many aspects - fighting, standing, and resting. Sleeping remains the same, and is still the best way to heal mind, body, and soul.
See also: EDGES HAWK OF SUMMER AFTERNOON
Owl of Winter Night Warriors with this edge sleep the sleep of the truly Just, their mind and body at complete ease. They regenerate better while sleeping, wrapped in the cool embrace of a winter's night.
See also: EDGES EAGLE OF AUTUMN EVENING
Stone Shoulders Warriors with this edge do a bit more damage when they execute the subtle move known as "bashing." Their bashes are not any more or less successful, nor are they any better at knocking foes down.
See also: EDGES BASH
Iron Shoulders Warriors with this edge do even more damage when bashing an opponent. This bonus is in addition to that gained from the Stone Shoulders edge. Their bashes are not any more or less successful, nor are they any better at knocking foes down.
See also: EDGES BASH STONE SHOULDERS
Nimble Rush Characters and with this edge are more likely to remain upright after a failed bash. More agile warriors will get more benefit from this edge.
See also: BASH DEXTERITY
Commendable Cross Warriors with this edge will do more damage with a cross-down parry.
See also: CROSS DOWN PARRY EDGES KICK
Commanding Cross Warriors with this edge have a better than normal chance at breaking the nose of their opponent. In addition, any harmful affects of this nose-breaking are amplified, and on rare occasions the opponent may have an even more difficult time getting his or her weapons up in time to swing.
See also: EDGES CROSS DOWN PARRY KICK COMMENDABLE CROSS
Brutal Bludgeon Warriors with this edge have an increased chance to bruise their opponent with a well-timed bludgeon. The bruising effect may be more substantial, as well.
See also: EDGES BLUDGEON
Measured Strokes Warriors with this edge use their keen eye and adroit sense of distance to flick the end of their whip perfectly while delivering a stinging lash. These stinging lashes are more likely to cause additional pain and suffering than normal.
See also: EDGES STINGING LASH
Pikeman's Valor Warriors with this edge will, at times, keep distance between themsleves and their attackers as if they were one size larger than their actual size.
See also: EDGES DISTANCE
Painful Deflection Warriors with this edge are much more successful in deflecting an opponent's shield, both with deflections and with disarming them.
See also: EDGES DEFLECT SHIELD
Crushing Pugil Warriors with this edge can execute pugil strikes that have a chance to break the bones of their foe in a similar (albeit weaker) fashion of the boneshatter skill.
See also: EDGES PUGIL BONESHATTER
Martial Berserker Warriors with this edge will find that, when berserked, their skills are not reduced as greatly as a normal warrior's will be.
See also: EDGES BERSERK DWARFS DUERGARS
Matador's Timing Warriors with this edge may, depending on their agility, have a reduced chance of being successfully bashed.
See also: EDGES DEXTERITY BASH
Hunter's Glow Warriors with this edge are well trained in the common dark elven tactic of painting enemies with faerie fire and then stabbing them repeatedly; it helps to keep them in sight and in focus even in the chaos of battle. This has no affect on battles in direct sunlight (daytime and outdoors).
See also: EDGES DARK-ELF INHERENT FAERIE FIRE
Oceanic Warrior Storm giants with this edge will dodge better when fighting in aquatic arenas.
See also: EDGES STORM GIANTS DODGE RANGER WARRIOR
Parry Anything Warriors with this edge will, on rare occasion, parry an attack that is typically not able to be parried.
See also: EDGES PARRY ENHANCED REACTIONS
Speed Flurry Warriors with this edge will perform a more agile (and less powerful) flurry. The number of attacks their flurry generates will be determined by their dexterity, but parried or shield blocked attacks will be negated completely instead of reduced in power.
See also: EDGES FLURRY
Counterpunch Warriors with this edge will take a free swing at someone who's attack they negate using the evasion skill.
This edge helps with the hand-to-hand skill EVASION and is not to be confused with the EVADE skill.
See also: EDGES EVASION
Brutal Stun Warriors with this edge will cause damage if an attempted stun fails.
See also: EDGES STUN
Double Throw Warriors with this edge will throw two daggers instead of one when they hurl at a target if they are dual wielding daggers. The second dagger will cause damage, but will not add to any maledictory affects on the victim.
See also: EDGES HURL DUAL WIELD
Brutal Drag Warriors with this edge will occasionally stun their victim momentarily when executing a successfull Pull. Victims who are not agile are more succeptible to the brutality of being yanked to and fro.
See also: EDGES PULL
Axe Murderer Warriors with this edge are more successful with overhead assaults. If they initiate combat with an overhead (and hit with it) the victim may be stunned momentarily by the savagery of the blow.
See also: EDGES OVERHEAD
Swordsman's Recovery Warriors with this edge will recover faster from a complete miss on a double thrust or flurry.
See also: EDGES DOUBLE THRUST FLURRY
Skullcrusher Warriors with this edge are apt to find the weak spots in even the most sturdy helmets when attempting a cranial hit.
See also: EDGES CRANIAL AIM PRECISE AIM
Weighted Leverage Warriors with this edge will do more damage with leveraged kicks based on the amount of weight they can put behind those kicks.
See also: LEVERAGE
Throttler Warriors with this edge will do more damage when they fail a choke attempt.
See also: EDGES CHOKE
Conservative Twister Warriors with this edge find that their daggers snap off at the hilt far less frequently than usual, giving them a much smaller chance to lose a valuable weapon.
See also: EDGES STAB TWIST
Reckless Twister Warriors with this edge find that their daggers snap off at the hilt far more frequently than usual, giving them a greater chance to cause the extra damage associated with snapping the weapon.
See also: EDGES STAB TWIST
Shield Avoidance Warriors with this edge may occasionally avoid the shield of someone they are fighting, negating a shield block.
See also: EDGES SHIELD BLOCK
Shield Brute Warriors with this edge may occasionally strike at the shield of their foe with such strength that damage is still inflicted.
See also: EDGES SHIELD BLOCK
Ambidextrous Disarmer Warriors with this edge are much more successful when attempting to disarm something from the off hand of their opponent.
See also: EDGES OFFHAND DISARM
Dual Strip Warriors with this edge may, based on their agility, have a chance to offhand disarm someone that they successfully strip. The victim must be directly fighting the warrior, however.
See also: EDGES STRIP OFFHAND DISARM AMBIDEXTROUS DISARMER
Parting Throw Warriors with this edge are more effective with parting blows when wielding a dagger.
See also: EDGES HURL PARTING BLOW
Agile Sweep Warriors with this edge will find that legsweeping foes who are less agile than they will inflict a more punishing wound.
See also: EDGES LEGSWEEP DEXTERITY
Unbalancing Leverage Warriors with this edge will find that their leveraged kicks can also feint their victims.
See also: EDGES LEVERAGED KICK FEINT
Memory of Llorenthos Warriors with this edge can execute a jab with extreme precision, at times causing lasting bleeding on their victims.
See also: EDGES JAB
Furious Whirlwind Warriors with this edge have learned how to hit each person who targets them in combat. On a successful flurry, immediate targets of the warrior will receive a normal flurry, additional targets will be hit once each.
See also: EDGES FLURRY
Reckoning of the Mongoose Warriors with this edge are able to make concealed attacks more frequently as more opponents target them.
See also: EDGES CONCEALED
Relentless Assault Warriors with this edge have learned to be more effective with their single- minded focus on the person they are currently fighting. Attempts to redirect the attacks away from the person targeted by a warrior with this edge are more likely to fail.
See also: EDGES RESCUE DISTRACT FALLBACK
Repel Henchmen Warriors with this edge will find that when they strike a mindless henchman of one of their foes with a blow such as riposte, swiftstrike, or concealed, the henchman in question is repelled for one round of combat, unable to strike.
See also: EDGES RIPOSTE CONCEALED SWIFTSTRIKE
Versatile Pummeler Warriors with this edge can add their brawling skills to weaker pummels. Weaker pummels (fewer hits) have a chance to throw an elbow, knee, or kick at the end.
See also: EDGES PUMMEL ELBOW KNEE KICK BRAWLING
Sightless Eye Warrior-elves with this edge are able to focus on the sightless eye and continue (with reduced ability) to make swiftstrike attacks.
See also: EDGES INHERENT SWIFTSTRIKE
Gift to the Departed Warriors with this edge have an improved chance to execute a parting blow.
See also: EDGES PARTING BLOW
Skilled Brawler A warrior with this edge who has studied the use of their physical weapons with the skill of brawling can sometimes land an elbow and knee technique almost simultaneously.
See also: EDGES BRAWLING
Big Target Fighters with this edge are much more effective at rescuing people who are smaller than themselves.
See also: EDGES RESCUE SIZE
Focused Fury Warriors with this edge are able to enter the berserker's rage without becoming more vulnerable mentally.
See also: EDGES BERSERK
Seven Winds of Hamsah Mu'tazz Warriors with this edge will riposte more frequently as they face more and more foes in battle.
See also: EDGES RIPOSTE
Brutal Jab Warriors with this edge have an increased chance of a successful jab when facing foes who are weaker than they are.
See also: EDGES JAB
Glanduin's Menace Warriors with this edge will inflict more damage than usual with a Pierce attack.
See also: EDGES PIERCE
Swath of Destruction Warriors with this edge cause heavier bleeding when slicing an opponent with their polearm.
See also: EDGES SLICE
Ambidextrous Sunderer An axe-specialized warrior with this edge may attempt to destroy any item in their opponent's off hand with a shield cleave, regardless of what it is. This is not so reliable as the weaponbreaker or shieldcleave techniques, but still can be tactically useful in the right situation.
See also: WEAPONBREAKER SHIELD CLEAVE EDGES
Entrail Anatomy 'ENTRAIL ANATOMY'
An axe-specialized warrior wise in the ways of humanoid anatomy may enjoy an enhanced chance to disembowel an enemy of equal size.
See also: DISEMBOWEL EDGES
Spintering Shatter A mace-specialized warrior with this Edge may continue to pound on broken bones, often causing some internal bleeding.
See also: BONESHATTER EDGES
Pincer Onslaught An axe-specialized warrior with this edge may find that even their failed pincer attempts can prove useful in distracting their opponents.
See also: EDGES PINCER FEINT
Double Whirl Warriors with this edge whirl both axes when attempting a whirl. The damage inflicted is more overall, but the individual damage is less, as less force is put behind the blow. The maledictory value of the whirl is not increased, and remains the same as if a one-axe whirl had been performed.
See also: EDGES WHIRL
Deflecting Backhand A mace-specialized warrior with this Edge can sometimes knock one of their opponents weapons out of alignment with their backhand swings, depriving them of an attack.
See also: BACKHAND EDGES
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Adeglicfh | Sun 17-Jan-10 11:18 AM |
Member since 08th Aug 2009
33 posts
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#2226, "Added These n/t"
In response to Reply #97
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Fjarn | Fri 15-Jan-10 10:17 AM |
Member since 03rd Jun 2008
173 posts
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#2216, "edge helpfiles - antipaladin"
In response to Reply #60
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Soulbind An anti-paladin with this edge has delved deeper into the study of unholy enchantment than many of their dark brethren. They forge a more sophisticated unholy blessing than most, one that binds their weapons to them in a stronger, more personal way. These weapons are not easily separated from their possession while they live, and may be treated as though the anti-paladin can see them even when sight fails them.
Developing this ability requires a somewhat sharp mind, as well as practical experience in controlling an unholy weapon's enchantments.
See also: UNHOLY BLESSING EDGES
Steal Sight In blinding others with his magic, an anti-paladin with this edge may recover their own hampered sight.
See also: BLINDNESS ENERGY DRAIN EDGES
Feast of Sorrows Well acquainted with the failings of the depressed and fearful, the physical attacks of an anti-paladin with this edge are harder to avoid for demoralized opponents.
See also: POWER WORD DESPONDENCE AURA OF DESPAIR PARRY DODGE EDGES
Exploit Hobbling An anti-paladin with this edge can effectively capitalize upon an opponent's crippled legs with their kicks and trips.
See also: KICK TRIP CRIPPLING STRIKE EDGES
Merciless Ambidexterity While it is possible to shatter an opponent's kneecap or slash at their face with a weapon in the off hand, this often proves more difficult than would otherwise be the case. Anti-paladins with this edge have trained to eliminate this possibility, striking with their off hands with these techniques just as effectively as they could with their primary hands.
See also: DUAL WIELD FACESLASH CRIPPLING STRIKE EDGES
Slasher An anti-paladin with this edge can follow up a shocking slash to the face with another quick hit.
See also: FACESLASH EDGES
Thunderbolt Drawing upon the forbidden knowledge of corrupt quasi-elemental djinn, bought at unspeakable cost, an anti-paladin with this edge may throw bolts of twisted lightning at their enemies. Such a bolt has a chance to deafen its victim.
See also: LIGHTNING BOLT DEAFEN EDGES
Vaulting Tactician An agile anti-paladin with this edge has a chance to adjust their decent towards a new target if, as they vault, their intended prey should perish or move out of range.
See also: VAULT EDGES
Morosa's Momentum An anti-paladin with this edge has a greater chance to send their target flying as they connect with a morosa's charge.
See also: EDGES MOROSACHARGE
Demanding A charismatic anti-paladin with this edge may use the demand skill to greater effect.
See also: DEMAND EDGES
Mudslinger With long experience at precisely striking an opponent's face, an anti-paladin with this edge has learned to kick dirt more accurately. Additionally, their victims often take longer to recover from this dastardly attack.
See also: FACESLASH DIRT KICKING EDGES
Fearless Abandon An anti-paladin often finds himself faced with a variety of enemies that strike him instinctively, even near-instantly. There can be no evading such an attack, and the anti-paladin has learned to tame their fears and focus on striking back as the attack comes.
See also: BLOODTHIRST EDGES
Synergy of Suffering Having bargained for forbidden arcane techniques of Hell's torturers, an anti- paladin with this spell may cast fireballs and iceballs that feed upon the suffering of those they strike, growing ever stronger as each succeeding victim feels their sting. These techniques are magically complex and often beyond exceptionally dimwitted anti-paladins.
See also: FIREBALL ICEBALL EDGES
Power Cleave An anti-paladin of sufficient physical strength can, with this edge, chop through multiple enemies at once with a powerful cleave. If the target of the cleaving blow should immediately perish or flee, the anti-paladin may continue through to another of their allies, cleaving them as well.
These subsequent cleaves have similar restrictions to the first; for example, the anti-paladin cannot cleave into an extremely wounded ally of their victim.
See also: CLEAVE EDGES
Siphoner An anti-paladin with this edge may utilize the dangerous mantras of the Death Knights to more effectively steal life and mana from those they drain energy from.
See also: ENERGY DRAIN CHILL TOUCH LEECH UNHOLY BLESSING EDGES
Harvester of Woe Calling upon the weakness-exploiting techniques of the barbed devils, an anti- paladin with this edge may cast ever-stronger offensive spells against enemies who are wounded or near death.
See also: PLAGUE ENERGY DRAIN EDGES
Infernal Intimidator Blending the fear magic of the Inferno and some crude bullying techniques imperfectly adapted from orc-kind, an anti-paladin with this edge has a chance to prevent weaker NPCs from attacking him while cloaked in an aura of despair. This warding is ineffective against those who strike the anti-paladin specifically because of said aura of unclean spirits.
A moderate charisma is necessary to succeed at this technique.
See also: AURA OF DESPAIR EDGES
Champion of Man Some rare few anti-paladins choose to embody the name of their guild in the truest sense, rejecting all divine influence in the mortal world. Does the anti-paladin not excel at arts both mystical and physical? Does he not represent the heights to which a man might soar without reliance upon divinity?
The path of a Champion of Man is one of both great power and price. Divine sanctuary is dramatically less effective in reducing the force of the Champion's blows. Supplications of all kinds are much less effective when used either for or against the Champion. The Champion enjoys a resistance to holy and unholy damage from any source.
However, the Champion may also no longer purchase the aid of mercenary healers, and prayers meant to heal or protect him may be reduced incredibly in effectiveness or fail outright.
A character with a tattoo cannot choose this edge, and one that later gains a divine tattoo in defiance of his former creed will, at best, lose the benefits of it.
See also: WORLDBIND EDGES
Vessel of the Pit Fiends The bloodlust of an anti-paladin with this edge grows with each new blessing they receive from the Pit Fiends of Cocytus.
See also: BLOODLUST OF THE TWELVE FIENDS EDGES
Steal Inspiration When an anti-paladin with this edge breaks a piece of their opponent's inspiration with a power word of despondence, there is a chance to steal it for themselves.
See also: POWER WORD DESPONDENCE EDGES
Malefic Glow Anti-paladins of the dark elves have learned to cripple their enemies as they reveal them with mystic fire, rendering them slightly more vulnerable to damage of all kinds for a short time.
See also: FAERIE FIRE DARK ELF INHERENTS EDGES
Unholy Aura An anti-paladin with this edge has learned to tune their aura of unclean spirits such that it deals minor damage to those that bodily collide with them using such attacks as bashes or bearcharges. This damage increases with the strength of the anti-paladin's mind.
Note that this edge does nothing to prevent the attack in question from landing; it merely exacts a small price for having done so, should the anti- paladin survive it.
See also: AURA OF DESPAIR BASH BEARCHARGE EDGES
Doom the Forsaken An anti-paladin with this edge has a chance to dispel supplications that affect a victim that they successfully curse. This ability does not work on sleeping opponents, and is markedly more effective when the anti-paladin is wiser than his victim.
See also: CURSE WORLDBIND EDGES
Reap the Forsaken An anti-paladin with this edge chops up those the gods have forsaken with brutal efficiency. They may use their intelligence instead of strength to influence physical damage dealt with normal attacks, if this is an improvement. Their single-target offensive spells are also somewhat more effective on these cursed souls, should they be conscious and able to comprehend the doom that comes for them. Additionally, an opponent that is both cursed and worldbound will find themselves unable to evade the anti- paladin.
See also: CURSE WORLDBIND DAMROLL EVADE EDGES
Flames of Perdition Adepts of Hellfire who focus their dark pyromancy further learn to throw fireballs that can shatter blessings and prayers that protect their victims.
See also: FIREBALL HELLFIRE BLESS PRAYER EDGES
Unrepentant Sinner Where some evil characters are tragically unable to bear the weight of their circumstances and live always with a burdened conscience from the terrible things they've done, an anti-paladin with this edge actually revels in their wickedness.
Wrath, damnation, dispel evil, good-align-sourced demonfire, and light of heaven are all somewhat less effective against them. They further enjoy a minor resistance to all holy damage. Evil healers may heal them somewhat more effectively than usual, even without a dark pact between them.
However, divine retribution and antipathy are somewhat more effective than normal against them. Additionally, good healers find it much more difficult than normal to heal them.
See also: WRATH DAMNATION DISPEL EVIL DEMONFIRE LIGHT OF HEAVEN DIVINE RETRIBUTION ANTIPATHY HEALER EDGES
Black Paladin Through years of wanton murder of even those as tainted with sin as themselves, some anti-paladins develop a resistance to unholy damage, not unlike a markedly less impressive (but still significant) dark mirror to a true paladin's righteousness.
See also: RIGHTEOUSNESS EDGES
Demonskin An anti-paladin with this edge develops a minor resistance to blows delivered by blessed weapons while surging with the bloodlust of the twelve fiends. This resistance is only effective if the anti-paladin is not already resistant to the damage being dealt by the blessed weapon.
See also: BLESS BLOODLUST EDGES
Soulrage In addition to the normal soul harvesting that is part of every good day for an anti-paladin, one with this edge is filled with an unholy rage as they reap the souls of the fallen. This adds to the damage they do for a time, with both power and duration directly proportional to the strength of the foe recently felled. Should the anti-paladin be able to slay several opponents in quick succession, these benefits do stack.
See also: UNHOLY BLESSING EDGES
Fell Enchanter An anti-paladin with this edge is an artisan of unholy enchantments, blessing and leeching weapons more quickly than normal. Additionally, he is able to discern by subtle clues who a given unholy weapon belongs to.
See also: UNHOLY BLESSING LEECH UNHOLY BLESSING LORE EDGES
Profane Synergy An anti-paladin with this edge can call forth more frequent, damaging, or lasting controlled unholy blessing effects from a weapon whose original nature matches the control. For example, an anti-paladin with Flames of Ninauurm using a weapon that was originally fiery in nature would deal additional damage.
See also: CONTROL UNHOLY BLESSING EDGES
Excisor of Pain An anti-paladin with this edge can draw forth the arcane energies of offensive wands to greater effect.
See also: EXCISION WANDS EDGES
Unholy Slavemaster An anti-paladin with this edge may lash and apply the lashes of the slave to their opponents more effectively and deal more damage when doing so.
See also: WHIP FLAIL LASH LASHESOFTHESLAVE EDGES
Controlling Grasp An anti-paladin with this edge has exceptional control over their Iron Grip of Azazel and may attempt to reverse the infernal possession of their enlarged hand by casting the spell again. Success is far from guaranteed, but this is still a very useful trick to know.
See also: IRON GRIP OF AZAZEL EDGES
Malicious Intent When an anti-paladin with this edge attempts to cleave an enemy and cannot because they are hurt and prepared, he immediately attacks conventionally if consumed with the Bloodlust of the Twelve Fiends.
See also: CLEAVE BLOODLUST EDGES
Eye of the Butcher Clever anti-paladins with knowledge of anatomy often learn this edge, which allows them some chance to leave grevious bleeding wounds in their foes, should they survive their attempts to cleave them in twain.
See also: CLEAVE EDGES
Firestarter A character with this edge is much more likely to start local terrain on fire with a fireball.
Hellfire Calling forth balls of fire with their black magic that are an admixture of flame and infernal energies, an anti-paladin with this edge will deal some unholy damage to victims that are immune to fire. This includes targets who might be healed by fire for some reason.
See also: FIREBALL EDGES
Spine of the Akragaka By learning this series of combat techniques, which require a minimum threshold of physical strength to execute successfully, an anti-paladin is able to defend themselves more effectively and often attack more frequently while wielding a spear or polearm.
See also: EDGES SPEAR POLEARM SLICE PIERCE THRUST
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Adeglicfh | Sun 17-Jan-10 12:48 PM |
Member since 08th Aug 2009
33 posts
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#2227, "Added These n/t"
In response to Reply #99
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Adeglicfh | Sun 17-Jan-10 02:02 PM |
Member since 08th Aug 2009
33 posts
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#2228, "Added These n/t"
In response to Reply #100
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Fjarn | Sat 16-Jan-10 02:15 PM |
Member since 03rd Jun 2008
173 posts
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#2219, "Random more recent edges"
In response to Reply #60
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These are more recent, May 2009-ish (thanks Abernyte). I didn't have time to sort them into categories, and some might already be covered in previous posts.
<544(100%) 483m 600mv 10560tnl (cave)> help muc MUCKMASTER A ranger with this edge is more effective than usual in smearing themselves with mud, and the mud stays on their body longer. This is especially true if it should be the muck of a swamp.
SEE ALSO: EDGES, SMEAR MUD, SWAMPMIRE
<544(100%) 483m 600mv 10560tnl (cave)> help bel BELLY RAKE A felar ranger with this edge has learned to make reactive rakes with their rear claws, allowing them the chance to inflict some damage when an opponent closes in with some types of attacks, such as bash.
SEE ALSO: EDGES, BACKRAKE, FERAL GROWL
<544(100%) 483m 600mv 10560tnl (cave)> help quick Unable to find exactly what you were looking for. Perhaps one of the following is what you want: 267 EXAMINE LOOK SCAN QUICKLOOK GLANCE GAZE READ BOOKS SIGNS 724 QUICKSAND 1097 METABOLIC QUICKENING 1822 PUISSANCE QUICKNESS RESOLUTION SAGACITY STAMINA TENACITY 2640 'QUICK HEALER' 3093 QUICK REBOUND
To view one of the help files listed above, type HELP . Ex: HELP 28
<544(100%) 483m 600mv 10560tnl (cave)> help 3093 QUICK REBOUND An agile ranger with this edge has a chance to recover more gracefully from a missed bearcharge.
SEE ALSO: EDGES, BEARCHARGE
<544(100%) 483m 600mv 10560tnl (cave)> help 3094 EXPERT HERBALIST A ranger with this edge is able to gather more powerful herbs that more easily cure a wider range of afflictions within their home terrain. They may also gather these herbs more often.
SEE ALSO: EDGES, HERBS, HERBALIST
<544(100%) 483m 600mv 10560tnl (cave)> help 3095 FORTIFYING PAINT A ranger with this edge creates war paint that further inspires them and grants a small amount of protection against mental assaults.
SEE ALSO: EDGES, WARPAINT
<544(100%) 483m 600mv 10560tnl (cave)> help 3096 LODESTONE LIGHTNING A character with this edge calls lightning that deals additional damage to enemies wearing metal armor.
Animist, savage, and survivalist rangers may choose this edge; druids may also choose this edge.
SEE ALSO: EDGES, CALL LIGHTNING <544(100%) 483m 600mv 10560tnl (cave)> help 3097 HARVEST IRONWOOD A forester ranger with this edge fashions staves and spears that are harder than normal to break or destroy.
SEE ALSO: EDGES, FASHION STAFF, FASHION SPEAR
<544(100%) 483m 600mv 10560tnl (cave)> help 3098 SANDCOVER Combining the bright light of the desert sun with the opaque desert sand, a bedouin ranger with this edge has a chance to camouflage in a desert during the day even if they are glowing.
SEE ALSO: EDGES, CAMOUFLAGE, SANDSWIRL <544(100%) 483m 600mv 10560tnl (cave)> help 3099 POWER AMBUSH For a ranger whose strength is currently high, this edge adds a little more damage to an ambush and partially mitigates the accuracy penalties associated with drive and onslaught ambushes.
This edge is mutually exclusive with deft ambush.
SEE ALSO: EDGES, AMBUSH
<544(100%) 483m 600mv 10560tnl (cave)> help 3100 DEFT AMBUSH For a ranger whose dexterity is currently high, this edge adds increased accuracy to ambushes and partially mitigates the damage penalties associated with disarm, distract, and fade ambushes.
This edge is mutually exclusive with power ambush.
SEE ALSO: EDGES, AMBUSH
<544(100%) 483m 600mv 10560tnl (cave)> help 3101 AMBUSH FOCUS A human ranger with this edge deals some additional damage when ambushing in their home terrain.
SEE ALSO: EDGES, AMBUSH, WAYLAY
<544(100%) 483m 600mv 10560tnl (cave)> help 3102 HERBAL REGENERATION A druid with this edge gains constant health regeneration from the curative herbs that they forage. It requires a high level druid carrying all curative herbs for this effect to be more than minimal.
SEE ALSO: EDGES, HERBAL FORAGE, MEND WOUNDS, HERBAL MEDICINE
<544(100%) 483m 600mv 10560tnl (cave)> help 3103 WILD-EXALTED METAMORPH A druid with this edge consumes herbs more slowly to maintain shapeshifting.
SEE ALSO: EDGES, WILD-BLESSED METAMORPH, BEARFORM, BIRDFORM <544(100%) 483m 600mv 10560tnl (cave)> help 3104 HERBAL FOCUS A human druid with this edge can hold one additional herbal forage at a time.
SEE ALSO: EDGES, HERBAL FORAGE
<544(100%) 483m 600mv 10560tnl (cave)> help 3105 ADEPT OF THE GREAT CYCLE A druid with this edge enjoys a slight resistance to the attacks of undead.
SEE ALSO: EDGES, INITIATE OF THE GREAT CYCLE
<544(100%) 483m 600mv 10560tnl (cave)> help 3106 BEAST TAMER A druid with this edge has been tested in battles with shapeshifters and knows how to use his knowledge of animals against them. Opponents in other shapes (including other druids using bearform or birdform) are slightly less able to dodge the druid's communes.
SEE ALSO: EDGES
<544(100%) 483m 600mv 10560tnl (cave)> help 3107 PRIMORDIAL AVENGER A druid with this edge can call a slightly stronger primordial vengeance against their foes.
Animist rangers can also choose this edge.
SEE ALSO: EDGES, PRIMORDIAL VENGEANCE
<544(100%) 483m 600mv 10560tnl (cave)> help 3108 THUNDERCALL A character with this edge has a chance to deafen those struck by their called lightning for a few rounds of combat.
SEE ALSO: EDGES, CALL LIGHTNING, CONTROL WEATHER
<544(100%) 483m 600mv 10560tnl (cave)> help 3109 CONTORTING METAMORPHOSIS An agile shapeshifter with this edge has a chance to escape bonds and restraints as they change shape. This may only be attempted every several hours.
This edge is exclusive with Healing Metamorphosis.
SEE ALSO: EDGES
<544(100%) 483m 600mv 10560tnl (cave)> help 3110 HEALING METAMORPHOSIS A shapeshifter with this edge has a chance to repair some of the damage to their body as they change shape. This may only be attempted every several hours.
This edge is exclusive with Contorting Metamorphosis.
SEE ALSO: EDGES
<544(100%) 483m 600mv 10560tnl (cave)> You hear something's death cry.
<544(100%) 483m 600mv 10560tnl (cave)> help 3111 ENLIVENING ADEPT A shapeshifter with this edge produces slightly stronger spells when enlivening, though spells cast in humanoid form are still likely to be stronger still.
SEE ALSO: EDGES, HASTE, SLOW, STONE SKIN, FLY, PASS DOOR <544(100%) 483m 600mv 10560tnl (cave)> help 3112 MASTER ENLIVENER A shapeshifter with this edge has strengthened his enlivening magic further.
SEE ALSO: EDGES, ENLIVENING ADEPT, HASTE, SLOW, STONE SKIN, FLY, PASS DOOR
<544(100%) 483m 600mv 10560tnl (cave)> help 3113 GIRDED METAMORPHOSIS A shapeshifter with this edge has learned to power their shapeshifting with their own lifeforce in times of dire need. If they would die because they must revert and are unable to do so, such as when they have no mana remaining and cannot remember how to take a humanoid shape, they will sustain their shapeshifting with their lifeforce instead.
This feat exerts a heavy toll upon body and mind, and those already extremely wounded will be unable to perform it. Even the fittest mage cannot manage it for long.
SEE ALSO: EDGES, SHAPESHIFT SKILL, CONTROL LEVITATION, CONTROL SPEED, CONTROL SKIN, CONTROL PHASE
<544(100%) 483m 600mv 10560tnl (cave)>
Autosaving.
<544(100%) 483m 600mv 10560tnl (cave)> help 3114 GESTALT METAMORPHOSIS A shapeshifter with this edge is able to retain some or all of their humanoid racial resistances in their animal shapes.
SEE ALSO: SHAPESHIFT SKILL
<544(100%) 483m 600mv 10560tnl (cave)> help 3115 ANTHROPOMORPH A shapeshifter with this edge is an expert with partial shift spells and enjoys several benefits with their use, including much longer spell durations.
SEE ALSO: EDGES, PAWS OF THE CHEETAH, HOOVES OF THE GAZELLE, FANGS OF THE SERPENT, HORNS OF THE BULL, TAIL OF THE LIZARD
<544(100%) 483m 600mv 10560tnl (cave)> help 3116 VEINS OF VENOMS This edge grants a shapeshifter an improved resistance to attempts to poison them regardless of their form.
Only shapeshifters who count certain venomous animals among their forms may learn this edge.
SEE ALSO: EDGES
<544(100%) 483m 600mv 10560tnl (cave)> help 3117 EATER OF PLAGUES This edge grants a shapeshifter an improved resistance to attempts to inflict disease upon them regardless of their form.
Only shapeshifters who count certain disease-ridden animals among their forms may learn this edge.
SEE ALSO: EDGES
<544(100%) 483m 600mv 10560tnl (cave)> help 3118 SURVIVAL OF THE FITTEST A shapeshifter with this edge immediately recovers a small amount of life upon slaying an enemy PC.
SEE ALSO: EDGES
<544(100%) 483m 600mv 10560tnl (cave)> help 3119 FORTITUDE OF THE CRAB This edge grants a shapeshifter a very small resistance to piercing damage regardless of form, especially their humanoid form.
This edge is exclusive with Fortitude of the Rhino and Fortitude of the Crocodile.
SEE ALSO: EDGES, CHITIN OF THE CRAB
<544(100%) 483m 600mv 10560tnl (cave)> help 3120 FORTITUDE OF THE RHINO This edge grants a shapeshifter a very small resistance to blunt damage regardless of form, especially their humanoid form.
Shapeshifters who are naturally vulnerable to blunt damage may not choose this edge.
This edge is exclusive with Fortitude of the Crab and Fortitude of the Crocodile.
SEE ALSO: EDGES, HIDE OF THE RHINO
<544(100%) 483m 600mv 10560tnl (cave)> help 3121 FORTITUDE OF THE CROCODILE This edge grants a shapeshifter a very small resistance to slashing damage regardless of form, especially their humanoid form.
This edge is exclusive with Fortitude of the Crab and Fortitude of the Crocodile.
SEE ALSO: EDGES, SCALES OF THE CROCODILE
<544(100%) 483m 600mv 10560tnl (cave)> help 3122 EXTENDED GREATER ENLIVENS A shapeshifter with this edge enjoys longer-lasting greater enlivens, giving them more for their mana but also extending the time between being able to change to a different greater enliven.
This edge is exclusive with Abbreviated Greater Enlivens.
SEE ALSO: EDGES, GREATER ENLIVENS
<544(100%) 483m 600mv 10560tnl (cave)> help 3123 ABBEVIATED GREATER ENLIVENS A shapeshifter with this edge enjoys shorter-lasting greater enlivens, giving them less for their mana but also decreasing the time between being able to change to a different greater enliven.
This edge is exclusive with Extended Greater Enlivens.
SEE ALSO: EDGES, GREATER ENLIVENS
<544(100%) 483m 600mv 10560tnl (cave)> help 3123 ABBEVIATED GREATER ENLIVENS A shapeshifter with this edge enjoys shorter-lasting greater enlivens, giving them less for their mana but also decreasing the time between being able to change to a different greater enliven.
This edge is exclusive with Extended Greater Enlivens.
SEE ALSO: EDGES, GREATER ENLIVENS
<544(100%) 483m 600mv 10560tnl (cave)> help 3124 MUSCLE MEMORY A shapeshifter with this edge requires slightly less mana to maintain their alternate forms.
SEE ALSO: EDGES, SHAPESHIFT SKILL
<544(100%) 483m 600mv 10560tnl (cave)> help 3125 GO FOR THE THROAT A shapeshifter with this edge has a small chance to strike an enemy's throat when biting, silencing them for a very short time.
Only a shapeshifter with a form that bites can choose this edge.
SEE ALSO: EDGES
<544(100%) 483m 600mv 10560tnl (cave)> help 3126 COMPREHEND AVIANS An arial with this edge can understand the kinspeech of birds.
SEE ALSO: EDGES, KINSPEAK
<544(100%) 483m 600mv 10560tnl (cave)> help 3127 COMPREHEND FELINES A felar with this edge can understand the kinspeech of felines.
SEE ALSO: EDGES, KINSPEAK
<544(100%) 483m 600mv 10560tnl (cave)> help 3128 COMPREHEND ANIMALS Some druids and rangers may learn this edge, which allows them to understand the kinspeech of all animals.
SEE ALSO: EDGES, KINSPEAK
<544(100%) 483m 600mv 10560tnl (cave)> help 3129 TEARING JAWS A shapeshifter with this edge has a slightly increased chance to cause bleeding when biting. This includes forms which normally do not cause bleeding with their bites.
Only a shapeshifter with a form that bites can choose this edge.
SEE ALSO: EDGES
<544(100%) 483m 600mv 10560tnl (cave)> help 3130 BLOODY PECKER A shapeshifter with this frighteningly-named edge has a slightly increased chance to cause bleeding with their pecking.
Only a shapeshifter with a form that pecks can choose this edge.
SEE ALSO: EDGES
<544(100%) 483m 600mv 10560tnl (cave)> help 3131 RICOCHET SKIN A shapeshifter with this edge has a slightly increased chance of deflecting blows with their skin, hide, or carapace.
SEE ALSO: EDGES
<544(100%) 483m 600mv 10560tnl (cave)> help 3132 POTENT TRANSFORMATION This edge grants a shapeshifter increased strength while in form.
A character may only choose one of these three edges: Potent Transformation, Deft Transformation, or Healthy Transformation.
SEE ALSO: EDGES
<544(100%) 483m 600mv 10560tnl (cave)> help 3133 DEFT TRANSFORMATION This edge grants a shapeshifter increased dexterity while in form.
A character may only choose one of these three edges: Potent Transformation, Deft Transformation, or Healthy Transformation.
SEE ALSO: EDGES
<544(100%) 483m 600mv 10560tnl (cave)> help 3134 HEALTHY TRANSFORMATION This edge grants a shapeshifter increased hit points while in form.
A character may only choose one of these three edges: Potent Transformation, Deft Transformation, or Healthy Transformation.
SEE ALSO: EDGES
<544(100%) 483m 600mv 10560tnl (cave)> help 3135 LESSER FORM FEROCITY A shapeshifter with this edge imbues his lesser forms (that is, his tier 2, 3, and 4 forms) with greater ferocity, increasing their damage somewhat.
SEE ALSO: EDGES, SHAPESHIFT SKILL
<544(100%) 483m 600mv 10560tnl (cave)> help 3136 LESSER FORM HARDENING A shapeshifter with this edge imbues his lesser forms (that is, his tier 2, 3, and 4 forms) with greater resilience, reducing the damage they suffer somewhat.
SEE ALSO: EDGES, SHAPESHIFT SKILL
<544(100%) 483m 600mv 10560tnl (cave)> help 3137 FLIGHT OF THE PREY An air shapeshifter with this edge has focused their high-altitude flight on successfully escaping other avians at the cost of being able to pursue. They flee from aerial combat as though they were slightly faster, but never again successfully prevent enemies from fleeing from them.
Note that with great disparities in speed, even a shapeshifter with this edge may still prove unable to escape.
SEE ALSO: EDGES
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Adeglicfh | Mon 18-Jan-10 02:44 PM |
Member since 08th Aug 2009
33 posts
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#2236, "Added These n/t"
In response to Reply #102
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Rodriguez | Sat 16-Jan-10 04:27 PM |
Member since 30th Jan 2005
367 posts
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#2221, "help age"
In response to Reply #60
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help age AGE AGING YOUNG MATURE MIDDLE-AGED OLD Each race has a lifespan in which to enjoy their time upon this world. As you age, certain stats will be affected such as strength, wisdom, and intelligence. If you consider logically what statistics would go up and down as a real person ages, you should have a rough picture of how your character will be affected.
The races of Thera vary widely in how long they live and when they move from young to, eventually, old age. The elven races are known to live the longest, with gnome, giant and dwarven kind a little ways behind. Humans represent the median, with arials, felar, orcs and minotaurs living shorter lives. Note that certain pieces of gear can also age you faster, and will have a much heavier impact on the short-lived races.
Class has a small affect on your lifespan as well. Melee-oriented classes start their careers slightly younger, while mage-oriented classes start a bit older. The end affect on actual play time will be small.
Even the shortest-lived race/class combo will still have hundreds of hours before reaching the end. However, you never know when you are going to go, so live your life to the fullest.
Mature : +1 strength, +1 wisdom Middle-Aged: +1 intelligence, +1 wisdom, -1 strength, -1 constitution Old : +2 wisdom, +1 intelligence, -2 dexterity, -2 strength, -1 constitution
See also: WITHER
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Twist | Sat 16-Jan-10 09:15 PM |
Member since 23rd Sep 2006
3431 posts
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#2222, "added (nt)"
In response to Reply #104
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asylumius | Tue 12-Jan-10 06:30 PM |
Member since 09th Apr 2007
137 posts
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#2179, "RE: Re: Helpfiles"
In response to Reply #57
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'AURA ATTUNEMENT' 'SHIELD ATTUNEMENT' 'BARRIER ATTUNEMENT' The Aura Attunement, Barrier Attunement, and Shield Attunement edges allow a mage who chooses them a chance to find additional aura, barrier, and shield wands respectively.
These edges may potentially be chosen multiple times. However, note that for each time any of these three edges is chosen, all three edges become more expensive and harder to qualify for.
SEE ALSO: EDGES, WANDS, AURA, BARRIER, SHIELD
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ROLECONTEST Syntax: rolecontest rolecontest enter rolecontest history
'rolecontest enter' is the automated command used to enter a role contest. Once an Immortal starts a role contest you will be notified via note and when you log in if there is still time to enter.
You can always type 'rolecontest' to see if there is one currently in progress. You can also see a list of previous role contests (which immortal sponsored it, and who the winners were) by using the 'rolecontest history' command.
See also: 'ROLE' 'ROLE CONTEST'
- 'SKILL IMPROVEMENT' A number of factors go into determining the rate at which one of your character's skills improves. The main factors are:
- Your intelligence (INT). - The natural difficulty of learning the skill. - Your level. - Your age. Older characters learn more quickly. - Your current skill. It becomes harder to improve as you get closer to mastery (100%). - 'Hostile' skills (weapons, defenses, things that cause combat, etc.) take into account the relative power of your opponent. Fighting challenging battles sharply increases your chance of improvement. - Invokers only: Your affinity for the element you are manipulating.
Generally, the skill improvement system favors real use of a skill over cheesy methods. For example, you can't learn anything (even while not in combat) while wielding a weapon you don't know how to use or while fighting an opponent immune to your attacks.
-- 'SKILL BONUS' Syntax: skill learn <skill>
Every time you gain a level or earn experience from an Immortal you have a chance to get a bonus (1-3%) to a random skill. By using the skill command, you can focus that bonus learning to give you a better chance to learn a given skill. You would end up seeing the bonus in your particular skill on average once every three to four levels.
There are two skills that are impossible to learn this way (assassinate and ancient instincts). It is also harder to learn to evade than any other skill through this method.
See also: SKILLS 'SKILL IMPROVEMENT'
--
Grobbak Reaping Grimace His origins cloaked in mystery, Grobbak has risen to preside over the Grinning Skull Clan and the spheres of Spirit, Lust and Truth.
It is a Truth in life all mortals seek to find their place in the world. Those who follow the Reaping Grimace take solace in knowing for them the search is over. They know their place and embrace life as slaves to Grobbak the Reaping Grimace. Wether men know it or not, we are all slaves to one master or another. Followers of Grobbak know this and have chosen to become enslaved to the orc lord willingly, rather than submit unwillingly to any other master. In return, His slaves are treated with all the benevolence you'd expect from the savage lord of the orcs.
Every soul is filled with Lust. Lust for gold, lust for power, lust for pleasure. Those of the Reaping Grimace are no different and often take their lust to extremes. What good is living if we cannot indulge our cravings? Followers of Grobbak, while slaves, have the freedom to pursue their desires and fill every lustful need, so long as the appropriate tribute is paid to their master. Followers of the Reaping Grimace hold no measure or tactic to cheap or low to sate their lust. Any tactic, from utter brutality, blatant cowardice, cunning negotiations, is open to Grobbak's slaves so long their goals are met and their master is fed his due spoils.
A man's Spirit is his true measure and those without an ounce of Spirit are defeated and worthless. Those of the Reaping Grimace understand this well and will stop at nothing to demoralize their foes, crush their Spirit, take their baubles, seed their lands, trample their villages and make all who oppose them slaves of Grobbak.
Being an obedient slave, grovelling in the mud and killing others for the scraps off his master's table is the highest form of tribute for the Reaping Grimace. Those who find themselves marked as Grobbak's slaves find the droppings from the Orc Lord's table ample and satisfying - but also find their pain and suffering ample and overwhelming when they have dissatisfied their Orc Lord and Master.
Those seeking the favor of Grobbak the Reaping Grimace should do so from a place where they feel will please the Orc Lord, as he has no set shrine or church. Choose wisely, for Grobbak has been known to eat mere mortals who have not done so.
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SHAPESHIFTER EDGE LIST 'SHAPESHIFTER EDGE LIST' Just like all edges, each of these may have its own set of prerequisites. This is simply a list of edges that certain members of the shapeshifter class may be able to choose if all of the prerequisites are met. Some of these edges might also be available to other classes. Please do not pray/complain if your shapeshifter does not see some part of this list, as it is by design that you will only see edges listed that you meet all of the prerequisites for and therefore may choose. See HELP EDGES for more details. See HELP <name of edge> for more information on a specific edge.
Roll the Bones Spin the Wheel Contorting Metamorphosis Healing Metamorphosis Enlivening Adept Master Enlivener Girded Metamorphosis Gestalt Metamorphosis Anthropomorph Veins of Venom Eater of Plagues Survival of the Fittest Fortitude of the Crab Fortitude of the Rhino Fortitude of the Crocodile Extended Greater Enlivens Abbreviated Greater Enlivens Muscle Memory Go For the Throat Comprehend Avians Comprehend Felines Comprehend Animals Tearing Jaws Bloody Pecker Ricochet Skin Potent Transformation
Deft Transformation Healthy Transformation Lesser Form Ferocity Lesser Form Hardening Flight of the Prey Cooshee Form Pseudodragon Form Hook Horror Form Cave Fisher Form
-- ATTUNE Syntax: attune
Through careful observation, certain individuals have taught themselves to recognize telltale signs hidden in their surroundings. These signs provide them with information regarding attributes that could affect them in one way or another, beyond what their senses could normally detect. Different classes will be more proficient at detecting certain attributes than others, but all who know how to attune themselves to their environment will reap the benefits of this secret knowledge.
See also: 'OBSERVATION SKILLS'
-- 'STRIDE OF THE CHEETAH' Syntax: enliven stride of the cheetah
The stride of the cheetah allows a shapeshifter to move more quickly and with less cost across all sorts of terrain. It also increases the amount of movement while in form.
See also: 'GREATER ENLIVEN', 'UTILITY MAJOR'
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'CAREFUL VISION' CAREFUL VISION Syntax: Automatic Skill
Through careful observation, certain individuals have taught themselves the ability to see for greater distances than others. Those who have learned the careful vision skill will find that they can scan their surroundings more effectively, and those that have improved in this ability enough may find that they can still see around them despite otherwise debilitating affects upon their person.
See also: 'OBSERVATION SKILLS'
-- OBSERVATION 'OBSERVATION XP' 'OBSERVATION SKILLS' Those adventurers posessing both sharp mind and keen eye during their travels throughout the realms may find additional benefits from their observations, extending beyond the initial knowledge gained. Paying close attention to their surroundings, discovering out of the way or rare objects and gazing upon strange creatures or important individuals will add to the more general benefits of the wisdom accumulated in their professional life. In addition, their ability to recognize the attributes of items found, without the use of spellcraft, will improve as they increase their knowledge of the realms.
Adventurers who continue to seek out new and exciting creatures and places may find themselves able to earn additional (minor) skills beyond those offered by their adventuring guild. Observation experience also carries the benefits of other kinds of experience (combat, exploration, commerce, etc.), including gaining levels.
The list of Observation skills: improved compare, sharpen sight, improved consider, appraise, careful vision, attune, legendary awareness.
See also: EXPERIENCE, DISCUSS
-- APPRAISE Syntax: appraise <item>
Having a keen eye for the worth of items, thieves can often deduce much more information about an item than the average person.
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LEGENDARY AWARENESS 'LEGENDARY AWARENESS' Syntax: legendaryawareness
Through careful observation, certain individuals have taught themselves to recognize the attributes of the most rare and unique items in the lands. With but a simple glance, those possessing the legendary awareness skill will easily grasp the importance of even the most innocuous looking object.
See also: 'OBSERVATION SKILLS'
-- CONSORTIUM The Consortium is a place of research and gathering for all the mages of Thera. There all the known Arts are explored in the search to unlock all their mysteries, and even to discover Arts that were lost or never known. The vast library housed within the Consortium is said to be the largest of its kind, holding a great store of knowledge for those who know how to unlock it. The various laboratories and workshops produces artifacts not to be found anywhere else in Thera, many of which are available to its patrons. For a price. Profits from all sales go towards the upkeep of the Consortium and continued financing of ongoing research projects. Cash donations are also gratefully accepted.
-- 'UNPREDICTABLE' Characters with this edge have an intuitive, free-spirited fighting style which defies easy prediction. Those who intend to fight them by anticipating their moves in battle will find it more difficult to do so.
SEE ALSO: STRIKING THE SHADOW'S FOOTFALL, MARTIAL TRANCE, EDGES
- 'DEFENSIVE WITHDRAWAL' A character with this edge has learned to protect themselves somewhat better as they flee from combat; they are less likely to draw a parting blow in doing so.
SEE ALSO: PARTING BLOW, EDGES
-- HEALTHY TRANSFORMATION This edge grants a shapeshifter increased hit points while in form.
A character may only choose one of these three edges: Potent Transformation, Deft Transformation, or Healthy Transformation.
SEE ALSO: EDGES
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POTENT TRANSFORMATION This edge grants a shapeshifter increased strength while in form.
A character may only choose one of these three edges: Potent Transformation, Deft Transformation, or Healthy Transformation.
SEE ALSO: EDGES
<1536/1536(100%) 1083(100%) 86% civilized 12 AM> DEFT TRANSFORMATION This edge grants a shapeshifter increased dexterity while in form.
A character may only choose one of these three edges: Potent Transformation, Deft Transformation, or Healthy Transformation.
SEE ALSO: EDGES
<1536/1536(100%) 1083(100%) 86% civilized 12 AM> HEALTHY TRANSFORMATION This edge grants a shapeshifter increased hit points while in form.
A character may only choose one of these three edges: Potent Transformation, Deft Transformation, or Healthy Transformation.
SEE ALSO: EDGES
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DEDICATE Syntax: dedicate <avenger/defender/monk/champion>
This command allows a paladin to choose their combat focus. A paladin who chooses to be an avenger fights with two-handed weapons and sacrifices their shield, but can land more powerful blows. A paladin defender chooses to fight with a shield for improved defensive capabilities. A monk dedicant focuses on unarmed combat. The champion dedication uses their leadership and knowledge of staff and polearm to their advantage. This choice is made at the 10th level.
See also: 'SHIELD DEDICATION', 'TWO-HANDED DEDICATION', 'MONK DEDICATION', 'CHAMPION DEDICATION'
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'SHIELD DEDICATION' DEFENDER Paladins who choose to dedicate their fighting style to use their shields more effectively, focusing on defensive stances, and learning to make potent use of their shield as an offensive tool when the opportunity presents.
Skill: Level: Shield Mastery 10 Shield Jab 15 Flank Attack 24 Angel's Wing 32
See also: PALADIN, DEDICATE, TWO-HANDED DEDICATION, HAND DEDICATION, STAFF DEDICATION
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DEFT AMBUSH For a ranger whose dexterity is currently high, this edge adds increased accuracy to ambushes and partially mitigates the damage penalties associated with disarm, distract, and fade ambushes.
This edge is mutually exclusive with power ambush.
SEE ALSO: EDGES, AMBUSH
<100%hp 100%m 100%mv 7961tnl (3.85%) civilized 5 PM Epic/sober> help 3199 Unable to find what you were looking for. Make sure to check your spelling.
<100%hp 100%m 100%mv 7961tnl (3.85%) civilized 6 PM Epic/sober> help 3180 Unable to find what you were looking for. Make sure to check your spelling.
<100%hp 100%m 100%mv 7961tnl (3.85%) civilized 6 PM Epic/sober> help 3150 AVOID Syntax: avoid
Combining long hours of martial training with flashes of divine precognition, a monk is able to avoid many attacks, including some that could not be dodged by simple agility. The monk's hands must be free to use this ability.
The divine insight necessary to avoid attacks is a constant drain upon a monk's mind; a monk whose mind is completely exhausted cannot perform this feat.
Although avoid in some ways resembles dodge and benefits or suffers from many of the same conditions that aid or penalize dodging, the monk's wisdom is the primary factor in its success or failure.
Avoid essentially works like an automatic skill that may be toggled on or off by typing avoid.
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Adeglicfh | Mon 18-Jan-10 03:05 PM |
Member since 08th Aug 2009
33 posts
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#2237, "Added These n/t"
In response to Reply #68
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Zulghinlour | Tue 12-Jan-10 04:23 PM |
Member since 04th Mar 2003
9792 posts
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#2166, "Re: Port 4444"
In response to Reply #0
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We have a chunk of ports allocated to us and I did zero investigation when I picked 4444 out of that set. Stupid viruses.
I will be changing it when I get home this evening and can update the scripts. I'll post here when it's done. So long, and thanks for all the fish!
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Susubienko | Tue 12-Jan-10 04:08 PM |
Member since 10th Jun 2009
113 posts
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#2165, "RE: CF Lives."
In response to Reply #0
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So, a few things. First, I am flattered to get a mention like that, but I suspect the pendant's already gone.
Second, I read the History and Current Events posts on the fifth age and I read them to mean that Jullias is dead now. Is that purely ic or is Jullias' player is now officially separated from CF?
Third, I really liked my role from the last char I was playing. As I read the below it seems the staff's decided to ask us not to retread chars. That includes changing names, so no outward link, but keeping the same roles? Disappointing, but understandable, if so. Please clarify.
Fourth, if there is any consideration of taking action against the Planet, I would be glad to help.
Fifth and finally, thanks to each of you (and evidently a big share of that to Zulgh) for achieving a working solution to a catastrophic event in a relatively short time.
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Beer | Tue 12-Jan-10 03:26 PM |
Member since 04th Mar 2003
322 posts
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#2163, "Good job guys!"
In response to Reply #0
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I feel for those who lost their personas...since well it's always a part of us. But then, I'm pretty happy that we're back on track and I thank you Imms for all the hard work you must have been doing in the back store!
Anyway, I'm pretty sure that at some point, we've always wondered about how cool it would be to start anew and have all those nifty things about again.
Just a shame that it ain't working here because of the ISP. I came earlier from work to check it out. Boohoo!
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Thalongrim | Tue 12-Jan-10 03:26 PM |
Member since 14th Mar 2008
105 posts
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#2162, "RE: CF Lives."
In response to Reply #0
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In this busy time in IMM land, how are the IMMs going to handle empowerment? Same business as normal or you going to expedite this a little until you can get back in business as usual?
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Rayihn | Tue 12-Jan-10 04:00 PM |
Member since 08th Oct 2006
1147 posts
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#2164, "RE: CF Lives."
In response to Reply #51
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Personally, I'm planning on treating empowerments and cabal inductions same as I always have.
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Dallevian | Tue 12-Jan-10 05:08 PM |
Member since 04th Mar 2003
1639 posts
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#2169, "So don't roll Fortress, right?"
In response to Reply #53
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Your work and contribution is definitely appreciated, but more hoops in the event of something like this only complicates a larger nuisance.
I think it'd be great for you to relax on induction/promotion requirements and focus on weeding out the bad apples after given a chance.
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Daevryn | Tue 12-Jan-10 05:34 PM |
Member since 13th Feb 2007
11117 posts
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#2172, "RE: So don't roll Fortress, right?"
In response to Reply #58
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I don't see where you think the hoops would be.
I mean, recommendations? Those are usually the product of mortal leaders and/or a full-ish cabal. Neither of those will be the case right now, and who would write them?
But, yeah, you probably have to write a note and interview with an imm at this point. It probably won't be 'pray and you get inducted.'
I'll be trying to make myself more available for Daevryn empowerments and Nexus inductions; beyond that, I'm not sure what we could agree are reasonable concessions.
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Dallevian | Tue 12-Jan-10 05:44 PM |
Member since 04th Mar 2003
1639 posts
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#2176, "Well."
In response to Reply #61
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I guess my beef would be to finally get an interview and then have to quest or come back in a week for a second interview. Or get recs.
I fully expect some semblance of a role to be necessary along with an interview.
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Rayihn | Tue 12-Jan-10 08:04 PM |
Member since 08th Oct 2006
1147 posts
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#2195, "For Fort"
In response to Reply #65
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For any Maran app I'd expect you to pledge early, role play, have a role, and come to me with at least one evil pk. I don't think this is crazy.
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Abernyte | Tue 12-Jan-10 03:05 PM |
Member since 04th Mar 2003
975 posts
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#2160, "I feel like someone has punched me in the stomach when ..."
In response to Reply #0
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My used to be current character was doing well and had skills perfected that were a bitch.....not sure I can come back from this.....hurts.
Worst of it is I really feel for the Ahtieli and Tinsalaops too!
-----Abernyte
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Daevryn | Tue 12-Jan-10 03:22 PM |
Member since 13th Feb 2007
11117 posts
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#2161, "RE: I feel like someone has punched me in the stomach w..."
In response to Reply #49
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Yeah, we're not loving it either, but we're doing the best we can with what we have to work with at the moment.
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Abernyte | Tue 12-Jan-10 05:15 PM |
Member since 04th Mar 2003
975 posts
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#2170, "Yeah Man, I understand, I am not bitching, moaning or w..."
In response to Reply #50
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Zulghinlour | Tue 12-Jan-10 05:35 PM |
Member since 04th Mar 2003
9792 posts
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#2173, "I will cover the bitching...F...U...C...K...!!!!!!!!"
In response to Reply #59
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That pretty much sums up my thoughts on the whole CF downtime matter. So long, and thanks for all the fish!
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Yean | Tue 12-Jan-10 10:13 PM |
Member since 23rd Jan 2007
275 posts
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#2198, "Thanks for all the work you do Zulg N/T"
In response to Reply #62
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incognito | Tue 12-Jan-10 02:49 PM |
Member since 04th Mar 2003
4495 posts
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#2158, "IF..."
In response to Reply #0
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I see "connected to remote host" but nothing else, is that my ISP blocking the port? Or something else?
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bobbyp | Tue 12-Jan-10 02:24 PM |
Member since 16th Nov 2007
158 posts
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#2155, "Couple of cabal things."
In response to Reply #0
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Is there going to be expedited cabal induction? Also, would you like anyone that has been a leader to be a temporary cabal hero imm for induction purposes? I know that I could comfortably cover inductions for village, outlander, and fort.
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Rayihn | Tue 12-Jan-10 02:40 PM |
Member since 08th Oct 2006
1147 posts
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#2156, "Depends on the Imm"
In response to Reply #44
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All heroimms are granted for inductions, otherwise it's imm induct only. Some cabals will probably be more picky than others.
Heroimms are only granted to induct for their own cabals. Most other imms will also probably not induct for cabals they don't personally oversee. I don't see us promoting anyone to an imm just to handle inductions, but we do appreciate the offer.
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incognito | Tue 12-Jan-10 02:19 PM |
Member since 04th Mar 2003
4495 posts
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#2154, "Damn it"
In response to Reply #0
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I hope we're not staying with those twats?
Thanks for the explanation though. Is it possible the card got replaced with a new one? I know I had problems when my bank cancelled my old card 3 months before it was due to expire, and sent the new one with all correspondence to the wrong address.
Sucks for me though as I had an amazing set taken all in pk (since I can't get it from the mobs), which unfortunately all the people who group all the time will now scoop up in my place.
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asylumius | Tue 12-Jan-10 12:46 PM |
Member since 09th Apr 2007
137 posts
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#2141, "RE: CF Lives."
In response to Reply #0
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How come you settled on shared hosting and a new port when you were paying for a dedicated server?
Is this temporary or permanent?
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Daevryn | Tue 12-Jan-10 12:55 PM |
Member since 13th Feb 2007
11117 posts
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#2142, "RE: CF Lives."
In response to Reply #30
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It may be temporary. Zulg was trying to get us back up as fast as he could and this was the path of least resistance. Once we have everything working again we have some more breathing room to figure out what we want to do long term.
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Daevryn | Tue 12-Jan-10 01:11 PM |
Member since 13th Feb 2007
11117 posts
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#2147, "RE: Also..."
In response to Reply #32
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>If the helpfiles are stored in the areas
They haven't been for some years.
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asylumius | Tue 12-Jan-10 01:27 PM |
Member since 09th Apr 2007
137 posts
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#2151, "Assumed since they only refresh on reboot they were."
In response to Reply #36
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But I get it now. Thanks.
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Dallevian | Tue 12-Jan-10 12:44 PM |
Member since 04th Mar 2003
1639 posts
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#2140, "Made my wife happy."
In response to Reply #0
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I finally took apart and fixed the vacuum cleaner.
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#2138, "<3 I LERV U MAYN. ALLAH YUU NT"
In response to Reply #0
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I am not longer shaking. Phew.
Oh, if you need help, I'm free.
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Habbs | Tue 12-Jan-10 11:26 AM |
Member since 06th Mar 2008
200 posts
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#2131, "Oh! There a general guidline for that?"
In response to Reply #18
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I was planning on recreating my character that was lost that was in progress to re-use the role and stuff. It was a hero, but had a lot of unfinished stuff I was hoping to accomplish.
If it is generally requested that we not do that, then I can move onto another role, but I had high hopes of finally getting some of my long time CF goals progressed on with this one.
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Ahtieli | Tue 12-Jan-10 11:35 AM |
Member since 12th Oct 2008
76 posts
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#2135, "It's not like I'm going to play anyway :P ~"
In response to Reply #22
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incognito | Tue 12-Jan-10 02:42 PM |
Member since 04th Mar 2003
4495 posts
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#2157, "Good point"
In response to Reply #22
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I bet this wasn't how Elte saw Ahtieli bowing out! Still, at least he got a good run first!
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Habbs | Tue 12-Jan-10 11:54 AM |
Member since 06th Mar 2008
200 posts
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#2136, "Damn, I guess Elphania bites the dust for good"
In response to Reply #20
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I was hoping I was doing ok on getting Maran this time, and had hoped to try to talk to Baer to maybe get in on the good side of her religion.
Sad to miss out on any feedback that character might had had, if any.
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thendrell | Tue 12-Jan-10 01:21 PM |
Member since 08th May 2009
134 posts
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#2150, "RE: On the side-question"
In response to Reply #18
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Yeah, just wanted to ask. Used Kalisda to log in just to see. I was thinking about recreating a less notable hero I had, but think I'll wait until I can come up with a fresh role idea for a new class to try out.
Sorry Borkhad, no more little dancing elf for you in the village.
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Mort | Tue 12-Jan-10 10:42 AM |
Member since 23rd Jan 2006
194 posts
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#2120, "RE: CF Lives."
In response to Reply #0
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So I just have to ask you to rephrase that...
You mean there are no backups whatsoever? No dusty tape reels sitting in some 60s warehouse with a spare set of pfiles? You've given up hope on acquiring those, or if you did, you wouldn't restore them anyway?
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Ahtieli | Tue 12-Jan-10 10:51 AM |
Member since 12th Oct 2008
76 posts
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#2125, "Doh, who keeps backup at server"
In response to Reply #12
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I would fire such admin =) Unless it's backup of my customer who will pay me for restoring their server.
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Mort | Tue 12-Jan-10 11:02 AM |
Member since 23rd Jan 2006
194 posts
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#2127, "RE: There were backups..."
In response to Reply #12
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Wow, and I thought I had irresponsible and dangerous, living-on-the-edge backup policies. I guess I could tip ThePlanet off with new, better ones that actually, you know, back stuff up.
This assuming backups were something they handled like the hosting providers I've dealt with, if they were up to you guys, well... my rates for consultancy are reasonable.
Pretty rough, anyway.
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Amortis | Tue 12-Jan-10 11:28 AM |
Member since 12th Jun 2007
69 posts
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#2134, "Again, $#$%# providers"
In response to Reply #9
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Not knowing the full details of CF's hosting plan, but as someone who works with providers regularly, offsite backups are not the rule, and yes are often significanly additional $.
Often, nightly backups are kept on that same server, and often on a 2nd hard drive, and many providers will do a manual incremental montly tape backup at cheaper cost.
No one expects a provider to just up and format a machine (both hard drives) without contacting someone, but as I said this has happened to me. It's bad business for the provider, obviously, to assume a client is gone, but sales and support do not talk to each other too much apparently in smaller providers that may not be as well run (but at the same time cheaper and more flexible).
#### theplanet.com and let that be that.
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Amortis | Tue 12-Jan-10 10:38 AM |
Member since 12th Jun 2007
69 posts
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#2118, "#$%#$ providers."
In response to Reply #0
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This happened to me with my personal website - one day poof. I find out that the credit card expired is all, but they never emailed me, tried to call me, mailed me or anything. This was jaguarpc.com/aletia.com.
I lost an entire blog of my son's first year.
anyway, does this mean my Imperial Blade got demoted?
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TJHuron | Tue 12-Jan-10 10:35 AM |
Member since 28th Nov 2007
1132 posts
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#2117, "Is it working now?"
In response to Reply #0
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I can't connect... I can to the POS mud so I don't think I'm doing anything wrong. I've tried both carrionfields.net and the IP address.
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TJHuron | Tue 12-Jan-10 10:44 AM |
Member since 28th Nov 2007
1132 posts
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#2121, "How did you solve it? Or didn't you? Thanks! nt"
In response to Reply #8
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TJHuron | Tue 12-Jan-10 11:21 AM |
Member since 28th Nov 2007
1132 posts
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#2130, "It is the ISP..."
In response to Reply #11
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4444 is one out of a small handful of ports that my ISP blocks and won't unblock. Damn... No CF for me
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Habbs | Tue 12-Jan-10 11:57 AM |
Member since 06th Mar 2008
200 posts
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#2137, "Hopefully one I can get to from work!!!!"
In response to Reply #21
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Verbatim9 | Tue 12-Jan-10 12:39 PM |
Member since 11th Dec 2009
3 posts
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#2139, "Please do..."
In response to Reply #21
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My university is likewise blocking port 4444.
A lot, if not almost all ISPs block port 4444, because the Blaster worm (one of the most prolific ever) uses port 4444 exclusively, so it's an easy way to protect people (not sure if that's from infection, or protecting infected people from having Blaster phone home, but either way).
One example of this being mentioned is http://mailman.mit.edu/pipermail/krbdev/2003-October/002014.html "We figure nothing is really going to be using port 4444 anymore since W32.BLASTER.WORM basically took it over"
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TJHuron | Tue 12-Jan-10 01:07 PM |
Member since 28th Nov 2007
1132 posts
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#2145, "Good Info. nt"
In response to Reply #28
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Marcus_ | Tue 12-Jan-10 10:25 AM |
Member since 04th Mar 2003
681 posts
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#2113, "Somebody hero and beat graatch to the hummingbird penda..."
In response to Reply #0
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Ahtieli | Tue 12-Jan-10 10:20 AM |
Member since 12th Oct 2008
76 posts
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#2112, "HAHAHAHA"
In response to Reply #0
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####. I've got owned, I will never read imm comments on Ahtieli, you broke my heart.
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