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TwistTue 12-Jan-10 09:51 AM
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#2111, "CF Lives."


          

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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Reply RE: CF Lives., Eskelian, 20-Apr-10 10:27 AM, #126
Reply I'm curious, how much of the old website was saved? NT, Batman (Anonymous), 18-Apr-10 10:37 AM, #124
Reply Somewhere between none and very little (n/t), Zulghinlour, 18-Apr-10 10:38 AM, #125
     Reply With that being said -, Batman (Anonymous), 08-May-10 06:09 PM, #127
          Reply RE: With that being said -, HammerSong, 08-May-10 11:16 PM, #128
Reply Wow.... :(, Rodriguez, 13-Jan-10 09:42 AM, #88
Reply RE: CF Lives., Pendragon_Surtr, 12-Jan-10 07:25 PM, #83
Reply Less important, but the website?, asylumius, 12-Jan-10 06:44 PM, #67
Reply RE: Less important, but the website?, Daevryn, 12-Jan-10 08:10 PM, #85
     Reply An opportunity!, Valkenar, 13-Jan-10 12:45 PM, #89
Reply Re: Helpfiles, Zulghinlour, 12-Jan-10 04:26 PM, #57
Reply On that note..., Daevryn, 12-Jan-10 05:31 PM, #60
Reply Check the diku wiki., Dallevian, 12-Jan-10 06:44 PM, #64
Reply Also note, Dallevian, 12-Jan-10 06:44 PM, #66
Reply edge helpfiles 1, Fjarn, 12-Jan-10 06:44 PM, #69
Reply added these (n/t), Daevryn, 13-Jan-10 10:13 PM, #91
Reply edge helpfiles 2, Fjarn, 12-Jan-10 06:44 PM, #70
Reply added, Daevryn, 13-Jan-10 10:18 PM, #92
Reply edge helpfiles 3 - bards, Fjarn, 12-Jan-10 06:44 PM, #71
Reply Added These, Kastellyn, 13-Jan-10 10:01 PM, #90
Reply edge helpfiles 4 - berserkers, Fjarn, 12-Jan-10 07:06 PM, #72
Reply Added these (nt), Twist, 14-Jan-10 10:56 AM, #93
Reply edge helpfiles 5 - conjurers, Fjarn, 12-Jan-10 07:06 PM, #73
Reply Added these (nt), Twist, 14-Jan-10 09:39 PM, #96
Reply another conjurer edge, Fjarn, 16-Jan-10 05:40 PM, #103
     Reply Added n/t, Adeglicfh, 19-Jan-10 12:43 PM, #123
Reply edge helpfiles 6 - druid, Fjarn, 12-Jan-10 07:06 PM, #74
Reply Added these, but missing Oak's Wisdom, Twist, 15-Jan-10 10:12 AM, #98
Reply edge helpfiles 7 - healer, Fjarn, 12-Jan-10 07:06 PM, #75
Reply Added these, missing Shield of the Vulnerable n/t, Twist, 16-Jan-10 09:38 PM, #106
Reply edge helpfiles 8 - invoker, Fjarn, 12-Jan-10 07:06 PM, #76
Reply Added These n/t, Adeglicfh, 18-Jan-10 01:01 AM, #113
Reply edge helpfiles 9 - ranger, Fjarn, 12-Jan-10 07:06 PM, #77
Reply another ranger edge, Fjarn, 16-Jan-10 05:40 PM, #101
     Reply This and Above Ranger Helpfiles Added n/t, Adeglicfh, 18-Jan-10 09:59 PM, #121
Reply edge helpfiles 10 - shaman, Fjarn, 12-Jan-10 07:06 PM, #78
Reply All Shaman Edges Added n/t, Adeglicfh, 18-Jan-10 01:01 AM, #114
Reply edge helpfiles 11 - transmuter, Fjarn, 12-Jan-10 07:06 PM, #79
Reply Added these n/t, Adeglicfh, 17-Jan-10 11:20 AM, #108
Reply edge helpfiles 12 - racial, Fjarn, 12-Jan-10 07:06 PM, #81
Reply that's it from me for tonight, Fjarn, 12-Jan-10 07:25 PM, #82
Reply Helpfiles - Necro Edges, Adeglicfh, 15-Jan-10 09:14 AM, #94
Reply Still Looking for Following helpfiles, Adeglicfh, 17-Jan-10 11:20 AM, #107
     Reply Dunno if these are proper helpfiles, but DIKU-Wiki has ..., DurNominator, 18-Jan-10 11:42 AM, #112
     Reply That are player comments I think. /nt, Rodriguez, 18-Jan-10 09:59 PM, #116
     Reply Or just go here..., incognito, 18-Jan-10 09:59 PM, #120
          Reply By fairly up to date we mean updated 06/10/07., DurNominator, 19-Jan-10 02:05 AM, #122
     Reply Found and Added n/t, Adeglicfh, 18-Jan-10 01:01 AM, #115
Reply HelpFiles Healer Edges, Adeglicfh, 15-Jan-10 09:14 AM, #95
Reply Healer Edge Helpfiles Added n/t, Adeglicfh, 18-Jan-10 09:59 PM, #117
Reply edge helpfiles - warrior, Fjarn, 15-Jan-10 01:23 PM, #97
Reply Added These n/t, Adeglicfh, 17-Jan-10 11:20 AM, #109
Reply edge helpfiles - antipaladin, Fjarn, 15-Jan-10 01:23 PM, #99
Reply Added These n/t, Adeglicfh, 17-Jan-10 04:09 PM, #110
Reply edge helpfiles - paladin, Fjarn, 15-Jan-10 01:23 PM, #100
Reply Added These n/t, Adeglicfh, 17-Jan-10 04:09 PM, #111
Reply Random more recent edges, Fjarn, 16-Jan-10 05:40 PM, #102
Reply Added These n/t, Adeglicfh, 18-Jan-10 09:59 PM, #118
Reply help age, Rodriguez, 16-Jan-10 05:40 PM, #104
     Reply added (nt), Twist, 16-Jan-10 09:15 PM, #105
Reply RE: Re: Helpfiles, asylumius, 12-Jan-10 06:44 PM, #68
     Reply Added These n/t, Adeglicfh, 18-Jan-10 09:59 PM, #119
Reply CF Wikipedia, Straklaw, 12-Jan-10 04:23 PM, #56
Reply Re: Port 4444, Zulghinlour, 12-Jan-10 04:23 PM, #55
Reply RE: CF Lives., Susubienko, 12-Jan-10 04:14 PM, #54
Reply Good job guys!, Beer, 12-Jan-10 03:59 PM, #52
Reply RE: CF Lives., Thalongrim, 12-Jan-10 03:59 PM, #51
Reply RE: CF Lives., Rayihn, 12-Jan-10 04:00 PM, #53
Reply So don't roll Fortress, right?, Dallevian, 12-Jan-10 05:31 PM, #58
     Reply RE: So don't roll Fortress, right?, Daevryn, 12-Jan-10 05:34 PM, #61
          Reply Well., Dallevian, 12-Jan-10 06:44 PM, #65
               Reply For Fort, Rayihn, 12-Jan-10 08:04 PM, #84
Reply For Battle & Yean -, Yean, 13-Jan-10 12:47 AM, #87
Reply I feel like someone has punched me in the stomach when ..., Abernyte, 12-Jan-10 03:09 PM, #49
Reply RE: I feel like someone has punched me in the stomach w..., Daevryn, 12-Jan-10 03:22 PM, #50
     Reply Yeah Man, I understand, I am not bitching, moaning or w..., Abernyte, 12-Jan-10 05:31 PM, #59
          Reply I will cover the bitching...F...U...C...K...!!!!!!!!, Zulghinlour, 12-Jan-10 05:35 PM, #62
               Reply Kudos to you and all the imms., Dallevian, 12-Jan-10 06:44 PM, #63
               Reply Thanks for all the work you do Zulg N/T, Yean, 12-Jan-10 10:40 PM, #86
Reply IF..., incognito, 12-Jan-10 02:53 PM, #47
Reply Might be..., Twist, 12-Jan-10 02:55 PM, #48
Reply Couple of cabal things., bobbyp, 12-Jan-10 02:38 PM, #44
Reply Depends on the Imm, Rayihn, 12-Jan-10 02:40 PM, #45
Reply Damn it, incognito, 12-Jan-10 02:38 PM, #43
Reply So are you saying..., Guilo, 12-Jan-10 01:47 PM, #41
Reply We are unlikely to have this hard drive wiped., Twist, 12-Jan-10 01:49 PM, #42
Reply RE: CF Lives., asylumius, 12-Jan-10 12:54 PM, #30
Reply RE: CF Lives., Daevryn, 12-Jan-10 12:55 PM, #31
     Reply Also..., asylumius, 12-Jan-10 01:11 PM, #32
          Reply RE: Also..., Daevryn, 12-Jan-10 01:11 PM, #36
               Reply Assumed since they only refresh on reboot they were., asylumius, 12-Jan-10 01:47 PM, #40
Reply Made my wife happy., Dallevian, 12-Jan-10 12:54 PM, #29
Reply Which you broke by committing unspeakable acts on., Bell, 12-Jan-10 01:47 PM, #38
Reply <3 I LERV U MAYN. ALLAH YUU NT, Batman (Anonymous), 12-Jan-10 12:38 PM, #27
Reply RE: CF Lives., Isildur, 12-Jan-10 10:59 AM, #13
Reply On the side-question, Twist, 12-Jan-10 11:07 AM, #18
     Reply Oh! There a general guidline for that?, Habbs, 12-Jan-10 11:27 AM, #20
     Reply It is generally requested that you not do that..., Twist, 12-Jan-10 11:28 AM, #22
     Reply It's not like I'm going to play anyway :P ~, Ahtieli, 12-Jan-10 11:39 AM, #24
     Reply Good point, incognito, 12-Jan-10 02:45 PM, #46
     Reply Damn, I guess Elphania bites the dust for good, Habbs, 12-Jan-10 12:38 PM, #25
          Reply RE: Damn, I guess Elphania bites the dust for good, Adekar, 12-Jan-10 07:06 PM, #80
     Reply RE: On the side-question, Isildur, 12-Jan-10 01:11 PM, #33
     Reply RE: On the side-question, thendrell, 12-Jan-10 01:47 PM, #39
Reply RE: CF Lives., Mort, 12-Jan-10 10:44 AM, #9
Reply There were backups..., Twist, 12-Jan-10 10:46 AM, #12
Reply Doh, who keeps backup at server, Ahtieli, 12-Jan-10 10:59 AM, #14
Reply RE: There were backups..., Mort, 12-Jan-10 11:05 AM, #16
     Reply Keep in mind..., Twist, 12-Jan-10 11:06 AM, #17
          Reply RE: Keep in mind..., Isildur, 12-Jan-10 01:11 PM, #35
               Reply RE: Keep in mind..., Daevryn, 12-Jan-10 01:12 PM, #37
Reply Again, $#$%# providers, Amortis, 12-Jan-10 11:30 AM, #23
Reply #$%#$ providers., Amortis, 12-Jan-10 10:40 AM, #7
Reply Is it working now?, TJHuron, 12-Jan-10 10:40 AM, #6
Reply I had issues at my home, also..., Twist, 12-Jan-10 10:41 AM, #8
     Reply How did you solve it? Or didn't you? Thanks! nt, TJHuron, 12-Jan-10 10:44 AM, #10
          Reply I haven't, yet..., Twist, 12-Jan-10 10:45 AM, #11
               Reply It is the ISP..., TJHuron, 12-Jan-10 11:25 AM, #19
                    Reply Mine too..., Twist, 12-Jan-10 11:26 AM, #21
                         Reply Hopefully one I can get to from work!!!!, Habbs, 12-Jan-10 12:38 PM, #26
                         Reply Please do..., Verbatim9, 12-Jan-10 12:54 PM, #28
                              Reply Good Info. nt, TJHuron, 12-Jan-10 01:11 PM, #34
Reply Somebody hero and beat graatch to the hummingbird penda..., Marcus_, 12-Jan-10 10:26 AM, #2
Reply HAHAHAHA, Ahtieli, 12-Jan-10 10:24 AM, #1
     Reply I know..., Twist, 12-Jan-10 10:26 AM, #3
          Reply Holy ####, I just realized the implications of what you..., TheLastMohican, 12-Jan-10 10:33 AM, #4
               Reply Old copies of Imm Pfiles were on the development box..., Twist, 12-Jan-10 10:34 AM, #5
                    Reply RE: Old copies of Imm Pfiles were on the development bo..., Isildur, 12-Jan-10 10:59 AM, #15

EskelianMon 19-Apr-10 02:58 PM
Member since 04th Mar 2003
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#2304, "RE: CF Lives."
In response to Reply #0


          

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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Batman (inactive user)Tue 06-Apr-10 02:49 PM
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#2295, "I'm curious, how much of the old website was saved? NT"
In response to Reply #0


          

Do tell.

  

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ZulghinlourSun 18-Apr-10 10:38 AM
Member since 04th Mar 2003
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#2301, "Somewhere between none and very little (n/t)"
In response to Reply #124


          

n/t

So long, and thanks for all the fish!

  

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Batman (inactive user)Wed 05-May-10 06:51 PM
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#2326, "With that being said -"
In response to Reply #125


          

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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HammerSongSat 08-May-10 08:17 PM
Member since 04th Mar 2003
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#2329, "RE: With that being said -"
In response to Reply #127


          

We've already recaptured as much (if not all) possible content from webarchive that we can. The time requirement of rebuilding that content on a new site is the only hiderance at this point. It will end up on the website eventually, just not as quickly as some of the players seem to think it should.

  

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RodriguezWed 13-Jan-10 04:58 AM
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#2202, "Wow.... :("
In response to Reply #0


          

Thats quite a shock.

Thanks for all the hard work getting the most kickass game out there up again though.

  

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Pendragon_SurtrTue 12-Jan-10 07:10 PM
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#2194, "RE: CF Lives."
In response to Reply #0


          

I wondered how to destroy the Lich, guess theplanet figured out the solution.

  

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asylumiusTue 12-Jan-10 05:47 PM
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#2178, "Less important, but the website?"
In response to Reply #0


          

Will it be back? Will it be especially outdated?

  

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DaevrynTue 12-Jan-10 08:10 PM
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#2196, "RE: Less important, but the website?"
In response to Reply #67


          

Back... eventually. I don't know that we have ANYthing saved from it besides what you can see here.

  

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ValkenarWed 13-Jan-10 10:56 AM
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#2203, "An opportunity!"
In response to Reply #85


          

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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ZulghinlourTue 12-Jan-10 04:26 PM
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#2168, "Re: Helpfiles"
In response to Reply #0


          

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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DaevrynTue 12-Jan-10 05:31 PM
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#2171, "On that note..."
In response to Reply #57


          

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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DallevianTue 12-Jan-10 05:41 PM
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#2175, "Check the diku wiki."
In response to Reply #60


          

A ton of edge helpfiles are there. Not all, but lots.

http://diku.qhcf.net/cgi-bin/wiki.pl?GeneralHelpfiles

  

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DallevianTue 12-Jan-10 05:47 PM
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#2177, "Also note"
In response to Reply #60


          

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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FjarnTue 12-Jan-10 06:41 PM
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#2180, "edge helpfiles 1"
In response to Reply #60


          

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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DaevrynWed 13-Jan-10 10:13 PM
Member since 13th Feb 2007
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#2207, "added these (n/t)"
In response to Reply #69


          

.

  

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FjarnTue 12-Jan-10 06:42 PM
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#2181, "edge helpfiles 2"
In response to Reply #60


          

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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DaevrynWed 13-Jan-10 10:18 PM
Member since 13th Feb 2007
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#2208, "added"
In response to Reply #70


          

some of these being rewritten in the process

  

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FjarnTue 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


          

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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KastellynWed 13-Jan-10 10:01 PM
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#2206, "Added These"
In response to Reply #71


          

One mistake in: BARDIC TEMPERANCE, I forgot the second paragraph, "A bard with this edge is prohibited from choosing some other edges pertaining to alcohol."

Kastellyn the Devourer of Magic, Lord of Legends

*** Email me your testimonials or two-line blurbs. Help our marketing efforts! ***

  

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FjarnTue 12-Jan-10 06:44 PM
Member since 03rd Jun 2008
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#2183, "edge helpfiles 4 - berserkers"
In response to Reply #60


          

'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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TwistThu 14-Jan-10 10:56 AM
Member since 23rd Sep 2006
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#2210, "Added these (nt)"
In response to Reply #72


          

nt

  

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FjarnTue 12-Jan-10 06:44 PM
Member since 03rd Jun 2008
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#2184, "edge helpfiles 5 - conjurers"
In response to Reply #60


          

'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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TwistThu 14-Jan-10 09:39 PM
Member since 23rd Sep 2006
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#2213, "Added these (nt)"
In response to Reply #73


          

nt

  

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FjarnSat 16-Jan-10 02:17 PM
Member since 03rd Jun 2008
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#2220, "another conjurer edge"
In response to Reply #73


          

PRECISION BANISHMENT
A conjurer with this edge has honed their dismissal magic so greatly that
creatures they dismiss may leave their belongings behind as they go. This is
most effective when used against the servitors of other conjurers, and less so
when used against their own servitors or unbound extraplanar creatures.

  

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AdeglicfhTue 19-Jan-10 10:04 AM
Member since 08th Aug 2009
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#2251, "Added n/t"
In response to Reply #103


          

n/t

  

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FjarnTue 12-Jan-10 06:46 PM
Member since 03rd Jun 2008
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#2185, "edge helpfiles 6 - druid"
In response to Reply #60


          

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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TwistFri 15-Jan-10 10:12 AM
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#2215, "Added these, but missing Oak's Wisdom"
In response to Reply #74


          

Anyone got it?

  

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FjarnTue 12-Jan-10 06:48 PM
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#2186, "edge helpfiles 7 - healer"
In response to Reply #60


          

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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TwistSat 16-Jan-10 09:38 PM
Member since 23rd Sep 2006
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#2223, "Added these, missing Shield of the Vulnerable n/t"
In response to Reply #75


          

n/t

  

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FjarnTue 12-Jan-10 06:49 PM
Member since 03rd Jun 2008
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#2187, "edge helpfiles 8 - invoker"
In response to Reply #60


          

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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AdeglicfhSun 17-Jan-10 09:24 PM
Member since 08th Aug 2009
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#2230, "Added These n/t"
In response to Reply #76


          

n/t

  

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FjarnTue 12-Jan-10 06:50 PM
Member since 03rd Jun 2008
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#2188, "edge helpfiles 9 - ranger"
In response to Reply #60


          

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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FjarnSat 16-Jan-10 02:12 PM
Member since 03rd Jun 2008
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#2218, "another ranger edge"
In response to Reply #77


          

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

  

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AdeglicfhMon 18-Jan-10 07:31 PM
Member since 08th Aug 2009
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#2239, "This and Above Ranger Helpfiles Added n/t"
In response to Reply #101


          

n/t

  

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FjarnTue 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


          

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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AdeglicfhSun 17-Jan-10 11:11 PM
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#2231, "All Shaman Edges Added n/t"
In response to Reply #78


          

n/t

  

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FjarnTue 12-Jan-10 06:52 PM
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#2190, "edge helpfiles 11 - transmuter"
In response to Reply #60


          

'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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AdeglicfhSun 17-Jan-10 10:11 AM
Member since 08th Aug 2009
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#2225, "Added these n/t"
In response to Reply #79


          

n/t

  

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FjarnTue 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


          

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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FjarnTue 12-Jan-10 07:08 PM
Member since 03rd Jun 2008
173 posts
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#2193, "that's it from me for tonight"
In response to Reply #81


          

I wish I could help in a more meaningful way, but it's a start.

  

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AdeglicfhThu 14-Jan-10 07:52 PM
Member since 08th Aug 2009
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#2211, "Helpfiles - Necro Edges"
In response to Reply #60


          

<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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AdeglicfhSun 17-Jan-10 09:50 AM
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#2224, "Still Looking for Following helpfiles"
In response to Reply #94


          

Cursebringer
Defiler
Horrific
Kindred’s Touch
Nightmare's Chilling Call
Penumbral Might
Sightbinder
Skeletal Smith
Subterranean Sorcerer
Torturer


Anyone?

  

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DurNominatorSun 17-Jan-10 04:32 PM
Member since 08th Nov 2004
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#2229, "Dunno if these are proper helpfiles, but DIKU-Wiki has ..."
In response to Reply #107


          

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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RodriguezMon 18-Jan-10 02:27 PM
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#2234, "That are player comments I think. /nt"
In response to Reply #112


          

nt

  

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incognitoMon 18-Jan-10 06:26 PM
Member since 04th Mar 2003
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#2238, "Or just go here..."
In response to Reply #112


          

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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DurNominatorMon 18-Jan-10 10:20 PM
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#2250, "By fairly up to date we mean updated 06/10/07."
In response to Reply #120


          

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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AdeglicfhSun 17-Jan-10 11:29 PM
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#2232, "Found and Added n/t"
In response to Reply #107


          

n/t

  

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AdeglicfhThu 14-Jan-10 07:54 PM
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#2212, "HelpFiles Healer Edges"
In response to Reply #60


          

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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AdeglicfhMon 18-Jan-10 02:43 PM
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#2235, "Healer Edge Helpfiles Added n/t"
In response to Reply #95


          

n/t

  

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FjarnFri 15-Jan-10 10:08 AM
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#2214, "edge helpfiles - warrior"
In response to Reply #60


          

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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AdeglicfhSun 17-Jan-10 11:18 AM
Member since 08th Aug 2009
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#2226, "Added These n/t"
In response to Reply #97


          

n/t

  

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FjarnFri 15-Jan-10 10:17 AM
Member since 03rd Jun 2008
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#2216, "edge helpfiles - antipaladin"
In response to Reply #60


          

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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AdeglicfhSun 17-Jan-10 12:48 PM
Member since 08th Aug 2009
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#2227, "Added These n/t"
In response to Reply #99


          

n/t

  

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FjarnFri 15-Jan-10 11:29 AM
Member since 03rd Jun 2008
173 posts
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#2217, "edge helpfiles - paladin"
In response to Reply #60


          

Charity of the Pure
A character with his edge recovers from requesting items from others more
quickly.

Only paladins may choose this edge, though other good characters of exceptional
purity may earn it in other ways.

See also: REQUEST
EDGES


Sealed Life
A paladin who contests frequently with the unholy living dead may develop a
resistance to attempts to steal away their lifeforce in a variety of ways.

See also: TURN UNDEAD
ENERGY DRAIN
VAMPIRIC TOUCH
EDGES


Burning Brimstone
A paladin with this edge may set the infidels afire with their fire and
brimstone.

See also: FIRE AND BRIMSTONE
EDGES


Demonbane
A paladin with this edge is well-versed in the weaknesses of demonkind and
deals additional damage in melee to such creatures.

See also: EDGES


Vampire Hunter
A paladin with this edge hunts the living dead with unusual fervor, dealing
additional damage in melee to them.

See also: EDGES
TURN UNDEAD


Angel Skin
The righteousness of a paladin with this edge turns aside weapons that bear
evil's taint, reducing the damage he takes from such foul implements.

See also: RIGHTEOUSNESS
TEMPLAR S GIFT
EDGES


Divine Might
The holy strength of a paladin with this edge carries more benefits and
alleviates weakening conditions more readily.

See also: HOLY STRENGTH
EDGES


Share Life
The lifeboon of a paladin with this edge is significantly less taxing upon
their own lifeforce than normal.

See also: LIFEBOON
EDGES


Divine Bodyguard
A paladin with this edge may use defensive communes with additional potence
upon their sacred charge.

See also: SACRED GUARDIAN
EDGES


Healing Touch
The lay hands ability of a paladin with this edge is more potent than usual.

See also: LAY HANDS
EDGES


Inspiring Crusade
The crusade of a paladin with this edge has additional benefits to herself and
her allies.

See also: CRUSADE
EDGES


Shield Charge
A paladin with this edge can deal more damaging shield bashes than usual to
foes they fight directly.

See also: SHIELD BASH
EDGES


Shield Flurry
A paladin with this edge may find opportunities to deliver shield jabs more
frequently than others.

See also: SHIELD JAB
EDGES


Crippling Defense
A paladin with this edge can leave longer-lasting wounds with many of his
templar's defense techniques.

See also: TEMPLAR S DEFENSE
EDGES


Martyr
A paladin with this edge inspires his allies to fight on after he dies.

See also: EDGES
DEATH


Divine the Tainted
A paladin with this edge has learned to discover the location of some items
consumed with the taint of evil with her blessed divination.

See also: BLESSED DIVINATION
EDGES


Banisher of the Taint
A paladin with this edge is more successful in removing the taint of evil from
items.

See also: REMOVE TAINT
EDGES


Rejuvenating Touch
A paladin with this edge also eases fatigue when they lay on hands.

See also: LAY HANDS
EDGES


Faithful Seeker
Faithfully seeking knowledge, a paladin with this edge finds that their lore of
the properties of objects is drastically more accurate.

See also: LORE
EDGES


Bladed Barrier
A paladin with this edge delivers more damaging shield jabs.

See also: SHIELD JAB
EDGES


Striking Shield
A paladin with this edge is more effective at knocking opponents from their
feet with shield jabs.

See also: SHIELD JAB
EDGES


Angel Flight
The maledictive angel's wing strikes of a paladin with this edge are often
longer lasting.

See also: ANGEL S WING
EDGES


Fury of the Righteous
When a paladin with this edge tracks a wicked soul, he also has a small chance
to prevent them from transporting themselves altogether. This chance is
determined each time the wicked soul attempts to transport themselves.

See also: WRATH
TRACK THE WICKED
TELEPORT
EDGES


Blessed Fast
While fasting, a paladin with this edge experiences remarkable of regeneration
of body as well as of mind.

See also: FAST
EDGES


Bolt of Glory
A paladin with this edge calls bolts of divine glory from the heavens.

See also: CALL LIGHTNING
EDGES


Fortified Faith
The communes of a paladin with this edge are exceptionally difficult to dispel.

See also: DISPEL
EDGES


Mass Deliverance
A paladin with this edge has honed their technique for performing a sweeping
arc strike of deliverance.

See also: STRIKE OF DELIVERANCE
EDGES


Shield Riposte
A paladin with this edge may rain shield jabs down on all who fight them.

See also: SHIELD JAB
EDGES


Sense Malice
A paladin with this edge, if detecting evil, may evade unseen attacks from
wicked foes as though she could see her assailant.

See also: DETECT EVIL
EVADE
EDGES


Crusader's Grip
A paladin with this edge may not be disarmed by significantly lower leveled
opponents. More exotic techniques of disarmament are not hampered by this edge.

See also: DISARM
EDGES


Mailed Templar
A paladin with this edge can better protect themselves with consecrated armor.

See also: ARMOR USE
EDGES


Templar's Aim
A paladin with this edge can better bypass the defenses of armor tainted by
evil.

See also: AIM
EDGES


Sacred Oils
A paladin with this edge enjoys more potent and longer-lasting blessings upon
the weapons they anoint.

See also: ANOINT WEAPON
EDGES


Purified Mind
The fervor of a paladin with this edge will also grant them a resistance to
mental attacks for a very short time.

See also: FERVOR
EDGES


  

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AdeglicfhSun 17-Jan-10 02:02 PM
Member since 08th Aug 2009
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#2228, "Added These n/t"
In response to Reply #100


          

n/t

  

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FjarnSat 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


          

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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AdeglicfhMon 18-Jan-10 02:44 PM
Member since 08th Aug 2009
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#2236, "Added These n/t"
In response to Reply #102


          

n/t

  

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RodriguezSat 16-Jan-10 04:27 PM
Member since 30th Jan 2005
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#2221, "help age"
In response to Reply #60


          

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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TwistSat 16-Jan-10 09:15 PM
Member since 23rd Sep 2006
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#2222, "added (nt)"
In response to Reply #104


          

.

  

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asylumiusTue 12-Jan-10 06:30 PM
Member since 09th Apr 2007
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#2179, "RE: Re: Helpfiles"
In response to Reply #57


          

'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



-

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.

--

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'


--

'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.

--

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

--

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


--

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'

--

'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

--

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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AdeglicfhMon 18-Jan-10 03:05 PM
Member since 08th Aug 2009
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#2237, "Added These n/t"
In response to Reply #68


          

n/t

  

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StraklawTue 12-Jan-10 04:23 PM
Member since 10th Mar 2003
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#2167, "CF Wikipedia"
In response to Reply #0


          

I assume the wikipedia is all gone as well? I'd been trying to work on it while CF was down, but quickly guessed it was on the same box the game was. Since I still can't access the Wiki, I assume all that work's gone?

  

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ZulghinlourTue 12-Jan-10 04:23 PM
Member since 04th Mar 2003
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#2166, "Re: Port 4444"
In response to Reply #0


          

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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SusubienkoTue 12-Jan-10 04:08 PM
Member since 10th Jun 2009
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#2165, "RE: CF Lives."
In response to Reply #0


          

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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BeerTue 12-Jan-10 03:26 PM
Member since 04th Mar 2003
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#2163, "Good job guys!"
In response to Reply #0


          

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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ThalongrimTue 12-Jan-10 03:26 PM
Member since 14th Mar 2008
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#2162, "RE: CF Lives."
In response to Reply #0


          

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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RayihnTue 12-Jan-10 04:00 PM
Member since 08th Oct 2006
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#2164, "RE: CF Lives."
In response to Reply #51


          

Personally, I'm planning on treating empowerments and cabal inductions same as I always have.

  

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DallevianTue 12-Jan-10 05:08 PM
Member since 04th Mar 2003
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#2169, "So don't roll Fortress, right?"
In response to Reply #53


          

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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DaevrynTue 12-Jan-10 05:34 PM
Member since 13th Feb 2007
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#2172, "RE: So don't roll Fortress, right?"
In response to Reply #58


          

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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DallevianTue 12-Jan-10 05:44 PM
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#2176, "Well."
In response to Reply #61


          

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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RayihnTue 12-Jan-10 08:04 PM
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#2195, "For Fort"
In response to Reply #65


          

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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YeanTue 12-Jan-10 11:23 PM
Member since 23rd Jan 2007
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#2200, "For Battle & Yean -"
In response to Reply #51


          

Not saying we'll be letting crappy chars in, but Battle imms will be stepping up on inductions. We'll probably hold the Rites soon after the MUD gets up and running well enough again. Where are all the awesome Battle players? We need your help with this so go get something rolled now

As for Yean, I'll probably try to be around and vis more often. While that doesn't make empowerment processes any easier, hopefully they go faster. I understand that while everyone else will probably be power ranking with the xp bonuses, empowerment classes can't really do the same thing.

  

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AbernyteTue 12-Jan-10 03:05 PM
Member since 04th Mar 2003
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#2160, "I feel like someone has punched me in the stomach when ..."
In response to Reply #0


          

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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DaevrynTue 12-Jan-10 03:22 PM
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#2161, "RE: I feel like someone has punched me in the stomach w..."
In response to Reply #49


          

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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AbernyteTue 12-Jan-10 05:15 PM
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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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ZulghinlourTue 12-Jan-10 05:35 PM
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#2173, "I will cover the bitching...F...U...C...K...!!!!!!!!"
In response to Reply #59


          

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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DallevianTue 12-Jan-10 05:39 PM
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#2174, "Kudos to you and all the imms."
In response to Reply #62


          

You have a very adoring audience for the time being.

As others have already said, thanks to you and the rest of the staff for all the work. There is no game I'd rather play than CF. Ever. Until CF code is ported onto WoW or something similar.

  

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YeanTue 12-Jan-10 10:13 PM
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#2198, "Thanks for all the work you do Zulg N/T"
In response to Reply #62


          

nt

  

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incognitoTue 12-Jan-10 02:49 PM
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#2158, "IF..."
In response to Reply #0


          

I see "connected to remote host" but nothing else, is that my ISP blocking the port? Or something else?

  

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TwistTue 12-Jan-10 02:55 PM
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#2159, "Might be..."
In response to Reply #47


          

It sounds like your ISP might be rejecting INCOMING traffic on port 4444 but not outgoing. Hence you connecting (an outbound request) but not seeing any data returned to you.

We'll be trying a different port tonight and will post it here.

  

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bobbypTue 12-Jan-10 02:24 PM
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#2155, "Couple of cabal things."
In response to Reply #0


          

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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RayihnTue 12-Jan-10 02:40 PM
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#2156, "Depends on the Imm"
In response to Reply #44


          

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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incognitoTue 12-Jan-10 02:19 PM
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#2154, "Damn it"
In response to Reply #0


          

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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GuiloTue 12-Jan-10 01:34 PM
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#2152, "So are you saying..."
In response to Reply #0


          

There's a possibility the characters we are making right now could be wiped out again for the final solution?

Or will you guys be sure to make a backup and it's safe to put work into roles and stuff right now?

  

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TwistTue 12-Jan-10 01:49 PM
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#2153, "We are unlikely to have this hard drive wiped."
In response to Reply #41


          

...so no, you won't lose what you're putting into these chars. We wouldn't "just move" without copying the pfiles.

  

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asylumiusTue 12-Jan-10 12:46 PM
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#2141, "RE: CF Lives."
In response to Reply #0


          

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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DaevrynTue 12-Jan-10 12:55 PM
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#2142, "RE: CF Lives."
In response to Reply #30


          

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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asylumiusTue 12-Jan-10 01:04 PM
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#2143, "Also..."
In response to Reply #31


          

The helpfiles seem very dated, which I understand.

If the helpfiles are stored in the areas, does that mean that we can expect some of the areas to be dated as well?

I see new Arkham is there and whatnot, so no?

WILL ST BE OPEN?!

So no?

  

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DaevrynTue 12-Jan-10 01:11 PM
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#2147, "RE: Also..."
In response to Reply #32


          


>If the helpfiles are stored in the areas

They haven't been for some years.

  

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asylumiusTue 12-Jan-10 01:27 PM
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#2151, "Assumed since they only refresh on reboot they were."
In response to Reply #36


          

But I get it now. Thanks.

  

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DallevianTue 12-Jan-10 12:44 PM
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#2140, "Made my wife happy."
In response to Reply #0


          

I finally took apart and fixed the vacuum cleaner.

  

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BellTue 12-Jan-10 01:14 PM
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#2149, "Which you broke by committing unspeakable acts on."
In response to Reply #29


          

Haha, just kidding bud, get on IM some time.

Also, isn't your kid like eighteen months old or something? Make that punk help with the chores.

  

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Batman (inactive user)Tue 12-Jan-10 12:12 PM
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#2138, "<3 I LERV U MAYN. ALLAH YUU NT"
In response to Reply #0


          

I am not longer shaking. Phew.

Oh, if you need help, I'm free.

  

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IsildurTue 12-Jan-10 10:50 AM
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#2124, "RE: CF Lives."
In response to Reply #0


          

>The bad news is we got mostly screwed by ThePlanet, the old
>hosting company.

That is amazingly ####ty. Amazingly. I would have expected them to at least back up the data of your server before repurposing it, if for no other reason than to use it as a bargaining chip in an effort to recoup whatever money they think you owe them. If you delete all of someone's data, they really have no reason to pay you anything they might owe you.

Side question: What's the verdict on re-creating not-especially-prominent characters that may have existed before the purge? I don't want to have to write another role...

  

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TwistTue 12-Jan-10 11:07 AM
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#2129, "On the side-question"
In response to Reply #13


          

...we just told Kalisda (for example) that no, we'd rather not see old chars started over.

But Kalisda was a pretty long-lived char and relatively well known.

I could see me re-creating my level 26 arial dagger outlander app named Khaz.

Except now, of course.

  

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HabbsTue 12-Jan-10 11:26 AM
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#2131, "Oh! There a general guidline for that?"
In response to Reply #18


          

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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TwistTue 12-Jan-10 11:28 AM
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#2133, "It is generally requested that you not do that..."
In response to Reply #20


          

...after all, we don't want another Ahtieli as a level 7 necromancer do we?

  

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AhtieliTue 12-Jan-10 11:35 AM
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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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incognitoTue 12-Jan-10 02:42 PM
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#2157, "Good point"
In response to Reply #22


          

I bet this wasn't how Elte saw Ahtieli bowing out! Still, at least he got a good run first!

  

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HabbsTue 12-Jan-10 11:54 AM
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#2136, "Damn, I guess Elphania bites the dust for good"
In response to Reply #20


          

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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AdekarTue 12-Jan-10 07:02 PM
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#2191, "RE: Damn, I guess Elphania bites the dust for good"
In response to Reply #25


          

You were doing pretty good and were definitely on the right track. You were near the top of my short list of people I was recommending for Maranation when Baer got back at it.

Hope you do even better with your next!

  

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IsildurTue 12-Jan-10 01:05 PM
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#2144, "RE: On the side-question"
In response to Reply #18


          

I'll keep the role but change the name. My char was sub-30 uncaballed.

  

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thendrellTue 12-Jan-10 01:21 PM
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#2150, "RE: On the side-question"
In response to Reply #18


          

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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MortTue 12-Jan-10 10:42 AM
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#2120, "RE: CF Lives."
In response to Reply #0


  

          

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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TwistTue 12-Jan-10 10:46 AM
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#2123, "There were backups..."
In response to Reply #9


          

...stored on the server.

If we had backups we'd restore them (if they weren't ancient). But we don't.

  

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AhtieliTue 12-Jan-10 10:51 AM
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#2125, "Doh, who keeps backup at server"
In response to Reply #12


          

I would fire such admin =) Unless it's backup of my customer who will pay me for restoring their server.

  

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MortTue 12-Jan-10 11:02 AM
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#2127, "RE: There were backups..."
In response to Reply #12


  

          

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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TwistTue 12-Jan-10 11:06 AM
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#2128, "Keep in mind..."
In response to Reply #16


          

With almost any hosting company, off-site backups cost money.

  

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IsildurTue 12-Jan-10 01:09 PM
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#2146, "RE: Keep in mind..."
In response to Reply #17


          

Don't you just get an alotment of bandwidth? How big are the pfiles? Seems like you could just set up a cron job to run daily, zip them up and sftp them somewhere. Or heck, just send it to someone's gmail account as an attachment.

  

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DaevrynTue 12-Jan-10 01:12 PM
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#2148, "RE: Keep in mind..."
In response to Reply #35


          

Really we could have done a lot of things, but we didn't.

I'm also terrible about backing up anything in my personal life.

  

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AmortisTue 12-Jan-10 11:28 AM
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#2134, "Again, $#$%# providers"
In response to Reply #9


          

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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AmortisTue 12-Jan-10 10:38 AM
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#2118, "#$%#$ providers."
In response to Reply #0


          

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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TJHuronTue 12-Jan-10 10:35 AM
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#2117, "Is it working now?"
In response to Reply #0


          

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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TwistTue 12-Jan-10 10:41 AM
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#2119, "I had issues at my home, also..."
In response to Reply #6


          

I think my ISP is blocking port 4444, because it wasn't my firewall.

  

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TJHuronTue 12-Jan-10 10:44 AM
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#2121, "How did you solve it? Or didn't you? Thanks! nt"
In response to Reply #8


          

nt

  

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TwistTue 12-Jan-10 10:45 AM
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#2122, "I haven't, yet..."
In response to Reply #10


          

I'm able to get on from work, so I can't troubleshoot it right now, but I will be doing so tonight.

  

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TJHuronTue 12-Jan-10 11:21 AM
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#2130, "It is the ISP..."
In response to Reply #11


          

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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TwistTue 12-Jan-10 11:26 AM
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#2132, "Mine too..."
In response to Reply #19


          

I just called. And several other ISPs block that IP also. So we may be moving to a different one, very soon.

  

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HabbsTue 12-Jan-10 11:57 AM
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#2137, "Hopefully one I can get to from work!!!!"
In response to Reply #21


          

That would be awesome!

  

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Verbatim9Tue 12-Jan-10 12:39 PM
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#2139, "Please do..."
In response to Reply #21


          

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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TJHuronTue 12-Jan-10 01:07 PM
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#2145, "Good Info. nt"
In response to Reply #28


          

nt

  

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Marcus_Tue 12-Jan-10 10:25 AM
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#2113, "Somebody hero and beat graatch to the hummingbird penda..."
In response to Reply #0


          

Thanks zulgh btw.

  

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AhtieliTue 12-Jan-10 10:20 AM
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#2112, "HAHAHAHA"
In response to Reply #0


          

####. I've got owned, I will never read imm comments on Ahtieli, you broke my heart.

  

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TwistTue 12-Jan-10 10:26 AM
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#2114, "I know..."
In response to Reply #1


          

Kinda breaks my heart too. I generally don't log anything when I'm on as an imm, and the odds that the few times I DID log a session when I was on as an imm that I read your history are very slim, but I'll look.

FWIW, your comments were generally positive, which may surprise you (or may not). Just based on memory.

At least you live on in CF History?

  

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TheLastMohicanTue 12-Jan-10 10:28 AM
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#2115, "Holy ####, I just realized the implications of what you..."
In response to Reply #3


          

IMM pfiles gone too?

Poor Zulgh has to set his hours back to 0.

This is bad news, but thank you guys for getting what you got done done. It must have been hard to work to get it back up knowing all the pfiles were gone.

  

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TwistTue 12-Jan-10 10:34 AM
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#2116, "Old copies of Imm Pfiles were on the development box..."
In response to Reply #4


          

Gotta be able to login and test stuff on the development.

Not all the pfiles were there, but you can bet Z's was.

  

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IsildurTue 12-Jan-10 10:51 AM
Member since 04th Mar 2003
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#2126, "RE: Old copies of Imm Pfiles were on the development bo..."
In response to Reply #5


          

Sidenote: time to start automated off-site backup of pfiles?

  

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