Difference between revisions of "Trait Info"

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  <b>BACKGROUND</b>
 
  <b>BACKGROUND</b>
* aristocrat: When you have matured some, you will be granted an inheritance from your estate. (2 trains)
+
aristocrat: When you have matured some, you will be granted an inheritance from your estate. (2 trains)
<t> Mechanics: <i>Starting at level 5 you get 25g.  Every year after that, between 40 and 60 gold (in bank).</i></t>
+
* Mechanics: <i>Starting at level 5 you get 25g.  Every year after that, between 40 and 60 gold (in bank).</i>
* blacksmith: Your weapons and armor require less repair (metal only). (1 train)
+
blacksmith: Your weapons and armor require less repair (metal only). (1 train)
 
* Mechanics: <i>Metal weapons you use deteriorate 75% more slowly.</i>
 
* Mechanics: <i>Metal weapons you use deteriorate 75% more slowly.</i>
* heirloom: You are the owner of a family heirloom. (3 trains)
+
heirloom: You are the owner of a family heirloom. (3 trains)
* Mechanics: <i>When the PC's level exceeds the heirloom's level, the heirloom:
+
* Mechanics: <i>When the PC's level exceeds the heirloom's level, the heirloom:</i>
* .          -Increases by 10 levels</i>
+
*           <i>-Increases by 10 levels</i>
* .          FOR WEAPONS: +1 v2 (dice type)
+
*           <i>FOR WEAPONS: +1 v2 (dice type)</i>
* .                      +1 dr OR hr
+
*             <i>          +1 dr OR hr</i>
* .                      +1 str OR dex
+
*                 <i>      +1 str OR dex</i>
* .          FOR ARMOR: -1 all 4 ac
+
*           <i>FOR ARMOR: -1 all 4 ac</i>
* .                    +1 str OR dex OR con OR hr OR dr
+
*             <i>        +1 str OR dex OR con OR hr OR dr</i>
* .          FOR JEWELRY: +5 HP OR mana
+
*           <i>FOR JEWELRY: +5 HP OR mana</i>
* .                      +1 dr OR hr OR int OR wis <b>OR</b> +5 HP OR mana <b>OR</b> -2 saves</i>
+
*             <i>        +1 dr OR hr OR int OR wis <b>OR</b> +5 HP OR mana <b>OR</b> -2 saves</i>
* loyal retainer: At level 10, you gain the ability to call a loyal retainer. (2 trains)
+
loyal retainer: At level 10, you gain the ability to call a loyal retainer. (2 trains)
 
* Mechanics: <i>Loyal retainer.  Durr.</i>
 
* Mechanics: <i>Loyal retainer.  Durr.</i>
* streetwise: A life spent growing up on the streets has left you wise to many common tricks. (1 train)
+
streetwise: A life spent growing up on the streets has left you wise to many common tricks. (1 train)
 
* Mechanics: <i>+10% chance of resisting a waylay, steal, cutpurse, plant, garrote, +90% chance of res. peek</i>
 
* Mechanics: <i>+10% chance of resisting a waylay, steal, cutpurse, plant, garrote, +90% chance of res. peek</i>
  
 
  <b>GENERAL</b>
 
  <b>GENERAL</b>
* brave: You are braver than most in the face of danger. (1 train)
+
brave: You are braver than most in the face of danger. (1 train)
 
* Mechanics: <i>+15% chance of successfully rescuing, +50% chance of resisting PWFear, AbomRune, DemHowl</i>
 
* Mechanics: <i>+15% chance of successfully rescuing, +50% chance of resisting PWFear, AbomRune, DemHowl</i>
* cowardly: You are a coward, adept at escaping danger. (1 train)
+
cowardly: You are a coward, adept at escaping danger. (1 train)
 
* Mechanics: <i>Can set wimpy to 3/4 HP (instead of 1/2 HP), +10% chance successful cower, 2x odds of successful flee.</i>
 
* Mechanics: <i>Can set wimpy to 3/4 HP (instead of 1/2 HP), +10% chance successful cower, 2x odds of successful flee.</i>
* critical eye: You tend to notice your mistakes and learn well from them. (1 train)
+
critical eye: You tend to notice your mistakes and learn well from them. (1 train)
 
* Mechanics: <i>+20% chance of improving a skill when used.</i>
 
* Mechanics: <i>+20% chance of improving a skill when used.</i>
* cynic: You are difficult to fool. (1 train)
+
cynic: You are difficult to fool. (1 train)
 
* Mechanics: <i>+75% odds of seeing thru mimic, ventriloquate, greater ventr.  +10% res_illusion. 2x svs vs. enhance pain.</i>
 
* Mechanics: <i>+75% odds of seeing thru mimic, ventriloquate, greater ventr.  +10% res_illusion. 2x svs vs. enhance pain.</i>
* frugal: You are quite persuasive when it comes to bartering with merchants. (1 train)
+
frugal: You are quite persuasive when it comes to bartering with merchants. (1 train)
 
* Mechanics: <i>If has haggle: +10% haggle, ELSE has haggle at 15%.</i>
 
* Mechanics: <i>If has haggle: +10% haggle, ELSE has haggle at 15%.</i>
* linguistic: You can more easily hear the subtle variations in different languages, and learn them at a faster rate than most  
+
linguistic: You can more easily hear the subtle variations in different languages, and learn them at a faster rate than most people. (1 train)
 
+
people. (1 train)
+
 
* Mechanics: <i>2x chance of improving at languages each time.</i>
 
* Mechanics: <i>2x chance of improving at languages each time.</i>
  
 
  <b>MAGICAL</b>
 
  <b>MAGICAL</b>
* arcane touch: You have a natural affinity for using staves and wands. (3 trains)
+
arcane touch: You have a natural affinity for using staves and wands. (3 trains)
 
* Mechanics: <i>If PC has wand/scroll/etc skill: effective +15% to skill, ELSE has 40% skill.</i>
 
* Mechanics: <i>If PC has wand/scroll/etc skill: effective +15% to skill, ELSE has 40% skill.</i>
* gifted: You may attempt to cast spells you do not have the energy for. (1 train)
+
gifted: You may attempt to cast spells you do not have the energy for. (1 train)
* Mechanics: <i>Must have > 0 mana.  25% chance of casting and going into negative mana.  If fails 25% check, 50/50 chance of:  
+
* Mechanics: <i>Must have > 0 mana.  25% chance of casting and going into negative mana.  If fails 25% check, 50/50 chance of: A) mana -> 0, or B) nothing happens, slightly less lag than usual "insufficient mana" attempt.</i>
 
+
resistant: You resist the effects of magic more than most. (3 trains)
A) mana -> 0, or B) nothing happens, slightly less lag than usual "insufficient mana" attempt.</i>
+
* Mechanics: <i><s>If you fail a save, gives you one re-roll.  Effectively doubles saves.</i></s> RIP, resistant
* resistant: You resist the effects of magic more than most. (3 trains)
+
magic aptitude: The initial magical energy required for your spells is less. (1 train)
* Mechanics: <i>If you fail a save, gives you one re-roll.  Effectively doubles saves.</i>
+
* magic aptitude: The initial magical energy required for your spells is less. (1 train)
+
 
* Mechanics: <i>Instantly have lowest-level of mana cost for spells instead of unlocking thru levels.</i>
 
* Mechanics: <i>Instantly have lowest-level of mana cost for spells instead of unlocking thru levels.</i>
* obscure: No one can make out the arcane words used in casting your spells. (1 train)
+
obscure: No one can make out the arcane words used in casting your spells. (1 train)
 
* Mechanics: <i>utters the words 'grzzzh' instead of utters the words 'armor', etc.</i>
 
* Mechanics: <i>utters the words 'grzzzh' instead of utters the words 'armor', etc.</i>
* pious: Recall until level 25. After level 25, a greater chance of divine notice to your sacrifices. (1 train)
+
pious: Recall until level 25. After level 25, a greater chance of divine notice to your sacrifices. (1 train)
 
* Mechanics: <i>2x chance of a sac triggering autoblessing (from 1/256 to 1/128)</i>
 
* Mechanics: <i>2x chance of a sac triggering autoblessing (from 1/256 to 1/128)</i>
  
 
  <b>PHYSICAL</b>
 
  <b>PHYSICAL</b>
* ambidextrous: You are good at balancing your weapons, when fighting with two. (2 trains)
+
ambidextrous: You are good at balancing your weapons, when fighting with two. (2 trains)
* Mechanics: <i>Normally can DWield if DW <= MainWeaponWeight*8/12.  Changes to 10/12. Also changes str req'd for DW by  
+
* Mechanics: <i>Normally can DWield if DW <= MainWeaponWeight*8/12.  Changes to 10/12. Also changes str req'd for DW by 5/7.</i>
 
+
aquatic nature: You are a surprisingly good swimmer. (1 train)
5/7.</i>
+
* aquatic nature: You are a surprisingly good swimmer. (1 train)
+
 
* Mechanics: <i>Has swim.</i>
 
* Mechanics: <i>Has swim.</i>
* charming: You have the potential to be extraordinarily charismatic. (2 trains)
+
charming: You have the potential to be extraordinarily charismatic. (2 trains)
 
* Mechanics: <i>+1 to chr.</i>
 
* Mechanics: <i>+1 to chr.</i>
* cold-natured: You don't really notice cold weather. (1 train)
+
cold-natured: You don't really notice cold weather. (1 train)
 
* Mechanics: <i>Like you're wearing something with the 'warm' flag. Ew.</i>
 
* Mechanics: <i>Like you're wearing something with the 'warm' flag. Ew.</i>
* eagle-eyed: You have sharp vision, allowing you to see further. (1 train)
+
eagle-eyed: You have sharp vision, allowing you to see further. (1 train)
 
* Mechanics: <i>+2 max scan.</i>
 
* Mechanics: <i>+2 max scan.</i>
* endurance: You can go longer without drink and nourishment. (1 train)
+
endurance: You can go longer without drink and nourishment. (1 train)
 
* Mechanics: <i>Amount of food/drink value decrease per tick is halved.</i>
 
* Mechanics: <i>Amount of food/drink value decrease per tick is halved.</i>
* fleet: You are able to grab fallen weapons in combat. (2 trains)
+
fleet: You are able to grab fallen weapons in combat. (2 trains)
 
* Mechanics: <i>If not fleet or a thief, you have a 75% of failing to pick up in combat.  Thieves or fleet do not fail.</i>
 
* Mechanics: <i>If not fleet or a thief, you have a 75% of failing to pick up in combat.  Thieves or fleet do not fail.</i>
* hollow leg: You can eat more than most before you get full. (1 train)
+
hollow leg: You can eat more than most before you get full. (1 train)
 
* Mechanics: <i>+15% max eat</i>
 
* Mechanics: <i>+15% max eat</i>
* iron stomach: You can eat almost anything without becoming ill. (1 train)
+
iron stomach: You can eat almost anything without becoming ill. (1 train)
 
* Mechanics: <i>No affects from ingested poison.</i>
 
* Mechanics: <i>No affects from ingested poison.</i>
* long-lived: You're likely to live longer than most of your race. (2 trains)
+
long-lived: You're likely to live longer than most of your race. (2 trains)
 
* Mechanics: <i>+5-10 maxage at creation.</i>
 
* Mechanics: <i>+5-10 maxage at creation.</i>
* nimble: Your natural grace permits you to wear heavier things without it affecting your spellcasting abilities. (1 train)
+
nimble: Your natural grace permits you to wear heavier things without it affecting your spellcasting abilities. (1 train)
* Mechanics: <i>Sch/Dru/Tem: Changes the maxweight of an item from: for torso, 10 to 15
+
* Mechanics: <i>Sch/Dru/Tem: Changes the maxweight of an item from: for torso, 10 to 15</i>
* .                                                                for hands, 5 to 10
+
*     <i>                                                          for hands, 5 to 10</i>
* .                                                                for arms, 7 to 12
+
*         <i>                                                        for arms, 7 to 12</i>
* .          The difference b/w ItemWeight and SlotTolerance (if torso/arms this diff. is halved) is then summed for the three  
+
*<i>The difference b/w ItemWeight and SlotTolerance (if torso/arms this diff. is halved) is then summed for the three slots, and dexterity factored in.  Templars then have 15 subtracted from this total, and the resultant # is your % chance of spell-failure.  Bake for 15 minutes at 450 until golden-brown.</i>
 
+
pack horse: You can carry more than someone of your size and strength usually could. (1 train)
slots, and dexterity factored in.  Templar then have 15 subtracted from this total, and the resultant # is your % chance of  
+
 
+
spell-failure.  Bake for 15 minutes at 450 until golden-brown.</i>
+
* pack horse: You can carry more than someone of your size and strength usually could. (1 train)
+
 
* Mechanics: <i>+15% to max carry</i>
 
* Mechanics: <i>+15% to max carry</i>
* survivor: You have a firm grasp on the material world, and will resist your final death longer than others. (2 trains)
+
survivor: You have a firm grasp on the material world, and will resist your final death longer than others. (2 trains)
 
* Mechanics: <i>+5-10 max death on creation.</i>
 
* Mechanics: <i>+5-10 max death on creation.</i>

Revision as of 18:00, 3 February 2009

TRAITS

Usage: trait [add/remove] <trait name> <player>
With two-word trait names, put the name in quotes.
To see the god-traits and mark-desc lines, see HELP POOPYRAESTRAL.
BACKGROUND

aristocrat: When you have matured some, you will be granted an inheritance from your estate. (2 trains)

  • Mechanics: Starting at level 5 you get 25g. Every year after that, between 40 and 60 gold (in bank).

blacksmith: Your weapons and armor require less repair (metal only). (1 train)

  • Mechanics: Metal weapons you use deteriorate 75% more slowly.

heirloom: You are the owner of a family heirloom. (3 trains)

  • Mechanics: When the PC's level exceeds the heirloom's level, the heirloom:
  • -Increases by 10 levels
  • FOR WEAPONS: +1 v2 (dice type)
  • +1 dr OR hr
  • +1 str OR dex
  • FOR ARMOR: -1 all 4 ac
  • +1 str OR dex OR con OR hr OR dr
  • FOR JEWELRY: +5 HP OR mana
  • +1 dr OR hr OR int OR wis OR +5 HP OR mana OR -2 saves

loyal retainer: At level 10, you gain the ability to call a loyal retainer. (2 trains)

  • Mechanics: Loyal retainer. Durr.

streetwise: A life spent growing up on the streets has left you wise to many common tricks. (1 train)

  • Mechanics: +10% chance of resisting a waylay, steal, cutpurse, plant, garrote, +90% chance of res. peek
GENERAL

brave: You are braver than most in the face of danger. (1 train)

  • Mechanics: +15% chance of successfully rescuing, +50% chance of resisting PWFear, AbomRune, DemHowl

cowardly: You are a coward, adept at escaping danger. (1 train)

  • Mechanics: Can set wimpy to 3/4 HP (instead of 1/2 HP), +10% chance successful cower, 2x odds of successful flee.

critical eye: You tend to notice your mistakes and learn well from them. (1 train)

  • Mechanics: +20% chance of improving a skill when used.

cynic: You are difficult to fool. (1 train)

  • Mechanics: +75% odds of seeing thru mimic, ventriloquate, greater ventr. +10% res_illusion. 2x svs vs. enhance pain.

frugal: You are quite persuasive when it comes to bartering with merchants. (1 train)

  • Mechanics: If has haggle: +10% haggle, ELSE has haggle at 15%.

linguistic: You can more easily hear the subtle variations in different languages, and learn them at a faster rate than most people. (1 train)

  • Mechanics: 2x chance of improving at languages each time.
MAGICAL

arcane touch: You have a natural affinity for using staves and wands. (3 trains)

  • Mechanics: If PC has wand/scroll/etc skill: effective +15% to skill, ELSE has 40% skill.

gifted: You may attempt to cast spells you do not have the energy for. (1 train)

  • Mechanics: Must have > 0 mana. 25% chance of casting and going into negative mana. If fails 25% check, 50/50 chance of: A) mana -> 0, or B) nothing happens, slightly less lag than usual "insufficient mana" attempt.

resistant: You resist the effects of magic more than most. (3 trains)

  • Mechanics: If you fail a save, gives you one re-roll. Effectively doubles saves.</i> RIP, resistant

magic aptitude: The initial magical energy required for your spells is less. (1 train)

  • Mechanics: <i>Instantly have lowest-level of mana cost for spells instead of unlocking thru levels.

obscure: No one can make out the arcane words used in casting your spells. (1 train)

  • Mechanics: utters the words 'grzzzh' instead of utters the words 'armor', etc.

pious: Recall until level 25. After level 25, a greater chance of divine notice to your sacrifices. (1 train)

  • Mechanics: 2x chance of a sac triggering autoblessing (from 1/256 to 1/128)
PHYSICAL

ambidextrous: You are good at balancing your weapons, when fighting with two. (2 trains)

  • Mechanics: Normally can DWield if DW <= MainWeaponWeight*8/12. Changes to 10/12. Also changes str req'd for DW by 5/7.

aquatic nature: You are a surprisingly good swimmer. (1 train)

  • Mechanics: Has swim.

charming: You have the potential to be extraordinarily charismatic. (2 trains)

  • Mechanics: +1 to chr.

cold-natured: You don't really notice cold weather. (1 train)

  • Mechanics: Like you're wearing something with the 'warm' flag. Ew.

eagle-eyed: You have sharp vision, allowing you to see further. (1 train)

  • Mechanics: +2 max scan.

endurance: You can go longer without drink and nourishment. (1 train)

  • Mechanics: Amount of food/drink value decrease per tick is halved.

fleet: You are able to grab fallen weapons in combat. (2 trains)

  • Mechanics: If not fleet or a thief, you have a 75% of failing to pick up in combat. Thieves or fleet do not fail.

hollow leg: You can eat more than most before you get full. (1 train)

  • Mechanics: +15% max eat

iron stomach: You can eat almost anything without becoming ill. (1 train)

  • Mechanics: No affects from ingested poison.

long-lived: You're likely to live longer than most of your race. (2 trains)

  • Mechanics: +5-10 maxage at creation.

nimble: Your natural grace permits you to wear heavier things without it affecting your spellcasting abilities. (1 train)

  • Mechanics: Sch/Dru/Tem: Changes the maxweight of an item from: for torso, 10 to 15
  • for hands, 5 to 10
  • for arms, 7 to 12
  • The difference b/w ItemWeight and SlotTolerance (if torso/arms this diff. is halved) is then summed for the three slots, and dexterity factored in. Templars then have 15 subtracted from this total, and the resultant # is your % chance of spell-failure. Bake for 15 minutes at 450 until golden-brown.

pack horse: You can carry more than someone of your size and strength usually could. (1 train)

  • Mechanics: +15% to max carry

survivor: You have a firm grasp on the material world, and will resist your final death longer than others. (2 trains)

  • Mechanics: +5-10 max death on creation.