Setting Advantages

Child char Exp/Level Current Level
Racial* advantages are free and don't count in the tally, but only some have racial (dis)advantages.
A decimal results for trains will result in getting a varied amount of trains per level.
The "additional QP needed" reflects the additional amount of QP to match having 10k exp with balanced advantages.
Animal empathy (1000) Attractive (1000) Legendary (1000) Awareness (1500)
Craft aptitude (1500) Fast healing (1500) Fast mana (1500) Lucky (1500)
Combat reflexes (2000) Fast learner (2000) Natural leader (2000) Psi aptitude (2000)
Strong willed (2000) Toughness (2000) Eidetic (2500) Magic aptitude (3000)
Magic resistant (4000)
Insomnia (-1000) Lame (-1000) One eye (-1000) Unattractive (-1000)
Unknown (-1000) Mute (-1500) Overconfident (-1500) Slow healing (-1500)
Slow mana (-1500) Unlucky (-1500) Alcoholic (-2000) Cowardly (-2000)
One hand (-2000) Slow learner (-2000) Weak willed (-2000)
Magic susceptible (-3000)
Old (-3000)

Guidelines: Racial (dis)advantages count as zero, no higher than 9000 points, no lower than -1000 points. Remorts and child characters cannot choose Old. Genies can't choose Psi aptitude, but can choose Strong willed. Logically, Liches and Rebirths cannot be born as Child characters.

Tips on Choosing (Dis)Advantages:
* Choose disadvantages first:
No one would complain about having extra advantages. It's the disadvantages that are hard to live with. First pick the disadvantages you're willing to endure, then pick enough advantages to end up with the right number of trains per level. I normally end up with a 0 point value when leveling up, and aim for 9000 points when changing advantages as a level 91 remort.
* Test advantages at low levels: At level 4 and lower, it's free to change advantages. Play around with them a bit, especially disadvantages, while it's still free to change them. My first char chose insomnia, which drove me crazy, and I had to spend 2000 qp to change my advantages. Much smarter to see how they are while it's still free to adjust them.

Some Effective Advantage Setups:
Pure Crafter: Craft aptitude, Eidetic, (Old or Magic susceptible), Slow healing 
 - Disadvantages don't hurt non-combatants, and you don't have to change advantages at 91. Really easy to level up a crafter before old age kicks in, and if it does, it doesn't really hurt all that much. Old gives extra skillcap. Magic susceptible doesn't hurt at all if you aren't attacking anything that casts spells.
Battler (pk): Magic apt, Lucky, Old, Slow healing
Battler (npk): Toughness, Magic Apt, Old, Magic suscept
 - Can setexp 9000 and still get full 3 trains per level. Magic suscept is nasty for pks, but not bad for npks.
Battler (npk: remort or child char): Lucky, Magic Aptitude, Magic susceptible, Slow healing
 -  Remorts and child chars can't choose old
Battler (Level 91): Toughness, Magic aptitude, Eidetic, Combat reflexes
Battler (Level 91): Magic aptitude, Psi aptitude, Eidetic, Lucky.

CostNameDescriptionRated
1000Animal empathyAnimal friendship flag makes animals less likely to be aggressive1
1000AttractiveLower prices from mobshops5
1000LegendaryGain 1 extra status from positive status3
1500AwarenessSee hidden exits, bonus on detect hidden
1500Craft aptitudeAll crafting skills +10%. Invaluable for crafters
1500Fast healingRegen health at 150%
1500Fast manaRegen mana at 150%
1500LuckyIncreases saves and saves cap bonus, plus gives a bonus to rolls
2000Combat reflexesBonus to defensive combat skills, faster standing when knocked down in combat
2000Fast learnerThis decreases the skill timer.  After you gain in a particular skill, the skill timer is the amount of time before you can possibly gain again.
2000Natural leaderAdditional charmies. Eg, Cha:28 means you can have 6 charmies. Add natural leader, and you can have 9. Maybe 150%?
2000Psi aptitudeLess willpower drain from psionics
2000Strong willedFaster willpower regen and resistance to charm effects
2000ToughnessGives AC+1 for every 20 levels. Hp+1/level
2500Eidetic memory+10 levels of skill cap, remember more people introduced from other continent
3000Magic aptitude2/3 mana cost, +2 spell levels, +200 mana cap
4000Magic resistanceResistant to magic, can't cast anything, resist your casters/potions as well. Useless.
-1000InsomniaYou wake within 1 RL minute of going to sleep
-1000LameMovement uses more vitality, fleeing is harder
-1000One eyeDecreases hitroll by 10. All rooms will be "mist" rooms (can't always see people or items inside)
-1000UnattractiveMob shops charge more, some shops might not sell to you
-1000UnknownYou get one less status from each positive status note.  Yes, if they give you 1 positive status, it will have no effect at all.
-1500MuteCan't speak. Can't complete numerous area quests and some remort quests. Can spellcast.
-1500OverconfidentWimpy 20% or less. Big penalties to flee and to feign death.  Very dangerous for someone wanting to be in combat.
-1500Slow healingRegen health at 50%
-1500Slow manaRegen mana at 50%
-1500UnluckyDecreased saves, decreased skill rolls
-2000AlcoholicNeeds some alcohol to function.
-2000CowardlyWimpy permanently set to 70%. Can't be berserked or frenzied.  Hard to fight because you'll flee a lot.
-2000One handOnly one hand. No two handed weapons, shields, held items, etc. Nasty.
-2000Slow learnerLess chance of increasing skills through use
-2000Weak willedSlower willpower regen and susceptibility to charm effects
-3000Magic susceptibleSpells cast against you are effectively a higher level.  Bad spells hurt more; good spells help more.
-3000OldStart old (can't be chosen by remorts or child characters). Adds extra levels of skill cap but closer to old age. Nice disadvantage, unless it doesn't fit your RP or you level really really slow. Restore youth can reverse this by level 80. (gandors get 1, sidhe get 3, all others get 2)
1 level of skill cap = 5 * Wis + 30
Note:  The command to change advantages is setadv

Home | Created 2009-05-17. Last edit 2009-12-12