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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.
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.
| Cost | Name | Description | Rated |
|---|---|---|---|
| 1000 | Animal empathy | Animal friendship flag makes animals less likely to be aggressive | 1 |
| 1000 | Attractive | Lower prices from mobshops | 5 |
| 1000 | Legendary | Gain 1 extra status from positive status | 3 |
| 1500 | Awareness | See hidden exits, bonus on detect hidden | |
| 1500 | Craft aptitude | All crafting skills +10%. Invaluable for crafters | |
| 1500 | Fast healing | Regen health at 150% | |
| 1500 | Fast mana | Regen mana at 150% | |
| 1500 | Lucky | Increases saves and saves cap bonus, plus gives a bonus to rolls | |
| 2000 | Combat reflexes | Bonus to defensive combat skills, faster standing when knocked down in combat | |
| 2000 | Fast learner | This 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. | |
| 2000 | Natural leader | Additional charmies. Eg, Cha:28 means you can have 6 charmies. Add natural leader, and you can have 9. Maybe 150%? | |
| 2000 | Psi aptitude | Less willpower drain from psionics | |
| 2000 | Strong willed | Faster willpower regen and resistance to charm effects | |
| 2000 | Toughness | Gives AC+1 for every 20 levels. Hp+1/level | |
| 2500 | Eidetic memory | +10 levels of skill cap, remember more people introduced from other continent | |
| 3000 | Magic aptitude | 2/3 mana cost, +2 spell levels, +200 mana cap | |
| 4000 | Magic resistance | Resistant to magic, can't cast anything, resist your casters/potions as well. Useless. | |
| -1000 | Insomnia | You wake within 1 RL minute of going to sleep | |
| -1000 | Lame | Movement uses more vitality, fleeing is harder | |
| -1000 | One eye | Decreases hitroll by 10. All rooms will be "mist" rooms (can't always see people or items inside) | |
| -1000 | Unattractive | Mob shops charge more, some shops might not sell to you | |
| -1000 | Unknown | You get one less status from each positive status note. Yes, if they give you 1 positive status, it will have no effect at all. | |
| -1500 | Mute | Can't speak. Can't complete numerous area quests and some remort quests. Can spellcast. | |
| -1500 | Overconfident | Wimpy 20% or less. Big penalties to flee and to feign death. Very dangerous for someone wanting to be in combat. | |
| -1500 | Slow healing | Regen health at 50% | |
| -1500 | Slow mana | Regen mana at 50% | |
| -1500 | Unlucky | Decreased saves, decreased skill rolls | |
| -2000 | Alcoholic | Needs some alcohol to function. | |
| -2000 | Cowardly | Wimpy permanently set to 70%. Can't be berserked or frenzied. Hard to fight because you'll flee a lot. | |
| -2000 | One hand | Only one hand. No two handed weapons, shields, held items, etc. Nasty. | |
| -2000 | Slow learner | Less chance of increasing skills through use | |
| -2000 | Weak willed | Slower willpower regen and susceptibility to charm effects | |
| -3000 | Magic susceptible | Spells cast against you are effectively a higher level. Bad spells hurt more; good spells help more. | |
| -3000 | Old | Start 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) |