feats

Syntax:

feats
feats circle <number> -- to display all feats of circle (1-3)
feats learn <number> -- to learn a feat
feats learn <number> <weapon type> -- to learn a weapon focus feat
feats learn <number> <dam type> -- to learn a bloodline feat
feats list -- to list all feats you learned
== How Feats Work === Feats are special training that a character can obtain during their lifetime. Not all feats are available to all classes and not all feats are equal in benefits to each class. Learning a feat requires both gold and feat points. As a character gains in level he or she will be automatically given a small number of feat points which can be used to learn new feats. These are very rare and should be used with great care. Some feats learned at 100% while others may require additional training. Level 15: Learn a 1st circle feat Level 24: Learn a 2nd circle feat Level 30: Learn a 3rd circle feat There is also an experience penalty associated with feats. This penalty raises the xp required for levelling. Be aware that some combinations of feats can produce high xp penalties! == How Circles of Learning Work === Many feats are available at different circles of learning, with each circle granting progressively greater ability in that feat. Characters may also choose to learn the same feat at more than one circle of learning, giving them the combined benefits of both circles. For example, Thumper the Fighter chooses to learn the "Weapon Focus" feat for his sword skill at both 1st and 3rd circles of learning. He thus gains the combined advantages of both circles when using swords. === Feats command == With 'list' argument the 'feats' command displays the feats your character has learned along with the number of feats you can learn, if any. Be careful when you chose a feat, because there is no way to revert it. The 'feats learn' command has only one argument: feat number which you can obtain with 'feats circle' command. == Getting a list of feats === When standing at a guildmaster you may request a list of all feats by simply using the "feats circle" command with a number of circle you are interested in (1-3). Example: feats circle 2 This would display all feats at 2nd circle of learning. === Learning feats === To learn a feat at a guildmaster use "feat learn <number>". <number> is the number of the feat from the list supplied by the guildmaster. Example: feats learn 25 This would let your character learn the 25th feat listed by the guildmaster. === Known feats === ANIMAL COMPANIONS [Special] [RANGER] This feat allows you to call one additional animal of your choice. You cannot call more than two animals of one type. ARCANE DEFENSE [Special] [ANY SPELLCASTER] You can resist to spells of all schools of magic. 1st circle adds 3 to all saving throws, 2nd circle adds 4, and 3rd adds 5. Form-friendly. BALANCE [General] Gives a character a slight chance to avoid bash, trip, crush, and throw. BLIND FIGHT [Special] [FIGHTER, OUTCAST, RANGER, KNIGHT, ASSASSIN, THIEF] You can fight effectively even when blinded. This feat improves chances to parry, dodge, some special defense skills and negates blinded defense minus against several special attacks. Form-friendly. BLINDING SPEED [Special] [FIGHTER, THIEF, ASSASSIN] Allows fighters, thieves and assassins to deal more attacks to opponents. This feat adds to the chance to deal 2nd, 3rd and 4th attack, as well as the chance to dodge and parry. Also this feat helps to and against bash, trip and lash. BLOODLINE [General] Bloodline of fire, ice, air, earth, acid, energy, divine or negative, granting additional resistance against this type attack. This feat adds 15, 20 and 30 resistances on each circle. COMBAT CASTING [Special] [ANY MAGE] Allows casters to cast spells which are not normally castable during combat. This feat allows you to cast spells in 50% of all attempts. CRITICAL HIT [Special] [FIGHTER, KNIGHT, OUTCAST] You can score a critical strike, dealing additional damage on the opponent. 2nd circle feat adds up to 30% to your damage, while 3rd circle feat can add 50%. DIVINE DEATHWARD [Special] [KNIGHT, CLERIC] You may channel energy to protect yourself from ability of level draining attacks and negative magic. Adds up to 20 resistance from negative. Adds a slight chance to resist undead drains. EDUCATION [General] General: Character receives 1 additional practice session per level. This feat is retroactive to the levels you gained. Form-friendly. EMPOWER SPELL [Special] [ANY SPELLCASTER] Your spells are cast at an improved level. This feat adds to your spell level. It is less powerful than spell penetration when checking saving throws. EXPERT MARKSMAN [Special] [FIGHTER, RANGER] When you are out of fight, the chance of critical hit for your next shot is rapidly increasing over time, much faster than it normally would. The bonus is reset upon next shot or upon the next time you engage in combat. This feat also increases your scan range by 2 and shooting range by 1. FORESTER [Special] [RANGER, DRUID] Grants improved healing rate at forests for the character and his companions. Forester feat of 2nd and 3rd circles improves camouflage skill, making it harder to detect and allowing to shoot while staying camouflaged. Form-friendly. GHOUL LORD [Special] [NECROMANCER] Undead which you attempt to raise may become ghoulish. Each attack of such an undead may have special effects. GOLEM LORD [Special] [NECROMANCER] You can fuse flesh and iron to create golems with the combined power of flesh and iron. Such a golem can also protect its master from physical attacks. HIDE TRACKS [General] You can conceal signs of passage. This feat makes it harder to track you, and even aggressive mobiles may fail to find you. HORSE NOMAD [General] This feat adds up to 10% chance to parry and dodge an attack while you riding a horse. IMPROVED ALACRITY [Special] [ANY MAGE] You gain ability to cast spells at a faster rate. IRON WILL [General] The character gets a bonus of 5 to all will saving throws. Form-friendly. LIGHTNING REFLEXES [General] The character gets a bonus of 5 to all reflex saving throws. Form-friendly. NECROPHYSIOLOGY [General] You can score critical hits against undead. This feat greatly improves physical damage you deal to undead 30-40% of the time. Form-friendly. SNAKE BLOOD [General] Character is resistant to all kinds of poisons and diseases. This feat adds up to 20 to resistance against poisons and diseases as long as protection from plague and poison spells, poisoned weapons and poison dust. SPELL DEFENSE [General] You have learned to shield yourself from magic, dodge spells at the last second or use some sort of folk ritual to protect yourself from magical attacks. Each circle adds 3% to evade magical damage, and 5% to evade negative spells like blindness, plague, poison, power word stun, slow, weaken, power word fear and sparks of the forge. Form-friendly. SPELL PENETRATION [Special] [ANY MAGE] Spells pierces enemy defence more easily. This feat adds to your spell level when calculating saving throws. This feat is more powerful than empower spell, but doesn't add to defensive, summoning, etc. spell level. SPELL RIPPER [Special] [ANY MAGE] Your offensive spells can carry dispelling effects. TOUGHNESS [General] The character gains more hit points per level. It is only available for the 1st circle, and it adds 2 hitpoints per level. This feat is retroactive - meaning that you will gain hitpoints even for levels that you already obtained. Form-friendly. UNCANNY DODGE [General] Allows people to dodge much better, even dodge riding a horse. WAY OF THE GARGOYLE [Special] [TRANSMUTER] You have mastered the art of combat in alternate forms. This feat may either add up to 10 physical and 5 magical resistances, or up to 10 hitroll and damroll. WEAPON FOCUS [Special] [FIGHTER] Gain additional damage and hitroll while used weapon of chosen type. Adds up to 4, 6, 8 hitroll on each circle. (Note: 'ANY MAGE' refers strictly to transmuters, invokers, and necromancers, while 'ANY SPELLCASTER' also includes outcasts, clerics, knights, and druids.) ===== To view the feats in compact, more specific lists: Information on feats available to everyone, see 'help generalfeats'. Information on feats only available to spellcasters and/or mages, see 'help magefeats'. Information on feats only available to specific classes, see 'help specificfeats'.
feats - Help · Solace Mud