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Found 11 results

  1. Mike (DM Mykkal)

    Game Summary

    Chapter 1:Horselords and the Chamber of Sorcerer's Hallows [March 4, 2018] The story opens with the Horselords encamped in a rainy city with Pigwitz School of Witchcraft and Wizardry. Safia attempts to woo Kothgar with her cooking, with a lovesick Vin nearby. A hefty Gus keeps an eye of the spry youth, Tobin. A sultry Aruncus offers supplies. Duglar Sconeblood and Dime chat away nearby. Larry, Rob, and Heather enlist the Horselords to help their friend, Hagrid, rescue a unicorn from the Forbidden forest. After defeating a nest of Acromantualas, the Horselords heal the injured unicorn. Before its departure, the unicorn emotes to everyone the coming of a great evil and the need to help Larry, Rob, and, Heather in a task. Rushing back to the school, the Horselords learn from the students a great evil, Lord Zindemort, has been trying to kill them for years! Larry, Rob, and Heather must destroy Lord Zindemort's soul, but they can't do it from detention. They ask the Horselords for their help in completing a Potions Assignment. The Horselords agree to help them find Sidonia's Diary, Shorembo's Locket, Krago's Cup, and Zamboni's Ring. [March 11, 2018] The Harass makes camp outside of Sidonia's castle and a delegation of Riders enter the castle to meet with The Lady. They are instructed to wait in the library until Lady Sidonia is available, but Gus gets separated from the group. In the library, a strange sound echoes from the walls. First a hiss. Then a clang. Then unintelligible words that implied danger. Suddenly, the floor shakes as if there's a cave in deep. A ghost, Moanin Myrtle, appears and asks for help as someone is in her toilet. The Horselords enter the lavatory and find a passage way to a hidden chamber deep below the castle. Upon entering the hidden passage, they learn the sounds in the library were created by a large basilisk, and its intended victim was Gus!! Oh no!! The Horselords defeat the basilisk and save Gus. Upon returning to the castle, Lady Sidonia greets them with much appreciation and freely hands them her diary to complete the first task in their quest. [March 18, 2018] The Horselords enter the City of Durin and find Krago in the Crude Anvil and Hammer. The great wizard is thrilled to see them! He offers them all his elixer and they find themselves wandering through a dream-world forest and into a magical maze. magical portkeys are scattered about and the Horselords must work together to solve the riddle of the maze. The last portkey whisks them away to a dark cemetery where they come face to face with Lord Zindemort and his Deatheaters. A magical battle ensues!!! The Horselords then awake from their magically induced stooper to be gifted with Krago's Cup from the Mage himself. After emotional farewells, the Horselords ride to find Shorembo for the next item. [March 25, 2018] The Horselords arrive at the entrance to the Elven City, Elommen. A dark mood comes over Aruncus. The Riders enter the city at night and find a bereaved Shorembo. His favorite cat, Crookshanks, has gone missing. The Horselords agree to help find the prized pet, described as having a locket around his neck for a collar. Upon searching the city, the Horselords encounter numerous Dementors and Inferi. With the defeat of the dark demons, the air of dispare disappears from the city and the Horselords find Crookshanks up a tree. Upon return the cat to Shorembo, he grants them their wish of obtaining the locket. [April 1, 2018] Captain Ego von Canon delivers the Horselords to Zamboni's Isle. They make their way through his garden and find Zamboni in his Keep. If they want his ring, they must reclaim it from his fortified cellar, where it is guarded by an ancient white dragon. The Horselords complete the task and now have all 4 components of the quest. They make their way back to the ship in order to return to the school. [April 8, 2018] The Horselords arrive back at Pigzitz School of Witchcraft and Wizardry with the 4 items. Larry meets them at the gates and collect the items. But, in a sudden turn of events, it is revealed he is Lord Zindemort in disguise!! Lord Zindemort grabs the items and Aruncus and dashes into the school. A great battle ensues in the hallways of the school. Tobin cries for his mother, as they fight off spiders, deatheaters, basilisk, dementors, and cave trolls. When it looks as if all hope is lost, they defeat Lord Zindemort and free Aruncus in a dramatic ending. [April 15, 2018] BOOK CLUB AT LUDMILLA'S HOUSE OF WAX WORKS. A healthy discussion of chapter 1 ensued, lead by the non-verbal half-orc and with the participation of the Girl Rangers. A mysterious woman intent on seeing the author, Canon, revealed herself to be Aruncus seeking retribution against the bard. Chapter 2: Horselords and the Guardians of the Star Trek Galactica. [June 3, 2018] The Starship Horselord, in midst of exploring parts unknown in the multiverse, receives a distress call from a nearby planet. Crew jump to light speed and race to the source on the planet Tatooine. Aruncus 5000 transports the away team as close as she can to the signal of the source, into a spaceport filled with beings from a number of other planets. As the away team moves through town they are accosted by a Darth Zin's guard team searching for droids and think the DAGLAR model traveling with the away team is one of the missing machines. Using an old Jedi mind trick, they avoid a confrontation and continue to move towards the signal source outside of town. The Tatooine desert leaves little to the eye as they push through the sand toward the source. Closing in on the source, they find a starship that has plunged to the planet. Two droids-- Shorem 3BO and Krago D2- great the away team and convey a holographic message from Princess Sidonia. The message is addressed to Zamboni Won Kenobi and thatthe droids carry the top secret plans to defeat Darth Zin. The Horselords, with the two droids, are then transported back to the Starship Horselord and set course to help deliver the message. (Cameos: Lady Sidonia, Shorembo, Krago, and Zabmoni; references: Star Trek, Star Wars) [June 10, 2018] The Starship Horselord intercepts a distress call from a nearby planetoid, LV 426. The away team beams downs to discover the body of Science Officer, Lino. Upon revival, he reveals his team is scattered throughout the facility and he would appreciate the teams' assistance in finding his missing science crew, including his wife. The Horselords explore, encountering a strange alien that is impervious to all but fire. Thankfully, they have flamethrowers! Each science officer is found, alien eggs are destroyed, and the Away Team returns to the Starship Horselord safely. (Cameos: Lino and notable characters from the Feisty Chicken; references: Alien and Aliens) [July 1, 2018] The Starship Horselord responds to a distress signal from the planet Bananakolia. They are ported to the planet's surface outside of the major city, Bananakol. The inhabitants are intelligent apes and are wary of their "naked", alien visitors. The away team finds the source of the distress signal, an old waxwork statue of a human rider on a horse. Before they could discern the reason or logic behind the signal, the Horselords are jumped by a hostile gang of apes. In the midst of battle, Aruncus gets a fix on their location and Captain Sunni orders them transported out of the situation immediately. (Cameos: Jania and the population of Annakol City; references: Planet of the Apes) [July 8, 2018] Glitches plague the ship. Static on the screens. Squelches on the audio. Things escalate to full blown technical chaos on the ship with flux capacitors blowing on nearly every deck. Aruncus goes offline and a number of the crew are trapped in the holideck. The ship comes to a halt near the planet Arrakis and an away team is assembled to gather supplies to rebuild the flux capacitors and repair the ship. The away team is beamed down and encounters the local inhabitants, The Frenemies, and are warned of worms and of Baron T<>'s iron rule of the planet. The away team explores, gather the necessary spice, and survive an attack by the Baron and his men. Arunucus comes back online, beams the away team back to the ship. Flux capacitors are repaired and replaced and the Starship Horselord resumes its course. (Cameos: Dahlia and other residents of The Shire, Baron T and his guards; references: Dune) [July 15, 2018] The crew of the Starship Horselord are transporting the Tholian Ambassador when the first sign of trouble appeared-- a tribble in the engineering deck. More began to appear in cargo, sickbay, and on the bridge. At the same time, a distress call from the nearby planet moon of Pandora is received! It is decided all members, including the ambassador, will beam down to the moon surface while Aruncus conducts a biopurge of the ship. On the surface, the crew encounters a lush jungle environment and Dr. Thadeus Kelmer. The doctor is distraught at how his machines are being used to destroy the planet. He directs the crew to the Na'vi, the natives of the planet. Galadriel, the leader of the Na'vi, directs the crew to the Gnomish mining camp. Members disengage a mining golem on the way and then proceed to dismantle the remaining machines in the camp. Aruncus completes the biopurge of the tribbles into the airspace above and then transports the crew back onboard the Starship Horselord. (Cameos: Galadriel and the Rangers of the North, King of Gnomar, Dr. Thadeus Kelmer; references Avatar) [July 22, 2018] The Starship Horselord arrives at the planet, Ahch-To in order to deliver the droids Shorem-3-P-0 and Krago-D-2 to their rightful owner, Zamboni-Won-Kenobi. Upon transporting to the surface they meet Master Lo Chi Min who warns, "All it seems, it is not!" The away team presses on through several encounters and barriers until they reach Zamboni-Won's treehouse. Upon entering, they find Zamboni-Won having tea with Darth Zin. The results of genetic testing shows that Guth and Saf are sibling, Kothgar is result of the coupling of Zin and a groupie, and everyone else is a Cylon replicant. (cameos: Zamboni, Krago, Shorembo, Sensai, Zin; references: Star Wars, Alien vs Predator, Terminator, Battlestar Galactica) [July 29, 2018] BOOK CLUB AT FEISTY CHICKEN A mix of bibliophiles joined the Steinhammer twins for a lengthy discussion of chapter 2. Lino revealed he isn't too happy about how he was portrayed. And, rumor has it others important political-types aren't too happy about their character assassination in the pages. Worth noting is the kindled rapport between Ludmilla's manservant, Willem, and the mysterious woman in attendance. Chapter 3: Chapter 4: Chapter 5:
  2. What Players are saying about Happy Hour at the Feisty Chicken ooc note. I enjoyed todays Feisty Chook Happy Hour. I liked the way the group acted together....and the pacing was spot on ....with [for me] new monsters and new places....and enough combat to satisfy that bit but also time to chat to people as well. Thanks to the DM team. OOC: I must admit, I have shied away from getting involved in campaigns (or even large groups) because I am new to RP and the game. Last night was the first happy hour I participated in (just watched last week). I had a blast. I am hoping to return every week! As always another fun time at the Chicken! Thanks to the DM's and the party for another adventure for Elly to chat about with friends! *********************************** Role Play Adventure Battle Puzzle solving fun These are the things one can expect - games do not always start at the Feisty Chicken - many that do start there don't stay. Each week is a different adventure - you never know what to expect.
  3. 1. First of all, buy a Book of Summons (Jania, at Annakol North Road, near the Feisty Chicken Inn, sells one) 2. Make sure the custom summons are enabled in the book of summons. You would be surprised of how many people would forget that back in the day. 3. Bookmark an empty slot in your book 4. See the level number in the summon name (eg.: White Tiger, level 5)? You must cast on the ground, near the target (NOT directly on it) the summon creature spell of the level of the creature or higher to capture (to capture said white tiger level 5, you must cast Summon Creature V or higher). Any source will do: directly by yourself, scrolls, items, you name it. (also, the creature has a reflex save to not be captured. the DC is your character level, iirc) 5. If all goes well, eventually the monster will be captured and readily avaliable to use, rename and what not. To summon your creature, cast the Summon Creature spell, but this time, the level must be equal to the monster level. (again, in the White Tiger, level 5 example, you MUST use Summon Creature V. This time VI and above won't do.)
  4. Tonight, Tuesday, July 3rd 2018 - The Curse of the Lovers campaign begins/resumes. This campaign has not played (looks up Hero's last modification date) Wednesday, ‎May ‎7, ‎2008, ‏‎4:41:38 PM. That was 10 - TEN - Years Ago !!! The Curse of the Lovers campign Plays once more
  5. Lag - What is it?: More properly, lag refers to a delay in information exchanged between client and server, resulting in a hang with breaks immersion and can result in loss of control of one's character, with often unpleasant consequences. Players, however, tend to use the term 'lag' much more broadly, to refer to anything that causes a hang or break in play experience. Decoding their meaning is critical to understanding the problem that they're experiencing, and to fixing it, if indeed there's anything you can do - sometimes there isn't. So, for the remainder of this tutorial, we’re going to use the term 'lag' in this broader sense, and label actual lag 'connection lag'. Before we can discuss ways to prevent lag, we need to familiarize ourselves with the various types of issues that can give rise to interference with game play. Below is a rough listing. Connection Lag: Also called network lag, this arises from a problem with the connection between player and server. It can have a number of causes, including programs on the player's computer, their router, the server's router or programs, or somewhere in between. Connection lag can be detected by pinging the server, and checking ping times. A tracert will show where, roughly, the problem lies. Oftentimes there will be nothing you can do about this sort of lag, other than to assist the player in troubleshooting their system, or waiting out the network issue. If a ping results in an unusually high number, or the tracert fails at a certain jump, the problem is connection lag. Graphics Lag: This is one of the most common types of lag, and the one most mistaken by players as network lag, or as some other sort of problem external to their system. It isn't, for the most part. Graphics 'lag' occurs when the player's computer is overwhelmed with the graphical data it's getting, and fails to render it smoothly, resulting in poor frame rate, lockups, and occasionally more exotic issues. It is LARGELY a client-side issue, and they should take steps to fix it, like changing their graphics settings, or getting a different graphics card. There are, however, some things that a server op can and should do to prevent this sort of thing, which we'll go into below. If the 'lag' a player experiences is intermittent and coincides with times when a lot is happening on their screen, and other players on the server don't experience it when they do, the problem is likely graphics lag. Graphics lag can often also be detected by having the player hit the tilde (~) key, type ‘fps’, and hit enter while playing, which displays the Frames Per Second they are seeing displayed. The higher the number, the better the framerate; the lower, the choppier (‘laggier’) things will appear. Server Lag: This is the final type of 'lag', and the one you have the most direct control over. It arises when the server is trying to do too much at once. The game engine begins to run on the hairy edge, and it stops doing certain things, based on priorities in the engine. This often is caused by a lot of players on a server, or poorly written scripts, or poorly built areas, or some combination of the above. Other times, there may be some technical issue at work, like a crippled fileserver, an out-of-control process, or insufficient RAM. Server lag is often the trickiest to detect, and can be diagnosed by ruling out both connection and graphics lag. In more extreme cases, however, it's not at all hard to detect, as low-priority processes cease. These include the updating of the game clock, resulting in the game being stuck permanently at a certain time, arresting the day/night cycle. There are other low-priority processes as well, but some are of such low priority that they will fail with even a couple players on a well-built server and module, so they're not of much help diagnostically. In this latter category fall things like persistent area of effect heartbeat scripts and spawned-in-placeable heartbeat scripts - they often won't fire, if they fire at all, even on a healthy server. Overrides are the same materials that CAN be put into haks. They are a way to use a hak on a server that does not support that hak. The problem is, on a public server you are causing trouble by doing so. One such rogue example: The animation override -- it is supposed to speed up and improve animation on the user's computer. The sequences send by the public server are rejected and new ones used -- positions on the client are calculated and sent to the server with anamation sequence number information that does not exist on the server. The server receives trash data from that client using the animation override and cannot deal with that trash data -- Data Stacks start to have unprocessable data in them -- everyone starts to rubberband as the system tries to deal with the spurious data. A cascade crash can occure from this or the server may just suffer lag untill restarted -- sometimes it can clear when the person leaves but other times the server can be messed up untill reload. Other overrides do simular damage, some are worse than others. Overrides for heads that are in the haks being used we allow people to use at creation of the character and then remove from the override directory. We have found that even materials in the haks, such as heads, can cause a problem from load confusion. Yes - certain SW firewalls can cause NWN lag. Multi use of the IP, such as down loading music or movies or SW while playing can cause lag. WHY? because the response is delayed at the client and that delay is going to cause lag. The server waits for responses from everyone before it will move forward. SOOO, the server is a slave to the slow responder draging everyone with them. BTW dialup has NOT been a serious lag problem, but DSL and Cable has -- because those with it think they can multi use it while playing. A basic DSL connection should not run MSN or other communications programs while playing -- bandwidth. Keeping ones computer clean of virus and spyware -- we had a DM get infected and until he got it fixed we suffered everytime he loged on. It was a quick identify the problem and get it fixed but there you can see, it can happen and is an ongoing process. Defrag, reorganize the hard drive, often -- weekly is not often enough. The NWN process of reading haks is critical to speed -- since we use the CEP there are haks to read but also the base Bioware stuff is in there own special haks which is perhaps not well known -- all is needed to run the game and that access can be slowed with a fragmented drive -- slowing response -- causing lag. The PRC has overrides that WILL cause serious trouble to a server if in the folder when loging onto a server not supporting PRC. Again this causes serious lag that the server NEVER recovers from and usually crashes it sometime in its agony of lag. The best policy is that NO overrideds be used, Optimise ones HD regularly, no SW firewalls while playing, and NO other internet activity on the IP line while playing and finally, clean from virus/spyware. The free Spyware cleaners are not able to take care of the problem -- I recomment Spysweeper.
  6. Barry_1066

    Spell Mastery System

    Spell Mastery System when a spell is cast an algorithm is figured and a die rolled (the higher your mastery, the harder to gain a new point) if the conditions are met a point of spell mastery is awarded - 0.01 The range is 0.01 to 100.00 At 4 interval enhancements to the spell take place at these points: - 25.00 - 50.00 - 75.00 and 100% Enhancements are custom for each spell Some spells might be longer duration or more damage or more missiles or whatever is the nature of the spell to enhance. Spellcasters gain power and duration in their spells with practice. For example, Magic Missile at 50% Mastery delivers 1-4 (+1); at 100% delivers 1-4 (+2) damage. Duration spells last longer. Kormai's Spellmastery - Kormai was one of the original players and good friend on Realms of Annakolia - His system first appeared on Crimson Spire, a PW by Bloo (creator of the DMFI). These two PWs, Crimson Spire, and Reams of Annakolia, are the ONLY two worlds to ever have Kormai's system. Casters may practice spellcasting on some place-ables, such as signs. The closer a character gets to 100% mastery the harder it becomes to learn. This system is similar to the PnP learned skill system in Runequest. Mastery is calculated after each successful spell casting. Each spell has its own mastery level. In other words, a spellcaster can have 10% mastery in casting Magic Missile and have 50% mastery in casting Light, only because the spellcaster has successfully cast Light more times than Magic Missile. Kormai's Spellmastery Algorithm Current Spell Mastery (CSM) x 10 = Learning Target Mastery Roll = random number between 0 and 999 If a player rolls over their CSM the character successfully learns and gains mastery Here's an example, Bart the Wizard has been adventuring in the Bain Mountains and Dark Forest. He cast Protection from Elements on himself, his familiar, and his friends many, many times and has gained 75% mastery in the spell. His Learning Target is 75 x 10 = 750. When he successfully casts the spell, Bart must roll over 750 on a D1000 to learn. In other words, Bart has only a 25 % chance of learning each time he casts Protection from Elements. _________________
  7. This information abount using the development version is no longer necessary - we are not using the development version at this time.
  8. DocRob

    Mystic -Updated 2018-

    The Mystic is an ordinary individual who finds a new untapped power within the depths of his mind. Where this power came from remains unknown to many; if the individual wishes it the power can develop into many shapes or forms. The power, referred to as Mystic Energy, can harm or heal, shape or destroy. The individuals wielding the power each choose their own path and development of their new powers. Mystics are not telepaths or fortune telling psychics. Their power however is power of the mind. As such the Mystic uses her intelligence or wisdom modifier as relevant spell ability, using the higher of the two. The relevant spell ability is used in the different Mystic Abilities to increase the power, damage class and/or duration. As the Mystic focuses her power by use of her mind, she cannot wear headgear such as helmets. Shielding her head disrupts the free flow of Mystic Power from her mind, making it impossible to use her Mystic Abilities. Mystic Abilities, like spells, cannot be used while polymorphed either. Once a Mystic exhausts her Mystic Energy she needs to go into a state of meditation to regain it. During this state she cannot act in any way and is especially vulnerable to enemy attacks. The Mystic gains 30 points of Mystic Energy at level one; she gains an additional 10 points for every following level in the Mystic Class.  - Hit Die: d6 - Proficiencies: - - Skill Points: 4 + Int Modifier -Skills: Appraise, Bluff, Concentration, Heal, Hide, Intimidate, Lore, Move Silently, Search, Spellcraft -Attack Bonus growth: Mid (Bard/Rogue) -Saving Throws: Monk -Primary Attribute: IntFA REQUIREMENTS: Feats: Skill Focus Concentration, Skill Focus Spellcraft Skills: Lore 8 ranks ABILITIES: Level 1: Mystic Stats, Meditation, Mysticism, Mystic Ability 1x 2: Mystic Ability 1x 3: Mystic Ability 1x 4: - 5: Mystic Ability 1x 6: Mystic Ability 1x 7: - 8: Mystic Ability 1x 9: Mystic Ability 1x 10: - 11: Mystic Ability 1x 12: Mystic Ability 1x 13: - 14: Mystic Ability 1x 15: Mystic Ability 1x 16: - 17: Mystic Ability 1x 18: Mystic Ability 1x RESTRICTIONS: - Cannot wear helmets. - Requires Mystic Energy to cast spells/use abilities. Base Abilities Mysticism Required Feats: - Required Skills: - Mystic Energy Cost: 2 Duration: 5 + 1 round per level Description: As the Mystic’s powers begin to surface she first starts by using her powers to append upon her already known abilities. Mysticism is automatically given to a Mystic at level one and reflects upon their base class that they took at level one. The effects of it differ per base class. Meditation Required Feats: - Required Skills: - Mystic Energy Cost: - Duration: 60 seconds + 5 seconds per level Description: To regain her Mystic Energy a Mystic must go into a meditative state. During this state the Mystic is unable to act in any way. After the meditation has ended the Mystic will have all her Mystic Energy restored. The amount of Mystic Energy a Mystic has is dependant on her level in the Mystic Class. Mystic Stats Required Feats: - Required Skills: - Mystic Energy Cost: - Duration: - Description: This feat displays how much Mystic Energy the character has and how much she can have in total. Using it will show this information in the Server Message Window. This feat is granted automatically to the Mystic at level 1. Damage Abilities Telekinesis Required Feats: - Required Skills: Concentration 5 ranks Mystic Energy Cost: 4 Duration: 5 rounds Description: The Mystic has the power to move objects by his will alone. This power can be used for all sorts of actions, from opening doors to picking up items from a distance. It can also be used on creatures to harm them by twisting an arm or tripping them, doing 1d6 blunt damage and 1 additional damage per three levels of the caster. There is also a chance that the targeted creature will suffer an injury, decreasing its dexterity by 1 point. Psychic Wave Required Feats: Telekinesis Required Skills: Concentration 10 ranks Mystic Energy Cost: 12 Duration: 2 + 1 round per three levels Description: The Mystic sends forth an invisible wave of psychic energy that damages every creature in its path and pushes them away. Creatures failing their reflex save will be knocked down as well. The psychic wave damages the targets both physical as well as magically. The physical damage is 1d20 blunt damage, with an additional 1d20 damage per three caster levels. The magical damage deals 1d12 to the creature. Psychic Blast Required Feats: Psychic Wave Required Skills: Concentration 16 ranks Mystic Energy Cost: 24 Duration: 3+ 1 round per two levels Description: The Mystic sends forth an invisible wave of psychic energy in all directions that damages every creature in its path and pushes them away. Creatures failing their reflex save will be knocked down as well. The psychic wave damages the targets both physical as well as magically. The physical damage is 1d20 blunt damage, with an additional 1d20 damage per three caster levels. The magical damage deals 1d8 damage to the creature. Burn of the Body Required Feats: - Required Skills: Heal 12 Ranks Mystic Energy Cost: 10 Duration: 3 rounds + 1 per 2 levels Description: The Mystic focuses her power into her hands; by touching a creature she creates a dangerous chain reaction in their body which produces a powerful acid. This acid does 1d8 damage with 1d8 extra damage per three caster levels. It does this damage each round till the spell expires. Additionally, the spell can cause the targeted creature to become ill and suffer a -2 penalty to their constitution. This penalty will last for the duration of the spell or until it is otherwise cured. Greater Burn of the Body Required Feats: Burn of the Body Required Skills: Heal 18 Ranks Mystic Energy Cost: 15 Duration: 3 rounds + 1 per 2 levels Description: The Mystic focuses her power into her hands; by touching a creature she creates a dangerous chain reaction in their body which produces a powerful acid. Through advanced knowledge of anatomy of creatures this acid is exceptionally potent. This acid does 2d8 damage with 1d8 extra damage per two caster levels. It does this damage each round till the spell expires. Additionally, the spell can cause the targeted creature to become violently ill and suffer a -4 penalty to their constitution. This penalty will last for the duration of the spell or until it is otherwise cured. Sound Waves Required Feats: - Required Skills: - Mystic Energy Cost: 7 Duration: - Description: By creating heavy vibrations in the air near the targeted creature the Mystic damages her target with sound waves. These sound waves do 2d12 damage and an additional 1d12 damage for every 3 levels of the caster. Wave of Sound Waves Required Feats: Sound Waves Required Skills: - Mystic Energy Cost: 14 Duration: - Description: By creating heavy vibrations in the air the Mystic creates a wave of vibrations that damage all it touches with devastating sound waves. These sound waves do 2d12 damage and an additional 1d12 damage for every 3 levels of the caster. Blast of Sound Waves Required Feats: Wave of Sound Waves Required Skills: - Mystic Energy Cost: 22 Duration: - Description: By creating heavy vibrations in the air the Mystic creates waves of vibrations that damage creatures all around the caster with devastating sound waves. These sound waves do 2d12 damage and an additional 1d12 damage for every 3 levels of the caster. Excited Air Required Feats: Sound Waves Required Skills: - Mystic Energy Cost: - Duration: - Description: By exciting air particles even further after a Sound Wave attack the Mystic can sometimes trigger a delayed explosion. This explosion deals 1d6 fire and deals an extra 1d6 fire for ever 2 caster levels. It also does 2d6 blunt damage and an additional 1d6 blunt damage for every 3 caster levels. The explosion has a chance to fire with some delay after a target has been hit with one of the following spells: Sound Waves, Wave of Sound Waves and Blast of Sound Waves. The chances of the explosion firing are respectively: 30%, 20% and 15%. Excited Air does not add to the Mystic Energy cost of the Sound Waves spells. Aura of Pain Required Feats: - Required Skills: - Mystic Energy Cost: 3 + 1 point every 4 rounds to sustain the aura Duration: 5 turns + 1 turn per three levels. Description: The Mystic focuses upon hurting her adversaries when they come too close, emitting a dangerous damaging aura all around her. This aura does 1d3 negative damage per round to nearby enemies and does an extra point of damage for every three caster levels. It also has the chance to decrease the constitution of the target. The further away enemies are from the caster, the weaker the effect will be on them. Being negative damage the aura has an adverse effect on undead, healing them instead of harming them. Every 4 rounds an additional point of mystical energy is taken from the mystic in order to sustain the aura. If the mystic does not have mystic energy left to sustain the aura it will disappate. The mystic can terminate the aura by using the feat a second time. Aura of Pain II Required Feats: Aura of Pain Required Skills: - Mystic Energy Cost: 5 + 1 point every 2 rounds to sustain the aura Duration: 3 turn + 1 turn per three levels. Description: The Mystic focuses upon hurting her adversaries when they come too close, emitting a dangerous damaging aura all around her. This aura does 1d6 negative damage per round to nearby enemies and does an extra point of damage for every three caster levels. It also has the chance to decrease the constitution of the target. The spell has a greater range than its predecessor. The further away enemies are from the caster, the weaker the effect will be on them. Being negative damage the aura has an adverse effect on undead, healing them instead of harming them. Every 2 rounds an additional point of mystical energy is taken from the mystic in order to sustain the aura. If the mystic does not have mystic energy left to sustain the aura it will disappate. The mystic can terminate the aura manually by using the feat a second time. Aura of Pain III Required Feats: Aura of Pain II Required Skills: - Mystic Energy Cost: 8 + 1 point every round to sustain the aura Duration: 1 turn + 1 turn per three levels. Description: The Mystic focuses upon hurting her adversaries when they come too close, emitting a dangerous damaging aura all around her. This aura does 1d10 negative damage per round to nearby enemies and does an extra point of damage for every three caster levels. It also has the chance to decrease the constitution of the target. The spell has a much greater range than its predecessor. The further away enemies are from the caster, the weaker the effect will be on them. Being negative damage the aura has an adverse effect on undead, healing them instead of harming them. Every round an additional point of mystical energy is taken from the mystic in order to sustain the aura. If the mystic does not have mystic energy left to sustain the aura it will disappate. The mystic can terminate the aura manually by using the feat a second time. Gain of Pain Required Feats: Aura of Pain II Required Skills: - Mystic Energy Cost: 1 point for every round that the respective aura subtracts sustenance cost Duration: as the Aura of Pain spell that is cast Description: When using the Aura of Pain spells the Mystic is healed by the damage she does to her enemies. She gains half of the damage she does to her enemies as hit points (with a minimum of one point), up to her normal maximum number of Hit Points. Normally the Aura of Pain spells have a healing effect on undead. However, the Mystic has learned that by harming herself she can reflect her own pain in an intensified manner upon undead. When Gain of Pain is active near undead adversaries it will harm the mystic for half of the normal damage of the Aura of Pain spell and damage the undead for normal amount with positive energy. This ability is activated manually when an Aura of Pain is active on the mystic. When an Aura of Pain is deactivated Gain of Pain is automatically deactivated as well. Buffing Abilities Muscle Buff Required Feats: - Required Skills: - Mystic Energy Cost: 10 Duration: 1 turn per level Description: By temporarily increasing the growth rate of muscle tissue the Mystic can make someone much more powerful. This spell increases the target’s strength and constitution by 1d4 points and an extra point per 5 levels. It also raises the character’s fortitude saving throw by 5. Mystic Reflexes Required Feats: - Required Skills: - Mystic Energy Cost: 10 Duration: 1 turn per level Description: This spell allows the mystic to use her powers to develop a sixth sense for danger, making her much more likely to avoid incoming attacks. The target of the spell gains 1d4 points of dexterity and an extra point per 5 levels. She also gains a bonus of 5 on her reflex saving throws and gains a damage reduction of 3 points plus 1 extra point per level. Mystic Strike Required Feats: Muscle Buff or Mystic Reflexes Required Skills: - Mystic Energy Cost: 15 Duration: 1 turn per level Description: Through intense focus the mystic achieves a state in which she is more accurate with her weapons. Rather than slashing about wildly she uses her power to guide her weapon towards the enemy and hit more often. This ability gives the target a bonus to their Attack Bonus of 3 plus one per three levels of the caster. Mystic Strikes Required Feats: Mystic Strike Required Skills: - Mystic Energy Cost: - Duration: - Description: By using her power to gain increased insight into combat the Mystic, when using the Mystic Strike power, is given an extra attack per round. This feat applies automatically when the user uses Mystic Strike. This feat does not increase the Mystic Energy cost of the Mystic Strike Power. Note: The extra attack is often not displayed properly on the character sheet. War Form Required Feats: Muscle Buff or Mystic Reflexes Required Skills: - Mystic Energy Cost: 10 Duration: 1 turn per level Description: The Mystic uses her power to change her own shape in that of a hulking creature with powerful claws and strong hooves. In this powerful form the Mystic is a force to be reckoned with, even though the Mystic cannot use her powers while in this form. Greater War Form Required Feats: Muscle Buff, Mystic Reflexes or Mystic Strike Required Skills: - Mystic Energy Cost: 4 Duration: 1 turn per level Description: The Mystic’s war form gains a powerful great sword and becomes even more powerful. This ability is used automatically when using the War Form ability. An extra 4 Mystic Energy is used up when transforming into the War Form. Sharp Edges Required Feats: - Required Skills: - Mystic Energy Cost: 10 Duration: 1 turn per level Description: By changing the very form of a weapon the Mystic can use her powers to sharpen the edges of the weapon; or in case the weapon possesses no sharp edges create them. Doing this to a weapon adds slashing damage to the weapon of 1d6 points. The damage increases with a higher relevant spell ability modifier. Vibrating Edge Required Feats: Sharp Edges, Sound Waves Required Skills: - Mystic Energy Cost: 12 Duration: 1 turn per level Description: The Mystic uses her knowledge of sound vibrations to make the air around a weapon vibrate, allowing it to do extra damage to those she hits. The weapon does an added 1d6 points of sonic damage to those that are struck with it. The damage increases with a higher relevant spell ability modifier. Mystic Blade Required Feats: Sharp Edges Required Skills: - Mystic Energy Cost: 12 Duration: 1 turn per level Description: By channeling her Mystic Energy directly into a weapon a Mystic can do added damage with it. The Mystic Energy deal an added 2 points of magical damage when striking a target. The damage increases with a higher relevant spell ability modifier. Defensive Abilities Mind Trick Required Feats: - Required Skills: Hide & Move Silently 8 ranks Mystic Energy Cost: 6 Duration: 2 Turns + 1 turn per 3 hide and move silently skill ranks Description: The Mystic uses her powers to trick those of weak mind into believing she is not actually there; giving her the chance to sneak into places undetected and escape from enemies. After deceiving the enemy’s mind she uses her natural sneak abilities to remain undetected. Advanced Mind Trick Required Feats: Mind Trick Required Skills: Hide & Move Silently 14 ranks Mystic Energy Cost: 10 Duration: 2 Turns + 1 turn per 3 hide and move silently skill ranks Description: The Mystic uses her powers to trick those of weak mind into believing she is not actually there; giving her the chance to sneak into places undetected and escape from enemies. After deceiving the enemy’s mind she uses her natural sneak abilities to remain undetected. Advanced Mind Trick allows the Mystic to make enemies see her image elsewhere, giving her a 50% concealment bonus. It is also harder to resist than the normal Mind Trick and it can be used on others beside the Mystic herself. However, when used on others the duration will depend on their natural sneak skills. Mind’s Aura Required Feats: Advanced Mind Trick Required Skills: Hide & Move Silently 20 ranks Mystic Energy Cost: 5 + 1 per 3 rounds to sustain the aura Duration: 3 Turns + 1 turn per 3 levels for caster, 2 Turns + 1 turn per 3 hide and move silently skill ranks for nearby allies Description: The Mystic uses her powers to erase her very image from the mind of those who see her, making her completely undetectable by her enemies. The Mystic’s energy extends to those around her, making them disappear from the minds of the enemies as well. The ability is weaker for those near her however; those of strong will may still manage to see them. The further away an ally is from the caster, the weaker the effect will be on them. Every 3 rounds an additional point of mystical energy is taken from the mystic in order to sustain the aura. If the mystic does not have mystic energy left to sustain the aura it will disappate. The mystic can terminate the aura manually by using the feat a second time. Guarding Force Required Feats: - Required Skills: Spellcraft 8 ranks Mystic Energy Cost: 6 Duration: 1 turn + 1 turn per three levels Description: The Mystic projects a field of Mystical Energy around himself to protect himself from harm. The field gives the user a bonus to his Armor Class of 4 and also gives the user one point of damage resistance against physical damage for every two levels of the caster. The Guarding Force field is highly versatile as is made out of pure Mystic Energy. This versatility makes it possible to add different effects to the field by choosing extra feats. Foresight Required Feats: Guarding Force Required Skills: Spellcraft 10 ranks Mystic Energy Cost: 4 Duration: 1 turn + 1 turn per three levels Description: The Guarding Force field around the caster lets the caster see incoming attacks a few instances before they hit, granting her the chance to avoid them. This Foresight gives the caster immunity to sneak attacks and also grants her a damage reduction of 30/+5 for the first 100 points of damage. An extra ten points are added to this for every level of the caster. This feat increases the cost of the Guarding Force spell by 4 points of Mystical Energy. Mind Ache Required Feats: Guarding Force Required Skills: Spellcraft 10 ranks Mystic Energy Cost: 4 Duration: 1 turn + 1 turn per three levels Description: The Guarding Force field around the caster projects painful thoughts into the mind of any who tries to hit the caster. This Mind Ache causes the attacker to take 1d6 magical damage and an extra point of damage per three levels of the caster. This feat increases the cost of the Guarding Force spell by 4 points of Mystical Energy. Deflecting Force Required Feats: Guarding Force Required Skills: Spellcraft 12 ranks Mystic Energy Cost: 4 Duration: 1 turn + 1 turn per three levels Description: The Guarding Force field around the caster becomes strengthened so that it can deflect incoming missiles their trajectory. Any incoming projectile has a 30% chance of missing the caster; an extra percent is added for each level of the caster. This feat increases the cost of the Guarding Force spell by 4 points of Mystical Energy. Mental Guard Required Feats: Guarding Force Required Skills: - Mystic Energy Cost: 1 Duration: 1 turn + 1 turn per three levels Description: When using the Guarding Force ability the Mystic also strengthens her own mental barriers to fend off potential mind magics aimed at harming the caster. The Mystic gains a bonus of 10 against all Will Saving Throws. This feat increases the cost of the Guarding Force spell by 1 points of Mystical Energy. Spell Shield Required Feats: Guarding Force Required Skills: Spellcraft 14 ranks Mystic Energy Cost: 4 Duration: 1 turn + 1 turn per three levels Description: The Mystic’s Guarding Force field is empowered to withstand spells and magic aimed at harming the caster. The Mystic gains a spell resistance equal to 12 points plus 1 point per level of the caster. This feat increases the cost of the Guarding Force spell by 4 points of Mystical Energy. Energy Absorption Required Feats: Guarding Force Required Skills: - Mystic Energy Cost: 2 Duration: 1 turn + 1 turn per three levels Description: The Guarding Force field becomes capable of protecting the Mystic against the chosen type of energy; Acid, Cold, Electrical, Fire or Sonic. This ability gives 1 point of resistance against the chosen type of energy per level of the caster. The feat may be taken multiple times for different energy types. This feat increases the cost of the Guarding Force spell by 2 points of Mystical Energy. Spell Absorption Required Feats: Guarding Force Required Skills: Spellcraft 22 ranks Mystic Energy Cost: 8 Duration: 1 turn + 1 turn per three levels Description: The Guarding Force field becomes capable of protecting the Mystic against the chosen Spell School, absorbing all spells of the chosen spell school for the duration of the spell. The feat may be taken multiple times for different spell schools. This feat increases the cost of the Guarding Force spell by 8 points of Mystical Energy. Curative Abilities Natural Healing Required Feats: - Required Skills: Heal 5 ranks Mystic Energy Cost: 5 Duration: 10 seconds Description: The Mystic uses her power to stimulate the natural healing process of the body of the targeted creature. This gives the targeted creature a regeneration effect which regenerates 5 hit points per second, with an extra point for every 4 levels of the caster. Natural Healing II Required Feats: Natural Healing Required Skills: Heal 10 ranks Mystic Energy Cost: 8 Duration: 20 seconds Description: The Mystic uses her power to stimulate the natural healing process of the body of the targeted creature. This gives the targeted creature a regeneration effect which regenerates 5 hit points per second, with an extra point for every 4 levels of the caster. Natural Healing III Required Feats: Natural Healing II Required Skills: Heal 15 ranks Mystic Energy Cost: 11 Duration: 20 seconds Description: The Mystic uses her power to stimulate the natural healing process of the body of the targeted creature. This gives the targeted creature a regeneration effect which regenerates 10 hit points per second, with an extra point for every 4 levels of the caster. Natural Healing IV Required Feats: Natural Healing III Required Skills: Heal 20 ranks Mystic Energy Cost: 15 Duration: 30 seconds Description: The Mystic uses her power to stimulate the natural healing process of the body of the targeted creature. This gives the targeted creature a regeneration effect which regenerates 15 hit points per second, with an extra point for every 4 levels of the caster. Cleansing Required Feats: - Required Skills: Heal 10 ranks Mystic Energy Cost: 8 Duration: 60 seconds Description: By using her powers the Mystic can expel negative effects from the body of a targeted creature. This process occurs stepwise, first removing negative statuses such as confusion and paralysis. After 30 seconds effects such as Armor Class and Saving Throw lowering effects are removed. After another 30 seconds negative levels, ability decrease effects and curses are removed. Status Abilities Mind Break Required Feats: - Required Skills: Concentration 9 ranks Mystic Energy Cost: 6 Duration: 1 turn per level Description: Mental defenses are often troublesome for a Mystic, as many of her attacks are aimed at deceiving the mind in some way. By using Mind Break the Mystic can lower her enemy’s defenses against her mental attacks. This spell reduces the target’s will save by 10 points for the duration of the spell. Vision of Fear Required Feats: - Required Skills: - Mystic Energy Cost: 5 Duration: 5 rounds + 1 round per level Description: The Mystic uses her powers to give the targeted creature a vision of one of their worst fears. The Mystic does not know the content of the vision, as it is made by the mind of the creature itself. The effect of this vision is that the creature becomes frightened. Secondly, it is possible for the creature to become paralyzed with fear for the duration of the spell. Vision of Infinite Horrors[/size][/b] Required Feats: Vision of Fear Required Skills: Lore 18 ranks Mystic Energy Cost: 10 Duration: 3 Turns Description: The Vision of Infinite Horrors is a spell in which the Mystic projects innumerous horrific images into the mind of the targeted creature. These images cause the target immense pain, doing 1d6 damage per two levels of the caster. It also cause the target to run away in fear and suffer a penalty of 10 to its Armor Class and to its Attack rolls. Confusion Required Feats: - Required Skills: - Mystic Energy Cost: 4 Duration: 5 + 1 round per level Description: Power over the perception of others can be a powerful tool. The confusion ability demonstrates that by allowing the Mystic to make her enemies unable to separate friend from foe. The enemy targeted by this spell will mindlessly attack all creatures he sees, regardless of its possible allegiance to them. Mass Confusion Required Feats: Confusion Required Skills: Lore 12 ranks Mystic Energy Cost: 12 Duration: 3 Turns + 1 round per level Description: The Mystic changes the perception of all the creatures near her. This change of perception makes it impossible for them to distinguish their friends from their foes, leading to chaos on the battlefield. Blinding Flash Required Feats: - Required Skills: Lore 10 ranks Mystic Energy Cost: 10 Duration: 3 Turns + 1 round per level Description: The Mystic releases a bright flash by using her powers. This flash blinds all creatures near the caster causing them to have trouble hitting things and also making it harder for them to dodge incoming attacks. Prison of Stone Required Feats: - Required Skills: Spellcraft 11 ranks Mystic Energy Cost: 8 Duration: 5 rounds + 1 per level Description: The very elements shape to the Mystic’s will with enough training. By using her powers the Mystic moves the earth itself to surround the target, encasing it in a stone prison. This prison will immobilize the target completely for the duration of the spell; making it impossible for the target to act in any way. Aura of Stones Required Feats: Prison of Stone Required Skills: Spellcraft 17 ranks Mystic Energy Cost: 7 + 1 per 2 rounds to sustain the aura Duration: 1 turn per level, 1 round per 3 levels Description: The Mystic forms an aura around herself. Any enemy creature entering this aura will be swallowed by the earth and held in place like with the Prison of Stone spell. The further away an enemy is from the caster, the weaker the effect will be on them. Every 2 rounds an additional point of mystical energy is taken from the mystic in order to sustain the aura. If the mystic does not have mystic energy left to sustain the aura it will disappate. The mystic can terminate the aura manually by using the feat a second time. Domination Required Feats: - Required Skills: Lore 20 ranks and Concentration 20 ranks Mystic Energy Cost: 10 Duration: 1 turn per level Description: The Mystic uses her power over perception to make the target creature perceive her as its friend. She in turn makes the creature view all her enemies as its enemies; making the creature a loyal henchman, for the duration of the spell anyway. Other Abilities The Sleeper’s Fury Required Feats: - Required Skills: Concentration 13 ranks Mystic Energy Cost: - Duration: 60 seconds + 5 seconds per level Description: While meditating the Mystic sends out a protective field around herself that damages any enemy that comes too close. This power is automatically activated when the character meditates. It does 1d6 damage and an additional point of damage for every three levels. The Sleeper’s Health Required Feats: Natural Healing I Required Skills: Concentration 12 ranks, Heal 12 ranks Mystic Energy Cost: - Duration: 60 seconds + 5 seconds per level Description: By using her knowledge of the body’s regenerative capabilities the Mystic has learned to heal herself during her meditation. The Mystic regenerates 5 hit points every round while she is in her meditative trance. This ability is activated automatically when using the Meditation Ability. The Eternal Sleeper Required Feats: - Required Skills: Concentration 19 ranks Mystic Energy Cost: - Duration: 60 turns Description: After awaking from their meditative state the Mystic continues to regain 3 points of Mystic Energy every turn for the duration of the spell after the meditation has expired. This will not raise the Mystic Energy above the maximum amount the character has. Mystical Knowledge Required Feats: - Required Skills: - Mystic Energy Cost: - Duration: - Description: The Mystic has learned more of the basis behind her Mystic Energy; giving her an extra point of Mystic Energy per level. This increases the maximum amount of Mystic Energy the character has. Mystical Secrets Required Feats: Mystical Knowledge Required Skills: Lore 13 ranks Mystic Energy Cost: - Duration: - Description: The Mystic has learned about the secrets behind her Mystic Energy; giving her an extra point of Mystic Energy per level. This increases the maximum amount of Mystic Energy the character has and stacks with the Mystical Knowledge feat. The Seer’s Gift Required Feats: Mystical Secrets Required Skills: Lore 20 ranks Mystic Energy Cost: - Duration: - Description: The Mystic feels exceptionally close to the original source of her power; giving her two extra point of Mystic Energy per level. This increases the maximum amount of Mystic Energy the character has and stacks with the Mystical Knowledge and Mystical Secrets feats. Body over Mind Required Feats: - Required Skills: - Mystic Energy Cost: - Duration: - Description: For some Mystics intellect and wisdom are not their strong points. Some of these Mystics learn to circumvent their somewhat limited mental capacities by focusing upon their bodies and stamina more. By taking this feat the Mystic will use her Constitution Modifier, when higher than her intelligence or wisdom modifier, as the relevant ability for her spells. The relevant spell ability is used for extra bonuses which vary between spells. In general terms, a higher relevant spell ability will lead to a higher save DC and a longer duration of spells.
  9. DocRob

    Acrobat -Updated 2018-

    The acrobat is a unique hybrid of the rogue and monk classes who focuses on purity of body and the martial arts. - Hit Die: d6 - Proficiencies: Rogue Weapons - Skill Points: 6 + Int Modifier -Skills: Bluff, Concentration, Craft (not trap), Discipline, Heal, Hide, Listen, Lore, Move Silently, Parry, Persuade, Search, Spot, Taunt, Tumble -Attack Bonus growth: Mid (Bard/Rogue) -Saving Throws: Rogue -Primary Attribute: Dex REQUIREMENTS: Feats: Evasion class ability, Dodge, Mobility, Skill Focus Tumble Skills: 7 Ranks in Tumble ABILITIES: Level 1: Improved Unarmed Combat, Spring Attack, Fast Movement 2: Uncanny Dodge II, Woodland Stride 3: Defensive Roll 4: Uncanny Dodge III, Whirlwind Attack 5: Improved Evasion 6: Uncanny Dodge IV 7: Cat's Grace 1/day 8: Uncanny Dodge V 9: Blinding Speed 10: Uncanny Dodge VI, Epic Dodge
  10. Flamecrow

    Classes Overview

    The Annakolia Prestige Classes The Annakolia Prestige Classes were originally started as a project to include classes from the now long defunct server Crimson Spire into the world. Some classes indeed still have their roots in Bloo's Crimson Spire classes, however over time much has been altered and reworked. Also, with time a large number of classes have been added to the server. To this day forward work on the classes continues and I continue to try to improve them and also occasionally add something new. Lately, due to time constraints I haven't made any new classes and mostly focussed upon reworking what is already there. However, with 20+ new custom classes it will be some time before players have grown bored, especially in light of the versatility of certain classes. What follows below is an alphabetic list with classes and their basic requirements. For further information one can click on the name of the class which will link to a class specific topic which gives a description of the class and also of its abilities (were available/required).
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