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Aug 20th, 2017
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  1. I'm only including things that are passive, active effects are not accounted for.
  2.  
  3. Aeromancy:
  4. - Airnet: chance to hinder people who try to fly with entangled.
  5. - Blizzard: hides exits, passive freeze.
  6. - Eastwind: passive epilepsy.
  7. - Illwind: not certain what this does exactly, says it slows the next attack but unsure if that is bal or something like confusion etc.
  8. - Northwind: mana pressure, scaling with slush affs up to 3.
  9. - Rainbowclouds: passive confusion on movement attempts.
  10. - Soothingclouds: passive mana regen for self+allies, and heals some afflictions.
  11. - Southwind: passively gives one of: confusion, paranoia, clumsy, stupidity, or hallucinations.
  12. - Squalls: raise windwalls throughout demesne.
  13. - Swiftwind: +10 bal/eq bonus to allies for next attack, -10/10 buff to bal/eq for enemies on next attack.
  14. - Thunderclouds: passive damage.
  15. - Twister: basically airnet++. Nothing new really.
  16. - Zephyr: cures self+allies of mental affs.
  17. Summary: Great slush pressure, passive health/mana pressure, slowdowns rather than hard hinders. Decent ally buffs.
  18.  
  19. Aquamancy:
  20. - Currents, random move effect on personal enemies.
  21. - Healspring: passive health heal for self+allies.
  22. - Iceflood: passive freeze (+1 slush/dust).
  23. - Jellies: passive stun.
  24. - Needlerain: passive waterwalk/breath/levitate strip, passive resistance elixir strips? Ab isn't specific.
  25. - Sweetfount: shortlived passive affliction heal for self+allies.
  26. - Typhoon: anti flight/trees.
  27. - Deluge: not sure if this actually does anything special.
  28.  
  29. Breakdown: hard hinder via stun, powerful group split, minor slush/dust pressure (mostly slush reallistically), moderate ally support (not sure how good these are).
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  34. Druidry:
  35. - Briars: raise briar walls in the demesne.
  36. - Murder: passive blindness. Only a percentage chance to be given if on ground.
  37. - Pollen: passive asthma.
  38. - Spiders: passive poison of the druids choice. Respects shrugging.
  39. - Spores: gives paralysis? I think its this that does.
  40. - Squirrels: minor bleeding.
  41. - Storm: passive damage.
  42. - Treelife: pulls enemies into trees.
  43. - Great dust pressure, minor damage, minor bleed, minor hinder.
  44.  
  45. Geomancy:
  46. - Duststorm: hides exits, blocks in game pathing (why?).
  47. - Lodestone: strips levitation, passive prone/stun on people lacking the defence.
  48. - Poison: damage.
  49. - Rockslide: damage, more if prone (reallistically because of lodestone that is going to be the case I believe).
  50. - Sickening: gives sickening.
  51. - Stonerain: knocks everyone from the sky on cast that is an enemy, rubble in all rooms.
  52. - Tremors: knock everyone down who isn't levitating.
  53. Summary: good damage, minor to moderate hinder depending on lodestone stun duration, great movement hinder with rubble. Minor dust pressure.
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  57. Pyromancy:
  58. - Ashfall: passive dysentery, chance for confusion on move.
  59. - Fierain: passive damage, knocks from higher elevations, chance for stun.
  60. - Firestorm: passive damage? maybe burns?
  61. - Flashfire: damage, increase burns.
  62. - Heatstroke: passive slickness?
  63. - Heatwave: passive pox, increase burns.
  64. - Mirage: mask room names.
  65. - Salamanders: passive afflictions. Does not say which.
  66. - Wildfire: damage, damaged legs if high enough burns?
  67. Summary: the abfiles are kind of lacking here so this ones not so easy, but looks like: good dust pressure, great ice pressure (irony), high damage, minor/moderate hinder based on the stun chance.
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