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- I'm only including things that are passive, active effects are not accounted for.
- Aeromancy:
- - Airnet: chance to hinder people who try to fly with entangled.
- - Blizzard: hides exits, passive freeze.
- - Eastwind: passive epilepsy.
- - Illwind: not certain what this does exactly, says it slows the next attack but unsure if that is bal or something like confusion etc.
- - Northwind: mana pressure, scaling with slush affs up to 3.
- - Rainbowclouds: passive confusion on movement attempts.
- - Soothingclouds: passive mana regen for self+allies, and heals some afflictions.
- - Southwind: passively gives one of: confusion, paranoia, clumsy, stupidity, or hallucinations.
- - Squalls: raise windwalls throughout demesne.
- - Swiftwind: +10 bal/eq bonus to allies for next attack, -10/10 buff to bal/eq for enemies on next attack.
- - Thunderclouds: passive damage.
- - Twister: basically airnet++. Nothing new really.
- - Zephyr: cures self+allies of mental affs.
- Summary: Great slush pressure, passive health/mana pressure, slowdowns rather than hard hinders. Decent ally buffs.
- Aquamancy:
- - Currents, random move effect on personal enemies.
- - Healspring: passive health heal for self+allies.
- - Iceflood: passive freeze (+1 slush/dust).
- - Jellies: passive stun.
- - Needlerain: passive waterwalk/breath/levitate strip, passive resistance elixir strips? Ab isn't specific.
- - Sweetfount: shortlived passive affliction heal for self+allies.
- - Typhoon: anti flight/trees.
- - Deluge: not sure if this actually does anything special.
- Breakdown: hard hinder via stun, powerful group split, minor slush/dust pressure (mostly slush reallistically), moderate ally support (not sure how good these are).
- Druidry:
- - Briars: raise briar walls in the demesne.
- - Murder: passive blindness. Only a percentage chance to be given if on ground.
- - Pollen: passive asthma.
- - Spiders: passive poison of the druids choice. Respects shrugging.
- - Spores: gives paralysis? I think its this that does.
- - Squirrels: minor bleeding.
- - Storm: passive damage.
- - Treelife: pulls enemies into trees.
- - Great dust pressure, minor damage, minor bleed, minor hinder.
- Geomancy:
- - Duststorm: hides exits, blocks in game pathing (why?).
- - Lodestone: strips levitation, passive prone/stun on people lacking the defence.
- - Poison: damage.
- - Rockslide: damage, more if prone (reallistically because of lodestone that is going to be the case I believe).
- - Sickening: gives sickening.
- - Stonerain: knocks everyone from the sky on cast that is an enemy, rubble in all rooms.
- - Tremors: knock everyone down who isn't levitating.
- Summary: good damage, minor to moderate hinder depending on lodestone stun duration, great movement hinder with rubble. Minor dust pressure.
- Pyromancy:
- - Ashfall: passive dysentery, chance for confusion on move.
- - Fierain: passive damage, knocks from higher elevations, chance for stun.
- - Firestorm: passive damage? maybe burns?
- - Flashfire: damage, increase burns.
- - Heatstroke: passive slickness?
- - Heatwave: passive pox, increase burns.
- - Mirage: mask room names.
- - Salamanders: passive afflictions. Does not say which.
- - Wildfire: damage, damaged legs if high enough burns?
- 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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