![]() ![]() ![]() This set of secret techniques is called the Kama Sutars. as long as there are kamas hidden inside. Believe me, it can be really useful! Mastering this art will enable him to dislocate a joint so as to voluntarily sneak into very narrow places. The neophyte's aim is to become extremely supple and to control his senses and his Chakras perfectly. To be honest, when Srams first find out about it, they go white with fear too, but since they have such a pale complexion, no one notices. To master their art, Srams submit themselves to a severe training regime that would make mere mortals go white with fear. Robbers, pilferers, shoplifters, snatchers, plunderers and cheaters! They are often where we don't want to see them: in bank vaults, dark alleyways and at the end of our pouch strings. Riffling through the tails of a tunic, feeling the bottom of a pocket, exercising their nimble fingers, and finally holding long-desired jewels in their hands are just a few of a Sram's favourite things. They're also always on the lookout for loose tongues, because anyone who might be a source of useful information interests them. Before you know it, you'll be stripped of your cherished belongings, especially the most expensive ones! If you only learn one thing about followers of the skull-headed god, let it be this: they love everything that dangles, especially rounded pouches. wiki, Muchacha bebiendo video depositphotos, Por favor ya no escribas, Clasificacin y seleccin de lubricantes en refrigeracin pdf Alma de hierro rita. Srams are assassins who love purses, especially when they're full Folding up the tails of a new tunic, exploring the bottom of a pocket, nimbly fingering through the contents, stroking the valuables and drawing out the prize is what a Sram enjoys best - apart from placing deadly traps and administering mortal blows, of course. When an enemy suffers damage, 20% of the damages heal characters situated exactly 7 cells from the target.Beware of any Srams who seem to be sending sneaky glances your way. When a priority target is hit for the first time during that turn, their attacker gains 2 AP for 2 turns (not stackable). If they move onto one of these cells, they gain 2 AP for the current turn (not stackable).Įach time an enemy starts their turn, there's a 10% chance that the enemy becomes a priority target. When an enemy is attacked with a weapon, they lose 2 AP (dodgeable).Īt each start of an ally's turn, if there are no allies within 5 cells, the ally transforms into a mummy and takes 33% less damage for 1 turn.Įach time an ally lands a critical hit (attacks or non-damaging spells), they are healed by 2% of their max HP.Īt each start of an ally's turn, they randomly gain 200 strength, intelligence, chance or agility for a turn.Įach time an ally starts their turn, bonus cells are placed 4 cells away in line with that ally. When an enemy is hit in melee, they are teleported back to their previous location. Srambad is an area of the Divine Dimensions. When an ally is damaged by another ally, the latter teleports to the other side of the target. any hit on an adjacent enemy) steal life.Įnemies have 1 extra MP, but close combat attacks push them back 4 cells.Įnemies lose an additional 3% of their HP whenever an attempt is made to remove their AP. Allies do not take damage.Ĭlose combat attacks (i.e. If an enemy activates this trap, it deals damage equal to 10% of their life (in a random element, reduced by resistance). Summons, poisons, traps, Rogue bombs/walls and glyphs deal 25% more damage.ĭamage caused by non-static summons removes a turn from bewitchments on enemies.Īt the beginning of their turn, allies get a 33% increase to damage if they have less than 50% of their life.Įach ally places a trap at their feet at the beginning of their turn. When an enemy receives pushback damage, they heal allies around them (once a turn). It does not damage characters.Īttacking an enemy in melee range removes 1 MP (stacks up to 3 times). When an enemy dies it deals fire damage to other enemies in a 2 cell AoE around it, equal to 20% of its max HP (reduced by the target's resistance). When starting their turn, allies heal themselves depending on the number of allies within 3 cells. Allies deal 25% more damage every turn starting from turn 2 (so on turn 3 they'll deal 50% more damage, on turn 4 they'll deal 75% more damage etc.) The damage bonus resets every 5 turns. If there's no ally within 5 cells, characters are healed 10% of their vitality at the start of their turn.Įnemies have 50% more HP. Throwing, pushing, pulling or swapping an enemy reduces their bewitchments by 1 turn.ĭamage from non-static summons removes one turn of bewitchments from enemies. When an enemy is attacked, 20% of the damages they suffer are inflicted on enemies that are farther than 10 range away from the target. Enemies lose an additional 5% of their HP whenever an attempt is made to remove their MP. ![]()
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