Starting Traits

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Description

When creating a character, you have the opportunity to select several of the available Talent and Trait runes to modify and specialise your character. Many of these runes are restricted to certain races, classes, and stat levels. Some will only allow you to take one of each type (for instance, you can only have one "Blood Gift").

Trait Descriptions

Agile

You're slight of frame, and excel in tasks that involve coordination and deftness. Due to your build, you may not be as strong as others, but you're certainly more coordinated and agile.
Creation Cost: 6


Rune Category: Dexterity
Requires Dexterity of: 40
Granted: 5 Base Dexterity/ 5 Max Dexterity

Ambidexterity

I'm not left-handed either! You can use either hand with equal facility, whether writing, switching hands mid-combat, or using two weapons at once to overcome a foe.
Creation Cost: 12

Requires Dexterity of: 50
Required Class: Fighter

  • Applies Effect(s):
    • This entity can wield weapons in both hands.

Note: Ambidexterity may also be granted from the two discipline runes; Sun Dancer and Blade Weaver.

Blacksmith's Apprentice

An apprenticeship at the forge hammering and working metal with a master blacksmith made you stronger than most, though a bit slower of hand and wit.
Creation Cost: 8

Rune Category: Apprentice
Requires Strength of: 40
Granted: 10 Base Strength/ 10 Max Strength
Granted: -5 Base Dexterity/ -5 Max Dexterity
Granted: -5 Base Intelligence/ -5 Max Intelligence

Blessed

You carry the favor of one or more of the Gods: through their blessings, your flesh can better endure divine wrath and holy power.
Creation Cost: 4

Prohibited Race: Vampire

  • Applies Effect(s):
    • Holy Resistance: + 10

Blood of the Desert

You've got a dash of the desert-dwelling Irekei blood in your veins, burning hot within you. Because of this, you've inherited a little of their famed resistance to heat and fire.
Creation Cost: 4

Prohibited Race: Vampire

  • Applies Effect(s):
    • Fire Resistance: + 10

Blood of the Dragon

The khar'ika, the sacred blood fire of the Dragon, burns in your veins. Kindled by the flames of the sun, it shall ward your flesh from lesser flames forevermore!
Creation Cost: 8

Required Race: Irekei

  • Applies Effect(s):
    • Fire Resistance: + 10
    • Movement Speed: + 5%

Blood of the North

The blood of the Northmen runs through your veins, making you resilient against frost and cold.
Creation Cost: 4
  • Applies Effect(s):
    • Cold Resistance: + 10

Born in the Country

Born to a family of humble peasants, you spent your youth defending your home with peasant's weapons. Staves may not be flashy, but a length of hickory can still split skulls!
Creation Cost: 4

Rune Category: Childhood
Prohibited Races: Dwarf, Irekei
Granted: +5 to Staff skill

Born of the Ethyri

The blood of ancient Ethyria runs in your veins. Blessed above all other Human kindred by the All-Father, you have inherited their renowned piety and resolve.
Creation Cost: 10

Rune Category: Subrace
Required Race: Human
Granted: 5 Base Spirit/ 10 Max Spirit

  • Applies Effect(s):
    • Mana Recovery Rate: + 10%

Born of the Gwendannen

The blood of the Gwendannen flows true in your veins. Like the Hill-men of old you are doughty and tough, as sturdy as stones and tough as deep tree roots.
Creation Cost: 10

Rune Category: Subrace
Required Race: Human
Granted: 5 Base Con/ 10 Max Con

  • Applies Effect(s):
    • Stamina Recovery Rate: + 10%

Born of the Invorri

The blood of the Invorri, Torvald's folk, flows strongly in your veins, bringing with it the strength and toughness of your Northmen ancestors.
Creation Cost: 10

Rune Category: Subrace
Required Race: Human
Granted: 5 Base Strength/ 10 Max Strength

  • Applies Effect(s):
    • Health Recovery Rate: + 10%

Born of the Irydnu

The blood of the Sage-kings of Irydnu flows in your veins. Dark-skinned lords of distant lands, the Irydnu are renowned for their intellects and mastery of the magical arts.
Creation Cost: 10

Rune Category: Subrace
Required Race: Human
Granted: 5 Base Intelligence/ 10 Max Intelligence

  • Applies Effect(s):
    • Mana Recovery Rate: + 10%

Born of the Taripontor

The blood of the Taripontor flows in your veins. The sailors and master-smiths of Tariponto have ever been renowned for their guile and skill, and you share their agility.
Creation Cost: 10

Rune Category: Subrace
Required Race: Human
Granted: 5 Base Dexterity/ 10 Max Dexterity

  • Applies Effect(s):
    • Stamina Recovery Rate: + 10%

Bowyer Born

Life may be filled with troubles, but you've learned that a good crossbow can keep trouble at bay. A natural marksman,you're at your best when using a good crossbow.
Creation Cost: 4

Rune Category: Childhood
Required Classes: Fighter, Rogue
Granted: +5 to Crossbow skill

Brawler

"You talking to me?" is your motto. A scrapper from birth, you have been quick to throw punches, and as a result, you're better than most at the art of unarmed fighting and brawling.
Creation Cost: 4

Rune Category: Background
Required Class: Fighter
Level 1: granted skill Unarmed Combat (+ 10 point bonus)

Brilliant Mind

Adept at the utilization of reason, you possess far more intellect than any of the slack-witted cretins around you. Remind them of this often, but use small words so they'll understand.
Creation Cost: 12

Rune Category: Intelligence
Requires Intelligence of: 50
Granted: 10 Base Intelligence/ 10 Max Intelligence

Bruiser

Perhaps you were a blacksmith in a previous life. Swinging a hammer comes naturally to you, and you learned long ago there is little in life that isn't fixed by a short, sharp shock.
Creation Cost: 4

Rune Category: Background
Granted: +5 to Hammer skill

Changeling

The mark of the Fey Folk is upon you: enchantment flows in your very blood, giving you some resistance to harmful spells.
Creation Cost: 4
  • Applies Effect(s):
    • Magic Resistance: + 10

Clever

Clever and intuitive, you're a quick learner, able to deduce things rapidly with frequent success. Study and practice have always come easily, letting you master new skills quickly.
Creation Cost: 6

Rune Category: Intelligence
Requires Intelligence of: 40
Granted: 5 Base Intelligence/ 5 Max Intelligence

Dark Whispers

You first heard the voices in your dreams, murmuring arcane verses. Some think they drove you mad, but you revel in the mystic secrets they imparted to you.
Creation Cost: 8

Required Class: Mage
Granted: +5 to Sorcery skill
Granted: +5 to Warding skill

Divine Touch

As a child you were touched by a powerful divine being. Your faith has shone like a beacon ever since, and the Healer's ways come naturally to you.

Creation Cost: 8
Required Class: Healer
Granted: +5 to Benediction skill
Granted: +5 to Restoration skill

Eyes of the Eagle

Because you have such keen eyes you were trained by a master archer. Your skill and accuracy with a bow attest to his skills.
Creation Cost: 4

Rune Category: Background
Required Classes: Fighter, Rogue
Granted: +5 to Bow skill

Faith of Ages

You're clearly in touch with the supernatural powers and beings who inhabit the higher worlds. Thus, your capacity for magic is greater than normal.
Creation Cost: 12

Rune Category: Spirit
Requires Spirit of: 50
Granted: 10 Base Spirit/ 10 Max Spirit

Fleet of Foot

You're quick on your feet, and have a physical gift that makes you a gifted sprinter, able to match a hare in a footrace.
Creation Cost: 10

Requires Dexterity of: 50

  • Applies Effect(s):
    • Movement Rate: + 5%

Giant's Blood

Though you don't have the height to show for it, you have the blood of giants in your veins, making you stronger than most, though your will is not as strong as it could be.
Creation Cost: 14

Requires Constitution of: 40
Requires Strength of: 50
Required Races: Aelfborn, Human, Shade
Granted: 10 Base Strength/ 15 Max Strength
Granted: -5 Base Dexterity/ -10 Max Dexterity
Granted: 5 Base Con/ 10 Max Con
Granted: -5 Base Intelligence/ -10 Max Intelligence

Healthy as an Ox

They've always said you're healthy as an ox, though you'd say that you're even healthier. You certainly feel like you could eat a whole ox!
Creation Cost: 12

Rune Category: Constitution
Requires Constitution of: 50
Granted: 10 Base Con/ 10 Max Con

Hearty

You're tough and resilient, and able to shrug off or ignore injury that might keep lesser folk in their sickbeds.
Creation Cost: 6

Rune Category: Constitution
Requires Constitution of: 40
Granted: 5 Base Con/ 5 Max Con

Hero's Strength

In you the heroes of ancient song have taken shape again: you're a veritable mountain of muscle, a paragon of might.
Creation Cost: 12

Rune Category: Strength
Requires Strength of: 50
Granted: 10 Base Strength/ 10 Max Strength

Hunter

Since the birth of the world Kenaryn the Hunter has chased beasts through the wild. You've always followed in the Hunter God's footsteps, taking the spear as your favored weapon.
Creation Cost: 4

Rune Category: Background
Granted: +5 to Spear skill

Increased Constitution

You're tough, and have the potential to be tougher than leather. It will take a lot of practice and effort to get there, though.
Creation Cost: 2

Rune Category: Increase Maximum Constitution
Granted: 1 Base Con/ 3 Max Con

Increased Dexterity

Your potential for quick movement and great dexterity is notable, and with practice, you will move with the speed of a serpent.
Creation Cost: 2

Rune Category: Increase Maximum Dexterity
Granted: 1 Base Dexterity/ 3 Max Dexterity

Increased Intelligence

Your mind is like a razor, but it can be even sharper. You have magnificent intellectual potential, if you study and practice to achieve it.
Creation Cost: 2

Rune Category: Increase Maximum Intelligence
Granted: 1 Base Intelligence/ 3 Max Intelligence

Increased Spirit

Your will is greater than most around you. If you work hard at focusing at your inner strength you can achieve the highest peak of spirituality.
Creation Cost: 2

Rune Category: Increase Maximum Spirit
Granted: 1 Base Spirit/ 3 Max Spirit

Increased Strength

You have greater potential for mighty strength than others of your people. You must work hard and practice to achieve your glory, however.
Creation Cost: 2

Rune Category: Increase Maximum Strength
Granted: 1 Base Strength/ 3 Max Strength

Iron Will

Your mind is strong, and you have some small ability to resist injury to your psyche.
Creation Cost: 4
  • Applies Effect(s):
    • Mental Resistance: + 10

Juggernaut

You've never been fleet of foot, but when the thrill of battle takes hold you become unstoppable, shrugging off blows and ignoring pain.
Creation Cost: 8

Required Races: Dwarf, Half-Giant, Minotaur

  • Applies Effect(s):
    • Crushing Resistance: + 5
    • Piercing Resistance: + 5
    • Slashing Resistance: + 5
    • Movement Rate: -10%

Knife-Fighter

"Where'd you get that?" you often hear when you drop into a knife-fighter stance and a razor-edged dagger slides from your sleeve. You're adept at using short blades, fast and sharp.
Creation Cost: 4

Rune Category: Background
Granted: +5 to Dagger skill

Knight's Squire

You spent a term serving an errant knight, lugging his armor and weapons around, jumping at every order. You learned a lot about armor, how to don it and wear it in battle.
Creation Cost: 4

Rune Category: Mentor
Required Classes: Fighter, Rogue
Granted: +5 to Medium Armor skill

Lightning Reflexes

You're blessed with better hand-eye coordination than most, keen of eye and quick of hand. Maybe quicksilver runs in your veins.
Creation Cost: 12

Rune Category: Dexterity
Requires Dexterity of: 50
Granted: 10 Base Dexterity/ 10 Max Dexterity

Lucky

If some Grobold archers fire four arrows at you and four friends, you'll be the one who doesn't get hit. "Just lucky," you'll think as you run over to kill the little creeps. You're right.
Creation Cost: 8
  • Applies Effect(s):
    • Defense Bonus: + 5%

Mercenary

No stranger to the battlefield, you spent some time roaming with a band of freebooters. They trained you well in the use of polearms, and you favor them to this day.
Creation Cost: 4

Rune Category: Background
Granted: +5 to Pole Arm skill

Mighty

Maybe you're not there yet, but in your sinews and muscles lies an untapped strength, Herculean in potential.
Creation Cost: 6

Rune Category: Strength
Requires Strength of: 40
Granted: 5 Base Strength/ 5 Max Strength

Military Training

You spent a long term conscripted into the local militia, and have basic training with light armor as a result.
Creation Cost: 4

Rune Category: Mentor
Prohibited Class: Mage
Granted: +5 to Light Armor skill

Precise

Everyone, it is said, has a talent: yours is for slaying. Truly fell-handed, you have a knack for putting point or edge exactly where you wish.
Creation Cost: 8
  • Applies Effect(s):
    • Attack Bonus: + 5%

Priest's Acolyte

A youth spent as the servant of a priest left you with greater spirit and more capacity to use supernatural Mana, but a little less nimble than you might have been.
Creation Cost: 8

Rune Category: Apprentice
Requires Spirit of: 40
Granted: -5 Base Strength/ -5 Max Strength
Granted: -5 Base Intelligence/ -5 Max Intelligence
Granted: 10 Base Spirit/ 10 Max Spirit

Proficient with Axes

They said your devotion to this weapon was foolish, but you were adamant. After long and painful training, now you can wield what others of your class and rank cannot.
Creation Cost: 10

Prohibited Class: Fighter
Level 1: granted skill Axe

Proficient with Bows

They said your devotion to this weapon was foolish, but you were adamant. After long and painful training, now you can wield what others of your class and rank cannot.
Creation Cost: 10

Required Classes: Fighter, Rogue
Level 1: granted skill Bow

Proficient with Crossbows

They said your devotion to this weapon was foolish, but you were adamant. After long and painful training, now you can wield what others of your class and rank cannot.
Creation Cost: 10

Required Classes:Fighter, Rogue
Level 1: granted skill Crossbow

Proficient with Daggers

They said your devotion to this weapon was foolish, but you were adamant. After long and painful training, now you can wield what others of your class and rank cannot.
Creation Cost: 10

Required Class: Healer
Level 1: granted skill Dagger

Proficient with Hammers

They said your devotion to this weapon was foolish, but you were adamant. After long and painful training, now you can wield what others of your class and rank cannot.
Creation Cost: 10

Required Classes: Mage, Rogue
Level 1: granted skill Hammer

Proficient with Pole Arms

They said your devotion to this weapon was foolish, but you were adamant. After long and painful training, now you can wield what others of your class and rank cannot.
Creation Cost: 10

Level 1: granted skill Pole Arm

Proficient with Spears

They said your devotion to this weapon was foolish, but you were adamant. After long and painful training, now you can wield what others of your class and rank cannot.
Creation Cost: 10

Level 1: granted skill Spear

Proficient with Staves

They said your devotion to this weapon was foolish, but you were adamant. After long and painful training, now you can wield what others of your class and rank cannot.
Creation Cost: 10

Required Class: Fighter
Level 1: granted skill Staff

Proficient with Swords

They said your devotion to this weapon was foolish, but you were adamant. After long and painful training, now you can wield what others of your class and rank cannot.
Creation Cost: 10

Required Classes: Healer, Mage
Level 1: granted skill Sword

Raised by Barbarians

You spent your childhood in among a band of rugged Invorri barbarians. They taught you many things, but their love of axes stayed with you longest.
Creation Cost: 4

Rune Category: Childhood
Prohibited Races: Dwarf, Elf, Irekei, Minotaur
Granted: +5 to Axe skill

Raised by Centaurs

The mighty horselords of the plains fostered you in your early years, teaching you Law, Honor, and the way of the spear.
Creation Cost: 4

Rune Category: Childhood
Prohibited Races: Aracoix, Centaur, Elf, Minotaur
Granted: +5 to Spear skill

Raised by Dwarves

Some might dismiss it as fairy-tale, but you spent your youth under the earth, raised by hardy Dwarves. Years of work in mine and forge left you with a knack for hammers.
Creation Cost: 4

Rune Category: Childhood
Prohibited Races: Dwarf, Elf
Granted: +5 to Hammer skill

Raised by Elves

Through some twist of fate you were raised in an Elven city. Living among them taught you their cruel ways, their wit, and their mastery of swords.
Creation Cost: 4

Rune Category: Childhood
Prohibited Races: Centaur, Dwarf, Elf, Irekei
Granted: +5 to Sword skill

Raised by Thieves' Guild

Deception, theft, and larceny were the curriculum in the secret halls of the Thieves' Guild. You quickly learned that a good dagger is the only thing you can truly trust.
Creation Cost: 4

Rune Category: Childhood
Prohibited Race: Dwarf
Granted: +5 to Dagger skill

Raised in the Woods

Whether Elves or Gwendannen, woodfolk have always hunted with bows. The time you spent in the forests has made archery second nature to you.
Creation Cost: 4

Rune Category: Childhood
Required Classes: Fighter, Rogue
Prohibited Races: Dwarf, Irekei
Granted: +5 to Bow skill

Scion of the Dar Khelegur

Of the three Elven bloodlines, the blue-skinned High Ice Lords of the Dar Khelegur were the cruelest, and the most beloved of Saedron, goddess of magic. You are of that noble bloodline.
Creation Cost: 10

Rune Category: Subrace
Required Race: Elf
Granted: 5 Base Intelligence/ 10 Max Intelligence

  • Applies Effect(s):
    • Mana Recovery Rate: + 10%

Scion of the Gwaridorn

Of the three kindreds of the Firstborn, the green-skinned Sea Lords of the Gwaridorn were the strongest, masters of war and battle. You are of that storied bloodline, hardy in combat.
Creation Cost: 10

Rune Category: Subrace
Required Race: Elf
Granted: 5 Base Con/ 10 Max Con

  • Applies Effect(s):
    • Health Recovery Rate: + 10%

Scion of the Twathedilion

Of the three nations of the Elves, the gold-skinned Twathedelion were the fairest, agile dwellers in the deep forest and masters of the bow. You are of that renowned bloodline.
Creation Cost: 10

Rune Category: Subrace
Required Race: Elf
Granted: 5 Base Dexterity/ 10 Max Dexterity

  • Applies Effect(s):
    • Stamina Recovery Rate: + 10%

Sellsword

You've swung your sword for any who'd pay you. Maybe you believed in what you did, or it was just for love of gold. Now, you're better with a blade for it, and that's what matters.
Creation Cost: 4

Rune Category: Background
Granted: +5 to Sword skill

Sharpshooter

You've always had an affinity for crossbows, taking to them as easily as any Dwarf. Keen eyes, steady hands, and shallow breath ensure you rarely miss.
Creation Cost: 4

Rune Category: Background
Granted: +5 to Crossbow skill

Shopkeeper's Apprentice

Youth spent working in a tradesman's shop made you skilled in sweeping, stocking shelves, and dusting - fairly worthless skills, though you can haggle excellently.
Creation Cost: 10

Rune Category: Mentor
Requires Intelligence of: 50
Level 1: granted skill Bargaining

Snake Handler

You have less fear of the adder's bite or the scorpion's sting than most: some virtue in your blood is proof against poison.
Creation Cost: 4
  • Applies Effect(s):
    • Poison Resistance: + 10

Sold to the Pits

The Horwathi slavers used to throw you in a pit with wild dogs to fight for meat. Now that you're free, you've found you can still kill with your bare hands if need be.
Creation Cost: 4

Rune Category: Childhood
Level 1: granted skill Unarmed Combat (+ 10 point bonus)

Soldier Born

From the time you could carry one, you've shown an uncanny aptitude for polearms. Your knack with halberd and pike will doubtless serve you well in this age of war.
Creation Cost: 4

Rune Category: Childhood
Granted: +5 to Pole Arm skill

Stormborn

A mighty storm raged during your birth, and you first opened your eyes to the flash of lightning. Ever since, skyfire has been loath to bite you.
Creation Cost: 4
  • Applies Effect(s):
    • Lightning Resistance: + 10

Taint of Chaos

Born of demonic blood, your very flesh is imbued with the taint of Chaos: your body, mind and spirit are continually changing, allowing you to quickly recover from wounds and exertions.
Creation Cost: 10

Required Race: Nephilim

  • Applies Effect(s):
    • Health Recovery Rate: + 20%
    • Mana Recovery Rate: + 20%
    • Stamina Recovery Rate: + 20%

Taint of Madness

Somewhere in the chaotic web of thoughts constantly burning in your brain, is a link to the divine, allowing you to draw more Mana to fuel your crazed spells and powers.
Creation Cost: 10

Requires Spirit of: 50

  • Applies Effect(s):
    • Max Mana: + 100
    • Mana Recovery Rate: + 20%

Taught by Blademaster

You hated the ancient Blademaster at the time, and fled his training after the first lesson. You did learn that lesson well, however: a sword is as vital to defense as it is to attack.
Creation Cost: 4

Rune Category: Mentor
Required Class: Fighter
Granted: +5 to Parry skill

Taught by Master Thief

The old cutpurse taught you to quicken your hands and sharpen your reflexes. His training certainly made you nimbler, but you still bear the scars of his harshest lessons.
Creation Cost: 8

Rune Category: Apprentice
Requires Dexterity of: 40
Granted: -5 Base Strength/ -5 Max Strength
Granted: 10 Base Dexterity/ 10 Max Dexterity
Granted: -5 Base Con/ -5 Max Con

Tireless

With lungs like a bellows, you rarely get tired, and are able to run and exert yourself far longer than average folk can.
Creation Cost: 10

Requires Constitution of: 50

  • Applies Effect(s):
    • Stamina Recovery Rate: + 20%
    • Max Stamina: + 30

Tough as Nails

Not only are you tough as nails, you could probably eat a bucket of them for breakfast. You're able to withstand more injury than others.
Creation Cost: 10

Requires Constitution of: 50

  • Applies Effect(s):
    • Max Health: + 200
    • Health Recovery Rate: + 20%

Tough Hide

With skin like tanned leather, you're fairly resistant to injury.
Creation Cost: 12

Prohibited Race: Dwarf

  • Applies Effect(s):
    • Crushing Resistance: + 5
    • Piercing Resistance: + 5
    • Slashing Resistance: + 5

Trained by Master-of-Arms

"There's more to any victory than striking true," the Warrior taught you long ago. "Even the best swing is useless if met with a shield." You took his lesson to heart.
Creation Cost: 4

Rune Category: Mentor
Required Classes: Fighter, Healer
Granted: +5 to Block skill

Traveling Performer

You spent your youth traveling with a troupe of acrobats. Though you no longer tumble for gold, the movements you learned can help keep you out of harm's way in combat.
Creation Cost: 4

Rune Category: Mentor
Required Class: Rogue
Granted: +5 to Dodge skill

True Faith

Unlike those who use reason or intellect, you rely on intuition, omens, and signs from the spirit world to guide you. Their voices are loud, and clear, and the signs are there for all to see.
Creation Cost: 6

Rune Category: Spirit
Requires Spirit of: 40
Granted: 5 Base Spirit/ 5 Max Spirit

Wanderer

The horizon has always called you, and you've spent most of your life wandering, with a stout stick in your hand. In your hands, a walking stick can be a formidable weapon.
Creation Cost: 4

Rune Category: Background
Granted: +5 to Staff skill

Warlord's Page

You may never know why you were spared, when that tyrant put your entire village to the sword. Long years of hard service to the Warlord toughened you, but now you've escaped!
Creation Cost: 8

Rune Category: Apprentice
Requires Constitution of: 40
Granted: -5 Base Dexterity/ -5 Max Dexterity
Granted: 10 Base Con/ 10 Max Con
Granted: -5 Base Spirit/ -5 Max Spirit

Witch Sight

Since childhood you have seen things nobody else can see. Though masterful stealth or powerful magic can still evade your gaze, your keen eyes see much that goes unseen.
Creation Cost: 6

Prohibited Race: Shade

  • Applies Effect(s):
    • Can See Invisible Monsters and players

Clarification: Witch Sight grants a player the ability to see invisibility that is PR15 or below.

Wizard's Apprentice

The Magi of the Conclave came for you in childhood, and you spent thirteen years in strict tutelage. Your intellect has been carefully honed, and you are ready to test it.
Creation Cost: 8

Rune Category: Apprentice
Requires Intelligence of: 40
Granted: -5 Base Con/ -5 Max Con
Granted: 10 Base Intelligence/ 10 Max Intelligence
Granted: -5 Base Spirit/ -5 Max Spirit

Woodsman

Born in the timberlands, you've been chopping wood for as long as you could walk. The forests are perilous, but luckily an axe is as good for felling foes as it is felling trees.
Creation Cost: 4

Rune Category: Background
Granted: +5 to Axe skill