Difference between revisions of "Energist(Expertise)"
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This expertise adds to the effectiveness or damage of electric/lighting abilities. The prime requisite stat is Dexterity due to the fluid motions required to effectively channel electrical attacks. | This expertise adds to the effectiveness or damage of electric/lighting abilities. The prime requisite stat is Dexterity due to the fluid motions required to effectively channel electrical attacks. | ||
==Abilities== | ==Abilities== |
Revision as of 20:50, 14 July 2022
CoffeeMUD |
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Administrator Builder Player |
=CoffeeMUD Player Information= | |||
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Basics | Info Commands Socials Combat Groups | Character | Stats Races Classes Abilities Expertises Achievements |
World | Deities Areas Property Quests Clans Triumphs | Items | Items Crafting Ships |
==CoffeeMUD Expertises== |
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A B C D E F G H I J K L M N O P Q R S T U V W X Y Z |
===Acrobatic=== | |||
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Requires: | A skill of type: Acrobatic. Only highest class levels greater than or equal to 28. A base dexterity of at least 13. | ||
Description: | The ability to make more graceful and powerful acrobatic maneuvers. | ||
Flags: | Level | ||
Level Requirements: | 28 | ||
Cost: | 1 train | Total Ranks: | 10 |
Skills: | A skill of type: Acrobatic. Only highest class levels greater than or equal to 23+5*RANK. | Stats: | A base dexterity of at least 12+RANK. |
This expertise adds to the effectiveness or damage of electric/lighting abilities. The prime requisite stat is Dexterity due to the fluid motions required to effectively channel electrical attacks.
Abilities
The following abilities are affected by this expertise:
Notes
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