I'd heavily consider water and defense. Both foci have nice enlivens for exploring. I personally had some of my best exploring with water major, defense minor. Utility is a good, Offense isn't all that good for exploring because of so little inherent defense. Air can be offense or defensive but there are certainly offense and defense forms that exceed them. So, as suggested previou
I couldn't find the link to Daevryn actually saying it but there is one where he basically lays out that if you're 2 or more sizes larger than your enemy and you don't miss, it the only lagging ability that's complete command denial.
I experienced this personally as a gnome sized villager fighting a cloud/enlarged cloud ranger. I think I counted somewhere between 30 an
1) Matrik is correct. Allows you to see multiple areas at the same time, location depending, just like you were in "the skies above Thera".
2) Yes, it's noticeable. Greater enlivens in general are usually a significant boost, this one is no exception.
3) Offense greater enlivens are nice depending on the situation:
-Ferocity of the Tiger - gives +str and dex while in form, not
There's a scale that is exponential. That is to say that it's easy to get a little resist but hard to get something significant. His example was that to get the base 33% resist that most people were accustomed to, that they had to get 38 points of damage resist from an item. That's why dragon hides are 38 to get 33% full resist, and you need 400 rather than 100 to get 100% resis
If the incident happened the way it's written (mages betrayed those that they raised up) and then hundreds or thousands of generations (cf players) have also passed and experienced similarly horrible fates (all of their, mage killed my family roles) that caused them to see the "practicing of magic" as the root cause, does that not make it more fact based rather than emotion and thu
SWING LUNGE WALLOP BATTER RIP PROJECT DISCHARGE (2467)
Exotic weapons have been known to permit a number of unusual combat techniques.
These skills are not taught by any of the known adventuring guilds. Unless a
mentor can be found, these are best learned by experimentation and diligent
practice.
Swing: If successful, this technique knocks an opponent to the ground.
Lunge: If succe
Any race that can pick plains/explorer. Something Dexy is likely going to be best and a race with high int would also help. You can bandage, poultice, herbs (powerful and quick due to plains bonus and wanderlust), tend wounds (stops bleeding, sets broken bones, etc), group camp, and have pursuit that works (to a lesser degree) in nearly any wilderness area. You'd be a must have for nearl
Anything can pair with water forms. On avg they are kinda hit or miss but given the right forms to balance them and the right player/situation and nearly all of them can be quite powerful. They certainly aren't as powerful on avg as they should be since they're water locked, ie, most can't go on land but each can be nice.
If you're interested in exploring I'd suggest
You can pair whatever other legacy you think will help but if you use the gnome warrior edge and wise recovery, you'll parry almost like a giant and you'll heal almost like a dwarf with whispers. I suggest hand or whip/flail because they can allow you to stun or choke or eyejab most mobs so you can pause to recover. You can search Turmi (sp) or Klibendon logs to see tanking and healin
Flaming weapon, riposte edge, facing 6 people/mobs = crazy ripostes/swift strikes. Added defense and offense from STSF and drive them off after striking is charged for a chance for cutoff and trip lag.
Explorer for all their goodies, wonderlust, etc, and plains because you can get the super home terrain herbs(in most places thanks to explorer) of a plains runner and still not lose too much from the choice. But in general, Explorer and about anything can be good.
Wisdom is the likely cause of the trigger while dex is likely the determining factor for the number of attacks. I had this legacy on a super high wisdom race and it fired very often but I saw Erighan (wood-elf) land way more attacks than I.
High intelligence races tend to resist transmuter spells much more than dumb ones. If you're facing the transmuter as a gnome, elf, woof-elf, or any race with a high int, you're much more likely not to get completely frozen, regardless of your saves. Sadly, there isn't a much of a way to combat them otherwise. Even having divine saves as a giant or duergar isn't likely to l