Flaws are special disadvantages you can choose when creating a new character. While each flaw increases your number of starting specialties, they are intentionally under-compensated: their primary purpose is to provide bragging rights and an additional challenge for expert players.
Flaws cannot be added to or removed from existing characters except by spending quest crystals; the choice is usually permanent. Like Underdark races, they are unavailable to completely new players: you can only choose flaws by logging on an existing character of level 50 or greater before creating your new one.
Divided Attention: A character created with the Divided Attention flaw is unable to wear equipment or wield weapons that are forbidden to any of his classes. In compensation, he receives two additional specialties. Only multi-classed characters may choose this flaw. Divided Attention may not be added with quest crystals if you are an avatar ranger.
Exile: Receptionists will not deal with you, and thus you must always camp. Gain one specialty.
Flamboyant Gesticulation: You must spend as many movement points to cast spells as you do mana. You cannot take the Motionless Casting specialty. Gain one specialty.
Foolhardy: You cannot flee, set wimpy, recall out of combat, cast doppelganger on yourself, or take the Cowardice, Misdirection, or flee-related specialties. Gain two specialties.
Forgetful: Whenever you lose experience or skill points, for example at death, the amount is doubled. Gain one specialty.
Fugitive: Town and city guards attack you. Gain one specialty.
Leadfoot: It takes you extra time to move or flee, you cannot follow others while delayed, and you cannot take Lightfoot or flee-related specialties. Gain one specialty.
Loner: You cannot group. Gain one specialty.
Modest Ambitions: You cannot gain over level 80 or take the Toughness or Spirituality specialties, but can purchase hit points, mana, and specialties. Gain three specialties.
One Life: Death outside of the arena is permanent. Life-protect items do not work, and you cannot take the Nine Lives specialty. Gain five extra hit points per level and two specialties.
Orphan: You cannot use donated items or take the Heir specialty. Gain one specialty.
Pariah: Shopkeepers, blacksmiths, and other town service providers except for guildmasters and receptionists will not deal with you, and you cannot take the Silver Tongue specialty. Gain one specialty.
Perfectionism: You cannot gain levels unless all of your proficiencies are learned well enough, and cannot take the Dilettante specialty. Gain two specialties.
Rule of Three: Gain no experience from mobs you've killed three times. Your experience cap is equal to 500,000. Gain one specialty.
Runt: The maximums of each of your five primary attributes is reduced by five. Gain one specialty.
Slow Learner: You gain one half the normal amount of experience from killing monsters. You cannot take the Knowledge Disciple specialty. Gain one specialty.
Unique Experience: Gain no experience from mobs you've already killed. Your experience cap is equal to one million. Gain two specialties.
Walker: You cannot use magical movement. Gain two specialties.
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