Clan Powers [an error occurred while processing this directive]

Powers are awarded to clans that have reached a ceratin level of power. These abilities give the members of that clan minor advantages in the game. Clan Power Levels
Power 100 = 1 ability
Power 500 = 2 abilities
Power 2,500 = 3 abilities
Power 10,000 = 4 abilities
Power 50,000 = oh my god!
When it comes time to request Clan Powers
You can use the Clan Power Utility

  • Agile - +10% Skill
  • Alert - +30 skill to resist backstab
  • Armor - armor identified automatically
  • Bandit - fleeing monsters are at half skill
  • Berzerk - +1 Fight Skill/ 8 levels
  • CatsEyes - can see in the Mound, Dunjeons, Mines
  • Clever - +30 wits avoiding Swindle
  • Dragon - the dragon offers to trade
  • Empathic - +50 charm when trying to Feed
  • Fencer - +30 skill dodging Berzerk
  • Gypsy - sometimes 'travel' takes no quests
  • Hardy - disease effects halved
  • HillFolk - no need for rope in the Hills, Mines
  • Hotel - 90% discount when buying a room
  • Illuminati - Guild Costs are halved
  • Medic - healing magics are more effective
  • Merchant - sell items for more money
  • Mystic - +1 Magic Skill / 8 levels
  • Popular - gaining rank is easier
  • Quick - +4 quests per day
  • Ranger - sometimes 'scouting' takes no quests
  • Reflex - +30 combat speed
  • Sexy - +50 charm when trying to Seduce
  • Sincere - +30 charm when trying to Bribe
  • Smith - weapons+shields identified automatically
  • Strong - +10% Attack
  • Stubborn - +30 wits when resisting Hypnotize
  • Sturdy - +10% Defense
  • Swift - +30 skill when trying to Runaway
  • Trader - +1 Trade Skill / 8 levels
  • Tricky - +30 charm when trying to Trade
  • Unaging - heros stop aging at 33


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