User:EasterlyIrk/etraits

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the generic bonus damage value done by these traits is equal to (damage roll + skill damage bonus). this does not apply enchantment, and re-rolls the dice again so it may not be exactly as much as was done on the base attack. this will be referred to as "your base attack damage" here.
 
the minor bonus damage value done by these traits is equal to (number of dice rolled + flat damage + enchantment), so 1 damage per distinct die rolled (regardless of size) plus any flat damage bonuses your weapon has plus its enchantment. this will be referred to as "your lowest possible damage" here. 
 
all of these traits are also useable by monsters that wield these weapons, if they have decent weapon skills. farlooking shows this under 'Martial Skill: XXX martial prowess' in the pokedex as long as you have attacks on.

ETRAIT_HEW - always hits upper slots, on trigger does your base attack damage again. 100% chance at expert, 10% at skilled. adds 1/2 skill bonus (+2 at expert) to you (the wielder) if you had less already, and costs 1 hunger (scaled by your size like normal hunger) per trigger
ETRAIT_FELL - always hits lower slots, on trigger reduces monster spell by 6 (or up to half), 5% chance to wound legs and do your base attack damage again. 100% chance at expert, 10% at skilled
ETRAIT_KNOCK_BACK - can staggering strike. 20% chance at expert, 5% at skilled
ETRAIT_FOCUS_FIRE - tries to hit the armor slot with lower DR. 100% chance at expert, 20% at skilled
ETRAIT_STUNNING_STRIKE - tries to stunning strike target, for stun+conf + your base attack damage again + 2d10 bonus damage. no damage vs. things without heads, still confuses/stuns. 50% chance at expert, 10% at skilled
 
all of the above must be activated in #style, and only one can be active at once. the below are all automatically active when wielding a weapon with the trait.
 
ETRAIT_KNOCK_BACK_CHARGE - when you move adjacent to a target, tries to attack them automatically and knocks back target by d3 spaces on hit. 100% chance at expert, 50% at skilled
ETRAIT_GRAZE - if you miss, you can still deal damage equal to your lowest possible damage. triggers on miss by <20 at expert, miss by <(10+d10) at skilled. 
ETRAIT_STOP_THRUST - if they most recently moved directly towards you, does your base attack damage again. 100% chance at expert, 10% at skilled
ETRAIT_PENETRATE_ARMOR - reduces effective DR on hit by 1x skill damage bonus at skilled, 2x at expert.
ETRAIT_LONG_SLASH - if your attack roll hits by a large margin, does your base attack damage again. 1x bonus for every 20 to-hit over at expert, or (40-d20) at skilled.
ETRAIT_BLEED - deals your lowest possible damage + 2 as bleed damage, which is applied as damage over time every turn. bleed damage is dealt in full then decrements by 1 per turn, and blocks all natural regen when applied. 50% chance to trigger and deals +3 extra (so +2 -> +5) bleed at expert, 10% at skilled
ETRAIT_CLEAVE - on a successful hit that kills, also hits an adjacent (left/right of the target) monster. 100% chance at expert, 25% chance at skilled
ETRAIT_LUNGE - when you move adjacent to a target, tries to attack them automatically. 100% chance at expert, 50% at skilled
ETRAIT_QUICK - attacks cost less movement points, when two-weaponing both weapons must have this trait to benefit. lowers action cost by -4 at expert, -3 at skilled (default is 12).
ETRAIT_SECOND - on a successful hit that kills target, also hits an adjacent (left/right of the target) monster. 100% chance at expert, 25% at skilled
ETRAIT_CREATE_OPENING - on trigger, makes the target vulnerable to sneak attacks for 2 turns. does not give you the ability to sneak attack unless you already had it, and does not grant a sneak attack on the attack that created the opening. 100% chance at expert, 10% at skilled
ETRAIT_BRACED - if their previous attack was made in your direction, does your base attack damage again.
ETRAIT_BLADESONG - casting spells or performing songs gives you a bladesong timer. for spells, it is the spell's level. for songs, it is your charisma modifier (8 at 25 cha) plus the song's level. the timer refreshes from subsequent spells, it does not stack. elves get an additional +3 to their bladesong timer. on trigger, does your base attack damage again. always triggers with active bladesong at expert, and has a 1/(10 - bladesong turns left) chance to trigger at skilled (always triggering with 10+ left). elves roll 1/(6-bladesong) instead, and always trigger at 4+ bladesong turns left. 
ETRAIT_BLADEDANCE - if your previous movement or attack was in a different direction, does your base attack damage again. if you are an elf, this damage is increased by your charisma modifier. this always triggers, but is reduced to 2/3 bonus damage at skilled (no reduction at expert).