Abilities

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General Skills These skills may appear as options for any class, but their rarity (and frequency of appearance) varies according to class. For example, Heavy Lifter is a  Rare  ability for magical-type characters, and Friends in High Places is a  Common . These rarities are reversed for melee characters.

First Aid [ W H M A D N ]
You learn how to heal some wounds for a base amount of 15% of your maximum health + 1d6 per character level.

In addition to this there is a 50% chance to remove a poison, freeze, or burn effect when used.

Cooldown: 120 turns

Intimidate [ W M A H N ]
Paralyzes a target for 5 turns, if the target's level is higher than yours or is a champion/boss there is a chance it could fail. The range is the same as your equipped weapon.

Cooldown: 24 turns

Heavy Lifter [ W M N ]
Increases carrying capacity by 30%

Friends in High Places [ W M N ]
Lets you call the Magician Merchant to your side with fresh stock, letting you trade with him! This renews his stock if he is already in the area. Note: There can only be one Magician Merchant in an area, but each area can have a separate instance of the Magician Merchant.

Cooldown: 864 turns

Jump Over [ W A ]
Tactical maneuver. For 200 energy your character jumps over an enemy or obstacle like a crate or vines and lands behind them. Will not pass through walls or iron bars.

Cooldown: 10 turns

Focus [ W D M N ]
All actions that hit the target are critical hits for the rest of the turn. Requires no energy.

Cooldown: 8 turns

Side Step Moves [ W D M N ]
Temporarily increase dodge chance by 50% for 3 turns. Costs no energy.

Cooldown: 16 turns

Thorough Corpse Looter [ W M ]
Increase the chance and average amount of items dropped from enemies by 10%.

Warrior Skills

Advanced One-Handed Weapon Combat Increases damage and speed using one-handed weapons by 20%

Advanced Two-Handed Weapon Combat Increases damage and speed using two-handed weapons by 20%

Demoralizing Shout I Performs a mighty warcry that reduces enemy energy by -500 for the next three rounds in a radius of 2 tiles! This action uses no energy!

Cooldown: 6 turns

Great Constitution I Increases constitution by 6 points

Great Constitution II Increases constitution by an additional 9 points (Requires Great Constitution I)

Great Constitution III Increases constitution by an additional 15 points (Requires Great Constitution II)

Great Strength I Increases strength by 6 points

Great Strength II Increases strength by an additional 9 points (Requires Great Strength I)

Great Strength III Increases strength by an additional 15 points (Requires Great Strength II)

Jump Over For 200 energy your character jumps over an enemy or obstacle like a barricade and lands behind it. Does not work with dungeon obstacles like walls and iron bars

Cooldown: 10 turns

Leap Attack I Leaps of the target's head, hitting them with your equipped weapon!

Jumps up to 3 tiles to the target with tremendous force.

Deals [damage * distance].

Cooldown: 5 turns

Organ Protection Decreases Enemy Critical Hit Chance Rating by 30%

Organ Targeting Increases Critical Hit Chance Rating by 50% ( NOT a FLAT amount )

Shield Bash I Bash the target with your shield, pushing them back 2 tiles!

- Needs an equipped Shield!

- Target gets [1.2 * damage] and is knocked back 2 tiles. Target loses [300 + (character_str - enemy_str) * 35] energy.

- If bashed into other target, that target might get moved back 1 tile and also loses [the] energy.

Cooldown: 7 turns

Shield Positioning I Increases block rating by 25%.

- Needs an equipped Shield!

Shield Positioning II Increases block rating by an additional 25%.

- Needs an equipped Shield! (Requires Shield Positioning I)

Study Target I Any attack against target applies a -1 strength and -1 agility modifier.
 * Stacks up to 8 times
 * Lasts for 20 turn

Trap Prepared Armor I You know how to build up your armor to resist some of the traps effects. Reduces trap effects by 40%

Warrior's Vengeance The more damage the character has sustained, the more damage the character inflicts, up to near double at 1 hit point.

"He continued the fight even harder than before. He was unstoppable." -Hel tah' chronicles

Hunter Skills

Gun Affinity I Gun damage +35%

Great Agility I Increases agility by 6 points

Great Agility II Increases agility by an additional 9 points (Requires Great Agility I)

Great Agility III Increases agility by an additional 15 points (Requires Great Agility II)

Mage Skills

Assassin Skills

Great Strength I Increases strength by 6 points

Great Strength II Increases strength by an additional 9 points (Requires Great Strength I)

Great Strength III Increases strength by an additional 15 points (Requires Great Strength II)

Great Agility I Increases agility by 6 points

Great Agility II Increases agility by an additional 9 points (Requires Great Agility I)

Great Agility III Increases agility by an additional 15 points (Requires Great Agility II)

Druid Skills