Post by Gravedust on Aug 24, 2011 13:04:45 GMT -8
SPECIALIZATIONS MASTER LIST=================================================================
DON'T PANIC! There are a lot of Specializations and a lot of Skills.. I'd advise not trying to read all of them and decide on the best ones, you'll just give yourself a headache. Think about what kind of character you want, then pick your specializations based on what makes sense for that character, or just whatever sounds fun.
Also make sure to check your Specializations to make sure you have AT LEAST ONE ATTACK. Some Specializations don't have any Skills that do damage, and if you choose three of those then you won't be able to hurt anything.
=============================================================================================
BLADES
+Blade Strike:: ( - )::(Adjacent) Attacks for 30 damage.
+Power Strike::(20 cp)::(Adjacent) Attacks for 30(+STRENGTH) damage.
+Trick Attack::(20 cp)::(Adjacent, Undodgeable) Attacks for 20(+INTELLIGENCE) damage. This attack cannot be dodged.
+Fencer's Strike::(20 cp):(Adjacent) Attacks for 25(+ACCURACY) damage
+Soulblade::(25 cp)::(Range: 4) Attacks for 20(+MAGIC) damage.
+Wild Strike::(25 cp)::(Adjacent) Attacks for 20(+STRENGTH) damage. Has a 40% Chance of doing triple damage.
+Sneak Attack::(25 cp)::(Adjacent) Attacks for 25(+SPEED) damage and ignores all armor.
+Charge::(30 cp)::(Self):: Allows the character to move 2 more squares if doing so brings them adjacent to an enemy. Attacks that enemy for 20 damage.
LARGE WEAPONS
+Smash: - )::(Adjacent) Attacks for 40 damage.
+Bludgeon::(20 cp)::(Adjacent) Attacks for 40(+STRENGTH) damage
+Driving Smash::(20 cp)::(Adjacent) Attacks for 30 damage and has a Chance (STR vs EVA) to knock the target back (STRENGTH/2) Squares.
+Soulhammer::(25 cp)::(Range: 4) Attacks for 30(+MAGIC) damage.
+Whirlwind Strike::(30 cp)::(Self AOE) Hits all adjacent targets (including friendlies) for 30 damage
+Massive Smash::(25 cp)::(Adjacent) Attacks for 50(+STRENGTHx2) damage but has a -2 ACCURACY penalty
+Bellringer::(30 cp)::(Adjacent) Attacks for 30(+STRENGTH) damage and has a Chance (STR vs. DEF) of causing an enemy to lose it's next turn.
+Brutal Assault::(35 cp)::(Adjacent) Attacks for 40 damage and uses STRENGTH in place of ACCURACY for the Hit roll.
POLEARMS
+Thrust: - )::(Range: 2) Attacks for 30 damage.
+Vault::(20 cp)(Adjacent)Leaps over an adjacent enemy to land on the other side, if the square is open.
+Precise Thrust::(25 cp)(Range 2:) Attacks for 25 damage with a +2 ACCURACY bonus.
+Piercing Thrust::(25 cp)::(Range 2:) Attacks for 20 (+STRENGTH) damage and ignores all armor.
+Pinion::(25 cp)::(Line 2) Attacks for 20(+STRENGTH) Damage
+Soulspear::(25 cp)::(Line 4) Attacks for 10 (+MAGIC) Damage.
GUNS
+Gunshot: - )::(Range:10):: Attacks for 20 damage.
+Snap Shot::(25 cp)::(Range: 10) Attacks for 20(+ACCURACY) damage.
+Rapid Fire::(25 cp)::(Range: 10) Attacks for 20(+SPEED) damage.
+Trick Shot::(25 cp)::(Range: 5, Undodgeable) Attacks for 15(+INTELLIGENCE) damage. This attack cannot be dogded.
+Sniper Shot (25 cp)::(Range: 10) Attacks for 15 damage, with a +2 ACCURACY bonus.
+Armor Piercer::(30 cp)::(Range: 6) Attacks for 20 damage and ignores all Defense.
+Explosive Shot::(30 cp)::(Range:8) Attacks for 20 damage and damages all characters adjacent to the target for 20 if it hits.
+Shotblast::(25 cp)::(Line: 2) Attacks for 25 damage.
BOWS
+Bowshot: - ):: Attacks for 30 damage
+Precise shot::(20 cp)::Range: 8) Attacks for 30 (+ACCURACY) damage
+Strong shot::(20 cp)::(Range 8) Attacks for 30(+STRENGTH) damage
+Double shot::(25 cp)::(Range 8) Attacks a primary target and a target adjacent to it for 25 damage each.
+Soul Arrow::(25 cp)::(Range 8) Attacks for 30(+MAGIC) damage
+Triple shot::(25 cp)::(Range 8) Attacks a primary target and 2 targets adjacent to it for 25 damage.
+Trap Shot::(30 cp)::(Range 5, Undodgeable) Attacks for 25 (+INTELLIGENCE) damage. This attack cannot be dodged.
CLAWS
+Claw:: ( - )::(Adjacent) Attacks for 25 damage.
+Claw Flurry::(25 cp)::(Adjacent) Attacks for 25 (+SPEED) Damage
+Hamstring::(25 cp)::(Adjacent)Attacks for 15 damage and has a Chance (SPEED vs DEFENSE) of reducing the Movement speed of the target by 3 for 2 rounds.
+Pounce::(25 cp)::(Range: 4) Moves the attacker to a square adjacent to the target and attacks for (SPEEDx2) damage.
+Soulclaw:: (25 cp)::(Range: 4) attacks for 20(+MAGIC) Damage.
+Claw Sweep::(25 cp)::(Self AOE 1) Attacks for 15 (+SPEED) damage.
HAND TO HAND
+Punch:: (-)::(Adjacent):: Attacks for 25 damage
+Slam:: (20 cp):: (Adjacent)::Attacks for 25 (+STRENGTH) damage.
+Rapid Strikes::(25 cp)::(Adjacent:: Attacks for 25(+SPEED) damage.
+Knockout Blow::(Adjacent)::Attacks for 15 damage and has a Chance (STR vs DEF) of causing the target to lose a turn.
+Soulfist:: (25 cp)::(Range: 4)::Attacks for 20(+MAGIC) Damage.
+Wrench::(30 cp)::(Adjacent):: Attacks for (Target's Defense x5) Damage, ignoring Defense.
+Dim Mak::(30 cp)::(Adjacent):: Attacks for 50 damage, but if the attack fails to kill the target, the attacker instead receives 25 damage.
HEALING MAGIC
+Healing Touch: - )::(Adjacent) Heals friendly target for 20(+MAGIC) HP
+Healing Word::(20 cp)::(Range: 4) Heals friendly target for 10 (+MAGIC) HP
+Healing Circle::(25 cp)::(Self AOE) Heals all adjacent friendly targets for 10 HP
+Restore::(20 cp)::(Range: 3) Removes a single debuff from a friendly character.
+Healing Surge::(30 cp)::(Self) Increases the Range by 2, and damage by 5 of the next healing magic spell cast by the character this round.
ARCANE:
+Manabolt: - )::(Range: 8) Attacks for 15(+MAGIC) damage.
+Mana Overload::(25 cp)::(Range:4) Damages enemy character for their (MAGIC score X4)
+Magic Bomb::(20 cp)::(Range: 4) Enchants an open square so that is explodes when an enemy crosses it, dealing (MAGIC x3) damage
+Manasurge::(30 cp)::(Range: 2) Attacks for (MAGIC X5) damage.
+Resist Arcane::(25 cp)::(Passive) Character is immune to all Arcane Specialty effects.
+Arcane dispersion::(25 cp)(Range: 8)::If this attack hits it causes an AOE1 explosion centered on the target for Target's MAGICx4 damage, but does no damage to the target.
+Arcane Surge::(30 cp)::(Self) Increases the Range by 2, and damage by 5 of the next arcane spell cast by the character this round.
ANTIMAGIC:
+Spell Deflection: - )::(Passive) Any spell (friendly or hostile) targeting the caster has a 10% chance of being deflected.
+Spell Seal::(25 cp)::(Range: 4) places a seal upon the target. If the target casts during the next round they take damage based on their (MAGIC score x4) per spell cast.
+Spelleater::(30 cp)::(Self) Any direct spell targeting the caster has a 40% chance of being absorbed, healing for 10.
+Antimagic Field::(30 cp)::(Self-AOE:2) Prevents all spell effects from occurring within the AOE field.
+Abjuration::(30 cp)::(Self-AOE1) Removes all magical buffs from all characters in the area of effect.
SHIELDS
+Shield Defense: - )::(Passive) Permanently Increases the character's DEFENSE by 1
+Block::(20 cp)::(Self) Gives the character a 40% chance to block any incoming direct attack.
+Cover::(25 cp)::(Adjacent) Redirects all direct attacks made against an adjacent character to the Covering character
+Aegis::(20 cp)::(Self) Temporarily Increases DEFENSE by 10.
+Shield Smash::(25 cp)(Adjacent) Attacks for 25(+DEFENSE) damage
HEAVY ARMOR
+Armor Defense: - )::(Passive) Permanently increases the character's DEFENSE by 2
+Hold Fast::(25 cp)::(Self) Temporarily increases DEFENSE by 10 for the enemy's next turn. This skill may not be used if the character made a movement during their turn.
+Challenge::(20 cp)::(Self) Any enemy adjacent to the character is forced to attack the Challenging character during it's turn.
+Counterstroke::(25 cp)::(Self) Any adjacent enemy that damages the Character has a 50% chance to suffer 20(+STRENGTH) damage
TELEPORTATION:
+Teleport Self: - )::(Self) Teleports the character up to 5 additional squares. Destination must be an open square.
+Teleport Other::(20 cp)::(Adjacent) Teleports a character up to 5 additional squares. Destination must be an open square.
+Teleport Object::(20 cp)::(Range: 6) Allows a non-character Object, (Trap, Chest or other) to be teleported into an open square up to 5 squares from it's original position.
+Teleport Item::(20 cp)::(Range: 6) Allows the caster to teleport an Item from their inventory into the Inventory of another character.
+Portal::(25 cp)::(Adjacent)Opens a portal on an open adjacent square. When 2 portals have been opened, travelling into one moves a character to the other. (Characters are placed in a square adjacent to the destination portal. If there is no room at the destination then the teleportation fails) There can be no more than 2 active portals per character, however the caster can choose to collapse an active portal by using an Action, in order to place a new one.
REGENERATION
+Regeneration: - )::(Self)(Passive) Restores an amount of HP equal to the character's HEALTH score at the beginning of their turn.
RESISTANCE:
+Immunity: - )::(Self) Character becomes completely immune to the effects of a single Specialization school for 1 round.
SHAPESHIFTING:
+Shapeshifting: - )::(Self) Character alters their shape, gaining a +2 Bonus to 2 Attributes, and suffering a -2 Penalty to two other attributes according to the player's choice. The Health attribute may not be altered. A character may not Shapeshift more than once every 2 rounds.
DARKNESS:
+Ebon bolt: - )::(Range: 8) Attacks for 15(+MAGIC) damage
+Blind::(20 cp)::(Range: 4, Undodgeable) Has a Chance (MAG vs MAG) of blinding a target, giving them a -2 ACCURACY penalty for 3 rounds.
+Resist Darkness::(25 cp)::(Passive) Character is immune to all Darkness Specialty effects.
+Pool of Blackness::(30 cp)::(Self AOE 2) surrounds the caster in a black cloud. Any character attacking from inside the cloud suffers a -2 ACCURACY penalty
+Cloak of Shadow::(30 cp)::(Self) Caster has a 30% chance of automatically Evading any attack.
+Nightmaze::(30 cp)::(Range: 2, Undodgeable) Has a Chance (MAG vs. INT) of confusing the target, causing them to lose their turn and wander in a random direction.
LIGHT:
+Lucent Bolt: - )::(Range: 8) Attacks for 20(+MAGIC) damage
+Blinding Flash::(15 cp)::(Range: 4, Undodgeable) Has a Chance (MAG vs DEF) of blinding a target, giving them a -2 ACCURACY penalty for 3 rounds.
+Resist Light::(25 cp)::(Passive) Character is immune to all Light Specialty effects.
+Nova::(20 cp)::(Self AOE 2) attacks for 15(+MAG damage)
ILLUSION:
+Mirror Image: - ):: (Self) Attacks made against this character have a 50% chance of being blocked if they hit. Only 1 attack will be blocked this way.
+Resist Illusion::(25 cp)::(Passive) Character is immune to all Illusion Specialty effects.
+Malaise::(25 cp)::(Range:10, Undodgeable) Has a Chance (MAG vs INT) of causing a target to lose one Action of it's next turn.
+Charm::(25 cp)::(Adjacent, Undodgeable) has a Chance (MAG vs INT) of pacifying the target for 1 round. Pacified targets may move and buff but not attack or debuff.
+Friend or Foe?::(30 cp)::(Range:10, Undodgeable) If unresisted (MAG vs INT) the target has a 50% chance of accidentally targeting a teammate rather than an enemy (when eligiable) with it's direct attacks.
BERSERKER:
+Rage!!!: - ):: (Self) Increases damage done by adjacent melee attacks by 5 for 3 rounds.
+Killing Rush::(25 cp)::(Passive) Character heals for 1/10th of the damage it causes with single-target attacks.
+Bloodcraze::(30 cp)::(Passive) Whenever the character is below 50% health, all physical damage dealt is increased by 10.
ICE MAGIC:
+Frostshard: - )::(Range: 4) Attacks for 20(+MAGIC) damage
+Ice Slick::(20 cp)::(Range: 6, AOE 1) Creates a patch of slippery ice, reducing the movement of all characters caught in it by 3.
+Resist Ice::(25 cp)::(Passive) Character is immune to all Ice Magic Specialty effects.
+Ice Barrier::(20 cp)::(Range: 6) Creates a solid wall of ice that completely fills a square, blocking movement and line of sight as a wall would.
+Ice Shield::(20 cp)::(Self) temporarily increases DEFENSE by 5 for 2 rounds.
+Frozen Tomb::(25 cp):: (Range: 6) Attacks for 10(+MAGIC) damage, and has a Chance (MAG vs STR) of immobilizing the target.
+Whirling Shards::(20 cp)::(Self) Adjacent enemies that attack the Character are struck for 5(+MAGIC) Damage
+Glacial Cold::(30 cp)::(Self) Increases the Range by 2, and damage by 5 of the next ice spell cast by the character this round.
CHAOS MAGIC:
+Chaos Bolt: - )::(Range: 6) Attacks for (MAGIC x (1-10) Damage
+Chaos Blast::(25 cp)::(AOE) Attacks for 20 (+MAGIC) damage in a random AOE configuration.
+Chaos Bloom::(25 cp)::(Self) A random spell effect effects on the character.
WATER MAGIC:
+Waterspear: - )::(Range: 4) attacks for 20(+MAGIC) damage.
+Virulent Mist::(25 cp):(Range:4, Undodgeable) Has a Chance (MAG vs. EVA) to poison the target, reducing all stats except HEALTH by 2.
+Resist Water::(25 cp)::(Passive) Character is immune to all Water Magic Specialty effects.
+Tidal Rush:: (20 cp)::(Line: 6) Attacks for 15(+MAGIC) damage.
+Watershield:(20 cp)::(Self) Creates a protective shield of water around the caster, increasing DEFENSE by 5 for 2 rounds.
+Whirling Waters::(20 cp)::(Self) Adjacent enemies that attack the Character are struck for 5(+MAGIC) Damage
+Surge::(30 cp)::(Self) Increases the Range by 2, and damage by 5 of the next water spell cast by the character this round.
GEOMANCY::
+Pillar of Earth: - )::(Range: 6) Creates a pillar of stone in an open square that blocks movement and line of sight as if it were a wall.
+Upheaval::(30 cp)::(Range: 2 AOE1) Has a Chance (MAG vs EVA) to immobilize any character in the spell's radius of effect.
+Fissure::(20 cp)::(Range: 4) Renders an open square impossible to move through for 2 rounds.
+Crushing Prison::(30 cp)::(Range: 2) has a Chance (MAG vs. EVA) to Immobilize a character and deal 10(+MAGIC) damage
+Resist Geomancy::(25 cp)::(Passive) Character is immune to all Geomancy Magic Effects.
+Stonecase::(25 cp)::(Self) Character becomes encased in stone, rendering them Immobile and increasing their DEFENSE by 10. Stoneform cannot be used if the Caster moved that round.
+Whirling Stones::(20 cp)::(Self) Adjacent enemies that attack the Character are struck for 5(+MAGIC) Damage
STEALTH
+Hide:-)::(Self)::Enemies targeting this character must roll a number of D10s equal to their INTELLIGENCE score, with the Difficulty being the number of squares to the target. If this roll is failed they cannot attack as they cannot find the target.. This roll is made per attack. This Skill cannot be used if there is an enemy adjacent.
FIRE MAGIC:
+Firebolt: - )::(Range: 6) Attacks for 25(+MAGIC) damage
+Fireball::(30 cp)::(Range: 6 AOE 1) Attacks for 15 (+MAGIC) damage.
+Resist Fire::(25 cp)::(Passive) Character is immune to all Fire Magic Specialty effects.
+Lava Patch::(20 cp)::(Range: 4) Creates a patch of boiling lava in a square that damages any character walking across it for 40, ignoring armor.
+Backdraft::(20 cp)::(Range: 4) Attacks for 15(+MAGIC) damage and pushes the target back (MAGIC/2) Squares.
+Wildfire::(30 cp)::(Self) Increases the Range by 2, and damage by 5 of the next fire spell cast by the character this round.
ELECTRICAL MAGIC:
+Shock: - )::(Range: 4) Attacks for 20(+MAGIC) damage
+Electrify::(30 cp):: (Range: 8) Attacks for 10(+MAGIC) damage and has a Chance (MAG vs HEALTH) to cause the target to lose an Action.
+Lightning::(30 cp)::(Line: 8) Hits all characters in a straight line for 15(+MAG) damage.
+Static Burst::(25 cp):: (Range 6: AOE 1) Attacks for 10(+MAGIC) damage
+Resist Electricity::(25 cp):: (Passive) Character is immune to all Electricity Magic Specialty effects.
+Whirling Sparks::(20 cp)::(Self) Adjacent enemies that attack the Character are struck for 5(+MAGIC) Damage
+Overcharge::(30 cp)::(Self) Increases the Range by 2, and Damage by 5 of the next Electrical spell cast by the character this round.
NATURE MAGIC:
+Friend of Nature: - )::(Passive) Character has a 20% chance that any attacks made by beasts or other animals will be cancelled.
+Brambles::(30 cp)::(Range: 4) attacks for 10(+MAGIC) damage and has a Chance (MAG vs STR) to immobilize the target.
+Stinging Swarm::(30 cp)::(Range: 8) Attacks for 10(+MAGIC) damage and has a Chance (MAG vs EVA) to make the target unable to use magic.
+Healing Breeze::(25 cp)::(Self AOE 1) Heals adjacent characters for 2(+MAGIC) HP
+Cloak of Fog::(30 cp)::(Self AOE 1) surrounds the caster in a fog. Any character attacking from inside the cloud suffers a -2 ACCURACY penalty
+Resist Nature::(25 cp)::(Passive) Character is immune to all Nature Magic Specialty effects.
NECROMANCY:
+Death Feeder: - )::(Passive) Any enemy character that dies within 2 squares heals the character for 5 HP.
+Corpsepower::(25 cp)::(Passive) Every fresh corpse within 4 squares increases the caster's MAGIC score by 1 (to a maximum of +5)
+Call of the Grave::(30 cp)::(Adjacent) Damages Target for 1/2 of the damage they have already taken. (ie. if character is 60/100, they take 20 damage)
+Resist Necromancy::(25 cp)::(Passive) Character is immune to all Necromancy Magic Specialty effects.
+Create Corpsewalker::(30 CP)::(Range:6):: Destroys a Corpse and creates a Corpsewalker with HP and Attributes equal to 1/2 the Caster's MAGIC score and a movement speed of 3. Corpsewalkers immediately move towards and attack the nearest Character to them, including friendly ones. Their movement and actions occur during their owner's turn. Corpsewalkers persist until destroyed. A corpsewalker attacks once per round for 30 damage.
+Corpsplosion::(30 CP)::(Range 4):: Destroys a corpse, causing an AOE1 explosion that deals 30 damage.
THEIVERY:
+Disarm Trap: - )::(Adjacent) Character has a Chance (INT vs. Trap Difficulty) of disarming a Trap.
+Pick Lock::(20 cp)::(Adjacent) Character has a Chance (INT vs. Lock Difficulty) of unlocking a locked door.
+Detect Object::(20 cp)::(Passive) Character has Chance (INT vs Difficulty) to automatically find any hidden door or object they come within 2 squares of.
+Steal::(25 cp)::(Adjacent) Character has a Chance (SPD vs. EVA) of stealing an item from an enemy, with a 20% chance on success that it will be useful.
+Infiltrator::(30 cp)::(Passive) Character can pass through enemy characters during it's movement phase.
+Backstab::(25 cp)::(Adjacent) Attacks for 25 damage, gaining a +1 Accuracy and +2 Damage bonus for every friendly character adjacent to the target.
TRAPS: A single trap of every type can can be laid on the board per character. Laying another trap of the same type cacses the first trap to disappear.
+Spike Trap:( - )::(Adjacent) Lays a trap in an open square that has a Chance (INT Vs INT) of causing 30 damage.
+Tangle Trap:(20 cp)::(Adjacent) Lays a trap in an open square that has a Chance (INT Vs INT) of immobilizing an enemy character crossing that square.
+Acid Trap:(20 cp):: (Adjacent) Lays a trap in an open square that has a Chance (INT Vs INT) of reducing the target's armor by 10 for 3 rounds.
+Flash Trap:(20 cp)::(Adjacent) Lays a trap in an open square that has a Chance (INT Vs DEF) of causing the target to lose an Action.
+Explosive Trap:(20 cp)::(Adjacent) Lays a trap in an open square that has a chance (INT Vs INT) of causing an AOE 1 explosion for 30 damage.
+Mulit-use Traps::(30 cp)::(Passive)::Once activated, a trap is not removed, but can be activated again if another character crosses the square, for a total of 2 uses.
EXPLOSIVES::
+Tripmine: - )::(Range: 4) Plants a tripmine on an open square, which explodes for 30 damage if walked upon. The Tripmine will persist until it detonates or another is deployed.
+Satchel Charge::(25 cp)::(Range 3, AOE 2) Explodes after 2 rounds, damaging all characters in the area of effect for 40. Only one Satchel Charge may be deployed at a time.
+Powder Grenade::(25 cp)::(Range 6, AOE 1) Explodes after 2 rounds, damaging all characters in the area of effect for 30. Only one Powder grenade may be deployed at a time.
+Shaped Charge::(25 cp)::(Range: 2, Line 3) Plants a shaped charge on an open square. This charge can be detonated on command causing it to explode as a Line 3 AOE that does 30 damage. The direction of the Line is determined at the time of the explosion. Detonating the Shaped Charge requires an Action. Only one shaped charge may be deployed at a time.
HEX MAGIC::
+Voodoo doll: - )::(Range: 6, Undodgeable) Attacks for 10(+MAGIC) damage.
+Hex of Atrophy::(20 cp)::(Range: 8, Undodgeable) had a Chance (MAG vs STR) Of reducing the Target's STRENGTH by 2 for 3 rounds.
+Hex of Thornfoot ::(20 cp):: (Range: 8, Undodgeable) had a Chance (MAG vs EVA) Of reducing the Target's EVASION by 2 for 3 rounds.
+Hex of Clumsiness ::(20 cp):: (Range: 8, Undodgeable) had a Chance (MAG vs ACC) Of reducing the Target's ACCURACY by 2 for 3 rounds.
+Hex of Befuddlement ::(20 cp):: (Range: 8, Undodgeable) had a Chance (MAG vs INT) Of reducing the Target's INTELLIGENCE by 2 for 3 rounds.
+Hex of Stagnation::(20 cp):: (Range: 8, Undodgeable) has a Chance (MAG vs MAG) Of reducing the Target's MAGIC by 2 for 3 rounds.
+Hex of impedance ::(20 cp):: (Range: 8, Undodgeable) had a Chance (MAG vs SPD) Of reducing the Target's SPEED by 2 for 3 rounds.
+Resist Hex::(25 cp):: (Passive) Character is immune to all Hex Magic Effects.
RUNEMASTER:: (The caster may have no more than 2 Rune effects active at once. Duplicate Rune effects do not stack.)
+Rune of Destruction: - )::(Range:4) Places a rune in an open square that can be detonated on command, causing an AOE1 explosion for 20 (+MAGIC) Damage. Detonating the Rune requires an Action.
+ Rune of Might::(20 cp)::(Adjacent) Increases the STRENGTH of the target by 2 for 4 rounds while the Rune is active.
+ Rune of Precision::(20 cp)::(Adjacent) Increases the ACCURACY of the target by 2 for 4 rounds while the Rune is active.
+ Rune of the Wind::(20 cp)::(Adjacent) Increases the EVASION of the target by 2 for 4 rounds while the Rune is active.
+ Rune of Iron::(20 cp)::(Adjacent) Increases the DEFENSE of the target by 2 for 4 rounds while the Rune is active.
+ Rune of Brilliance::(20 cp)::(Adjacent) Increases the INTELLIGENCE of the target by 2 for 4 rounds while the Rune is active.
+ Rune of the Aether::(20 cp)::(Adjacent) Increases the MAGIC of the target by 2 for 4 rounds while the Rune is active.
+ Rune of Quicksilver::(20 cp)::(Adjacent) Increases the SPEED of the target by 2 for 4 rounds while the Rune is active.
+ Rune of Healing::(25 cp):: (Range: 2) Heals the Character for 5 HP Per round while active for 4 rounds.
HOLY::
+Holy Strike: - )::(Adjacent) Attacks for 15 (+STRENGTH)(+MAGIC) damage.
+Sanctification::(25 cp)::(Self, AOE 2) Deals 5 (+MAGIC) damage to any enemy characters inside the area of effect.
+Rebuke Undead::(20 cp)::(Self AOE 1:) has a Chance (MAG vs. HEALTH)) to cause any undead monsters to lose their next turn.
+Holy Sign::(25 cp)(Range: 2 ) Heals target for 5(+MAGIC) HP
+Resist Holy::(25 cp):: (Passive) Character is immune to all Holy Specialty Skills.
UNHOLY::
+Unholy Strike: - )::(Adjacent) Attacks for 15 (+STRENGTH)(+MAGIC) damage.
+Field of Corruption::(25 cp):: (Self AOE 2) Deals 5(+MAGIC) damage to any enemy characters inside the area of effect.
+Rebuke Undead::(20 cp)::(Self, AOE 1:) has a Chance (MAG vs. HEALTH)) to cause any undead monsters to lose their next turn.
+Unholy Sign::(25 cp)::(Range: 4, Undodgeable) Chance (MAG vs MAG) to do 10(+MAGIC) damage.
+Resist Unholy::(25 cp):: (Passive) Character is immune to all Unholy Specialty Skills.
TWIN SOUL::
+Twin Soul: - )(Passive) A single soul shared by two bodies. A character with Twin soul has 2 placers on the map that have identical stats and share the same health pool. Twin soul characters still only get 2 Actions per round, but either body can perform the Action. Both bodies can be moved every round. If the Twin Soul bodies are ever separated by more than 20 squares, the Character loses 10% of it's total health every round. If both twin soul bodies are caught in the same AOE effect, damage is taken twice. (Once by each body) Any effect that Immobilizes a Twin Soul character will only Immobilize the body hit by the Skill, the other can still move. Effects that cause a loss of turn will effect both bodies, as will effects that cause the loss of an Action.
FAMILIAR::
+Familiar: - )::(Passive) Grants a character a Familiar with 50 health and Attributes equal to 1/2 the character's. (Rounded down) The familiar automatically follows it's Master when he or she moves, and will occupy an adjacent square to the character at the end of the character's movement if possible, the Master can choose which square. Spending one Action allows the character to control the Familiar. When controlled The Familiar gets 1 Move (Base movement 4) and 1 Action per round. Familiars can choose 1 Specialty, and gain the free skill from that Specialty. Additional skills may be bought for the familiar using the Character's CP, but the Familiar may never have more than one Specialty, though their Specialty can be replaced with a different one for 100 CP. If the Familiar is killed, it's Master is hit for the same amount of damage as the hit that killed the Familiar, ignoring the Character's Defense. If the Familiar is ever separated from it's Master by more than 20 squares it disappears as though unsummoned. Dead or Unsummoned Familiars can be brought back through Resummon. If a Character does not have resummon the Character's familiar will reappear automatically one day after it was killed or unsummoned.
+Resummon::(25)::(Self) Resummons the character's familiar into an open adjacent square with 10 health.
+Unsummon::(25)::(Range: 10) Unsummons the Character's familiar, causing it to disappear immediately.
+Heal Familiar::(20)::(Adjacent) Restores 15 HP(+INTELLIGENCE) to the Familiar.
+Blood Link::(25)::(Range: 6) Transfers between 10-30 health from the Character to it's Familiar.
+Empower Familiar::(30)::(Range 4)) Temporarily increases all the Familiar's Attributes (excluding HEALTH) by 2.
DON'T PANIC! There are a lot of Specializations and a lot of Skills.. I'd advise not trying to read all of them and decide on the best ones, you'll just give yourself a headache. Think about what kind of character you want, then pick your specializations based on what makes sense for that character, or just whatever sounds fun.
Also make sure to check your Specializations to make sure you have AT LEAST ONE ATTACK. Some Specializations don't have any Skills that do damage, and if you choose three of those then you won't be able to hurt anything.
=============================================================================================
BLADES
+Blade Strike:: ( - )::(Adjacent) Attacks for 30 damage.
+Power Strike::(20 cp)::(Adjacent) Attacks for 30(+STRENGTH) damage.
+Trick Attack::(20 cp)::(Adjacent, Undodgeable) Attacks for 20(+INTELLIGENCE) damage. This attack cannot be dodged.
+Fencer's Strike::(20 cp):(Adjacent) Attacks for 25(+ACCURACY) damage
+Soulblade::(25 cp)::(Range: 4) Attacks for 20(+MAGIC) damage.
+Wild Strike::(25 cp)::(Adjacent) Attacks for 20(+STRENGTH) damage. Has a 40% Chance of doing triple damage.
+Sneak Attack::(25 cp)::(Adjacent) Attacks for 25(+SPEED) damage and ignores all armor.
+Charge::(30 cp)::(Self):: Allows the character to move 2 more squares if doing so brings them adjacent to an enemy. Attacks that enemy for 20 damage.
LARGE WEAPONS
+Smash: - )::(Adjacent) Attacks for 40 damage.
+Bludgeon::(20 cp)::(Adjacent) Attacks for 40(+STRENGTH) damage
+Driving Smash::(20 cp)::(Adjacent) Attacks for 30 damage and has a Chance (STR vs EVA) to knock the target back (STRENGTH/2) Squares.
+Soulhammer::(25 cp)::(Range: 4) Attacks for 30(+MAGIC) damage.
+Whirlwind Strike::(30 cp)::(Self AOE) Hits all adjacent targets (including friendlies) for 30 damage
+Massive Smash::(25 cp)::(Adjacent) Attacks for 50(+STRENGTHx2) damage but has a -2 ACCURACY penalty
+Bellringer::(30 cp)::(Adjacent) Attacks for 30(+STRENGTH) damage and has a Chance (STR vs. DEF) of causing an enemy to lose it's next turn.
+Brutal Assault::(35 cp)::(Adjacent) Attacks for 40 damage and uses STRENGTH in place of ACCURACY for the Hit roll.
POLEARMS
+Thrust: - )::(Range: 2) Attacks for 30 damage.
+Vault::(20 cp)(Adjacent)Leaps over an adjacent enemy to land on the other side, if the square is open.
+Precise Thrust::(25 cp)(Range 2:) Attacks for 25 damage with a +2 ACCURACY bonus.
+Piercing Thrust::(25 cp)::(Range 2:) Attacks for 20 (+STRENGTH) damage and ignores all armor.
+Pinion::(25 cp)::(Line 2) Attacks for 20(+STRENGTH) Damage
+Soulspear::(25 cp)::(Line 4) Attacks for 10 (+MAGIC) Damage.
GUNS
+Gunshot: - )::(Range:10):: Attacks for 20 damage.
+Snap Shot::(25 cp)::(Range: 10) Attacks for 20(+ACCURACY) damage.
+Rapid Fire::(25 cp)::(Range: 10) Attacks for 20(+SPEED) damage.
+Trick Shot::(25 cp)::(Range: 5, Undodgeable) Attacks for 15(+INTELLIGENCE) damage. This attack cannot be dogded.
+Sniper Shot (25 cp)::(Range: 10) Attacks for 15 damage, with a +2 ACCURACY bonus.
+Armor Piercer::(30 cp)::(Range: 6) Attacks for 20 damage and ignores all Defense.
+Explosive Shot::(30 cp)::(Range:8) Attacks for 20 damage and damages all characters adjacent to the target for 20 if it hits.
+Shotblast::(25 cp)::(Line: 2) Attacks for 25 damage.
BOWS
+Bowshot: - ):: Attacks for 30 damage
+Precise shot::(20 cp)::Range: 8) Attacks for 30 (+ACCURACY) damage
+Strong shot::(20 cp)::(Range 8) Attacks for 30(+STRENGTH) damage
+Double shot::(25 cp)::(Range 8) Attacks a primary target and a target adjacent to it for 25 damage each.
+Soul Arrow::(25 cp)::(Range 8) Attacks for 30(+MAGIC) damage
+Triple shot::(25 cp)::(Range 8) Attacks a primary target and 2 targets adjacent to it for 25 damage.
+Trap Shot::(30 cp)::(Range 5, Undodgeable) Attacks for 25 (+INTELLIGENCE) damage. This attack cannot be dodged.
CLAWS
+Claw:: ( - )::(Adjacent) Attacks for 25 damage.
+Claw Flurry::(25 cp)::(Adjacent) Attacks for 25 (+SPEED) Damage
+Hamstring::(25 cp)::(Adjacent)Attacks for 15 damage and has a Chance (SPEED vs DEFENSE) of reducing the Movement speed of the target by 3 for 2 rounds.
+Pounce::(25 cp)::(Range: 4) Moves the attacker to a square adjacent to the target and attacks for (SPEEDx2) damage.
+Soulclaw:: (25 cp)::(Range: 4) attacks for 20(+MAGIC) Damage.
+Claw Sweep::(25 cp)::(Self AOE 1) Attacks for 15 (+SPEED) damage.
HAND TO HAND
+Punch:: (-)::(Adjacent):: Attacks for 25 damage
+Slam:: (20 cp):: (Adjacent)::Attacks for 25 (+STRENGTH) damage.
+Rapid Strikes::(25 cp)::(Adjacent:: Attacks for 25(+SPEED) damage.
+Knockout Blow::(Adjacent)::Attacks for 15 damage and has a Chance (STR vs DEF) of causing the target to lose a turn.
+Soulfist:: (25 cp)::(Range: 4)::Attacks for 20(+MAGIC) Damage.
+Wrench::(30 cp)::(Adjacent):: Attacks for (Target's Defense x5) Damage, ignoring Defense.
+Dim Mak::(30 cp)::(Adjacent):: Attacks for 50 damage, but if the attack fails to kill the target, the attacker instead receives 25 damage.
HEALING MAGIC
+Healing Touch: - )::(Adjacent) Heals friendly target for 20(+MAGIC) HP
+Healing Word::(20 cp)::(Range: 4) Heals friendly target for 10 (+MAGIC) HP
+Healing Circle::(25 cp)::(Self AOE) Heals all adjacent friendly targets for 10 HP
+Restore::(20 cp)::(Range: 3) Removes a single debuff from a friendly character.
+Healing Surge::(30 cp)::(Self) Increases the Range by 2, and damage by 5 of the next healing magic spell cast by the character this round.
ARCANE:
+Manabolt: - )::(Range: 8) Attacks for 15(+MAGIC) damage.
+Mana Overload::(25 cp)::(Range:4) Damages enemy character for their (MAGIC score X4)
+Magic Bomb::(20 cp)::(Range: 4) Enchants an open square so that is explodes when an enemy crosses it, dealing (MAGIC x3) damage
+Manasurge::(30 cp)::(Range: 2) Attacks for (MAGIC X5) damage.
+Resist Arcane::(25 cp)::(Passive) Character is immune to all Arcane Specialty effects.
+Arcane dispersion::(25 cp)(Range: 8)::If this attack hits it causes an AOE1 explosion centered on the target for Target's MAGICx4 damage, but does no damage to the target.
+Arcane Surge::(30 cp)::(Self) Increases the Range by 2, and damage by 5 of the next arcane spell cast by the character this round.
ANTIMAGIC:
+Spell Deflection: - )::(Passive) Any spell (friendly or hostile) targeting the caster has a 10% chance of being deflected.
+Spell Seal::(25 cp)::(Range: 4) places a seal upon the target. If the target casts during the next round they take damage based on their (MAGIC score x4) per spell cast.
+Spelleater::(30 cp)::(Self) Any direct spell targeting the caster has a 40% chance of being absorbed, healing for 10.
+Antimagic Field::(30 cp)::(Self-AOE:2) Prevents all spell effects from occurring within the AOE field.
+Abjuration::(30 cp)::(Self-AOE1) Removes all magical buffs from all characters in the area of effect.
SHIELDS
+Shield Defense: - )::(Passive) Permanently Increases the character's DEFENSE by 1
+Block::(20 cp)::(Self) Gives the character a 40% chance to block any incoming direct attack.
+Cover::(25 cp)::(Adjacent) Redirects all direct attacks made against an adjacent character to the Covering character
+Aegis::(20 cp)::(Self) Temporarily Increases DEFENSE by 10.
+Shield Smash::(25 cp)(Adjacent) Attacks for 25(+DEFENSE) damage
HEAVY ARMOR
+Armor Defense: - )::(Passive) Permanently increases the character's DEFENSE by 2
+Hold Fast::(25 cp)::(Self) Temporarily increases DEFENSE by 10 for the enemy's next turn. This skill may not be used if the character made a movement during their turn.
+Challenge::(20 cp)::(Self) Any enemy adjacent to the character is forced to attack the Challenging character during it's turn.
+Counterstroke::(25 cp)::(Self) Any adjacent enemy that damages the Character has a 50% chance to suffer 20(+STRENGTH) damage
TELEPORTATION:
+Teleport Self: - )::(Self) Teleports the character up to 5 additional squares. Destination must be an open square.
+Teleport Other::(20 cp)::(Adjacent) Teleports a character up to 5 additional squares. Destination must be an open square.
+Teleport Object::(20 cp)::(Range: 6) Allows a non-character Object, (Trap, Chest or other) to be teleported into an open square up to 5 squares from it's original position.
+Teleport Item::(20 cp)::(Range: 6) Allows the caster to teleport an Item from their inventory into the Inventory of another character.
+Portal::(25 cp)::(Adjacent)Opens a portal on an open adjacent square. When 2 portals have been opened, travelling into one moves a character to the other. (Characters are placed in a square adjacent to the destination portal. If there is no room at the destination then the teleportation fails) There can be no more than 2 active portals per character, however the caster can choose to collapse an active portal by using an Action, in order to place a new one.
REGENERATION
+Regeneration: - )::(Self)(Passive) Restores an amount of HP equal to the character's HEALTH score at the beginning of their turn.
RESISTANCE:
+Immunity: - )::(Self) Character becomes completely immune to the effects of a single Specialization school for 1 round.
SHAPESHIFTING:
+Shapeshifting: - )::(Self) Character alters their shape, gaining a +2 Bonus to 2 Attributes, and suffering a -2 Penalty to two other attributes according to the player's choice. The Health attribute may not be altered. A character may not Shapeshift more than once every 2 rounds.
DARKNESS:
+Ebon bolt: - )::(Range: 8) Attacks for 15(+MAGIC) damage
+Blind::(20 cp)::(Range: 4, Undodgeable) Has a Chance (MAG vs MAG) of blinding a target, giving them a -2 ACCURACY penalty for 3 rounds.
+Resist Darkness::(25 cp)::(Passive) Character is immune to all Darkness Specialty effects.
+Pool of Blackness::(30 cp)::(Self AOE 2) surrounds the caster in a black cloud. Any character attacking from inside the cloud suffers a -2 ACCURACY penalty
+Cloak of Shadow::(30 cp)::(Self) Caster has a 30% chance of automatically Evading any attack.
+Nightmaze::(30 cp)::(Range: 2, Undodgeable) Has a Chance (MAG vs. INT) of confusing the target, causing them to lose their turn and wander in a random direction.
LIGHT:
+Lucent Bolt: - )::(Range: 8) Attacks for 20(+MAGIC) damage
+Blinding Flash::(15 cp)::(Range: 4, Undodgeable) Has a Chance (MAG vs DEF) of blinding a target, giving them a -2 ACCURACY penalty for 3 rounds.
+Resist Light::(25 cp)::(Passive) Character is immune to all Light Specialty effects.
+Nova::(20 cp)::(Self AOE 2) attacks for 15(+MAG damage)
ILLUSION:
+Mirror Image: - ):: (Self) Attacks made against this character have a 50% chance of being blocked if they hit. Only 1 attack will be blocked this way.
+Resist Illusion::(25 cp)::(Passive) Character is immune to all Illusion Specialty effects.
+Malaise::(25 cp)::(Range:10, Undodgeable) Has a Chance (MAG vs INT) of causing a target to lose one Action of it's next turn.
+Charm::(25 cp)::(Adjacent, Undodgeable) has a Chance (MAG vs INT) of pacifying the target for 1 round. Pacified targets may move and buff but not attack or debuff.
+Friend or Foe?::(30 cp)::(Range:10, Undodgeable) If unresisted (MAG vs INT) the target has a 50% chance of accidentally targeting a teammate rather than an enemy (when eligiable) with it's direct attacks.
BERSERKER:
+Rage!!!: - ):: (Self) Increases damage done by adjacent melee attacks by 5 for 3 rounds.
+Killing Rush::(25 cp)::(Passive) Character heals for 1/10th of the damage it causes with single-target attacks.
+Bloodcraze::(30 cp)::(Passive) Whenever the character is below 50% health, all physical damage dealt is increased by 10.
ICE MAGIC:
+Frostshard: - )::(Range: 4) Attacks for 20(+MAGIC) damage
+Ice Slick::(20 cp)::(Range: 6, AOE 1) Creates a patch of slippery ice, reducing the movement of all characters caught in it by 3.
+Resist Ice::(25 cp)::(Passive) Character is immune to all Ice Magic Specialty effects.
+Ice Barrier::(20 cp)::(Range: 6) Creates a solid wall of ice that completely fills a square, blocking movement and line of sight as a wall would.
+Ice Shield::(20 cp)::(Self) temporarily increases DEFENSE by 5 for 2 rounds.
+Frozen Tomb::(25 cp):: (Range: 6) Attacks for 10(+MAGIC) damage, and has a Chance (MAG vs STR) of immobilizing the target.
+Whirling Shards::(20 cp)::(Self) Adjacent enemies that attack the Character are struck for 5(+MAGIC) Damage
+Glacial Cold::(30 cp)::(Self) Increases the Range by 2, and damage by 5 of the next ice spell cast by the character this round.
CHAOS MAGIC:
+Chaos Bolt: - )::(Range: 6) Attacks for (MAGIC x (1-10) Damage
+Chaos Blast::(25 cp)::(AOE) Attacks for 20 (+MAGIC) damage in a random AOE configuration.
+Chaos Bloom::(25 cp)::(Self) A random spell effect effects on the character.
WATER MAGIC:
+Waterspear: - )::(Range: 4) attacks for 20(+MAGIC) damage.
+Virulent Mist::(25 cp):(Range:4, Undodgeable) Has a Chance (MAG vs. EVA) to poison the target, reducing all stats except HEALTH by 2.
+Resist Water::(25 cp)::(Passive) Character is immune to all Water Magic Specialty effects.
+Tidal Rush:: (20 cp)::(Line: 6) Attacks for 15(+MAGIC) damage.
+Watershield:(20 cp)::(Self) Creates a protective shield of water around the caster, increasing DEFENSE by 5 for 2 rounds.
+Whirling Waters::(20 cp)::(Self) Adjacent enemies that attack the Character are struck for 5(+MAGIC) Damage
+Surge::(30 cp)::(Self) Increases the Range by 2, and damage by 5 of the next water spell cast by the character this round.
GEOMANCY::
+Pillar of Earth: - )::(Range: 6) Creates a pillar of stone in an open square that blocks movement and line of sight as if it were a wall.
+Upheaval::(30 cp)::(Range: 2 AOE1) Has a Chance (MAG vs EVA) to immobilize any character in the spell's radius of effect.
+Fissure::(20 cp)::(Range: 4) Renders an open square impossible to move through for 2 rounds.
+Crushing Prison::(30 cp)::(Range: 2) has a Chance (MAG vs. EVA) to Immobilize a character and deal 10(+MAGIC) damage
+Resist Geomancy::(25 cp)::(Passive) Character is immune to all Geomancy Magic Effects.
+Stonecase::(25 cp)::(Self) Character becomes encased in stone, rendering them Immobile and increasing their DEFENSE by 10. Stoneform cannot be used if the Caster moved that round.
+Whirling Stones::(20 cp)::(Self) Adjacent enemies that attack the Character are struck for 5(+MAGIC) Damage
STEALTH
+Hide:-)::(Self)::Enemies targeting this character must roll a number of D10s equal to their INTELLIGENCE score, with the Difficulty being the number of squares to the target. If this roll is failed they cannot attack as they cannot find the target.. This roll is made per attack. This Skill cannot be used if there is an enemy adjacent.
FIRE MAGIC:
+Firebolt: - )::(Range: 6) Attacks for 25(+MAGIC) damage
+Fireball::(30 cp)::(Range: 6 AOE 1) Attacks for 15 (+MAGIC) damage.
+Resist Fire::(25 cp)::(Passive) Character is immune to all Fire Magic Specialty effects.
+Lava Patch::(20 cp)::(Range: 4) Creates a patch of boiling lava in a square that damages any character walking across it for 40, ignoring armor.
+Backdraft::(20 cp)::(Range: 4) Attacks for 15(+MAGIC) damage and pushes the target back (MAGIC/2) Squares.
+Wildfire::(30 cp)::(Self) Increases the Range by 2, and damage by 5 of the next fire spell cast by the character this round.
ELECTRICAL MAGIC:
+Shock: - )::(Range: 4) Attacks for 20(+MAGIC) damage
+Electrify::(30 cp):: (Range: 8) Attacks for 10(+MAGIC) damage and has a Chance (MAG vs HEALTH) to cause the target to lose an Action.
+Lightning::(30 cp)::(Line: 8) Hits all characters in a straight line for 15(+MAG) damage.
+Static Burst::(25 cp):: (Range 6: AOE 1) Attacks for 10(+MAGIC) damage
+Resist Electricity::(25 cp):: (Passive) Character is immune to all Electricity Magic Specialty effects.
+Whirling Sparks::(20 cp)::(Self) Adjacent enemies that attack the Character are struck for 5(+MAGIC) Damage
+Overcharge::(30 cp)::(Self) Increases the Range by 2, and Damage by 5 of the next Electrical spell cast by the character this round.
NATURE MAGIC:
+Friend of Nature: - )::(Passive) Character has a 20% chance that any attacks made by beasts or other animals will be cancelled.
+Brambles::(30 cp)::(Range: 4) attacks for 10(+MAGIC) damage and has a Chance (MAG vs STR) to immobilize the target.
+Stinging Swarm::(30 cp)::(Range: 8) Attacks for 10(+MAGIC) damage and has a Chance (MAG vs EVA) to make the target unable to use magic.
+Healing Breeze::(25 cp)::(Self AOE 1) Heals adjacent characters for 2(+MAGIC) HP
+Cloak of Fog::(30 cp)::(Self AOE 1) surrounds the caster in a fog. Any character attacking from inside the cloud suffers a -2 ACCURACY penalty
+Resist Nature::(25 cp)::(Passive) Character is immune to all Nature Magic Specialty effects.
NECROMANCY:
+Death Feeder: - )::(Passive) Any enemy character that dies within 2 squares heals the character for 5 HP.
+Corpsepower::(25 cp)::(Passive) Every fresh corpse within 4 squares increases the caster's MAGIC score by 1 (to a maximum of +5)
+Call of the Grave::(30 cp)::(Adjacent) Damages Target for 1/2 of the damage they have already taken. (ie. if character is 60/100, they take 20 damage)
+Resist Necromancy::(25 cp)::(Passive) Character is immune to all Necromancy Magic Specialty effects.
+Create Corpsewalker::(30 CP)::(Range:6):: Destroys a Corpse and creates a Corpsewalker with HP and Attributes equal to 1/2 the Caster's MAGIC score and a movement speed of 3. Corpsewalkers immediately move towards and attack the nearest Character to them, including friendly ones. Their movement and actions occur during their owner's turn. Corpsewalkers persist until destroyed. A corpsewalker attacks once per round for 30 damage.
+Corpsplosion::(30 CP)::(Range 4):: Destroys a corpse, causing an AOE1 explosion that deals 30 damage.
THEIVERY:
+Disarm Trap: - )::(Adjacent) Character has a Chance (INT vs. Trap Difficulty) of disarming a Trap.
+Pick Lock::(20 cp)::(Adjacent) Character has a Chance (INT vs. Lock Difficulty) of unlocking a locked door.
+Detect Object::(20 cp)::(Passive) Character has Chance (INT vs Difficulty) to automatically find any hidden door or object they come within 2 squares of.
+Steal::(25 cp)::(Adjacent) Character has a Chance (SPD vs. EVA) of stealing an item from an enemy, with a 20% chance on success that it will be useful.
+Infiltrator::(30 cp)::(Passive) Character can pass through enemy characters during it's movement phase.
+Backstab::(25 cp)::(Adjacent) Attacks for 25 damage, gaining a +1 Accuracy and +2 Damage bonus for every friendly character adjacent to the target.
TRAPS: A single trap of every type can can be laid on the board per character. Laying another trap of the same type cacses the first trap to disappear.
+Spike Trap:( - )::(Adjacent) Lays a trap in an open square that has a Chance (INT Vs INT) of causing 30 damage.
+Tangle Trap:(20 cp)::(Adjacent) Lays a trap in an open square that has a Chance (INT Vs INT) of immobilizing an enemy character crossing that square.
+Acid Trap:(20 cp):: (Adjacent) Lays a trap in an open square that has a Chance (INT Vs INT) of reducing the target's armor by 10 for 3 rounds.
+Flash Trap:(20 cp)::(Adjacent) Lays a trap in an open square that has a Chance (INT Vs DEF) of causing the target to lose an Action.
+Explosive Trap:(20 cp)::(Adjacent) Lays a trap in an open square that has a chance (INT Vs INT) of causing an AOE 1 explosion for 30 damage.
+Mulit-use Traps::(30 cp)::(Passive)::Once activated, a trap is not removed, but can be activated again if another character crosses the square, for a total of 2 uses.
EXPLOSIVES::
+Tripmine: - )::(Range: 4) Plants a tripmine on an open square, which explodes for 30 damage if walked upon. The Tripmine will persist until it detonates or another is deployed.
+Satchel Charge::(25 cp)::(Range 3, AOE 2) Explodes after 2 rounds, damaging all characters in the area of effect for 40. Only one Satchel Charge may be deployed at a time.
+Powder Grenade::(25 cp)::(Range 6, AOE 1) Explodes after 2 rounds, damaging all characters in the area of effect for 30. Only one Powder grenade may be deployed at a time.
+Shaped Charge::(25 cp)::(Range: 2, Line 3) Plants a shaped charge on an open square. This charge can be detonated on command causing it to explode as a Line 3 AOE that does 30 damage. The direction of the Line is determined at the time of the explosion. Detonating the Shaped Charge requires an Action. Only one shaped charge may be deployed at a time.
HEX MAGIC::
+Voodoo doll: - )::(Range: 6, Undodgeable) Attacks for 10(+MAGIC) damage.
+Hex of Atrophy::(20 cp)::(Range: 8, Undodgeable) had a Chance (MAG vs STR) Of reducing the Target's STRENGTH by 2 for 3 rounds.
+Hex of Thornfoot ::(20 cp):: (Range: 8, Undodgeable) had a Chance (MAG vs EVA) Of reducing the Target's EVASION by 2 for 3 rounds.
+Hex of Clumsiness ::(20 cp):: (Range: 8, Undodgeable) had a Chance (MAG vs ACC) Of reducing the Target's ACCURACY by 2 for 3 rounds.
+Hex of Befuddlement ::(20 cp):: (Range: 8, Undodgeable) had a Chance (MAG vs INT) Of reducing the Target's INTELLIGENCE by 2 for 3 rounds.
+Hex of Stagnation::(20 cp):: (Range: 8, Undodgeable) has a Chance (MAG vs MAG) Of reducing the Target's MAGIC by 2 for 3 rounds.
+Hex of impedance ::(20 cp):: (Range: 8, Undodgeable) had a Chance (MAG vs SPD) Of reducing the Target's SPEED by 2 for 3 rounds.
+Resist Hex::(25 cp):: (Passive) Character is immune to all Hex Magic Effects.
RUNEMASTER:: (The caster may have no more than 2 Rune effects active at once. Duplicate Rune effects do not stack.)
+Rune of Destruction: - )::(Range:4) Places a rune in an open square that can be detonated on command, causing an AOE1 explosion for 20 (+MAGIC) Damage. Detonating the Rune requires an Action.
+ Rune of Might::(20 cp)::(Adjacent) Increases the STRENGTH of the target by 2 for 4 rounds while the Rune is active.
+ Rune of Precision::(20 cp)::(Adjacent) Increases the ACCURACY of the target by 2 for 4 rounds while the Rune is active.
+ Rune of the Wind::(20 cp)::(Adjacent) Increases the EVASION of the target by 2 for 4 rounds while the Rune is active.
+ Rune of Iron::(20 cp)::(Adjacent) Increases the DEFENSE of the target by 2 for 4 rounds while the Rune is active.
+ Rune of Brilliance::(20 cp)::(Adjacent) Increases the INTELLIGENCE of the target by 2 for 4 rounds while the Rune is active.
+ Rune of the Aether::(20 cp)::(Adjacent) Increases the MAGIC of the target by 2 for 4 rounds while the Rune is active.
+ Rune of Quicksilver::(20 cp)::(Adjacent) Increases the SPEED of the target by 2 for 4 rounds while the Rune is active.
+ Rune of Healing::(25 cp):: (Range: 2) Heals the Character for 5 HP Per round while active for 4 rounds.
HOLY::
+Holy Strike: - )::(Adjacent) Attacks for 15 (+STRENGTH)(+MAGIC) damage.
+Sanctification::(25 cp)::(Self, AOE 2) Deals 5 (+MAGIC) damage to any enemy characters inside the area of effect.
+Rebuke Undead::(20 cp)::(Self AOE 1:) has a Chance (MAG vs. HEALTH)) to cause any undead monsters to lose their next turn.
+Holy Sign::(25 cp)(Range: 2 ) Heals target for 5(+MAGIC) HP
+Resist Holy::(25 cp):: (Passive) Character is immune to all Holy Specialty Skills.
UNHOLY::
+Unholy Strike: - )::(Adjacent) Attacks for 15 (+STRENGTH)(+MAGIC) damage.
+Field of Corruption::(25 cp):: (Self AOE 2) Deals 5(+MAGIC) damage to any enemy characters inside the area of effect.
+Rebuke Undead::(20 cp)::(Self, AOE 1:) has a Chance (MAG vs. HEALTH)) to cause any undead monsters to lose their next turn.
+Unholy Sign::(25 cp)::(Range: 4, Undodgeable) Chance (MAG vs MAG) to do 10(+MAGIC) damage.
+Resist Unholy::(25 cp):: (Passive) Character is immune to all Unholy Specialty Skills.
TWIN SOUL::
+Twin Soul: - )(Passive) A single soul shared by two bodies. A character with Twin soul has 2 placers on the map that have identical stats and share the same health pool. Twin soul characters still only get 2 Actions per round, but either body can perform the Action. Both bodies can be moved every round. If the Twin Soul bodies are ever separated by more than 20 squares, the Character loses 10% of it's total health every round. If both twin soul bodies are caught in the same AOE effect, damage is taken twice. (Once by each body) Any effect that Immobilizes a Twin Soul character will only Immobilize the body hit by the Skill, the other can still move. Effects that cause a loss of turn will effect both bodies, as will effects that cause the loss of an Action.
FAMILIAR::
+Familiar: - )::(Passive) Grants a character a Familiar with 50 health and Attributes equal to 1/2 the character's. (Rounded down) The familiar automatically follows it's Master when he or she moves, and will occupy an adjacent square to the character at the end of the character's movement if possible, the Master can choose which square. Spending one Action allows the character to control the Familiar. When controlled The Familiar gets 1 Move (Base movement 4) and 1 Action per round. Familiars can choose 1 Specialty, and gain the free skill from that Specialty. Additional skills may be bought for the familiar using the Character's CP, but the Familiar may never have more than one Specialty, though their Specialty can be replaced with a different one for 100 CP. If the Familiar is killed, it's Master is hit for the same amount of damage as the hit that killed the Familiar, ignoring the Character's Defense. If the Familiar is ever separated from it's Master by more than 20 squares it disappears as though unsummoned. Dead or Unsummoned Familiars can be brought back through Resummon. If a Character does not have resummon the Character's familiar will reappear automatically one day after it was killed or unsummoned.
+Resummon::(25)::(Self) Resummons the character's familiar into an open adjacent square with 10 health.
+Unsummon::(25)::(Range: 10) Unsummons the Character's familiar, causing it to disappear immediately.
+Heal Familiar::(20)::(Adjacent) Restores 15 HP(+INTELLIGENCE) to the Familiar.
+Blood Link::(25)::(Range: 6) Transfers between 10-30 health from the Character to it's Familiar.
+Empower Familiar::(30)::(Range 4)) Temporarily increases all the Familiar's Attributes (excluding HEALTH) by 2.