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Skills
(Each skill can be leveled up to a maximum of 20.
Each character gets to choose 6 racial skills at character
creation. Half breeds are still only limited to 6, they do not
get any extra skill selections. Additionally half breeds can only
choose 3 skills from each race. Half breeds may
choose only one innate ability.
Buff -- Any skill that
say
buff next to its description counts as a buff. Players can
activate 2 buffs per turn if they so choose. They may also take an
attack or cast a non buff spell, AFTER already casting up to two buffs.
Buffs do not count as your turn, unless you choose not to
do anything else.
Defense -- Defensive skills can be activated when you or an ally is
being attacked. Only one defensive skill may be used per round.
Just for the record, one round counts from the first attacker to
the last attacker. Once the cycle starts over one round has
passed.
Tag breaking -- When a
tag is broken, the person whos tag is being broken cannot retag the
same person until they have attacked someone else first.
Whomever you attacked last counts as your tagged target.
In the case of 1 on 1, tag breaking counts as a 1 round
stun.
Focused skill.
When casting a attack or healing spell you may choose to focus that spell
to enhance it. Your spirit meter is used to determine focus dmg
and extra en. If you do not wish to apply your spirit
meter to your spell (use focus) then simply say "I use this spell
unfocused."
Energy Costs
All racial skills, start at 2 energy, and increase by 2 energy per
level. Unless listed otherwise. Some skills are more powerful and
will call for more energy than others.
Vampires-
(Innate)Suck blood -- Steal % of
foes max life. Must be close to attempt
this. (this skill is innate, and doesnt count as a skill choice.) This skill ignores armor.
11% at level one.
1% per lvl. 30% at level 20
Celerity -- While
celerity is activated, your dex and quickness increase. Celerity
ends if you take an action, or get successfully attacked. / Defense
+10 to both at level one.
+5 to both per level. 105 to both at level 20.
Bat form
-- Bats can fly
very quickly and very high, and can feed (suck blood) on
animals.
Bats cannot attack, or use skills, or be attacked. ( Unless they are
forced to land. Then they can be attacked.) You may attempt to escape
directly after turning into a bat, but no other action may be made on
the same turn.
+10 to speed at first level
+10 per level. 200 at level 20.
Super Jump -- Make a jump
at x your normal jump height. Improved for
undead vamps. / Defense
Living vamps
+ 10 to jump at first level
+5 per level. -- 105 at level 20.
Undead vamps
+10 to jump at first level.
+10 per level. -- 200 at level 20.
Immune to poison --
Poison cannot harm you. / Defense
81% chance to resist
1% per 3 levels. Total immunity at level 20.
Boil Blood -- Do % of
targets max life in blood dmg. Undead
vamps are immune to this. This skill causes malaise.
10% dmg and -1 en for 1 round at first level.
5% dmg and 1 added round to malaise per three levels and -1 en
per round , 50% dmg and 8 round for -20% malaise at level 20.
(5 en / 5 per level) Domination --
Target foe joins your party for a certain amount of
time. Undead vamps can dominate living vamps, but
otherwise vamps are immune to this.
41% chance to dominate, for 1 round at base level.
1% chanceper level, and 1 extra round, per 3 levels. 60% chance and 7 rounds at level
20.
Weres-
(Innate)Shape Change -- All weres can change into their half animal form. (Were form) All weres have Night vision while in were form.
Were hide armor stats.
Blunt -- 25
Cutting -- 25
Piercing -- 25
Earth -- 30
Fire -- 0
Water -- 30
Electricity -- 25
Blood -- 30
Shadow -- 30
Holy -- 30
Were imrpoved hide armor stats.
Blunt -- 30
Cutting -- 30
Piercing -- 30
Earth -- 35
Fire -- 0
Water -- 35
Electricity -- 30
Blood -- 35
Shadow -- 35
Holy -- 35
Were tough hide armor stats.
Blunt -- 40
Cutting -- 40
Piercing -- 40
Earth -- 45
Fire -- 0
Water -- 45
Electricity -- 40
Blood -- 45
Shadow -- 45
Holy -- 45
Were master hide armor stats.
Blunt -- 45
Cutting -- 45
Piercing -- 45
Earth -- 55
Fire -- 0
Water -- 55
Electricity -- 45
Blood -- 55
Shadow -- 55
Holy -- 55
##1 round at first level.
##At level 5 you gain Improved were armor.
##At level 10 you gain Tough were armor, and 1 additional round, and +20 to str and speed.
##At level 15 you gain 1 round and +20 str and speed.
##At level 20 you gain master hide, +20 str and speed, 1 addition round.
##Max at level 20 -- 4 rounds -- +60 str and speed -- Master hide.
Claw master -
When doing an unarmed claw attack you
do 2x your strength in damage and possibly stun opponent. Buff
6% chance to stun enemy for one round.
1% chance per level. 25% at level 20.
Were heal -- Heal
yourself for % of your max health.
11% self heal at level one.
+1% per level. 30% at level 20.
(5 en / 5 per level) Were rage -- Use x
added strength on your next melee attack (Any melee attack that would use strength to increase dmg.) Buff
20 at base.
20 per level. 400 at level 20.
Immune to poison --
Poison cannot harm you. / Defense
81% chance to resist at base.
1% per level. Total immunity at level 20.
Were resilience --
Critical attacks do no dmg to you. / Defense
51%
chance to resist critical.
1% chance per level. 70% at level 20.
(5 en / 5 per level) Ravenous bite --
Bite your enemy for x% of their life in piercing dmg.
10% dmg at first level.
5% per three levels, 50% at level 20.
Witches-
(Innate)Psychic -- You will
receive visions from the gm, also you can feel
items, for psychic visions. (this is an innate skill, and doesnt count
as a skill choice.)
71%
chance to receive
vision at
first level.
1% chance per level. 90% chance at level 20.
Freeze time -- You freeze time. During this time you may
move
to
any location you please, but once you take an action time resumes. / Defense
61%
chance to freeze at base.
1% chance per level. 80% chance at level 20.
Frost blast -- Target foe takes %
of their max life in cold dmg,
and
becomes frozen. This spell does % dmg to demons.
10% dmg and 20% to demons and frozen for 1 round at first level.
5% dmg and 1 added round to frozen duration per three levels, 50% dmg and 60% to demons for 7 rounds at level 20.
(5 en / 5 per level) Spell shield -- You
cannot be harmed by spells while in a spell shield, but
once
you take an action that doesnt target yourself the shield breaks.
you can protect another person in your shield, but it doubles the cost.
/ Defense
61%
chance to shield at base.
1% chance per level. 80% chance at level 20.
Lightning ball --
You shoot a ball of lightning at target foe for %
of their max life in lightning dmg. And lose % of their max
energy.
10% dmg and 1% en lost at first level.
5% per three levels and 1% en lost per level, 50% dmg and 20
% en lost at level 20.
Telekinesis
-- Move objects with your mind. You can throw a foe
in any direction, causing that foe to take 30% of their max life in
blunt dmg, and they no longer have you tagged.
71%
chance to move at base.
1% chance per level. 90% chance at level 20.
(5 en / 5 per level) Rewind time
-- Rewind time to the last player characters action. That
character may then do whatever he/she wants with his/her turn.
The enemy however, will have to repeat the same action (they do not
know that times has rewinded.)
61%
chance to rewind at base.
1% chance per level. 80% chance at level 20.
Guardians-
(Innate)Orb Porting (orbing) --
Turn into a white ball of energy, and
teleport
to your target location. You must know the area you will be porting to.
In combat you can only port up to 30 feet away from your current
location. Porting breaks enemy tags that are on you. You may also port
to and from ranged line to melee line etc.. (this is an innate skill,
and doesnt count
as a skill choice.)
81%
chance to port at base.
1% chance per level. 100% chance at level 20.
Healing light -- Heal %
of targets max life. Heal % of
your
assigned's max life.
30%
Heal at first level, 80% for
your assigned.
1% heal per level. . 50% at level 20, 100% for your assigned..
(5 en / 5 per level)
White Fire -- Does % of
foes max life in holy dmg. This attack does a higher % holy dmg to
demons, and can kill demons, if it hits as the blow
that would knock the demon out, and is a critical hit.
10% dmg and 20% to demons at first level.
5% per three levels, 50% dmg and 60% to demons at level 20.
Cleansing light -- Remove
one condition from target ally.
Remove all conditions from your assigned.
71%
chance to cleans at base.
1% chance per level. 90% chance at level 20.
Awaken -- Target ally is
woken up and healed for 30% of their max
life. Your assigned is woken up and healed for 60% of their max
life.
61%
chance to awaken at base.
1% chance per level. 80% chance at level 20.
White Shield -- Next
attack on target ally fails. This
additionally heals your assigned for 10% of their max life. / Defense
71%
chance to shield at base.
1% chance per level. 90% chance at level 20.
Blinding light -- Any
enemy who has you, or your assigned tagged
becomes blinded.
71%
chance to blind for 1 round at first level.
1% chance per level and 1 round added per 3 levels. 90% and 8 rounds at level 20.
Demons-
(5 en / 5 per level) (innate)Power charge
-- Your current melee weapon attack uses double your strength, and the
dmg converts to the enemies weakest armor resistance.. (this is an innate skill, and doesnt count
as a skill choice.) Buff
71%
chance to succeed at first level.
1% chance per level. . 90% at level 20.
Poisonous cloud --
Foe takes % poison dmg for x rounds.
10% dmg for 1 round at first
level.
1% per 5 levels and 1 round added per 6 levels, 15% for 4 rounds at level 20.
Nightmare form -- Shift into a
nightmarish form that frightens foes
who
have you tagged. You steal 5% of each of their max hp, and they
no longer have you tagged.
71%
chance to succeed at first level.
1% chance per level. . 90% at level 20.
Shadow Fade -- Fade
into the shadows to teleport. In combat you can
only fade up to 30 feet away from your current location. fading breaks
enemy tags that are on you. You may also fade to and from ranged line to
melee line etc.. (You must know where you will be teleporting to.)
81%
chance to fade at base.
1% chance per level. 100% chance at level 20.
(5 en / 5 per level) Lights Bane -- Does 50% of targets
life in shadow dmg.
Does
60% dmg to guardians, this spell can kill guardians. It must be
the blow that would knock them out, and it must be a critical hit to
kill them.
10% dmg and 20% to guardians at first level.
5% per three levels, 50% dmg and 60% to guardians at level 20.
Fire Eater -- Fire
dmg heals you instead of hurting you. The
condition "on fire" heals you for each action you take, and is
taken against you as well. / Defense
+5 healing added to the healing gained from being on fire.
+5 per level. +100 at level 20.
(5 en / 5 per level) Flame Nova -- Do 50% fire
dmg to all foes who have you tagged,
and
catch them all on fire. This spell does 60% fire dmg to vamps and
weres.
10% dmg and 20% to vamps and
weres and burning 2% for 1 round at first level.
5% per three levels and 1% burning dmg and 1 round added per 5 levels, 50% dmg and 60% to vamps and
weres and 6% dmg for 5 rounds at level 20.
Sidhe-
(innate)Sidhe summon
-- All sidhe can call any non slayer party member to them regardless of distance. (this is an innate
skill, and doesnt count
as a skill choice.) - Must be consensual. / Defense
71%
chance to succeed at first level.
1% chance per level. . 90% at level 20.
Wisp form--
Shrink down to your miniature
winged form. Your dex and speed are increased by x2, and you gain
flight. You cannot fly higher than 10 feet when outside, inside you can
fly as high as you like. You cannot attack in this form or use
skills, but
you gain the ability to taunt enemies. Any enemy you taunt
automatically tags you and leaves their current target. Taunted enemies
will continue to chase you until you get our of their range
(retreating), or they are attacked by someone else. Taunting
costs the same en as your wisp form. You may attempt to escape directly after turning into a wisp, but no other action may be made on the same turn.
71%
chance to succeed at first level.
1% chance per level. . 90% at level 20.
(5 en / 5 per level) Faery Frost
-- Target for takes % of their max life in cold
dmg. This spell does 60% dmg to Slayers and can kill them. This skill causes
blindness.
10% dmg and 20% to Slayers and blind for 1 round at first
level.
5% dmg and 1 round per three levels, 50% dmg and 60% to Slayers at level 20.
Fae poison
-- Target loses % max life in
poison dmg, for every action they take or is taken on them.
10% dmg for 1 round at first level.
1% per 2 levels and 1 round added at level 10 and final round added at level 20, 20% for 3 rounds at level 20.
Fae Glow -- All non slayers in
your party are healed for % of your max hp.
10% Heal at first level.
1% heal per level. . 30% at level 20.
Earthen snare --
Call vines to burst upward from deep within the
earth,
immobilizing your enemy. (snared) Fire dmg will
destroy the vines.
71%
chance to succeed at first level.
1% chance per level, and 1 round added per 3 levels . 90% chance for 8 rounds at level 20. .
Sidhe bond -- Touch
target sidhe, you are both healed for % of your
max health, and lose all status effects.
30% Heal at first level.
1% heal per level. . 50% at level 20.
Slayer -
(innate)Slayer sight -- All
slayers can know what race a person is just by looking at them. (this is an innate
skill, and doesnt count
as a skill choice.)
81%
chance to succeed at first level.
1% chance per level. . 100% at level 20.
(5 en / 5 per level) Slay sidhe --
Target takes % of their max life in lightning
dmg. This spell can kill sidhe, but it must be the blow that
would knock them out, and it must be a critical hit to do so.
10% dmg at first level.
5% per three levels, 50% at level 20.
(5 en / 5 per level) Slay demons
-- Target takes % of their max life as holy dmg.
This
spell can kill demons, but it must be the blow that would knock them
out, and it must be a critical hit to do so.
10% dmg at first level.
5% per three levels, 50% at level 20.
(5 en / 5 per level)
Slay guardians -- Target takes % of their max life in shadow
dmg.
This spell can kill guardians, but it must be the blow that would knock
them out, and it must be a critical hit to do so.
10% dmg at first level.
5% per three levels, 50% at level 20.
(5 en / 5 per level)
Purity strike -- Target takes % of their max life in blood
dmg. This is a melee strike, that does x% more dmg to half breeds.
10% dmg and 20% to mix breeds at first level.
5% per three levels, 50% dmg and 60% to mix breeds at level 20.
Pure blood --
Vampires cannot suck your blood. / Defense-
71%
chance to succeed at first level.
1% chance per level. . 90% at level 20.
Repel weres -- When you
activate this skill all weres that have you
tagged no longer have you tagged. While this skill is activated,
no weres may attack you unless you attack them first. Remains active
for x rounds. Buff
+1
round at
first level.
+1 round per 2 levels 11 rounds at max.
Cyborg
(Innate)-- Self diagnostic All cyborgs can diagnose themselves to determine and fix minor problems in their bodies with the use of nanobots. (this is an innate skill, and doesnt count
as a skill choice.)
1%
Heal at first level.
1% heal per level. . 20% at level 20.
Melee master-- Add x related dmg to this melee attack. Buff
10 base dmg
10 per level, 200 at level 20.
Ranged master -- Add x related dmg to this ranged attack. Buff
10 base dmg
10 per level, 200 at level 20.
Weapon master -- Increase your chance of succeeding with your weapons special bonus by x% for this attack only. Buff
1% base
1% per level, 20% increase at level 20.
Dead Aim. -- Doubles your chance for a critical on this ranged attack.. Buff
61% base chance of success.
1% chance per level. 80% chance at level 20.
Power leech. -- If
the current attack against you is electrical, you may use this skill to
convert half the dmg into energy that will go into your energy pool. / Defense
70% base chance of success.
1% chance per level. 89% chance at level 20.
(5 en / 5 per level) Power surge. -- % chance to resuscitate yourself when K.O'ed. / Defense
1% base chance of success.
1% chance per level. 20% chance at level 20.
Malael
(Innate)Mimic -- All
malael can assume the shape of any solid object that they can touch, or
see. The shape they assume is cosmetic only but it can be used to
retreat, or many other things.
To use this skill to retreat you must have more quickness than your
enemy. You can slide along any surface that you are mimicking,
as long as the surface doesnt change material. Changing
from one material to another will cost energy just like mimicking from
your base state. But changing back to normal is free. A word on the Malaels ability to shape change.
quickness determines if you get caught morphing in non combat
situations BUT you can use vanish out of combat if you wish to. It
could be useful if you have poor quickness. Or just want a safer chance
of hiding. (this is an innate skill, and doesnt count
as a skill choice.)
76% base chance of success.
1% chance per level. 95% chance at level 20.
(5 en / 5 per level) Absorb dmg. -- % chance to absorb half weapon dmg against you, and convert it to health. / Defense
71% base chance of success.
1% chance per level. 90% chance at level 20.
Arm spike. -- If you are within melee range, you do x% piercing dmg to target foe.
31% base dmg.
1% dmg per level. 50% dmg at level 20.
Wall of spikes. -- The current melee attack against you harms the attacker for X Piercing dmg. / Defense
10 base dmg.
5 dmg per level. 105 dmg at level 20.
(5 en / 5 per level) Smothering hug. -- Melee range only. You do x% dmg to target per round, for x rounds, and target is blinded until smothering hug wears off.
10% dmg at first level for one round.
-1% dmg per 7 levels 1 round per 5 levels. . 13% and 5 rounds at level 20.
Vanish. -- Attempt
to meld into the ground so fast that the enemy cannot see you doing it.
This skill will break all tags against you, and will cause the
current attack against you to miss. / Defense
71% base chance of success.
1% chance per level. 90% chance at level 20.
Malael rope trick.
-- Wrap your body around any enemy within melee range of you for X
rounds. During this time that enemy cannot use any weapons or
items.
1 base round.
1 round per 3 levels. 8 rounds at level 20.
Mystic
(Innate)Visionary-- All
mystics can see the spirit realm. And thus find anyone that is hiding,
regardless of race / shapeshifting / etc.. Also when using visionary
the mystic can see if a person is evil or good, and can see their
mood. For how can one
hide their soul? They can also see people through walls.
Their range however is about half that of a normal person. (this is an innate skill, and doesnt count
as a skill choice.)
81% base chance of success.
1% chance per level. 100% chance at level 20.
Summon Enigma billows.
-- A beautiful white spirit flows from the sky casting healing rain
down on the group. Everyone in your group is healed for X% life each
round for X rounds.
10%
Heal at first level for one round.
1% heal per 2 levels 1 round per 10 levels. . 20% and 3 rounds at level 20.
(5 en / 5 per level) Summon Gregory villuous. -- A great green male spirit swoops down from the sky and poisons all enemies for x% dmg for x rounds.
10% dmg at first level for one round.
1% dmg per 10 levels 1 round per 5 levels. . 13% and 5 rounds at level 20.
Summon Diego galentarra. -- Diego forms in front of the group absorbing x% of any dmg aimed at the next group member. / Defense
11% base dmg absorbed of success.
1% dmg absorbed per level. 30% dmg absorbed at level 20.
Summon -- Pinu chaku.
- Pinu chaku bounces out of the ground and begins to dance
erratically with her pink little skirt, and her big bunny ears.
Distracting all enemies, and breaking all tags.
71% base chance of success.
1% chance per level. 90% chance at level 20.
(5 en / 5 per level) Summon the dark lady.
-- The dark lady materializes in front of the group. She then converts
the groups dmg to the dmg that will hurt the enemies the most for 1
round. All dmg will be converted to the damage type that the
enemies are weakest to.
61% base chance of success.
1% chance per level. 80% chance at level 20.
(5 en / 5 per level) Summon Lillianna.
-- Lillianna swoops down shrouded in bats. She then leaches x%
life from all enemies, and then divides it all amongst the group.
10% life leeched.
1% life leeched per 10 levels. 13% life leeched at level 20.
Non linked skills.
(Each skill can be leveled up to a maximum of 20. Can only choose 2 of
these skills, and they can ONLY be chosen at character creation.)
Computer wiz -- Hack pc's crack
passwords etc.
Base -- 31%
Increase per level -- 3%--90% at level 20
Pick pocket -- chance to pick
pockets, for gold.
Base -- 31%
Increase per level -- 3%--90% at level 20
Medic -- Can use the various types
of medikits.
Base -- can use basic medkits
Increases -- lvl 7 you can use advanced med
kits. Lvl 14 expert. LVL 20 master.
Linguist -- Can speak many
languages, and can figure out new ones
in time.
Base -- 2 extra languages known. 31% chance to learn new languages.
Increase per level -- 3% -- 88% chance at level 20.
Strong legs -- add feet to
your jump height, and mph to your run
speed.
Base -- 3 to jump and speed.
Increase per level -- 3 --60 at level 20
Natural strength -- add to
your strength.
Base -- 5
Increase per level -- 5 --100 at level 20
Focused mind -- Add to your
spirit.
Base -- 5
Increase per level -- 5 --100 at level 20
Lock pick -- chance to pick most
locks.
Base -- 31%
Increase per level -- 3%--90% at level 20
6th sense
-- You can see peoples info. This skill will compare the person to you
and anyone else you have scanned in the group. (announce that you
will be
using this skill, and the gm will pm you the targets info.)
Base -- 31%
Can sense stats
Increase per level -- 3% LVL 10 can sense races. LVL 20 you can sense skills and 90% chance to succed.
Entrepreneur -- You can buy and sell
at better rates.
Base -- 10% better sell rates, and buy rates.
Increase per 2 levels -- 110% at lvl 20
Mind of the caster. -- You have trained your mind and can hold more energy than others.
Base -- 10 energy.
10 energy per level.
Eye of the hawk. -- You have amazing aim, and can inflict more dmg than others when using ranged weapons.
Base -- 5
Increase per level -- 5
Heart of the dragon -- You are a very hearty person that can withstand more dmg than others. (adds to hp)
Base -- 2
Increase per level -- 2
Dual wield
-- You can carry a one handed weapon in each hand. You gain the
benefits of both weapons, but can only attack with one weapon at a
time. You will need to declare which weapon you are attacking
with. Works with ranged and melee weapons. All
weapons can be dual wielded unless noted.
Base -- 5 max strength/aim can be applied to offhand attacks
5 max strength/aim per level up to level 17.
lvl 18 -- 100 str/aim max
lvl 19 -- 150 str/aim max
lvl 20 -- (total 200 str/aim max)
Extra skills
(Extra skills can be learned by spending skill points on them. Each skill will have a different cost.)
(5 en / 5 per level) Spirit attack. -- enemy loses x energy on your current melee attack. Buff (cost 7 skill points.)
10 base
10 per level 200 at level 20.
(5 en / 5 per level) Mug -- your current melee attack has % chance to steal x credits from enemy. Buff (cost 10 skill points.)
31% chance to steal 120 c at base.
1% chance and 20 c per level. 50% chance to steal 500c at level 20.
Soul Charge -- Use x amount of your life to heal that same amount of your energy. (cost 7 skill points.)
limit 10 hp at base.
10 hp added per level, 200 hp can be converted at level 20.
Life charge -- Use x amount of your energy to heal triple that amount of your life. (cost 7 skill points.)
limit 10 en at base.
10 en added per level, 200 en can be converted at level 20.
(5 en / 5 per level) Death aura -- This aura adds -20 malaise and frozen to the enemy on your current melee attack. (cost 10 skill points.)
1 round each at base.
1 round added per 5 levels. 5 rounds at level 20.
(10 en / 10 per level) Dragon form
-- Transform into a mighty dragon, that spews unblockable 30%
netherfire upon all enemies for one round While in this form you have
60% armor to all dmg types. (cost 30 skill points.)
base 61% chance to change.
1 % chance per level. 80% at level 20.
(7 en / 7 per level) Life bomb
-- Sacrifice all of your current hp and become K.O'ed, to do the amount
of life you sacrificed in blood dmg to the entire enemy group. (cost 15 skill points.)
+10 dmg at base.
10 dmg added per level, 200 added dmg at level 20.
Weapon specializations and subtypes.
(Each skill can be leveled up to a maximum of 20. New weapon
specializations can be learned by spending skill points. 5 skill points
earns you a new weapon specialization.)
//////////////////////sword///////
Bastard sword. (sword)
Katana. (sword)
Scimitar. (sword)
Practiced strike.
-base 1% chance to get the best out of two attack tries.
-+ 1% every 2 levels. +1% at level 20. Total (10%)
////////////////////////Axe///////
Spiked axe. (Axe)
Twin bladed axe. (Axe)
Golden axe. (Axe)
Armor penetrate.
-base 1% chance to reduce
enemies related armor level by 5 for this attack.
-+ 1% every 2 levels. +1 at level 20. Total (10%)
////////////////////Hammer///////
Ball hammer. (Hammer)
Stone hammer. (Hammer)
Diamond hammer. (Hammer)
Crush
-base 1% chance to add 20
related dmg to critical attacks.
-+ 1% , and 10 dmg every 2 levels. +1% and 10 dmg at level
20. Total (10%)
/////////////////////////Bat///////
Louisville slugger. (Bat)
Spiked bat. (Bat)
Titanium bat. (Bat)
Stun
-base 1% chance to
stun enemies, causing them to miss their next turn.
-+ 1% every 5 levels. +1% at level 20. Total (5%)
/////////////////////////Wand///////
Pearl inlaid wand. (Wand)
Crystal wand. (Wand)
Rune etched wand. (Wand)
Dazzling shot
-base 1% chance cause the
enemy to forget who they were fighting, thus breaking their tag on
their target.
-+ 1% every 5 levels. +1% at level 20. Total (5%)
Accuracy
- base accuracy = 76%
-1% per level.
/////////////////////////Gun///////
Colt 45 replica. (Gun)
Automatic lazer pistol. (Gun)
Glock microlazer. (Gun)
Point blank shot
-base 1% chance to be able to
attack at melee range for this attack.
-+ 1% every 2 levels. +1 at level 20. Total (10%)
Accuracy
- base accuracy = 76%
-1% per level.
/////////////////////////Bomb///////
Crystal splinter bomb. (Bomb)
XR-730. (Bomb)
Titanium shrapnel grenade. (Bomb)
Blast radius
-base
1% chance to dmg all enemies on the same row with this attack, but lose
your next turn.
-+ 1% every level. Total (20%)
Accuracy
- base accuracy = 76%
-1% per level.
////////////////////////Bow///////
Recurved bow. (Bow)
Reinforced long bow. (Bow)
Emerald alloy bow. (Bow)
Twin arrows
-base 1% chance to shoot 2
arrows, each one aimed at a target of your choice, or both on the same
target..
-+ 1% every 5 levels. +1 at level 20. Total (5%)
Accuracy
- base accuracy = 76%
-1% per level.
/////////////////////////Crossbow///////
Mechanical repeater. (Crossbow)
Engraved wooden crossbow. (Crossbow)
Lazer 13 xbow. (Crossbow)
Stunning shot
-base 1% chance to
stun enemies, causing them to miss their next turn.
-+ 1% every 5 levels. +1% at level 20. Total (5%)
Accuracy
- base accuracy = 76%
-1% per level.
/////////////////////////Nunchuka///////
Titanium speed chucks. (Nunchuka)
Classic engraved wooden chucks. (Nunchuka)
Ruby alloy chucks. (Nunchuka)
Speed block
-base 1% chance to
block a melee attack against you.
-+ 1% every 2 levels. +1% at level 20. Total (10%)
/////////////////////////Mace///////
Barbed mace. (Mace)
Spiked flail. (Mace)
Ancient hammer headed mace. (Mace)"
Pummel
-base 1% chance to
cause the enemy to forget how to use skills on their next turn.
-+ 1% every 2 levels. +1% at level 20. Total (10%)
/////////////////////////Knife///////
12 inch stiletto. (Knife)
Dual bladed knife. (Knife)
Obsidian gasher. (Knife)
Thorn defense
-base 1% chance to do
20 related dmg to your enemy if they are trying to attack you.
-+ 1% , and 10 dmg every 2 levels. +1% and 10 dmg at level
20. Total (10%)
/////////////////////////Staff///////
Feathered staff. (Staff)
Serpent staff. (Staff)
Crystal ball staff. (Staff)
Magical shot
-base 81% chance to launch a
magical ball of related dmg at target of choice. (Counts as a
ranged attack..)
1% every level. 100% at level 20
Accuracy (for magical shot)
- base accuracy = 76%
-1% per level.
/////////////////////////Throwing
knives///////
Golden throwing daggers. (Throwing knives)
Laser balanced knives. (Throwing knives)
Classic boot knives. (Throwing knives)
Spin block
-base 1% chance to block any
attack against you (except for skills), causing you to only take half
of the dmg you would have recieved.
-+ 1% every 5 levels. +1 at level 20. Total (5%)
Accuracy
- base accuracy = 76%
-1% per level.
/////////////////////////Throwing
stars///////
Classic ninja stars. (Throwing stars)
Diamond stars. (Throwing stars)
Razor stars. (Throwing stars)
Dead aim.
-base 1% chance to get the
best out of two attack tries.
-+ 1% every 2 levels. +1% at level 20. Total (10%)
Accuracy
- base accuracy = 76%
-1% per level.
/////////////////////////Rifle///////
High tech sniper rifle. (Rifle)
Laser blaster. (Rifle)
Classic M-40A3. (Rifle)
Sniper shot
-base 1% chance to add 20
related dmg to critical attacks.
-+ 1% , and 10 dmg every 2 levels. +1% and 10 dmg at level
20. Total (10%)
Accuracy
- base accuracy = 76%
-1% per level.
/////////////////////////Spikes///////
Jade splinters. (Spike)
Serrated spikes. (Spike)
Serpent stingers. (Spikes)
Weak spot
-base 1% chance to reduce
enemies related armor level by 5 for this attack.
-+ 1% every 2 levels. +1 at level 20. Total (10%)
Accuracy
- base accuracy = 76%
-1% per level.
/////////////////////////Pole
weapons///////
Titanium halberd. (Pole weapons)
Golden pike. (Pole weapons)
Dual sided pole sword. (Pole weapons)
Shield spin
-base 1% chance to block a
ranged attack against you.
-+ 1% every 2 levels. +1% at level 20. Total (10%)
/////////////////////////Fist
weapons///////
Spiked titanium knuckles. (Fist weapons)
Jade claws. (Fist weapons)
Platinum wrist blades. (Fist weapons)
Uppercut
-base 1% chance cause the
enemy to forget who they were fighting, thus breaking their tag on
their target.
-+ 1% every 5 levels. +1% at level 20. Total (5%)
/////////////////////////Assault
weapons///////
Classic AK-47. (Assault weapons)
Laser machine gun. (Assault weapons)
Classic AA-12 assault shotgun. (Assault weapons)
Power shot
-base 1% chance to cause the
enemy to forget how to use skills on their next turn.
-+ 1% every 2 levels. +1% at level 20. Total (10%)
Accuracy
- base accuracy = 76%
-1% per level.
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