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

#### **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%.

**Call Insectoid Royal Guard [Unlockable only in Dawn of Shadows campaign]**

Calls a Royal Insectoid Guard to protect you!

Cooldown: 864 turns

### **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)

### **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)