Races of Ohr

The following races are either manifested as NPCs throughout Endless Crusade, or discerned as your character's race upon character creation. Each race has a racial activated ability that can be used once per encounter. Races also have a few set characteristics that define them. You can be two races at once, but you can still only have one Racial Active, and one Racial Passive, so you must choose which among those race's skills you want. If you choose a race at random, you get a pool of three randomly generated races to choose from, and gain an additional Trait for doing so.

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Psionic - This race is gifted with psionic powers, which render it capable of telekinesis and telepathy, to a certain extent.

Mandate - Races with Mandates have the expectation of Religious or Cause Commitment, and members of the race without a religion or cause are seen as pariahs.

Beastial - This Race is a beast race, meaning that they cannot usually communicate and be compared to more humanoid races as easily.

Aberration - This Race is physically abnormal in function, not necessarily form.

Good Aligned - This Race is known for being more commonly devoted to righteousness.

Evil Aligned - This Race is known for being more commonly devoted to demonic strength.

Emissary - This Race is favored by most races.

Rivalry: ( X ) - This race has a rivalry with the X race.

Artificial - This unit is partially or completely artificial in body mass.

Nat Bonus ( X ) - This Race has a natural bonus outside of combat with rolls involving this stat ( Equal to their Level ), as well as a +3 Bonus to that attribute.

Primitive - This Race has people who are less developed than most other races.

Undead - This Race is Undead.

Titan - This Race can play as a Titan. As a Titan, you have 200 Base Max Hit Points, but have halved Bonus Attack Chance and Movement, as well as -10% Accuracy. Titans additionally take up a 3m x 3m space in battle. Titans also have a base 30 Max MP, and only get 3 Bonus Max MP per point of Charisma.

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1.) Human - Inner Light - You recover 35% of your Max Hit Points. Afterwards, choose a target. That target cannot damage you until your next turn. ( Emissary ) ( Rivalry: Orcs )

Human Ingenuity - Your damage has a 25% chance to be converted to Pure Damage.

*Humanity is not the oldest of the races, nor is it the most dignified. Rumored to have been brought about by Morgethrad, Humanity is among the strongest of the followers of the Order of the Righteous Gods. The few humans who choose to practice dark magic and evil ways are pariahs, outcast from human society.*

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2.) Elf - Swiftness - You gain a +75% bonus attack chance buff that deteriorates by 25% per attack until the buff returns to a +0% bonus attack chance. ( Good Aligned ) ( Emissary ) ( Nat Bonus Agility )

Elvish Tactics - Whenever you attack, you gain a stack of Elvish Reserve. For each stack, you have a +5% chance of proccing Elvish Tactics on each attack. When you Proc Elvish Reserve, you gain +40% Attack Damage until end of turn and deal Pure Damage on attack this turn.

*The renowned rangers of the Greatwoods, the Elves of Ohr are both renowned heroes and respected healers alike. As compared to the savage shamans and dark ritualists that elves of other lands sometimes support, the Elves of Ohr are prideful hunters, healers, and soldiers, and fiercely loyal to the bonds of kinship. Elves are not unkind to outsiders, but have a natural prejudice against races that are stereotypically evil.*

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3.) Dwarf - Prevailing Will - You are immune to damage until your next turn. Afterwards, you gain your choice of an ( Armor ) Hit Points Shield, or a ( Attack Damage x 0.25 ) Hit Points Shield. ( Good Aligned ) ( Nat Bonus Endurance )

Grown Inside a Rocky Womb - You passively resist 5% of all incoming damage. You also have a 25% chance to resist an additional 15% of that damage.

*"Let me tell you a tale of how the Duergar -- that is, the Gray Dwarves, the Father Dwarves -- dug themselves from the earth to fight the darkness of the land, Rockbiter. For it was not the sunlight that drove the Dwarves to the surface, but the promise of justice. The Oldest Knight Orders of Ohr can be traced to Dwarven family lines, and many a valiant fighter knows that. It's just a matter of maintaining the reputation, and if you're anything like me, or my father, or his father before him, you will not stray far from the heat of war in the name of the light. Listen, Halvar, and be affirmed in your convictions." -Galthay Rockbiter, Knight of the Spade*

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4.) Gnome - Manatap - You instantly recover 20% MP, followed by another 30% MP next turn.

Gnomish Innovation - Whenever you cast a spell, you can spend up to ( Spell Effect x 0.1 ) MP to gain ( Spell Effect x 0.2 ) Spell Effect for that spell. Also passively grants you +5% Spell Effect.

*Gnomes are the more intelligent product of the Gnobble Split that occurred thousands of years ago, when the Gnobbles chose to pursue technology or war. Gnomes claimed Palintorque as their homeland, though their true homeland remains unknown. Innovation is valued most by gnomes, with ethics coming in at a good fifteenth or sixteenth place.*

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5.) Golem - Runic Protection - You gain a shield that lasts until it is depleted that takes damage equal to 30% of your max HP. ( Mandate ) ( Good Aligned ) ( Emissary ) ( Rivalry: Candymen ) ( Artificial ) ( Nat Bonus Endurance ) ( Titan )

Stone Endurance - While Shielded, you gain +25% Armor and Spell Resist. Also causes you to begin each encounter with a Shield with Hit Points equal to ( Max Hit Points x 0.15 ).

*In the days before the Knight Orders or the divides of Ohr existed, the Golems walked the earth as the sole witnesses to the splendor of the gods' work. Though their duties have grown heavier over time, they still remember the vision of the gods and bear the heavy load of servitude unfailingly. It is rumored that Golems contain fragments of the gods, but nobody has ever cracked one open to find out. Their true nature remains an enigma.*

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6.) Merfolk - Water's Edge - Your next attack is a guranteed critical hit. If in water, that crit deals +100% damage. ( Nat Bonus Dexterity ) ( Titan )

Liquid Affinity - Whenever you kill a unit, you gain a stack of Slippery. Each stack of Slippery grants you +5% Attack Damage. If you are in water, each kill yields an additional two of these stacks instead.

*Tempest is sometimes seen as a somewhat lazy god when the Merfolk are considered. A solution that would have been more apparent would have been to make the seas more hospitable for life within them. However, Tempest chose to make the Merfolk accustomed to living in these torrential seas. Merfolk far outnumber any other race, but are dispersed across the seas, never to be united in a common cause. Most Demigods are Merfolk, as a protective measure against the Sea Monsters that inhabit the world's oceans.*

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7.) Angel - Rouse - Recover Health equal to 50% of missing health. ( Mandate ) ( Good Aligned ) ( Nat Bonus Charisma ) ( Titan )

Divine Protection - Angels cannot be dealt more than 20% of their Max Hit Points in damage in any one instance of damage. Passively grants + ( Armor x 0.25 ) Spell Resist.

*"My will had been broken. The Orc Commander had crushed my armor with his Black Mace, and crushed my spirits by torturing my allies in front of me. The brute was moments from ordering us all executed when a bright light flashed, and our savior burst in from the roof, sword alight with justice. That is why the angels are always welcome among the ranks of the White Knights." -Agashen Tourrick, Gallant of the White Knights*

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8.) Spirit - Ethereal Phasing - Become invisible and phase through objects for up to ( Level x 0.75 ) turns, or until you attack or cast a spell next, whichever comes first. Lasts until the end of your next turn at least. ( Aberration ) ( Undead ) ( Titan )

Geistbody - Attacks have a +10% chance of missing you.

*Heroes never die, they just fade away.*

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9.) Aven - Soar - Fly for up to three turns. While flying, you have +20 Movement, but cannot attack or be attacked, and can fly over obstructive terrain ( Most of the time ). ( Beastial ) ( Nat Bonus Agility )

Beat of Wings - Whenever you attack or cast a spell, you have a 25% chance of being able to beat back enemies within 5m with your wings. If you beat enemies back, you can either knock each enemy in the area back 7.5m or deplete 4% of each enemy in the AoE's Max Hit Points.

*The Aven of Ohr originate from the Keen Aerie, the Temple in the Sky. The massive floating island houses three seperate castles, all home to different Aven "virtues". One temple, the temple of Valor, houses the Knights of the Nimbus Order, who fight in the name of freedom and open mindedness, despite the prejudice that riddles the land below. Another temple, the temple of Chaste, houses the Light Mages of the sky, who seek only to punish the impure of the land below. The final temple, in disrepair, is the temple of Truth. Destroyed by the other wrathful temples, the temple of Truth was said to once house secrets capable of making Ohr descend into chaos.*

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10.) Halfling - Jukes - Gain an 100% dodge chance to spells and attacks until your next turn. Also grants you +50% Critical Hit Damage this turn. ( Rivalry: Scarecrows ) ( Nat Bonus Agility )

Nimble - You passively gain +30% Movement. Additionally, whenever you score an additional attack, you gain +10% Movement until end of turn.

*Halflings are humans, but given a couple hundred years only being hunted by wild beasts and nothing else. While the war of the Orders raged on, the Halflings moved towards the borders of the Blackwood forest. By the time the Halflings surfaced, the White Knights had prevailed over the Black Knights, and demon magic was already spreading across the land. Halflings only needed to choose which side to join, which is to say that hey have not joined any definite side yet.*

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11.) Orc - Crushing Blow - Your next attack this turn deals +[ ( Strength x 3 ) + 50 ]% damage. ( Evil Aligned ) ( Rivalry: Humans ) ( Nat Bonus Strength )

Call of Challenge - Whenever you attack an enemy unit, you may challenge that unit, causing that unit to deal -25% damage to all other units. You and that unit both deal +25% damage to each other while challenged. Up to one unit can be challenged at a time.

12.) Goblin - Demoralize - Target unit cannot block damage with armor or resistances, dodge anything, gain life, be the target of friendly spells, or cast spells until your next turn. ( Evil Aligned ) ( Primitive )

Excessive Explosives - All of your inventory is decked with Explosives. Whenever you attack, are attacked, are targeted by a spell, cast a spell, use an item, or are the target of an item, you have a 10% chance for something to explode, depleting 2.5% of your Max Hit Points, then 5% of all enemies' Hit Points within 10m of you.

13.) Elemental - Charge - Recover 10% MPT until you reach maximum capacity, or until you lose mana next. ( Aberration ) ( Primitive )

Born of Sorcery - You passively resist +20% of all incoming Spell Damage.

14.) Zombie - Carnage and Death - You gain +100% Lifesteal on all damage you deal this turn. ( Aberration ) ( Evil Aligned ) ( Rivalry: Erbons ) ( Nat Bonus Strength ) ( Primitive ) ( Undead ) ( Titan )

Shambling Remains - You have -1 Movement. You passively resist +10% of all incoming damage. You cannot be taken control of, charmed, poisoned, or cursed. Damage you take from Pyromancy or Luxomancy sources deal +30% Damage and are not reduced in any way ( Including this passive or Spell Resist ).

15.) Vampire - Drain Viscera - You steal all HP points from a target below 25% HP. If used during daytime, can only be used on enemies below 10% Hit Points. ( Psionic ) ( Rivalry: Erbon ) ( Nat Bonus Dexterity ) ( Nat Bonus Charisma ) ( Undead )

Child of the Night - During the Nighttime, you have +10% Lifesteal on all damage you deal and gain +5 Movement. Additionally, whenever you kill a unit at night, you gain a stack of Night's Hunt, which lasts until morning. Night's Hunt stacks grant you +5% Attack Damage and Spell Effect. While in direct sunlight, you have -20% Armor and Spell Resist.

16.) Troll - Regenerate - You recover 10% HPT until you take damage next. ( Primitive )

Thick Skin - You have +5 Armor. Whenever you take damage, you recover 3 Hit Points.

17.) Treefolk - Lifesap - Instantly steal 15% of a target's Max HP as life. ( Mandate ) ( Emissary ) ( Titan )

Roots of Strength - You receive +50% Healing from all sources. While over 50% Hit Points, you regenerate 1% of your Max Hit Points per turn. You passively receive +40% damage from all Pyromancy spells.

18.) Dragonborn - Tumult - Stun and break the armor of all enemies within 5m of yourself. Armor debuff lasts until your next turn. ( Beastial ) ( Nat Bonus Strength ) ( Titan )

Scale Armor - You resist +10% of all incoming Physical Damage.

19.) Kobold - Kinfury - Mark a target. That target takes +50% damage from all sources until your next turn. ( Beastial ) ( Primitive )

Eccentric - +1 Movement for each enemy within 15m of you.

20.) Demon - Stygian Pact - Instantly recover full health. You then lose 20% Max HPT for the next two turns. ( Evil Aligned )

Consuming Greed - You passively lose 1% of your Max Hit Points per turn. Whenever you lose Hit Points in this way, you gain a stack of Greed. Whenever you deal damage, remove all stacks from you, then gain +4% Lifesteal on that damage for each stack removed in this way. Minimum of 1 Hit Point lost per turn in this way.

21.) Faerie - Faerie Trickery - You gain +100% chance to dodge Attacks and +100% Spell Resist. This buff lasts until you are targeted with two damaging effects. ( Psionic ) ( Nat Bonus Agility ) ( Nat Bonus Dexterity )

Flitter - The Faerie flitters above the ground, causing it to have a 50% chance to ignore all AoE negative effects and ground based spells. Additionally grants the Faerie +2 Movement.

22.) Dryad - Dance of Nature - Dance for up to three turns. While dancing, whenever an enemy tries to target you, that enemy becomes charmed until the dance ends. Enemies within viewing distance of the dance ( 40m ) also have a 20% chance to become charmed for duration at the beginning of their turns. ( Emissary ) ( Nat Bonus Charisma )

Undeniable Beauty - Enemies have a 10% chance to become charmed whenever they target the Dryad. Also passively grants allies within 5m of the Dryad +25% Movement.

23.) Ogre - Layered Strength - Upon use, grants you +75% attack damage. This bonus deteriorates by 25% until it resets at +0% on each attack. ( Nat Bonus Strength ) ( Primitive ) ( Titan )

Swamp Gas - You exude a foul stench around you. All enemies within 5m of you have -10% Attack Damage and have -10% Spell Resist.

24.) Imp - Vile Shedding - On use, purges you of all debuffs, then sets you to 60% HP and MP. ( Psionic ) ( Evil Aligned )

Chimney Dweller - The Imp is accustomed to fitting in small spaces, causing it to be able to dodge certain things. If within 5m of the edge of an AoE of an enemy or within 5m of the max range of an enemy's spell, the Imp dodges that spell. Also passively grants the Imp +8 Attack Damage.

25.) Ursine - Hibernation - Sets your character into stasis for the next two of your turns. At the beginning of your turn after that, you recover 35% of your Max Hit Points. You cannot be targeted while in Stasis. ( Beastial ) ( Nat Bonus Endurance )

Roar of the Bear - Whenever you attack an enemy, you gain a stack of Primacy. Each stack of Primacy grants you +5% Attack Damage and +5% Armor. You lose all stacks of Primacy whenever you attack a unit other than the last unit you attacked.

26.) Erbon - Slay - The Erbon readies himself or herself, then strikes, dealing ( Attack Damage x 2.5 ) damage to target enemy within melee range. If that enemy is killed this way, the Erbon recovers 5% of his or her Max HP. ( Mandate ) ( Good Aligned ) ( Rivalry: Zombies ) ( Rivalry: Werewolves ) ( Rivalry: Vampires )

Hunter of the Undead - +25% Damage to Undead Units. As long as it's daytime, you burn +1.5% of your target's Hit Points whenever you attack. Passively grants you +5 Attack Damage.

27.) Veldalken - Deny Glory - Counter a target spell. Can be used as an interrupt. Also restores 10% of the Veldalken's Max MP. ( Psionic ) ( Nat Bonus Dexterity )

In Control - As long as you have at least 60% of your Max MP, you have +4 MP Regeneration. Otherwise, you have +1 MP Regeneration.

28.) Werewolf - Curse's Strength - Your curse enraptures you, causing you to become greatly empowered. For this and your next turn, you have +50% Attack Damage, and killing units causes you to earn an additional turn of Curse's Strength. For each kill scored while Curse's Strength is active, you recover 5% of your Max HP at the end of Curse's Strength. ( Beastial ) ( Aberration ) ( Rivalry: Erbon )

Prowl - You have +3 Movement. This bonus is increased to +10 Movement while it is a full moon. Additionally, you have +20% Lifesteal for the attack after an enemy dies within 10m, which can stack up to three times.

29.) Drow - Mist's Shroud - You become invisible until you cast a spell or attack next.

Shadow Stalker - While you are either invisible or not within 15m of an enemy, you have +4 Movement. Additionally, you begin each encounter with three stacks of Shadow Surprise. Whenever you attack out of invisibility, you deal +25% damage on that attack for each stack of Shadow Surprise on you, then remove a stack of Shadow Surprise.

30.) Slimefolk - Seep - Target unit soaks up your body, giving you control of it until your next turn. ( You control them on their turn as well ) ( Aberration ) ( Titan )

Slimy - +15% Spell Resist. Whenever you are dealt damage, you recover 3 Hit Points. If you are attached to a unit, this bonus is instead transferred to them.

31.) Glassfolk - Reflect - Can be used as an interrupt to any spell. Reduces the effect of a spell on you by 50%, then reflects that spell fully to its caster. Can also be used to fully reflect an attack, preventing its effects on you. ( Psionic ) ( Mandate ) ( Artificial ) ( Titan )

Luster - You have a +25% chance to ignore all disables. Enemies have a +5% chance to miss you on attack.

32.) Sinewkin - Gore - On use, causes you to lose 5% HPT. Per turn, gives you +50% Attack Damage that continually stacks until you choose to end the skill. Ends after the third turn ( 150% Bonus Damage ). ( Aberration ) ( Evil Aligned ) ( Artificial ) ( Titan )

Fleshy - You take and deal +15% damage, as well as receive +25% Healing.

33.) Demigod - Invoke - On use, causes your next chance to happen with 100% gurantee. Can be used as an interrupt. ( Mandate ) ( Emissary ) ( Titan )

Absolution - Whenever you roll a twenty, you recover 5% of your choice of your Max Hit Points or your Max Mana Points.

34.) Gorgon - Stony Eyes - Looking at units ( ally and enemy ) causes you to encase them in stone until your next turn for this turn. ( Beastial ) ( Evil Aligned ) ( Nat Bonus Dexterity )

Feared Gaze - At any time, you may look at target unit, causing that unit to have a 35% chance to be stunned at the beginning of its turn. That unit also loses 10% Armor and Spell Resist while under your gaze. Only one unit can be looked at during any given point in time.

35.) Hivekind - Collective Carapace - Grants you and all your party members +50% Damage Resistance until your next turn. ( Mandate ) ( Beastial )

Hivemind - Whenever a party member deals damage to an enemy, that party member places a stack of Unity on the target(s). Unity stacks last until the placer's next turn. Party members deal +3 Damage from all sources to units for each Unity stack on them.

36.) Mantine - Bushido - Upon use, you gain Attack Damage equal to [ ( Strength + Agility ) x ( 1.5 ) ] until your next turn. ( Mandate ) ( Beastial ) ( Good Aligned ) ( Nat Bonus Agility )

Weapon Flourish - Any number of Bonus Attacks can be consumed to instead grant that many stacks of Hone. Each stack of Hone grants you a passive +5% Attack Damage. Passively grants +5% Bonus Attack Chance.

37.) Leonin - Savage Strike - Upon use, strike your target with an attack that channels your primal being, dealing a bonus +100% damage on that attack. Your target is rooted on their next turn, and has -25% Armor until your next turn. ( Beastial )

Pride - + ( Movement x 0.25 ) HP Regen and + ( Movement x 0.75 ) Attack Damage.

38.) Scarecrow - Horrifying Glare - Each turn, drains 7.5% HP from your target. Lasts up to five turns. Restores HP on self equal to HP drained. ( Aberration ) ( Evil Aligned ) ( Rivalry: Halflings ) ( Artificial ) ( Titan )

Stuffed - Your enemies cannot proc effects upon attacking you. Necromancy does not affect you. You have +15% Spell Resist. You take +40% damage from Pyromancy spells.

39.) Candyman - Sugar Rush - Gives you bonus % Lifesteal until end of turn equal to two times your missing % HP. ( Aberration ) ( Rivalry: Golems ) ( Artificial ) ( Titan )

Onyx Flesh - +5% Armor and +5% Spell Resist.

40.) Stillborn - Psionism - Upon use, consumes 20% of your mana to deal that much damage to your target. That target is under your control this turn. ( Psionic ) ( Nat Bonus Dexterity )

Psychic Pressure - You passively attack the minds of enemies nearby, dealing ( Spell Effect x 0.2 ) damage to each enemy within 10m at the beginning of each turn.

41.) Kitsune - Spirit Rush - Upon use, the Kitsune rapidly moves to a location up to ( Spell Effect x 0.5 )m away. Whenever this ability is used, the Kitsune produces three damaging balls of fire that seek out the nearest enemies, dealing ( Spell Effect x 0.2 ) damage on contact. This ability can be used three times, but all charges must be used by the end of your next turn. Does not count towards your three spell limit per turn. ( Produces a total of 9 foxfires, if skill is used three times ) ( Nat Bonus Charisma )

Essence Theft - Whenever you damage an enemy with a spell, you gain a stack of Essence Theft, and can gain up to three stacks of Essence Theft per spell cast. Once you reach nine stacks, your next Spell will consume all stacks and heal you for [ ( Spell Effect x 0.1 ) + ( Current Level + 2 ) ] Hit Points per enemy hit with that spell, proccing up to 10 times with any one spell.

42.) Skeleton - Spook - Upon use, the Skeleton releases an eerie creak using his exposed bones. When Spook is used, each enemy within 25m is afflicted with Fear for 1d4 turns. This Fear causes them to deal -25% damage with all attacks and spells, and makes it so they cannot get critical hits, overcast spells, score additional attacks, or cast more than one spell in a turn for the duration. ( Undead ) ( Titan )

Skeletal Signal - Each turn, the Skeleton can signal to an ally or enemy within 15m. Whenever the Skeleton signals to an ally, that ally and the Skeleton each gain +3 Movement until the Skeleton's next turn. Whenever the Skeleton signals an enemy, that enemy has a 15% chance to be stunned on its next turn.

43.) Des Peradan - Sunbirth - The Des Peradan invokes the powers of the sun, doubling his or her Movement Speed, Attack Damage, and Spell Effect until end of turn. ( Nat Bonus Agility )

Duelist - Whenever the Des Peradan deals damage to a unit, the Des Peradan puts a stack of Duel on that unit. For each stack of Duel on a unit, the Des Peradan deals +3% damage to that unit with all sources.

44.) Arachnic - Spin Web - The Arachnic spins a large web, covering 25m around him or herself. All enemies caught in the web are rooted on their next turn, and have a 1 Movement Speed debuff that lasts until end of encounter. Web lasts until end of encounter. ( Beastial ) ( Nat Bonus Agility )

Skitter - +4 Movement. This bonus is increased to +8 Movement while in Web. You are immune to Movement Speed debuffs and roots.

45.) Shapeshifter - Take Form - The Shapeshifter takes the form of a target, living or dead. This guise is totally convincing for as long as the Shapeshifter does not attack, cast a spell, or use an item, at which point the Guise is lost. If the target is a living enemy, that enemy loses 10% of its Max HP in HP. ( Aberration )

Versatile Being - +10% Max MP.

46.) Centaur - Barrel Down - The Centaur charges in a target direction up to 50m, then stuns those within 5m of his path. Additionally, any enemies within 10m of the end point take ( Distance Traveled ) damage. Charge occurs within one turn. ( Beastial ) ( Good Aligned ) ( Nat Bonus Strength )

Wild Swing - Whenever the Centaur attacks, he gains a stack of Wild Swing. Whenever the Centaur attacks while at two stacks of Wild Swing, he expends all stacks, then gains + [ ( Attack Damage x 0.2 ) + ( Current Level + 4 ) ] Attack Damage on that attack.

47.) Satyr - Unrelenting Chaos - The Satyr incites chaos in 1d4 target enemies, causing them to attack their allies on their next turn. Also deals 1d20 damage to the Satyr and all affected by ability. ( Nat Bonus Agility )

Leaps and Bounds - +3 Movement. +5% Dodge Chance of all Spells and Attacks.

48.) Shade - Total Darkness - The Shade consumes the battlefield in darkness, causing all enemies to miss with all attacks and spells on their next turn. ( Evil Aligned ) ( Undead ) ( Titan )

Reaping Grasp - Whenever the Shade deals damage to a unit, it places a stack of Reaping Grasp on that unit. If that unit does not deal damage to the Shade before its next turn, that unit takes ( Spell Effect x 0.4 ) damage, then loses 3% of its Max Hit Points.

49.) Cephaloid - Tentacular Embrace - The Cephaloid entangles a target unit in briny tentacles, causing that unit to lose all Armor and Spell Resist and be unable to do anything until the Cephaloid's next turn. The target also takes +50% Spell Damage until the disable ends. ( Beastial ) ( Nat Bonus Endurance )

Brine - +10% Spell Effect. This bonus is increased to +25% Spell Effect while in water.

50.) Animated Object - Deanimate - When used on self, become the object that you are, your life enchantment being unable to be detected by even the greatest of detection spells until your move, attack, or cast a spell. If used on an enemy, that unit becomes rooted on its next two turns, and is silenced as well. ( Artificial )

Throwable - You can be thrown by allies, up to 10m. When you are thrown at an enemy, you deal ( Attack Damage x 0.5 ) damage to the first enemy you come in contact with.

51.) Siren - Siren's Melody - Upon use, call out to all enemies within 25m with an irresistable call, causing those enemies to have a 50% chance to be charmed on their next turns. All enemies in that area are made weak by the song, causing them to lose 50% of their Armor and Spell Resist until the Siren's next turn.

Captivating - The Siren has a [ ( Charisma x 0.25 ) + ( 10 ) ]% Chance to Charm an enemy of her choice at the beginning of the siren's turn.

52.) Sutured - Stitched Together - Upon use, the Sutured patches up all his ripped stitches with magic, causing him to gain a shield equal to 100% of the Sutured's Max Hit Points. For each turn afterwards until the Sutured runs out of Shield Hit Points, the Sutured is drained of 25% of his Max Hit Points in Shield Hit Points. The Sutured has bonus Attack Damage equal to ( Stitched Shield Hit Points x 0.25 ).

Freak of Nature - You receive -25% Healing, but have +50% Max Hit Points.

53.) Succubus - Die For Me - Upon use, gain control of target unit until your next turn.

Appealing to the Touch - As enemies attack you, they gain stacks of Lust. For each stack of Lust on an enemy, that enemy has -5% Attack Damage. At ten stacks, all stacks are removed, and the Succubus's Racial Active's Cooldown resets.

54.) Cesiate - Cesium Surge - The Cesiate reshapes its body, then surges to a location within 10m. When the Cesiate reappears, it gains +80% Damage Resistance until its next turn. ( Titan ) ( Artificial )

Reactive Metal - Your body is made of Cesium, which reacts with both the air and the water on occasion. While in air, you have a 10% chance to explode at the beginning of your turn, causing a part of you to burst, dealing 5% of your Max HP in damage to you, but 10% of your Max HP in damage to enemies within 10m. If you are in water, the chance is 25% instead, and the amount depleted for enemies is equal to 20% of your Max Hit Points.

55.) Gargoyle - Stone Flight - The Gargoyle flies for a turn, gaining +25 Movement while flying, and reappearing at the end of this turn. When the Gargoyle lands, he stuns enemies within 5m, then becomes invulnerable and untargetable until his next turn. ( Titan )

Born of Magic - + ( Spell Resist x 0.5 ) Spell Effect.

56.) Lamia - Reptilian Caress - The Lamia binds an enemy or ally within 10m with his or her lower body, rooting them until the Lamia's next turn. While rooted in this way, allies receive +100% Healing.

Slithering Swiftness - You cannot be slowed, and you have a +10% Chance to Resist all disables.

57.) Lightforged - Cleansing Light - The Lightforged calls a beam of Light from the farthest reaches of the Divine Realms, the Great Blindness, to a location on Ohr. On the turn after the Lightforged's next turn, the Light will strike, dealing damage to all units ( ally and enemy ) within 10m of the blast equal to 40% of those units' Max Hit Points. If the units hit are Nulls, will cure them of the Null Contagion. ( Titan )

Body of Light - At the beginning of each of your turns, you have a 5% Chance to Blind each enemy within 15m. Additionally, your have a +15% Blind Chance on attack.

*"As long as the body and the soul are separate, his evil contagion can find ingress. The angels and golems have held their own against the dead god's brood, but even their strength will fall to this threat in time. All of the beings of this earth cannot unite to defeat death itself. But there is a way. From the farthest reaches, where the divine realms blur with reality, salvation resides. From the Sacred Halls of Tal'Atha, our deliverance is made manifest. Lightforged, protect your people!" -Prophecies of the Clerics of Morgethrad*

58.) Null - Remove Destiny - The Null spreads the Null contagion, infecting a new host with the Black Pathogen. The Null has a 10% chance to use this ability randomly on any of its turns if the ability has not yet been used this encounter, as long as there is any unit within 10m. The Null infects a target within 10m, causing them to slowly become a Null if they do not cure the infection. Each turn while suffering from infection, the enemy loses 5% of their Max HP in Hit Points. Whenever an infected unit dies, it is restored to full Hit Points as a null, and follows you as a companion. No guarantees as to how long that companion will last, though. The contagion isn't always stable. The Null Contagion can only spread to strictly living beings. Lightforged cannot become Nulls.

The Will of Demise - The Null has -60% Max Hit Points, and three Lives. The Null never enters Near Death, instead moving on to its next life whenever it would die. Lives refresh by up to one per encounter. When the Null revives, he or she revives with Full MP. The Null cannot be revived in its Null Form, and can only be revived as what it was before it was infected. ( Titan )

*Friends. Family. Honor. As Talmar walked onwards, he was reminded of why he had joined the White Knights. He sought a better future for himself, and his town. The Knights promised to rebuild it, a shining citadel of hope. A few more steps, a reminder of what is important. Home. Warmth. Thoughts of a winter many years ago come to mind, with all the nuances and niceties alike. His love was with him then. Perhaps that was why he had joined the White Knights, to win her love again? No, but that's not what is important -- love is not what is important. Sustenance, existence. These are what you live for. There is no greater destiny than to lead others to the truth, that their lives are meaningless in the eyes of the one true god. Yes, devouring. That is it. Life is devouring. As you fell to your knees, you saw the God of Death before you, and wept. Is there any nobler a cause?*

59.) Homunculus - The Eyes Have It - The Homunculus has his eye on all enemies within 25m, revealing all enemies in that area and marking them with Homuncular Gaze, which cannot be removed except by ending an encounter. Enemies who are revealed cannot become stealthed, have their Hit Points and Mana Points revealed, and have a +50% chance for all damage to them to be converted to Pure Damage.

Eyesore - The Homunculus really hates up to one enemy at a time, which can be switched at the beginning of the Homunculus' turn. Whenever the Homunculus deals spell damage to the enemy it hates, that enemy gains an Eyesore stack for as long as that enemy remains the hated enemy. The Homunculus deals +20% Spell Damage to enemies for each Eyesore stack on them.

60.) Cyclops - Cyclopean Gaze - The Cyclops subdues a unit with an unearthly glare, causing that unit to become Crippled and deal -20 Damage on all Attacks and Spells. This subdual lasts for the Cyclops' next 1d4 turns, as well as this one.

Born of Tempest - While in water, the Cyclops has + ( Level ) Armor and Spell Resist. ( Titan )

61.) Bharja - Pugnacity - The Bharja begins to fight an enemy within 10m. While fighting a unit, both units are taunted to one another. The Bharja has +10 Armor while fighting in this way. The fight lasts 1d4 turns after it is started.

Loyal to the End - As long as the Bharja has an ally within 10m while Near Death, he or she has a +50% chance to be able to attack while Near Death. Additionally, whenever the Bharja kills a unit while below 50 HP or Near Death, the Bharja recovers either 20 Hit Points or 20 Vitality.