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Post by TiJiL on Aug 6, 2003 17:08:08 GMT -5
Norkid Starting Professions:
Gatherer: Stats: HP: 125 Unarmed attack: 5-10 Evasion: 10 Skill Modifiers Stealth: 10% Poison Duration: +1 Foraging: 25% Mimic: 15%
Starting Equipment 1 Gathering Knife (20-27 damage, attacks once per turn) 100 mg Rappi (Used to make food or medicines) 100 mg Yunn (Liquid poison element, can be added to melee weapons) 100 mg Mins (Granulated poison element, can be made into grenades) 3 Mins grenades (35 damage per turn for 2 turns)
Disciplines: Poison Assembly, Poison Effectiveness, Medicine Potency and Stealth.
Poison Assembly: Increases the Gatherer’s ability to find necessary ingredients to construct poisons. Increases overall percent chance by (5, 10, 15, 20)%.
Poison Effectiveness: Increases the duration that any poison effect done by a norkid will last. Increases by (1, 1, 2, 2) turns.
Medicine Potency: Increases the health healed per medicine or food item the Gatherer makes. Increases by (10, 20, 30, 40)
Stealth: Increases the Gatherer’s ability to sneak up on enemies, as well as slightly increases the Gatherer’s evasion. Increases stealth by (5, 10, 15, 20)% and evasion by (1, 1, 1, 2).
Master Gatherer: Once the Gatherer has achieved full ranks in all four disciplines, they can become a master. Masters gain +10% foraging, +3 poison duration, +10 poison damage, +50 medicine healing, +20% stealth, and +5 evasion.
Explanation of Gatherer’s Abilities:
Stealth: This allows the Gatherer to sneak up on enemies. They can use this either for recon or to gain additional damage against an opponent. If a norkid successfully manages to sneak up to an enemy without them seeing, then attacks, the attack gets +25 damage. The percentage stealth you have will determine how likely you can sneak up successfully.
Foraging: To create poisons, foods, and medicines, the Gatherer must gather the ingredients from the world around him. Basically, the percentage dictates what chance you have of finding the type of ingredient you want.
Evasion: A character’s evasion value determines how, through great speed or agility, the character can turn a potentially fatal attack into a mere glancing blow. The evasion number is subtracted from all damage dealt to the character.
Mimicry: A norkid can mimic a voice to try and trick enemies. (For instance, luring them into an ambush.) The norkid then deals double damage to an enemy who is successfully tricked in this manner. The higher the percentage, the more likely that the norkid can successfully trick the enemy.
Hunter: Stats: HP: 125 Unarmed attack: 9-16 Evasion: 15
Skill Modifiers: Stealth: 30% Speed: +1 Norkid Weapon Damage: +10 Mimic: 15%
Starting Equipment 1 Hunting Knife (25-36 damage, attacks once per turn) 1 Cesta (Hurls spears for +20 damage) 3 Spears (5-45 damage, attacks only once if thrown, or once per turn if melee)
Disciplines: Mimicry, Norkid Tactics, Velocity and Stealth
Mimicry: Increases the Hunter’s ability to mimic voices and sounds. Increases by (10, 15, 20, 25)%.
Norkid Tactics: Increases the damage that the Hunter deals while wielding norkid weapons. Also allows for increasingly powerful norkid weapons. Increases damage by (10, 10, 15, 20) and allows (throwing spke, SR1, SR3, ASR) weapons.
Velocity: Increases the amount of times the Hunter can attack per turn. Increases by (1, 1, 1, 1). (Some weapons may not receive the bonus.)
Stealth: Increases the Hunter’s ability to sneak up on enemies, as well as slightly increases the Hunter’s evasion. Increases stealth by (5, 10, 15, 20)% and evasion by (2, 2, 3, 3).
Master Hunter: Once the Hunter has achieved full ranks in all four disciplines, they can become a master. Masters gain 15% Mimicry, +25 norkid weapon damage, the ability to use the NBR, +1 speed, 20% stealth, and +5 evasion.
Explanation of Hunter’s Abilities:
Stealth: This allows the Hunter to sneak up on enemies. They can use this either for recon or to gain additional damage against an opponent. If a norkid successfully manages to sneak up to an enemy without them seeing, then attacks, the attack gets +25 damage. The percentage stealth you have will determine how likely you can sneak up successfully.
Mimicry: A norkid can mimic a voice to try and trick enemies. (For instance, luring them into an ambush.) The norkid then deals double damage to an enemy who is successfully tricked in this manner. The higher the percentage, the more likely that the norkid can successfully trick the enemy.
Evasion: A character’s evasion value determines how, through great speed or agility, the character can turn a potentially fatal attack into a mere glancing blow. The evasion number is subtracted from all damage dealt to the character.
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Post by TiJiL on Aug 6, 2003 20:04:52 GMT -5
Twassecc Starting Professions:
Soldier (Melee): Stats: HP: 900 Unarmed attack: 15-21 Skill Modifiers Parry 10%
Starting Equipment 1 Daxite Blade (35-66 damage, attacks once per turn) 1 pair of Coronium Knuckles (Adds +10 unarmed damage, attacks twice per turn) 1 pair of Standard Issue Shoulder Armor (Adds +5 armor) 1 pint of Tilispia Juice (Restores 400 HP total) 1 Standard Issue Backpack (Holds 60 lbs)
Disciplines: Parry, Sweep, Jab and Evasion
Parry: Increases the chance that you can successfully parry a blow. Adds (5, 5, 10, 10)%. Also, at fourth level, changes Parry to Counterattack, dealing half of all damage back to the opponent.
Sweep: Allows the Soldier to tear a daxite weapon through multiple enemies. Also determines how many times per battle he may do this. Adds (1, 1, 1, 1) max enemies affected and (1,1,1,1) additional times per battle.
Jab: Increases the damage dealt by daxite weapons. Increases by (10, 10, 10, 10).
Evasion: Increases the Soldier’s evasion by (1, 1, 1, 2)
Master Soldier: Once the Soldier has achieved full ranks in all four disciplines, they can become a master. Masters gain 10% Parry, +1 sweep target, +10 daxite damage, and +5 evasion.
Explanation of Soldier’s Abilities:
Parry: This is a passive chance that the Soldier will deflect an incoming melee blow. After level 4 in Parry, any successful parry will deal half of that damage back to the enemy.
Sweep: This can only be done a certain number of times per battle, ranging from 1-4, depending on the Soldier’s skills in the Sweep discipline. What it does is deal normal damage to several opponents at once, again with the number of opponents determined by the Soldier’s skills.
Evasion: A character’s evasion value determines how, through great speed or agility, the character can turn a potentially fatal attack into a mere glancing blow. The evasion number is subtracted from all damage dealt to the character.
Soldier (Ranged): Stats: HP: 900 Unarmed attack: 12-16 Skill Modifiers Snipe 20% Critical Strike 20%
Starting Equipment 1 G-10 Rifle (25-76 damage, attacks once per turn) 1 SILP (10-20 damage, attacks once per turn) 1 pint of Tilispia Juice (Restores 400 HP total) 1 Standard Issue Backpack (Holds 60 lbs)
Disciplines: Snipe, Kneel, Critical Strike and Rapid-Fire
Snipe: Increases the chance that you can successfully kill an opponent too far away for you to see well with your naked eyes. Adds (5, 10, 15, 20)%.
Kneel: Decreases the penalty of kneeling. Decreases by (10, 20, 25, 25).
Critical Strike: Increases the time that an enemy stays disabled. Increases (1, 1, 1, 1) turns.
Rapid-Fire: Increases the number of times you may attack in a Rapid-Fire round. Increases (1, 1, 2, 2)
Master Soldier: Once the Soldier has achieved full ranks in all four disciplines, they can become a master. Masters gain 10% snipe, 10% critical strike, -20 HP penalty for Kneel, and +3 attack times in a Rapid-Fire round.
Explanation of Soldier’s Abilities:
Snipe: Sniping is essentially firing at an opponent too far away for you to see well. A successful sniping adds +100 to your damage. The higher your sniping skill, the more likely you deal the damage.
Kneel: When you kneel, you gain perfect accuracy and always maximum damage with ranged weapons. However, it also removes all of your armor and 150 of your HP. Higher skills in the Kneel discipline reduce the HP penalty. (The penalty represents your fair vulnerability while kneeled.)
Rapid-Fire: Rapid-Fire can only be done once per battle. When done, it allows the soldier to attack multiple times in that round. The amount of times he can attack is indicated by his skills.
Critical Strike: Critical strike gives a chance that an attack will disable an opponent temporarily.
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Post by Arreck on Aug 6, 2003 20:18:38 GMT -5
Choeroed starting professions:
Gunner: Stats: HP: 400 Unarmed Attack: 17-25 Evasion: 5
Skill Modifiers Reload Time: -33.3% Hostile Poison Duration: -2 Endurance: +20% Overall Swimming Ability: x2
Starting Equipment 1 backpack (Holds 50 lbs) 1 CH-13 submachine gun (3-5 damage, attacks 10 times per turn) Gun Sling (Allows stowing of gun without taking up belt/backpack space) Belt (Holds 2 lbs; max of 3 objects) 2 lbs Torsel Meat (Meaty food source; will last 30 turns from start without refrigeration)
Disciplines: Accuracy, Automatic Weapon Mastery, Extended Magazines, and Retaliation.
Accuracy: Increases damage with all guns. Increases by (5,10,10,15)%.
Automatic Weapon Mastery: Increases number of times automatic and semi-automatic weapons can be fired per turn. Increases by (2,2,2,2).
Extended Magazines: Increases ammo in each gun cartridge. Increases by (25,25,25,25)%.
Retaliation: When hit, returns fire if using an automatic or semi-automatic weapon. Shoots back (1,2,3,4) times.
Sniper: Once the gunner has achieved full ranks in all four disciplines, he may become a sniper. Snipers get -2 hostile poison duration, +50% damage with sniper weapons, +30% stealth, +10 evasion, and +15% endurance.
Explanation of Gunner abilities:
Evasion: A character’s evasion value determines how, through great speed or agility, the character can turn a potentially fatal attack into a mere glancing blow. The evasion number is subtracted from all damage dealt to the character.
Reload Time: A character's reload time determines how many turns/how much of one turn it takes to reload an expended cartridge.
Hostile Poison Duration: Hostile poison value is the duration that enemy poisons will take effect on this character.
Endurance: Endurance is the character's ability to run, swim, and perform acrobatics. A higher value will dictate an increased number of turns that the character can maintain the action.
Overall Swimming Ability: This includes speed, depth tolerance, and breath.
Assailant: Stats: HP: 400 Unarmed Attack: 24-30 Evasion: 10
Skill modifiers Hostile Poison Duration: -2 Endurance: +25% Attack Speed: +1 per turn Wound Recovery: -2
Starting Equipment: 1 backpack (Holds 50 lbs) Belt (Holds 2 lbs; max of 3 objects) 1 set of razor claws (Attacks twice per turn, 23-45 damage) 2 charges of Electric Battery (Adds +20 damage to a razor claw/talon attack, stuns enemy for next turn.) 5 throwing blades (15-150 damage; GM discretion depending on target)
Disciplines: Acrobatics, Claw Mastery, Corpse Advantage, and Theft.
Acrobatics: Allows the Cheoroed to perform increasingly awesome stunts as well as increasing evasion rating. Increases evasion by (2,2,2,4). Allows (Backflip attacks, Self-catapult, Matrix Kick, User Described Stunts!!!)
Claw Mastery: Increases damage with razor claws and talons. Increases by (5,5,10,10)%.
Corpse Advantage: Allows use of a fallen warrior (friend or foe) in combat. Allows (Sliding for tripping {1 turn stun}, Platform for jump kicks {+10 damage}, Meat Shield {50% original corpse life shield that must die first}, Weapons {Do whatever you like here, but in general will help you get closer to a ranged enemy and then stun him}).
Theft: Allows the theft of enemy weapons in close range. Stolen weapons become yours and can be used, sold, traded, or whatever. Gives (20,40,60,80)% chance to succeed, and increases your own defense against thieves by (10,10,10,10)%.
Martial Arts Master: Once an Assailant has achieved full marks in all four disciplines, he may becmome a Martial Arts Master. Martial arts Masters get +15% melee damage, +20% endurance, +10 evasion, and -5 hostile poison duration.
Explanation of Assailant's Abilities:
Evasion: A character’s evasion value determines how, through great speed or agility, the character can turn a potentially fatal attack into a mere glancing blow. The evasion number is subtracted from all damage dealt to the character.
Hostile Poison Duration: Hostile poison value is the duration that enemy poisons will take effect on this character.
Endurance: Endurance is the character's ability to run, swim, and perform acrobatics. A higher value will dictate an increased number of turns that the character can maintain the action.
Wound Recovery: If stunned or healing, allows this many fewer turns of the effect. It can in fact be reduced to zero if your value is high enough.
Attack Speed: Increases the number of times the character can attack per turn. 'nuff said.
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Post by TiJiL on Aug 6, 2003 20:37:42 GMT -5
Hurk Starting Professions:
Scout: Stats: HP: 6,000 Unarmed attack: 45-61 Armor: 10 Skill Modifiers Weapon Crafting +10 Browse 25%, 25 HP Harvest 25% Ranged weapons –1 (Cannot use non-hurk ranged weapons)
Starting Equipment 1 Animal-Skin Backpack (Holds 400 pounds) 15 lbs Woopa Fruit
Disciplines: Weapon Crafting, Browse, Archery, and Hedg Call
Weapon Crafting: Increases the selection of weapons a Scout can produce, as well as the quality of the weapons. Adds (5,5,10,10) quality points and grants (throwing stick, longbow, staff, crossbow).
Browse: Determines how much HP worth of food or medicine the Scout can manage to find in the area around him. Increases max HP value of food or medicine by (25, 25, 50, 50)
Archery: Increases damage done by hurk ranged weapons. Increases by (10, 10, 15, 20)
Hedg Call: Increases the amount of Hedg that can be called in a single action. Increases by (1, 1, 1, 1).
Master Scout: Once the Scout has achieved full ranks in all four disciplines, they can become a master. Masters gain +10 quality points, can make one-handed maces, +100 Browse HP value, +25 Hurk ranged weapon damage, and +2 Hedg. They also recieve, for free, a pet Dosok. This creature has 1700 HP and will aid the Hurk in any way possible. (Other values at GM discretion)
Explanation of Scout’s Abilities:
Weapon Crafting: Scouts can create their own hurk weapons from resources they harvest. Each rank they get in Weapon crafting gives them new weapons to make, and the use of more ‘quality points’. If a hurk scout in question has 15 quality points, whenever he makes a weapon, he gets to add those points to minimum or maximum damage. (Or speed, but a single speed bonus per turn costs 20 quality points.) These points do not go away. The next weapon the hurk makes also gets 15 quality points.
Browse: This is the Scout’s ability to regain his HP or that of others by finding foods and medicines around him. The more he has in this discipline, the more HP he can restore with what he finds. (Bear in mind the chance is always 25%)
Harvest: This is the Scout’s ability to find what materials he needs around him. This does not go up with any skill. There is a 25% chance that he find what he is looking for.
Hedg Call: When this ability is used, the Scout calls a group of Hedg. The higher the Scout’s skills, the more he can call. Hedg always move as a group, and only one can be targeted at once. (X, of course, is the amount of Hedg.)
Hedg: HP: X times 5 Attack: X times 5 – X times 7
Warrior: Stats: HP: 7,000 Unarmed attack: 50-67 Armor: 10 Skill Modifiers Arc +1 Ranged Weapons –1 (Cannot use non-hurk ranged weapons)
Starting Equipment 1 Animal-Skin Backpack (Holds 400 lbs)
Disciplines: Skinbone, Pummel, Bludgeoning and Arc
Skinbone: Adds to the Warrior’s armor. Adds (2, 2, 3, 3).
Pummel: Increases the variety of odd physical methods of beating opponents in the Warrior can do. (Stomp, Belly-Flop, Serve, User Described methods).
Bludgeoning: Increases the Warrior’s damage with Hurk melee weapons, and increases the variety of weapons he may use. Adds (10, 10, 15, 15) damage and enables (Dorosaur Knuckles, Offensive Shield, Club, One-Handed Mace)
Arc: Increases the number of times per battle the Warrior can arc his weapon. Adds (1, 1, 1, 1)
Master Warrior: Once the Warrior has achieved full ranks in all four disciplines, they can become a master. Masters gain 5 armor, +25 Hurk melee weapon damage, +1 Arc, and the ability to wield a Two-Handed Mace.
Explanation of Soldier’s Abilities:
Pummel: The GM will decide the damage for these methods.
Arc: Arc allows the Warrior to attack 4 enemies at once, all receiving the same damage. The higher the Warrior’s Arc skills are, the more times he can Arc in one battle.
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Post by Arreck on Aug 7, 2003 20:36:17 GMT -5
Sigwar starting professions:
Combatant: Stats: HP: 1100 Unarmed Attack: 17-25 Evasion/Armor: 5
Skill Modifiers Thirstiness Increase Rate 1/4 normal speed +50% Endurance Overall Cooking Ability: x2 Sight Range (Peripheral vision): +25%
Starting Equipment 1 Sandstorm Pistol (30-40 damage with basic slugs, 60-75 damage with piercing slugs) 3 piercing slugs 27 basic slugs Backpack (Holds 60 lbs) 1 gallon water (7 lbs) 1 frying pan (1 lb)
Disciplines: duck and Cover, Surprise, Throwing Mastery, Cooking Mastery
duck and Cover: The sigwar's long neck makes him more vulnerable to shots. By duck ing and swerving his neck during combat, he can minimize wounds. Adds (2,4,6,8) Evasion/Armor.
Surprise: In hand to hand combat, allows the sigwar to quickly switch the hand holding his knife or other weapon. Adds (15,15,15,15)% melee combat damage.
Throwing Mastery: Improves the sigwar's throwing technique. Adds (25,25,25,25)% damage to thrown weapons such as blades and grenades. Also improves an ally's chance of surviving the blast of a friendly fire grenade.
Cooking Mastery: While not directly related to combat, the sigwar must frequently get food from what is otherwise deemed unedible. Adds (-15,-20,-25,-30) hunger requirement satisfymentnesses to any edible object prepared by the sigwar.
Master: When full ranks in all four disciplines have been achieved, you may become a Master. Masters gain +15% ranged combat damage, +10% endurance, and +300 HP.
Priest: Stats: HP: 1100 Unarmed Attack: 17-25
Skill Modifiers Thirstiness Increase Rate 1/4 normal speed +50% Endurance Sight Range (Peripheral vision): +25% +25% Diplomacy Hunger Increase Rate 1/2 normal speed
Starting Equipment Backpack (Holds 60 lbs) 1 gallon water (7 lbs) 1 charm (Your choice of Fire, Earth, Wind, or Star) +50 pats (p50) (Duh, from the collection box in church)
Disciplines: Meditation, Charm Mastery, Preaching, Miracles
Meditation: Increases the frequency at which you can use "Godly" things, aka your charm. GM discretion.
Charm Mastery: Increases damage of charm abilities. Increases by (10,10,10,20)%. Also enables special charm moves: Fire (More powerful Fire Jet, Fire Wall, Fire Nova, and Within Reason User Described Fire Powers) Earth (More powerful attack, Hurl Boulders, Quake, and Within Reason User Described Earth Powers) Wind (More powerful attack, Wind Shield, Tornado, and Within Reason User Described Wind Powers) Star (More powerful starfire, Beam of Light, Vicanthorificallus's Fury, and Within Reason User Described Star Powers)
Preaching: The sigwar's constant preaching gives hope to those around him! Allows allies and self to gain (2,4,8,16) HP per turn.
Miracles: Allows the sigwar's miracle potency and variety to increase. These remain the same regardless of the charm. Allows (Sand-to-water, Glass Arena, Control of water and sand, and Within Reason User Described Miracles.)
Master: When full ranks have been achieved in all four disciplines, you may become a Master. Masters get +25% charm combat damage, Additional Miracle/Power frequency (GM discretion), and +10 GODLY Evasion/Armor.
Explanation of Sigwar Abilities:
Evasion\Armor: A character’s evasion\armor value determines how, through great speed, thick skin, or agility, the character can turn a potentially fatal attack into a mere glancing blow. The evasion\armor number is subtracted from all damage dealt to the character.
Overall Cooking Ability: This determines how many hunger requirement points a meal prepared by this character will satisfy.
Thirstiness Increase Rate: This determines how fast the character gets thirsty.
Hunger Increase Rate: Thist determines how fast the character gets hungry.
Endurance: Endurance is the character's ability to run, swim, and perform acrobatics. A higher value will dictate an increased number of turns that the character can maintain the action.
Peripheral Vision: This dictates how wide the character's field of view is and really won't be used in many situations.
Diplomacy: This refers to the character's overall ability to relate with other characters/NPC's. A higher value makes you more effective at this.
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Post by TiJiL on Aug 7, 2003 20:41:55 GMT -5
Nogan Starting Professions:
Farmer: Stats: HP: 2,000 Unarmed attack: 31-55 Skill Modifiers Farming +1 Botany 100 HP Tool Crafting +10
Starting Equipment 1 Hoe (10-71 damage, attacks once every other turn.) 1 Ancestral Pouch (Heals infinitely, max 50 HP per turn) 1 Backpack (Holds 300 pounds) 25 Kaluup Seeds (Grow time = 2 turns)
Disciplines: Maximum Yield, Botany, Resilience, and Tool Crafting.
Maximum Yield: Increases the amount of food the Farmer can harvest from a seed. Increases by (1, 1, 1, 1). Also increases backpack capacity by (25, 25, 50, 50).
Botany: Increases the max HP and hunger restored per food unit. Increases by (50, 50, 50, 50)
Resilience: Increases the Farmer’s health, and increases how long he can last without food/water. Increases health by (100, 100, 100, 100) and makes max food/water limit (200, 300, 500, 700).
Tool Crafting: Increases the selection of tools a Farmer can produce, as well as the quality of the tools. Adds (5,5,10,10) quality points and grants (Rake, water purifier, all purpose repair, metal recycler).
Master Farmer: Once the Farmer has achieved full ranks in all four disciplines, they can become a master. Masters gain +5 farming, +50 backpack capacity, +100 Botany, +100 health, food/water limit 1000, +10 tool crafting and the ability to craft a Roto-Tiller Tank.
Explanation of Farmer’s Abilities:
Farming: Obviously, the farmer can farm. Farming allows a farmer to get food from the ground in order to regenerate lost HP, hunger, or act as a component for poisons or medicines or greater foods. To farm, a Farmer needs seeds. He can then plant a specified number of them in the ground. After the seeds finish growing, he can come back and get their fruits to eat. The higher the farming skill, the more fruits the farmer gets per plant.
Botany: Botany determines how much HP or hunger points the fruits harvested by the Farmer can restore (or how much those fruits are worth). The higher the Botany, the more HP/hunger points/cash they are worth.
Tool Crafting: Farmers can create their own tools from the resources they obtain. Each rank they get in Tool crafting gives them new tools to make, and the use of more ‘quality points’. If a farmer in question has 15 quality points, whenever he makes a tool, he gets to add those points to various attributes of the item. These points do not go away. The next tool the farmer makes also gets 15 quality points.
Warrior: Stats: HP: 2,500 Unarmed attack: 31-55
Skill Modifiers: Spirit of the Plains 20%, Request food Tracking 10% Mine 10% Enhance +10
Starting Equipment 1 ‘Spirit Halberd’ (Deals 11-67 damage, attacks once per turn) 1 Pouch of Spices 1 Backpack (Holds 300 lbs)
Disciplines: Halberd Mastery, Spirit of the Plains, Tracking, and Mine
Halberd Mastery: Increases the Warrior’s skill with a Halberd. Adds (10, 0, 20, 0) damage and enables the skills (none, toss, none, spin).
Spirit of the Plains: Increases what the Warrior can request from the Spirit of the Plains. Adds (water, shelter, direction, military aid).
Tracking: Increases the Warrior’s ability to track down enemies with his nose. Increases chances by (10, 10, 10, 10)%.
Mine: Increases the chance that the Warrior can find what minerals he needs, as well as how he can use them to enhance items. Increases chance by (10, 10, 10, 10)%, enhancing points by (5, 5, 10, 10), and potential items to enhance (nogan melee weapons, melee weapons, ammo, explosives).
Master Warrior: Once the Warrior has achieved full ranks in all four disciplines, they can become a master. Masters gain +20 halberd damage, can request for a Geocx egg, 25% tracking, +10 enhancing points, and the ability to enhance armor.
Explanation of Warrior’s Abilities:
Toss: This skill allows the Warrior to throw his halberd at a single opponent, dealing +100 damage, or at a group of opponents, dealing normal damage and disabling those opponents for 1 round. However, to retrieve the halberd, the warrior must spend a round doing so.
Spin: This merely allows the warrior to attack a single enemy twice with his halberd in a single round. This can only be done once per battle.
Spirit of the Plains: This is the warrior’s ability to call to the Spirit of the Plains for help. He has a fixed (20%) chance to have his request fulfilled. What he may ask for is dictated by his skills.
Tracking: Allows the warrior to track an enemy that is out of sight range. A successful tracking gives the warrior the knowledge of where that target is and how powerful they are, and thus the warrior gets a +25 attack bonus against them.
Mine: Mining is just like harvesting, but with minerals. A successful mining gives the Warrior what resources he needs. The chance of success increases with skill.
Enhance: The warrior gets a certain amount of enhancing points, which he can use to add his mined minerals onto items to increase various stats. The more points, the higher a stat increase the warrior can grant it.
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