Skills
NOTE THAT YOU CAN NOW BUY SKILLS WITH YOUR GLORY (100 glory = 1 skill point)
Tactics - allows the hero to make snap decisions on the battlefield that may enable him/her to gain that vital edge
Boost Morale - this is an inate skill that boosts the morale of the hero and may also allow a save against mind affecting spells
Resist - with this skill the hero makes the hero more resistant to a form of attack that has to be chosen when this skill is bough
eg Resist - Fire
Heal - again an inate skill that allows the hero to heal whilst in combat
Fanatic - allows the hero to make a frenzied attack the higher th skill the more chance of success but leaves the hero vulnerable once it has been used
Magical Resistance - skill that resists some magical spells
Resist Fear - allows the hero to resist fear spells or effects
Resist Terror - as above but against fear
Cause Fear - this means the hero is so fierce they can cause fear in an opponent
Cause Terror - as above
Cause Dismay - this causes the target to doubt what they are doing and also to loose their action
Cause Confusion - this does as it says the target becomes confisued as to the enemy they are fighting. this is a sort of magical atack
Move Fast - this allows the hero to move faster and thus may be able to dodge an attack or even make an extra attack
Fast Attack - this allows the hero to attempt to make an attack before the other person can react
Dodge - this allows the hero to try to take less damage
Evade - this allows the hero to try to evade an attack completely.
Blur - % chance that enemy missile fire will not hit the hero.
Archery - increases the damage done by missiles
Diplomacy - You can bribe enemy, or heroes they may change side or leave
Eagle Eye - you have a better accuracy with missile weapons
Leadership - gives the hero an extra bonus to morale
Navigation - this allows the hero to navigate on water
Necromancy - costs 5 points to buy - allows the rasing of undead - this can be used with any of the other mage schools
these undead are raised permanetly but you can only raise and control 1 unit of undead (max level 4)
all spells cost 2 points extra to buy
Raise skeleton -
Raise Zombie -
Necromancy Level 2 - must have all the other spells at least 2 per day - cost 4 points per level of spell
Raise Ghoul -
Raise Ghast -
Raise Shadow - they drain strength
Scouting - increases the chance to spot other enemy troops/tactics
Wisdom - allows the hero to resist spells better
Priest Spell ability - costs 2 points to buy - allows the casting of priest spells - cannot have Mage Spell Ability
all spells cost one point to buy :-
Heal - allows to heal wounds
Bless - gives to hit bonus
Curse - curses one enemy
Priest Spells Level 2 - must have all the other spells at least 2 per day - cost 4 points per level of spell
Heal Hero - allows hero to be healed
Bless Army - as bless unit
Smite the Godless - increases damage to one enemy unit
Priest Spells Level 3 - must have all the other spells at least 2 per day - cost 6 points per level of spell
Talons of Flame - Hand to Hand attacks do extra fire damage
Flame Strike - Causes a pillar of flame to hit the target and others nearby
Wrath of Astea - this causes all attacks to do x2 damage
Mage Spell Ability - costs 3 points - allows the casting of mage spells - but cannot cast priest spells
Magic Missile - causes damage to one enemy
Shield - provides 25% armour bonus
Fog - blinds one enemy
Mage spells Lvl 2 - - must have all the other spells at least 2 per day - cost 5 points per level of spell
Invisibility - makes one invisible for one attack
Haste - gives +1 attack
Fire Bolt - causes fire damage
Mage spells Lvl 3 - - must have all the other spells at least 2 per day - cost 8 points per level of spell
Fireball - the age old fave of all mages
Protection from Normal Missiles - protects from arrows and such like
Stinking Cloud - causes a stationery cloud of smellyness to cover an area 10ft x 10ft x 10ft
Summoner Spells - costs 6 points and units must have 400 glory - allows the casting of summoner spells - but cannot cast priest or mage spells
this allows mages or priests to become summoners if the hero has this ability. they all work together.
Summon Skeleton - summons 1 skeleton
Summon Zombie - summons 1 zombie
Summon Imp - summons 1 small flying demon
Druid Spell Ability - costs 3 points - allows the casting of nature spells - but cannot cast priest/mage/summoner spells
Entangle - causes one enemy or group of enemies (10ft x 10ft) area to be grappled and become immoblie (save negates this)
Bark Skin - provides 25% armour bonus vs all attacks (execpt spell attacks)
Fog - blinds one enemy
Druid spells Lvl 2 - must have all the other spells at least 2 per day - cost 5 points per level of spell
Cure Wounds - makes wounds healed for 1 - 20 hp
Summon Natures Ally - gives the druid 1 wolf or 3 faries to aid him in combat
Acid Bolt - causes Acid damage on one target
__________________
I have only one thing to say
Its better to burn out than to fade away
THERE CAN ONLY BE ONE................
Last edited by Lady Hawk; 19 Jul 2003 at 15:30.
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