Skills include abilities, talents and powers. Collectively they're all just given the name “skills” for simplicity.
Name | Class Restriction | Description |
---|---|---|
Break Locks (![]() | Warriors | A warrior can break down a door, or open a chest of their level if they place their hand on the thing to be opened and count to 20 without interruption. This is a Noisy skill |
Brick | Barbarian | Barbarians count no armour as Light armour and Light armour as Medium armour |
Cleave | Barbarian | Requires 2 handed bladed weapon. Does 1HP to shields only. Yell out Cleave when you hit a shield |
Disarm Traps (![]() | Rangers, Rogues | A rogue can disarm a non-magical trap of their level if they place their hand on the thing to be opened/bypassed and count to 40 without interruption. A ranger may do the same but only when outdoors |
Disarm Magical Traps (![]() | Alchemists | An alchemist can disarm a magical traps of their level if they place their hand on the thing to be opened/bypassed and count to 40 without interruption. The spell ball may then be gathered as a herb (see below) |
Gather Herbs | Alchemists | Throughout a game an alchemist may gather discarded/used spell balls and distribute them amongst other spellcasters that use them. If a game has multiple phases, then instead every spell ball may be converted to a usable potion for the next game phase (the alchemist may exceed their normal 6 potion limit). Spell balls converted to potions are returned to their owners |
Pick Locks (![]() | Ninjas, Rogues | A rogue can pick the lock of a door, or opan a chest of their level if they place their hand on the thing to be opened and count to 40 without interruption |
Poisoned Arrows | Rangers | A ranger's arrows are poisoned. They cause 3hp damage when fired by the ranger |
Poisoned Weapons | Ninjas | A ninja's thrown weapons are poisoned. They cause 2hp damage when thrown by the ninja |
Set Trap (![]() | Ninjas, Rangers | A ninja can place a trap of their level if they touch the location for the trap to go and count to 20 without interruption. A ranger may do the same but only when outdoors |
Sneak Attack | Ninjas, Rogues | A rogue or ninja, if able to reach around and hit the torso of someone from behind with a dagger or throwing weapon - and that person is unaware of the attack - instantly kills that person no matter how many hit points they have |
Spellcaster | Battle Mage, Cleric, Mage, Necromancer | May cast any spell for their class and level |
Steal Life | Necromancer | The necromancer may acquire extra HP up to twice their normal max HP (ie if they have a normal max HP of 9, they may steal an additional 18HP). This may only be obtained through multiple successful castings of the Harm spell. If a necromancer is Cured or Resurrected or respawned in a scenario - this skill does not apply (ie they only have their normal max HP) |
Stealthy | Ninjas | A ninja ignores non-magical traps and may walk through them. They cannot disarm traps |
Name | Race Restriction | Description |
---|---|---|
Dwarf Armour | Dwarfs | Dwarfs wear layers, padding and mail being only two of them because they are able to carry great weights easily. Dwarfs treat Medium armour as Heavy armour |
Ranged Affinity | Elves | Due to elven materials and their proficiency with missile weapons, Elves may carry 1.5 times as many missile weapons (18 arrows, 9 throwing weapons) |
Tough Hide | Orcs | Orcs have exceptionally tough hides and a paranoid nature, they cannot be sneak attacked (no instakills) and they receive +1 HP |
Restriction | Level | Name | Description |
---|---|---|---|
Alchemist | Adventurer | Phials | May carry 12 potions |
Veteran | Concentrated Philtres | You may have potions of the Adventurer level. You may use potions as magical traps. These behave as regular traps but cannot be disarmed except by alchemists and every other class activates them. They cause damage as the potion. | |
Barbarian | Adventurer | Hack | You may cleave with 1 handed axes as well |
Veteran | Tough Bastard | Improved Brick - Light armour now counts as Heavy armour | |
Battle Mage | Adventurer | Additional Spell | May have a second Green level Mage spell |
Veteran | Multi Class | You may have an additional two spells from any class of the Green level | |
Cleric | Adventurer | Spells | May cast Adventurer level spells |
Veteran | Paladin | You may cast Heal spells on yourself and other Clerics. When you use 2 handed weapons you may Cleave like a Barbarian | |
Dwarf | Adventurer | Low Light Vision | Do not need a torch in dark areas |
Veteran | Deep Delver | Axes and Hammers do an additional +1hp damage | |
Elf | Adventurer | Low Light Vision | Do not need a torch in dark areas |
Veteran | Sidhe | Arrows do an additional +1hp damage | |
Human | Adventurer | Luck | Yell out “Mulligan” and ignore the last killing blow you took from any source. Usable once per game phase |
Veteran | Multi Class | You may have one basic Green skill from any other class than your own, except for Spellcaster | |
Mage | Adventurer | Spells | May cast Adventurer level spells |
Veteran | Archmage | May use spell balls as magical traps. These behave as regular traps but cannot be disarmed except by alchemists and every other class activates them. They cause damage as the spell cast. You may also use Normal and Exotic weapons | |
Necromancer | Adventurer | Spells | May cast Adventurer level spells |
Veteran | Liche | May use spell balls as magical traps. These behave as regular traps but cannot be disarmed except by alchemists and every other class activates them. They cause damage as the spell cast. You may also use Normal and Exotic weapons | |
Ninja | Adventurer | Hide in Shadows | May take 4 steps in scenarios with missile fire from cover. Take 1hp damage less from missiles when in shadows |
Veteran | Shadow Walk | Once per game phase you may teleport from one shadow to any other shadow. Yell “Shadow Walk” and move to the other shadow, you cannot be harmed until you arrive at the destination | |
Orc | Adventurer | Low Light Vision | Do not need a torch in dark areas |
Veteran | Uruk | Corpses are good eating. You can heal yourself 1hp per corpse if you stay by the corpse for a 10 second count. | |
Ranger | Adventurer | Forage | May retrieve your own arrows when a combat has finished |
Veteran | … of the West | You may wander in the forests and gather Kingsfoil herbs. This is a 40 second count touching any tree. You may resurrect three people (including yourself) by touching them and saying “Cure” as the Cleric spell but without the word count | |
Rogue | Adventurer | Hide in Shadows | May take 4 steps in scenarios with missile fire from cover. Take 1hp damage less from missiles when in shadows |
Veteran | Master Thief | Traps and doors of lower level are overcome instantly, without a count |