Skills
Leap | Allowed to leap
over enemies in combat! Max once per turn. Level + 1 squares. |
Scout | Base
ambush chance is increased by 20% for the first scout skill in your party.
The next level in the party gives +15%, the next +10%, and further levels give +5%. This skill can also add a little to strategic map view distance. |
Spot Trap | The
art of spotting the tell-tale signs that a trap has been laid. Each level of this skill in your party increases your chances of spotting a trap by 10%. The highest skill in the party increases the chances by a further 20% per level. (Note that large parties are penalised heavily) |
Charm | Useful in all kinds of social encounters. |
Haggle | Allows
a party to get better deals when buying and selling. Highest in party only. Level 1 improves prices by 10%. 2=18%. 3=25%. 4=31%. 5+=36%. |
Distract | All
enemies in range become distracted!
Gives you an ability that can be used in combat for 40 AP. Affects enemies within range [level]. Gives a penalty to enemy attacks of -3, or -4 if level >= 2. Can be used multiple times, but penalty is capped at -5 Attack. |
Opportunist | Gives
a free strike at the first enemy to move into base contact. An ability that can be used in combat for 40 AP. Further levels of this skill reduce that cost by 20 AP. |
Medic | Allows proper treatment of wounded comrades Allows injuries to be re-rolled". Can by used once per day, per level. You have a [max level + 1 x 15%] chance of regaining an extra hit point each day, and a [max level x 15%] chance of temporary injury durations being reduced by a day, each day. |
Poison | Allows
proper treatment of poison. Best party skill only. Level 1 = Base 40% chance to avoid long term effects of poison. Level 2=66%. 3=85%. 4=95%. 4+=100%. Gives two chances per day of [max level x 15%] to recover from long-term poison effects a day quicker. |
Disease | Allows
proper treatment of diseases. Best
party skill only. Reduces base chance of catching a disease by 20% per level.
Gives two chances per day of [max level x 15%] to recover from long-term disease effects a day quicker. |
Tough | Will
reduce the severity of injuries after falling in battle. Bonus [level+2] HP each time you take this skill. If you fall in battle, receive 2 [level x 20%] chances to reduce the injury severity. Also reduces base chance of getting a disease by [level x 5%]. |
Mighty blow | Increased
melee critical hit chance, and increased melee damage. All damage is increased by [level]. Critical damage is increased by [level x 2]. Critical chance is increased by [level x 1.5%] |
Dodge | Dodge
blows in close combat! Also useful avoiding traps, etc. Grants a bonus [level x 15%] chance to dodge a trap. Increases Defence in combat by [level x 4]. Note that using heavy armour will reduce these bonuses dramatically! |
Sword | Increases
combat skill with this weapon. Melee Attack and Defence are both increased by 2 per level. |
Shield | Increases
chance to block enemy attacks. Melee Defence is increased by 4 per level. |
Spear | Increases
combat skill with this weapon. Melee Attack is increased by 1 per level. Melee Defence is increased by 3 per level. |
Axe | Increases
combat skill with this weapon. Melee Attack is increased by 4 per level. Critical chance increased by level x 0.5%. |
Bow | Increases
combat skill with this weapon. Base accuracy is increased by level x 15%. |
Knife | Increases
combat skill with this weapon. Melee Attack is increased by 3 per level. Critical chance increased by level x 1%. |
Rotate | Swap
places with an adjacent ally. Gives an ability that can be used in combat for 40 AP. Subsequent levels reduce the cost by 20 AP, to a minimum of 10 AP. |
Will | Force
of will, for wizards. Increases max mana by level x 8. |
Power | Mind
power, for wizards. Increases spell power by level x 8. |
Crossbow | Increases
combat skill with this weapon. Base accuracy is increased by level x 10%. |
Mace | Increases
combat skill with this weapon. Melee Attack is increased by 4 per level. Critical chance increased by level x 0.5%. |
Sprint | Using
this ability (0 AP) in combat will enter you into sprint mode. Your speed will increase by [level x 2]. Your Defence will be decreased by 3. |
Staff | Increases
combat skill with this weapon. Melee Attack is increased by 2 per level. Melee Defence is increased by 4 per level. |
Brave | Stay
in control longer, even when the battle goes against you. Receive 2 extra bars of morale per level, at combat start. Get a [level x 15%] chance to avoid all morale drops. |
Leader | Leadership
is the total of this skill and the Leadership Trait. Only the party's best
score counts. Every 2 points of leadership will get every party member an extra bar of morale at combat start. Every party member gains a bonus to Attack and Defence of [Leadership-2]. (Min 0) |
Sneak Attack | Bonus
to attack when attacking your enemy's rear.
Attacking an enemy from its rear (i.e. when the figure's back is towards you) gives you an attack bonus of (Level x 5) + 4. |
Spinning Blades | Launch
an attack at everyone in range! Gain
an ability that can be used in combat. Cost is 60 AP. Further levels reduce this cost by 8 AP each. All adjacent enemies will be attacked. |
Disarm Trap | The
art of disarming traps once spotted
Only the party's best skill has any effect. Level 1=40% chance. 2=65%. 3=85%. 4=95%. 5+=99%. |
Artificer | May
recognise the hidden wealth of seemingly worthless junk. Only the best skill in the party has any effect. Every encounter has a loot rating of 1-10. This rating is increased by [level x 0.5]. |
Sea Fighter | Bonus
to combat and scouting at sea. Receive a bonus to Attack and Defence of Level x 2 + 1 when fighting at sea. |
Furious Assault | Spend
the rest of the turn lashing out furiously!
Cost 100 AP. Make [level+1] attacks at random adjacent enemies. Receive 2 bonus Attacks, 1 bonus melee damage and -5 to Defence. |
Guard | Team
fighter - help protect your adjacent comrades. Passive skill. Adjacent allies receive a bonus of [level x 2] Defence. |
Juggernaut | Charge
an enemy, temporarily stunning him, and bumping him backwards. Causes Stun x [level (+1 if using a shield)]. Base 35 AP. |
Battlefield Heal | Perform
an in-battle heal attempt. Can't be used when adjacent to an enemy. Base 30 AP. Heals [level x 2 + (0-2)] HP. |
Fit | Will
not tire easily in battle. Before fatigue is calculated, get a refund of 8 x level AP. (Thus it will be as if you used less AP each turn, reducing fatigue) |
Farsighted | Ability
to see further on strategic map.
Only the highest value in the party counts. This skill is the most important factor in determining strategic view range. |
Combat Master | Increased
combat skills when faced with multiple opponents. Bonus of [3 x level] to Attack and Defence if outnumbered. (You are adjacent to more enemies than your target/attacker) |
Gang up | Increased
attack value when you have surrounded an enemy. Receive a bonus Attack of [2 x level + 1] for every [ally adjacent to the target - enemies adjacent to you] |
Teamwork | Provides
a small bonus to combat skills to adjacent friends. All adjacent allies receive a bonus of [level] to Attack and Defence. |
Sniper | Ability
to pick out an enemy in the crowd or at long distance. Sets a minimum base accuracy for all shots of [level x 10 + 20%]. Also gives a [level x 10%] chance of avoiding blocking terrain, and avoiding the moving target dodge roll. |
Forest Fighter | Bonus
to combat and scouting in forests.
Receive a bonus to Attack and Defence of [level x 2 + 1]. Ambush bonus is party's highest level only. Ambush chance increased by [level x 10%]. |
Marsh Fighter | Bonus
to combat and scouting in marshes.
Receive a bonus to Attack and Defence of [level x 2 + 1]. Ambush bonus is party's highest level only. Ambush chance increased by [level x 10%]. |
Pit Fighter | Bonus
to combat and scouting underground.
Receive a bonus to Attack and Defence of [level x 2 + 1]. Ambush bonus is party's highest level only. Ambush chance increased by [level x 10%]. |
Mountain Fighter | Bonus
to combat and scouting in mountains.
Receive a bonus to Attack and Defence of [level x 2 + 1]. Ambush bonus is party's highest level only. Ambush chance increased by [level x 10%]. |
Street Fighter | Bonus
to combat and scouting in cities.
Receive a bonus to Attack and Defence of [level x 2 + 1]. Ambush bonus is party's highest level only. Ambush chance increased by [level x 10%]. |
Jungle Fighter | Bonus
to combat and scouting in jungles.
Receive a bonus to Attack and Defence of [level x 2 + 1]. Ambush bonus is party's highest level only. Ambush chance increased by [level x 10%]. |
Heavy Armour | Reduce
the combat penalties of wearing heavy armour. At level 3, provides an extra armour point when wearing plate armour. Reduces weight penalties of heavy armour by [level x 10% + 10%]. |
Light Armour | Fight
on the move! With light armour (or none) receive a defense bonus. Receive a bonus of [level x 3] Defence while wearing zero or leather armour. |
Overwhelm | A
flurry of blows will make it hard for your opponent to strike back. Perform 2 attacks (3 attacks if skill level 3+) against a target. Base AP = 70. Further levels of this skill reduce the AP cost by 10 AP each. Target receives a penalty to Attack of (level x 2 + 1), capped at 10. |
Hotstep | Allows
you to disengage from opponents without free attacks. Once per level/turn. Costs 20 AP. Further levels reduce AP by 10 each. |
Headshot! | Extra
critical chance for ranged abilities.
Ranged critical hit chance increased by [level x 1.5%]. |
One handed | Specialise
in fighting with a one handed weapon, and no shield. If your off-hand is empty, receive a bonus of [2 x level] to Attack and Defence, plus a bonus damage point at level 1, 3 and 5. |
Blood frenzy | Receive
bonus damage after a kill! Get bonus
damage of [level x 2 + 1] after every kill. This bonus damage level fades by 1 point every turn. |
Berserk! | Lose
all control, and become a crazed machine of death! Receive a bonus of [level + 5] to Attack, and a bonus of [level x 2] to melee damage. Receive a penalty of 5 to Defence. You will no longer control this adventurer, for the durations of the combat. |
Death Blow | Inflict
super-critical blows! Can be used once per level/battle. Damage is x2. |
Falconry | Allows
you to use trained birds of prey in battle! Can be used once per level/turn. Further levels increase the damage by 1 point each. Base cost 10 AP. |