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1 | Use Tabs on bottom to switch to Attributes, Skills and Spells | ||||||||||||||||||||||
2 | Race: | Human | Elf | Dwarf | Orc | ||||||||||||||||||
3 | Class: | Mercenary | Crusader | Freemage | Bladedancer | Ranger | Druid | Defender | Scout | Runepriest | Barbarian | Hunter | Shaman | ||||||||||
4 | Bow: | Expert | - | - | Expert | Grand Master | Expert | - | - | - | Master | Master | Expert | ||||||||||
5 | Crossbow: | Master | Expert | Expert | - | Master | - | Expert | Grand Master | Expert | - | - | - | ||||||||||
6 | Dagger: | Master | - | Expert | Grand Master | Grand Master | Expert | - | - | - | - | Master | - | ||||||||||
7 | Mace: | Master | Master | - | - | - | - | Master | Master | Master | Grand Master | Master | Master | ||||||||||
8 | Axe: | Master | - | - | - | - | - | Grand Master | Grand Master | - | Master | - | - | ||||||||||
9 | Sword: | Master | Grand Master | - | Grand Master | Master | - | - | - | - | - | - | - | ||||||||||
10 | Spear: | Master | - | - | - | - | Expert | - | Master | Master | Grand Master | Grand Master | Master | ||||||||||
11 | Two-Handed: | Master | - | - | - | - | Expert | - | - | - | Grand Master | Master | Master | ||||||||||
12 | Shield: | Master | Master | - | - | - | - | Grand Master | Master | Master | - | Expert | Expert | ||||||||||
13 | Dual Wield: | Master | - | - | Grand Master | Master | - | - | Master | - | Master | Master | - | ||||||||||
14 | Warfare: | Grand Master | Master | - | Master | Expert | - | Grand Master | Master | - | Master | Expert | - | ||||||||||
15 | Medium Armor: | Grand Master | Master | - | Expert | Master | Expert | Master | Grand Master | Expert | Expert | Expert | Expert | ||||||||||
16 | Heavy Armor: | Master | Grand Master | - | - | - | - | Grand Master | - | - | - | - | - | ||||||||||
17 | Dodge: | Grand Master | Expert | Expert | Grand Master | Grand Master | Master | Expert | Master | Expert | Expert | Grand Master | Master | ||||||||||
18 | Endurance: | Master | Master | Expert | Master | Grand Master | Master | Master | Grand Master | Grand Master | Grand Master | Master | |||||||||||
19 | Arcane Discipline: | Expert | Grand Master | Master | Expert | Expert | Master | Expert | Master | Master | Expert | Grand Master | Grand Master | ||||||||||
20 | Magical Focus: | - | Expert | Grand Master | - | - | Master | - | - | Grand Master | - | - | Master | ||||||||||
21 | Mysticism: | - | Expert | Master | - | Expert | Grand Master | - | Expert | Master | - | Expert | Master | ||||||||||
22 | Fire Magic: | - | - | Master | - | - | - | Expert | Master | Grand Master | - | - | Master | ||||||||||
23 | Water Magic: | - | - | Master | - | - | Grand Master | - | - | - | - | - | Grand Master | ||||||||||
24 | Air Magic: | Expert | Master | Grand Master | - | Master | Master | - | - | Master | - | Master | Grand Master | ||||||||||
25 | Earth Magic: | - | - | Master | Expert | Master | Grand Master | - | - | Grand Master | - | - | Grand Master | ||||||||||
26 | Light Magic: | - | Grand Master | Master | - | - | Master | - | Master | Grand Master | - | - | - | ||||||||||
27 | Dark Magic: | - | - | Grand Master | - | - | - | - | - | - | - | - | - | ||||||||||
28 | Prime Magic: | - | - | Grand Master | - | - | Grand Master | - | - | Master | - | - | - | ||||||||||
29 | Perfect Strike: When the Windsword performs a melee attack against an enemy who is at full health, the first strike cannot be blocked or evaded and is always a critical hit. Windsword's Dash: The Windsword calls upon Ylath to let the party dash forward one tile. | Lay On Hands: Spend all your Mana to restore fully restore the Health of all party members. Mandate of Heaven: Call upon Elrath to enchant all melee and ranged weapons and magical foci in the hands of each party member for 4 turns. The enchanted equipment will deal 5-10 damage (Light) on top of its normal damage. | Time Stop: You freeze time outside a sphere created around you for 2 turns or until the party exits the sphere. The enemies outside can't be attacked, nor attack or move. | Cleave: The Blademaster is granted an additional action if he killed at least one enemy with a melee attack. Carnage: The Blade Master performs a full melee attack against every enemy around the party. | Point Blank Shot: The Ranger performs a ranged attack at all enemies in close range. | Harmony: You calm all enemies in sight. Only those around the party can attack you. Last 1 turns. Nurture: Create an aura around the party for 4 turns that regenerates 20-25 Health of the character with the currently lowest health every turn. | Shield Wall: The amount of remaining block attempts of the Shield Guard for the remainder of the turn is only decreased by succesful blocks. | Long Range: The range of the Pathfinder's crossbow attacks is increased by 2. Snaring Shot: The Pathfinder performs a ranged attack, immobilizing the target of his first strike until the end of his next turn. | Searing Rune: Create a rune on a tile within a range of 1. The rune deals 100 damage (Fire) each turn to everyone on the tile and around it. The rune lasts 3 turns. | Blood Rage: The Warmonger deals 1% more damage for each 1% Health under his maximum. | Crippling Trap: The marauder sets up a trap on the party's position. Enemies triggering the trap are dealt 45-55 damage and lose 1 of their melee and ranged strikes (down to a minimum of 1). Harpoon: The marauder thrusts the melee weapon as a ranged attack with a range of 4. If the strike is successful and not blocked the target is dragged into melee range of the party. | Blood Magic: The Blood Caller restores 1% Mana for each 2% Health lost due to enemy attacks. | |||||||||||
30 | Childen of Ylath: Humans have a natural 10 Air damage resistance. Quick Learner: Humans start with 4 free skill points. | Chidren of Sylanna: Elves have a natural 10 Earth damage resistance. Nimble: Elves get a +5 bonus on their Evade value. | Children of Arkath: Dwarves have a natural 10 Fire damage resistance. Stout: Dwarves are granted 1 extra Health per point of Vitality. | Fierce: Critical damage dealt by Orcs is increased by 20%. Indomitable: Orcs have a 20% chance to avoid negative conditions. | |||||||||||||||||||