June 25, 2012, 16:32:26 |
#1
Rebalance for: Sadida, Osamodas, Feca, Ecaflip, Pandawa, Enutrof, Eniripsa, Xelor, Sram,...
What you think about those changes?
Do you like some ideas? If yes, wich one? And is there still something that need change?
Tell me what you think. Maybe you have question why i have changed something?
Here is the wall of text of rebalancing that i hope Ankama will take into account.
I also hope that Heralds will get a chance to test them out.
Notice: Some spells are not mentioned here. This means that they are are not changed.
If i've made any typo or forgot about something important please say it and i will fix it asap.
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Sadida
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Vaporize
"A refreshing minor spell which inflicts Water-type
damage. Doll refreshed with this spell increase
its MP."
2AP; 1-4 Range; LoS; range increase: possible
-22 HP (water)
On Doll: +3 max MP
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Sadida's Tear
"An attack which deals considerable damage without
requiring a line of sight. Allies targeted with
this spell will feel rain of mercy wich will recover
their HP."
5AP; 1-3 Range (in line); no LoS; range increase: possible
-63 HP (water) (aoe: in line)(on enemies)
Heals 63 HP (water) (aoe: in line)(on allies)
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Mudoll
"A mud bath which deals damage to the opponents and
in same time increasing Dolls resistance."
3AP; 1-4 Range (aoe: 3x2); LoS; range increase: possible
-31 HP (water) (aoe: 3x2)
On Doll: +50% Resist. (all elements) (aoe: 3x2)
["aoe: 3x2" means rectangle: 3 cell width, 2 cell height]
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Rust
"A vicious spell that causes substantial damage within
the area of effect. If cast on a Doll, this spell
makes it more eager for a fight and increases its AP."
4AP 1MP; 1-4 Range; LoS; range increase: possible
-41 HP (water) (aoe:"x")
On Doll: +3 AP (aoe:"x")
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Drain
"The Sadida drains Health Points from a target and
heal Dolls for the damage inflicted regardless of Dolls
position on the battlefield."
6AP; 1-3 Range (in line); LoS; range increase: possible
-72 HP (water)
Heal each Doll with 100% of inflicted HP
Condition: Target must be enemy
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Woodland Stench
"The Sadida creates a light breeze which, despite
being weak, might reduce target's damage. When cast
on a Doll, this spell can be channeled through it so
that the Doll casts it during its own turn."
2AP 1MP; 1-2 Range; LoS; range increase: possible
-20 HP (air)
The Squits (Lvl.100) (30%)
On Doll: The Doll will cast "Woodland Stench"
Condition: 2 use per turn.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The 30% chance is fixed (it;s the same since level 0 spell).
The factor that changes with level is the level of effect The Squits.
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Poisoned Wind
"The Sadida summons a poisoned wind which
causes damage to the target if it dares to move.
When cast on a Doll, this spell can be channeled
through it so that the Doll casts it during its own turn."
1MP; 1-4 Range; LoS; range increase: possible
-10 HP (air)
Wounded (+100 Lvl.)
On Doll: The Doll will cast "Poisoned Wind"
Condition: 3 used per turn
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Sudden Chill
"This spell cools down the target, reducing its Air-
and Water-type resistances as well as dealing it damage.
When cast on a Doll, this spell can be channeled
through it so that the Doll casts it during its own turn."
3AP; 2 Range; no LoS; range increase: possible
-36 HP (air)
-50% Resist. (air)(water)
On Doll: The Doll will cast "Sudden Chill"
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K'mir
"K'mir enables the Sadida to exert a pull on a target
for one turn. Movements of the Sadida will affect
those of the target and vice versa. When cast on a Doll,
this spell can be channeled through it so that the Doll
casts it during its own turn."
4AP; 1-3 Range; LoS; range increase: possible
-40 HP (air)
Pulls the target closer
Stabilizes the caster and his target
The target can no longer lock
The target cannot be locked during caster turn
On Doll: The Doll will cast "K'mir"
[Doesn't hurt targeted allies]
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Gust
"Gust enables its caster to summon a violent wind
which pushes back nearby enemies, as well as
dealing them damage. When cast on a Doll, this
spell can be channeled through it do that the Doll
casts it during its own turn."
5AP 2MP; 0-5 Range; no LoS; range increase: possible
-50 HP (air) (aoe: "x")
Pushes back by 2 cell
On Doll: The Doll will cast "Gust"
[Doesn't hurt targeted allies]
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Bramble
"Sadida's trade mark move, which deals Earth-type
damage by whipping opponents who are a bit too
reckless. It can also add some thorns to the Doll.
Enemies will think twice before attacking that Doll."
4AP; 2-6 Range; LoS; range increase: possible
-50 HP (earth)
Cast on Totem: Destroy Totem and return WP to Sadida
On Doll: The Doll will reflect 20% Damage
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Fertilizer
"A basic Earth spell which causes damage to
the target, as well as inflicting damage done
on the totem's target. If cast directly on Totem
or on Totem's target, this spell inflict 150%
of damage. Used on Doll it will increase its Lock."
5AP; 1-3 Range; LoS; range increase: possible
-54 HP (earth)
-54 HP on the totem's target (earth)
If target is Totem or it's totem's Target:
-27 HP (earth) [total: -54HP and -27HP]
On Doll: +50 Lock
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If used on different target then Totem or Totem's target
this spell will act as an aoe wich hit 2 enemies,
where one is the one you select and the other is
linked to totem.
Otherwise (if used on totem or enemy linked to totem)
this spell will work just like now.
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Wild Grass
"With this spell Sadida can use straws of wild
grass to control its dolls with strings like
a true puppeteer. Occasionally Sadida will use
this spell to cause Earth-type damage. Used on the
Totem, this spell will give Dolls the order to
attack the Totem."
1AP; 1-4 Range; no LoS; range increase: possible
-12 HP (earth)
Cast on Totem: Becomes the Doll's prime target
On Doll: Controled (Lvl.1)
Condition: 1 use per target
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Earthquake
"By invoking the forces of nature, the Sadida triggers
an earthquake which will randomly strike the combat
area. Everybody in area of effect will loose MP.
Somehow it seems that Dolls enjoy jumping during
an earthquake and so their gain MP instead. If the
Totem is hit, its target will suffer from Critical
Failures."
2AP, 0 Range; no LoS; range increase: impossible
-68 HP (earth) (aoe: 3 cells in circle) at random
-1 MP (aoe: 3 cells in circle) at random
On Doll: +1 MP
Cast on Totem:
+20% Critical Failures (aoe: 3 cells in circle) at random
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Multiple Bramble
"This'll add something extra to your fights: it has a
smaller range then Bramble, but it can hit several
opponents. If cast on the Totem, it will reduce the
target's Range. If cast directly on Totem, Multiple
Bramble will strike area around Totem's target instead.
Dolls that find themself within area of effect
will increase their Dodge."
6AP; 3 Range; no LoS; range increase: possible
-61 HP (earth) (aoe: 2 cells in circle)
Cast on Totem: -2 Range
On Doll: +50 Dodge
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Doll
Active Speciality
2AP; 1-3 Range; no LoS; range increase: possible
(water) Greedy (30% of the Sadida's HP)
(air) Madoll (30% of the Sadida's HP)
(earth) Block (30% of the Sadida's HP)
(fire) Sacrificial Doll (30% of the Sadida's HP)
Condition: Summons in play equal to Leadership
1 use per turn
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Dolls have each resistance equal to their level
At level 1 Dolls have 1% Resist. (all elements)
At level 100 Dolls have 100% Resist. (all elements)
Blocker doll is different:
Blocker has each resistance doubled
At level 1 Blocker have 2% Resist. (all elements)
At level 2 Blocker have 200% Resist. (all elements)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Madoll now have 5 MP
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Dolls can cast all spells on allies if they are controled
including Liquid Ghoul, Irritation and Sadida air spells.
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Doll Sacrifice
Active Speciality
2AP; 1-6 Range; no LoS; range increase: possible
Absorbs 40% of the Doll's maximum HP
Sacrifices the Doll
[Doesn't trigger Explodoll]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This speciality doesn't give WP anymore
because Doll speciality doesn't cost WP.
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Voodoll
Active Speciality
4AP 1WP; 2-6 Range; no LoS; range increase: possible
Summons a Totem and links it to the target
When Totem disappear:
The Sadida regains 1 WP
Condition: Number in play: 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Totem doesn't require Leadership anymore
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Totem is not stabilized
It is possible to push, pull, throw, move and swap place
with Totem. Those effects are not redirected.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Totem is no more classified as ally if it's linked to enemy.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Totem has 1 HP and can break with pushback. In case it happen
it always give back WP to sadida.
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Savoir-Faire
""The madder we are, the badder we are!" this spell
allows the Sadida to have more dolls on the field
and increases their effectiveness. It also improves
Totem."
Passive Speciality
+4 Leadership
+20% Summon Damage
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
There is no reason for Totem to increase redirected damage.
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Explodoll
Passive Speciality
Damage:
-40% of the Doll's max HP (aoe: 8 cells around Doll)
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Still Life
Passive Speciality
1-63 Range; no LoS; range increase: impossible
100% chance of reincarnation as Ultra-Powerful Doll
(30% of the Sadida's HP)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Ultra-Powerful Doll has Blocker's Resistances
Ultra-Powerful Doll has Madoll's MP
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Doll Link
"In act of ultimate symbiosis, the Sadida links his
health with that of his Dolls. Part of the damage he
receives will be redirected to the Dolls. This Link
is so strong that Sadida's HP is increased with
every Leadership point."
Passive Speciality
Doll Link (Lvl. 20)
+3% max HP to Sadida for each Leadership
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Green Guard
Passive Speciality
When attacked:
40% chance of applying Nettled (+5 Lvl.)
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Sic'Em More
"The Sadida whistle for help and mobilize its
Dolls to attack it's agresor. Dolls get's angry
and rush in wild rage to fullfill their duty."
Active Speciality
4AP; 1-4 Range; no LoS; range increase: possible
Target of this spell becomes Doll's prime target
Dolls: Nettled (+10 Lvl.)
Condition: Target must be enemy
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Tree
"The Sadida turns into a tree for one turn. He can't
be targeted, but he can't move either in next turn.
If there are Dolls on the battlefield Sadida will
recover some of his HP. After that Dolls are going
back to nature and turns to Seeds however."
Active Speciality
1WP 2MP; 0 Range; no LoS; range increase: impossible
Heals 5% Initial HP for each Doll on the field
Ends the turn
Makes the Sadida Invulnerable
Dolls turns to Seeds [after heal applies]
In next turn: Sadida get's Rooted (Lvl.1)
Condition: MP greater or equal to 2
[Doesn't trigger Explodoll]
[Rooted (Lvl.1): 0 max MP for 1 turn]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If there are no Dolls on the field Sadida doesn't Heal.
If there are just Seeds on the field Sadida doesn't Heal.
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Osamodas
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Crobak
3AP; 2-5 Range; no LoS; range increase: possible
-25 HP (air)
In Dragon form: The spell cost 2AP
In Dragon form: +10% Critical Failures (40%)
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Scaraleaf Wing
2MP; 2-4 Range; no LoS; range increase: possible
-28 HP (air)
-1 max MP (20%)
In Dragon form: -1 max MP (40%)
In Dragon form: -1 max MP (40%)
Condition: 1 use per target
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Whip
4AP; 1-3 Range; LoS; range increase: possible
-38 HP (air)
Doubles damage done by Summons
In Dragon form: +30% Damage for next air spell
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Bwork Trump
1AP; 0-3 Range (in line); LoS; range increase: possible
-8 HP (air)
Turns the target's gaze
In Dragon form: +1 AP (50%) (self)
Condition: 3 uses per turn
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Feather Tornado
5AP; 2-4 Range; LoS; range increase: impossible
-56 HP (air) (aoe: 9 cell squere)
Tornado (Lvl. 100) (20%) (aoe: 9 cell squere)
In Dragon form: Pushes back 1 cell (aoe: 9 cell squere)
In Dragon form: Tornado (Lvl. 100) (40%) (aoe: 9 cell squere)
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Magpie
4AP; 1-4 Range; LoS; range increase: possible
-44 HP (fire)
On Summon: -33 HP on to Osamodas
+55 HP to targeted summons (fire)
In Dragon form: Burning (Lvl. 100) (40%)
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Gurgling
2AP; 2-3 range; no LoS; range increase: possible
-18 HP (fire) (aoe: "x")
On Summon: 50% Lock and Dodge transfered (aoe: "x")
In Dragon form: -30 Lock and Dodge (enemy) (aoe: "x")
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Mooing
4AP; 3-4 Range; no LoS; range increase: possible
-47 HP (fire) (aoe: "x")
On Summon: 50% Resistances transfered (aoe: "x")
In Dragon form: -30% Damage (enemy) (aoe: "x")
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Croak
3AP; 2-6 Range (diagonally); LoS; range increase: possible
-38 HP (fire) (aoe: "x")
On Summon: Transfers MP to Summons (aoe: "x")
In Dragon form: +1 MP (to self)
Condition: 1 use per turn
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Boohowl
6AP; 1-3 Range (in line); LoS; range increase: possible
-60 HP (fire) (aoe: "x")
On Summon: +30% Damage bonus transfered (aoe: "x")
In Dragon form: -78 HP (fire) (aoe: "x")
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Skedaddle
3AP; 1-3 Range; LoS; range increase: possible
-35 HP (earth)
On Summon: enters Hightail mode:
(moves away from enemies
Cannot be locked)
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Collision
4AP; 1-2 Range; LoS; range increase: possible
-48 HP (earth)
On Summon: enters Aggresive mode:
(+2MP
approaches enemies)
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Savage Anger
5AP; 1-3 Range; LoS; range increase: possible
-65 HP (earth)
On Summon: enters Frenzied mode:
(Double AP and dies at the end of its turn)
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Curve
6AP; 2 Range; LoS; range increase: possible
-77 HP (earth)
On Summon: enters Bellligerent mode:
(becomes wild creatures prime target
+100% resist.)
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Gobgob
Active speciality
3AP; 1-3 Range; no LoS; range increase: possible
on creature: captures it when it dies
on an empty cell: summons Gobgob
+4 slots in the Gobgob
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If Osamodas's Summon die there is no need to re-capture it:
It will return to Gobgob.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Each Gobgob slot can have 1 creature only.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Once Osamodas's Summon die it will need 1 turn cooldown
in order to be re-summoned.
During that time Osamodas might decide to summon
different creature or will have to fight 1 turn without
summon.
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Gobup
Active speciality
3AP; 1-5 Range; LoS; range increase: possible
Summons a creature from the Gobgob:
(10% of Osamodas's HP for each Leadership requirement
10% of Osamodas's Damage for each Leadership requirement)
Condition: Summon in play equal to Leadership
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Summons have 100% of their oryginal Lock, Dodge, Resistance
and Inititative
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Each capturble creature have their own personal Leadership
requirement. Example on Tofu family:
Baby Tofu = 1 Leadership
Tofu = 2 Leadership
Toffune = 3 Leadership
Tofurby = 4 Leadership
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Summons total level can exceed Osamodas's level but
Osamodas still need to be equal or higher level of
the creature in order to capture it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Some high level creatures might require even 5 Leadership.
Example: Crobak Chief
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Symbiosa
Active speciality
1WP; 1-4 range; LoS; range increase: possible
+30% Damage, +30% Resist.
+1 Range, +1MP, +1AP
For every 10 Gobgob levels:
(+1% Init., CH, Dodge, Lock, Damage)
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Possession
Active speciality
3AP; 1-4 Range; no LoS; range increase: possible
Takes control of the creature
Osamodas Disembodied:
(Misses a turn
+30% Resist.)
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Animal Blessing
Passive speciality
+4 Leadership
+40% Resist. to summons
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Phoenix Spirit
Passive speciality
On Summons: comes back to life once (40%)
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Animal Guard
Passive speciality
On Summons: When attacked [osamodas]:
(Animal Guard (Lvl. 1) (40%)
The Summons cannot be locked)
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Feca
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Drip
3AP; 1-3 Range; LoS; range increase: possible
-34 HP (water)
Armor: Wet Armor (Lvl.100):
When attacked: -17 HP (water) (aoe: "x") to enemies
Glyph: Splashing Glyph (Lvl.100): When allies attacked on Splash Glyph: -17 HP (water) to the attacker
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Steam
4AP; 1-2 Range; LoS; range increase: possible
-48 HP (water)
Armor: Boiling Armor (Lvl.100): When attacked: Scalded (+40 Lvl.)
Glyph: Foam Glyph (Lvl.100): +24 HP (water) to allies on Glyph Remove negative effects to allies
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Bubble
2AP; 3-5 Range; no LoS; range increase: possible
-24 HP (water)
Armor: Protective Armor (Lvl.100): +50% Resist. (all elements)
Glyph: Fizzy Glyph (Lvl.100): +50% Resist. (all elements) to allies on glyph.
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Avalanche
5AP; 2-3 Range; LoS; range increase: possible
-62 HP (water)
Armor: Snow Cloak Armor (Lvl.100): When attacked: -50% Resist. (all elements)
Glyph: Igloo Glyph (Lvl.100): When allies got attacked on Glyph: -50% Resist. (all elements)
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Crashing Wave
5AP 1MP; 2-4 Range; LoS; range increase: possible
-67 HP (water) (aoe: 3x2)
Pushes back by 1 cell (aoe: 3x2)
Armor: High-Energy Armor (Lvl.100): +50% Resist to AP loss When attacked: +1 AP (30%)
Glyph: Hig-Pressure Glyph (Lvl.100): +50% Resist to AP loss +2 AP to allies on Glyph
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Natural Attack
5AP; 1-5 Range; LoS; range increase: possible
-60 HP (fire)
Armor: Lightning Armor (Lvl.100): +50% Damage (all elements)
Glyph: Electric Glyph (Lvl.100): If enemy move on Glyph: -30 HP (fire)
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Meteorite Shower
""Oh look it's a falling star! Quick make a wish!
A wish that it won't fall on you!" This spell
activates Armor which inflicts damage at start
of the weater's turn, or a Glyph which hails
meteorites at random."
4AP; 1-4 Range; no LoS; range increase: possible
-44 HP (fire)
Armor: Falling Star Armor: At start of wearer's turn: -22 HP (fire) to enemies around wearer
Glyph: Meteorite Hail Glyph: Summons 12 meteorite's that strike Glyph cells
at random for -22 HP (fire) after Feca's turn
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Flaming Carpet
2AP; 1-5 Range (in line); LoS; range increase: possible
-20 HP (fire) (aoe: in line)
Armor: Red-Hot Armor (Lvl.100): When attacking: -10 HP (fire) to attacked enemy
Glyph: White-Hot Glyph (Lvl.100): Flaming (Lvl.1) to allies on Glyph
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Volcano
6AP; 1 Range; LoS; range increase: impossible
-62 HP (fire)
Armor: Magma Armor (Lvl.100): When attacked: -31 HP (fire) Burning (Lvl.100)
Glyph: Lava Glyph (Lvl.100): When someone enter Glyph area: -31 HP (fire) to everybody on Glyph
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Fecastopheles
5AP 1MP; 2 Range; LoS; range increase: possible
-76 HP (fire)
Armor: Pheles Armor (Lvl.100): -38 HP (fire) to wearer's allies in close combat
Glyph: Shushu World Glyph (Lvl.100): Summon 10 Shushus that strike Glyph area for -40 HP (fire) 1 Shushu respectively for one Glyph cell
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Fecablades
3AP; 1-2 Range; LoS; range increase: possible
-30 HP (earth)
Armor: Razor Armor (Lvl.100): For each enemy in close combat: -15 HP (earth) to enemies in close combat
Glyph: Avoid Glyph (Lvl.100): +50 Dodge to allies on Glyph
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Fecabo
4AP; 1-4 Range; LoS; range increase: possible
-48 HP (earth)
Armor: Anti-Arrow Armor (Lvl.100): When attacked from a distance: Reflect 10% Damage back to attacker
[Applies only in enemy's turn: Doesn't trigger with effects]
Glyph: Sniper Glyph (Lvl.100): +3 Range (allies on Glyph) Immune to Blindness (Lvl.1) (100%) (allies on Glyph)
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Fecammer
6AP; 1-3 Range; LoS; range increase: possible
-70 HP (earth)
Armor: Hammer Armor (Lvl.100): When attacked in close combat: -35 HP (earth)
[Applies only in enemy's turn: Doesn't trigger with effects]
Glyph: Blocking Glyph (Lvl.100): +50 Lock to allies on Glyph
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Defensive Orb
2AP 1MP; 1-5 Range; LoS; range increase: possible
-36 HP (earth)
Armor: Orb Armor (Lvl.100) When attacked from behind or side: -18 HP (earth)
Glyph: Cover Glyph (Lvl.100) +100% Resist to attack from behind to allies on Glyph 100% Resist to Critical Hits to allies on Glyph
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Feca Staff
5AP; 1-3 Range; LoS; range increase: possible
-64 HP (earth)
Armor: Agility Armor (Lvl.100) +2MP +50% Resist to MP loss
Glyph: Mobilize Glyph (Lvl.100) When attacked on Glyph: +1MP (30%) +50% Resist to MP loss
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Feca's Glyph
Active Speciality
1WP; 0-4 Range; no LoS; range increase: impossible
On cell: Places a Neutral Glyph (aoe: 2 cells in circle)
+10 Charge(s) on Glyph
When Glyph disappear: Return 1 WP to Feca (100%)
Condition: Numer in play: 1
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Fecarmor
Active Speciality
2WP; 0-3 Range; LoS; range increase: possible
On target: Places a Neutral Armor
On Feca: Places a Peace Armor
+10 Plate(s) on Armors
Return 1WP after activating
When Armor disappear: Return 1 WP to Feca (100%)
Condition: Number in play equal to Control [Mechanics]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Peace Armor on feca works as Neutral Armor but have
additional effect: Reduces attack Damage by 20%.
Effect of Peace Armor stays on feca and stack with
effects of activated armor.
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Teleportation
Active Speciality
3AP; 1-12 Range; no LoS; range increase: impossible
Teleport to the Glyph center
Condition: Target must be Glyph's center
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Explosive Deglyphment
Active Speciality
3AP; 0-4 Range; no LoS; range increase: impossible
-5HP per remaining Charge to enemies
-0HP per remaining Charge to allies
Destroys the Glyph and returns 1 WP
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Pacification
Active Speciality
1WP; 0-2 Range; no LoS; range increase: impossible
Reverses Damage and Resist.
+22% Resist. after reversing
Condition: 1 use per turn
Do not use on: enemy
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Intimidation Aura
Passive Speciality
Intimidation Aura
(-40% Resist. to all elements) (on enemies in close combat)
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Ironclad
Passive Speciality
+40% Resist. to all elements
(on self and allies in close combat)
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Ecaflip
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Rough Tongue
2AP; 1 Range; LoS; range increase: impossible
-13 HP (water)
+13% Critical Failure
Conditon: 3 uses per turn Max: 50% Critical Failure.
_____________________________________________________________
Claw of Ceangal
1AP; 0 Range; no LoS; range increase: impossible
-11 HP (water) to 2 enemies on side
-21 Lock
_____________________________________________________________
Fleahopper
3AP; 2-4 Range; LoS; range increase: possible
-21 HP (water), steals 100% of inflicted HP (water)
+21% Critical Hits (allies around target)
_____________________________________________________________
Fleabag
4AP; 0 Range; LoS; range increase: possible
-32 HP (water) around Ecaflip (aoe: "x")
Apply Fleabag (Lvl.1) to Ecaflip:
Steals 16 HP (water) from the attacker
-25% Resist. (all elements) to enemies
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fleabag (Lvl.1) last until the beggining of Ecaflip turn
_____________________________________________________________
Up to Scratch
"Ecaflip's fleeches are itching Ecaflip so much
that it outrages and scratch everything on its way."
5AP 1MP; 4 Range(in line);no LoS; range increase: impossible
Teleport Ecaflip to selected cell
-67 HP (water) (aoe: 3 cells in line)
_____________________________________________________________
D-Six
2AP; 2-4 Range; LoS; range increase: possible
-21 HP (fire)
If a 6 is rolled: another die is rolled
Winning Streak: +2 for a 6, -2 for a 1
_____________________________________________________________
Loaded Dice
6AP; 2-3 Range; LoS; range increase: possible
-77 HP (fire)
Damage done by next attack altered: from -50% (for a 1) to +50% (for a 6)
Winning Streak: +3 for a 4,5 or 6; -3 for a 1,2 or 3
_____________________________________________________________
Craps
3AP; 2-5 Range; LoS; range increase: possible
-27 HP (fire) (-54 HP (fire) if dice total is 7)
Winning Streak: +2 for a 7, +1 for a 6, -7 for a 2
_____________________________________________________________
Die Alright
4AP; 1-4 Range; no LoS; range increase: possible
-47 HP (fire)
Winning Streak: +8 for a 6, +4 for a 5, +2 for a 4
_____________________________________________________________
Dice Roulette
5AP; 0 Range; no LoS; range increase: impossible
If a 1,2 or 3 is rolled: heals 29 HP (fire)
If a 4,5 or 6 is rolled: -58 HP (fire)
Winning Streak: +5 per damaged enemy
Winning Streak: -2 per healed enemy
Winninf Streak: +1 per healed ally
_____________________________________________________________
Heads of Tails
3AP; 0-3 Range; LoS; range increase: possible
Inflicts -39 HP (earth)
and then Heals +13 HP (earth) (50%) with God Ecaflip always inflict damage with God Ouginak always heals
_____________________________________________________________
All In
?AP; 2-4 Range; LoS; range increase: possible
-8 HP per AP used
+5% of doubling Damage per AP
With the God Ecaflip card: 2% of applying Stunned per AP
Condition: AP greater then 0
_____________________________________________________________
Battle
4AP; 1-4 Range; LoS; range increase: possible
If the Ecaflip wins: Ecaflip steals 44 HP (earth) (67%)
If the Ecaflip loses: Enemy steals 22 HP (earth) (33%)
With God Ecaflip:
Ecaflip always wins
_____________________________________________________________
All or Nothing
2AP; 1 Range; LoS; range increase: possible
Ends Turn (50%)
or
-30 HP (earth) and gains 4 AP (50%)
With the God Ecaflip card: The spell costs 1 AP
Condition: 3 uses per turn
_____________________________________________________________
Three Cards
6AP; 2-4 Range; LoS; range increase: possible
-74 HP (earth)
God Ecaflip: +1 AP (34%)
Crawlies: Heals 14 HP (earth) (33%)
Hermit: -25% Resist. (all elements) (33%)
_____________________________________________________________
Flealine Army
Passive Speciality
When a (water) spell is cast: 20% chance of casting Flea Love
+40% life stolen by flea spells
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Flea Love level is the same as the spell that activated it.
_____________________________________________________________
Ecapuncture (replace: Ecaflip Precision)
Passive Speciality
Chance of hitting accurately: 20%
Apply random effect:
-1AP, -1MP, -1Range, +10% Critical Failure, -20% Resist.,
-20% Damage, -20 Initiative, -5 Block, -10% Backstab Resist.,
-20 Dodge, -20 Lock, -20% Heals, Heal Immunity (+20 Lvl.),
-20 Wilpower, -20 Int., -20 Cha., -20 Str., -20 Agi.
_____________________________________________________________
Feline Leap
Active Speciality
2AP; 1 Range; LoS; range increase: impossible
Teleports to the destination cell
+20 Dodge
+1MP (50%)
Ecaflip leaves Fleeches behind
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fleeches are equal level to Ecaflip (max 100)
Fleeches at level.100:
When enemy step on Fleeches: Steals 13 HP (water)
Fleeches doesn't disappear when triggered.
Fleeches disappear at start of Ecaflip's turn.
_____________________________________________________________
Black Bow Meow
Active Speciality
2AP; 1 Range; LoS; range increase: impossible
Summons a(n) Black Bow Meow
HP = 20% of the Ecaflip's max HP
Condition: Number in play equal to Leadership
_____________________________________________________________
Hunter (replace: Roll Again)
Active Speciality
2AP; 2-8 Range; LoS; range increase: impossible
Ecaflip takes attention to selected area (aoe: "x")
If enemy moves in the area:
Ecaflip teleport to that area and inflict -20 HP (water)
Condition: Number in play: 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This area last untill the end of the fight or
untill it's activated.
_____________________________________________________________
Cat Tree
Active Speciality
1wP; 0 Range; LoS; range increase: impossible
Stabilizes Ecaflip
Cannot lock or be locked
50% +1% per level of Winning Streak: Heal 100% of avoided damage
Otherwise: receive 150% of damage
If attacked while on Cat Tree: -20 Winning Streak
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Ecaflip loose Cat Tree only when Winning Streak hit 0
or when Ecaflip move.
_____________________________________________________________
Paws Off
Passive Speciality
Turns to face attacker
+2 Leadership
When an enemy comes into contact (30%): +20% Critical Failures Pushes back by 1 cell Max 1 activation per target
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
Pandawa
_____________________________________________________________
Milky Breath
2AP; 1-2 Range; LoS; range increase: possible
-24 HP (water)
Dizzy (+2 Lvl.)
If ally is hit: +12 HP (water) and Merry (+2Lvl.)
_____________________________________________________________
Splash of Milk
4AP; 1-4 Range; LoS; range increase: possible
-46 HP (water)
Dizzy (+4 LVl.)
On Barrel: -55 HP (water) (aoe: "x")
On Barrel: Dizzy (+4 Lvl.) (aoe: "x")
If ally is hit: +23 HP (water) and Merry (+4 Lvl.)
_____________________________________________________________
Bubble Trouble
3AP; 1-3 Range; LoS; range increase: possible
-34 HP (water)
Dizzy (+3 Lvl.)
On Barrel: -40 HP (water) (aoe: 9 cell squere)
On Barrel: Dizzy (+3 Lvl.) (aoe: 9 cell squere)
If ally is hit: +17 HP (water) and Merry (+3 Lvl.)
_____________________________________________________________
Milky Way (replace: Milk Wave)
6AP; 1-5 Range; LoS; range increase: possible
-72 HP (water)
Dizzy (+6 Lvl.)
On Barrel: -80 HP (water) (aoe: 2 cells in circle)
On Barrel: Dizzy (+6 Lvl.) (aoe: 2 cells in circle)
If ally is hit: +36 HP (water) and Merry (+6 Lvl.)
_____________________________________________________________
Milk Fountain
5AP 1MP; 1-6 Range; no LoS; range increase: possible
-66 HP (water) (aoe: "x" 4 cell in each direction)
Dizzy (+6 Lvl.) (aoe: "x" 4 cell in each direction)
On Barrel: -70 HP (water) and pulls towards Barrel (in aoe)
On Barrel: Dizzy (+6 Lvl.) (in aoe)
If ally is hit: +33 HP (water) and Merry (+6 Lvl.)
_____________________________________________________________
Flaming Burp
3AP; 1 Range; LoS; range increase: impossible
-35 HP (fire) (aoe: in a cone, 2 cell long)
If target is Dizzy: On Pandawa: +1% CH for every 3 levels of Dizzy
_____________________________________________________________
Light My Fire
1AP; 1-4 Range; LoS; range increase: possible
-8 HP (fire)
If target is Dizzy: +1% per level of Dizzy: Burning (+100 Lvl.)
_____________________________________________________________
Dairy Springer
4AP 1MP; 2 Range; no LoS; range increase: impossible
-55 HP (fire) (around Pandawa)
+20 Dodge (Pandawa)
If target is Dizzy: +1% per level of Dizzy: Scalded (+40 Lvl.) (around Pandawa)
_____________________________________________________________
Explosive Flask
4AP; 2-4 Range; LoS; range increase: possible
-44 HP (fire) (aoe: "x")
If target is Dizzy: +1% per level of Dizzy: Explosion (Lvl.100) (aoe: "x")
_____________________________________________________________
Milking It
5AP; 3-4 Range; LoS; range increase: possible
-60 HP (fire) (aoe: 2 cells in circle)
If target is Dizzy: +1% per level of Dizzy: Blindness (Lvl.1) (aoe: 2 cells in circle)
_____________________________________________________________
Triple Whammy
3AP; 1 Range; LoS; range increase: impossible
-33 HP (earth)
Pushes back by 1 cell
Gets closer to the target
_____________________________________________________________
Pandawhack
4AP; 1 Range; LoS; range increase: impossible
-54 HP (earth)
If carry Barrel: Dizzy (+2 Lvl.)
If carry Barrel: On Pandawa: +1 Lock per level of Merry
_____________________________________________________________
Bash Barrel
2AP 1MP; 0 Range; LoS; range increase: impossible
-37 HP (earth) (aoe: "x" around Pandawa)
Dizzy (+2 Lvl.) (aoe: "x" around Pandawa)
For every level of Merry: On Pandawa: +1% Resist. per level of Merry
Condition: Must carry Barrel
_____________________________________________________________
Lactic Acid
4AP; 1-2 Range; LoS; range increase: possible
-48 HP (earth)
Dizzy (+2 Lvl.)
Quake (Lvl.100) 1% chance per level of Merry
Condition: Must carry Barrel
_____________________________________________________________
Blisskrieg
6AP 1MP; 1 Range; no LoS; range increase: impossible
Moves in a straight line: -88 HP (earth)
Dizzy (+2 Lvl.)
On Pandawa: +1 MP (1% chance per level of Merry)
Condition: Must carry Barrel
_____________________________________________________________
Karchamrak
Active Speciality
1AP; 1 Range; LoS; range increase: impossible
Carries or throws the target
-20% Resist. (all elements) for thrown enemy
+20% Resist. (all elements) for thrown ally
0 AP cost for throwing Barrel
Condition: Is not being carried
Doesn't carry anything
_____________________________________________________________
Barrel
Active Speciality
2AP; 1 Range; LoS; range increase: impossible
Puts down the Pandawa Barrel 20 Quarts
If carried at end of turn: Merry (+2 LVl.)
_____________________________________________________________
Ether
Active Speciality
2AP; 0-5 Range; LoS; range increase: impossible
Ethereal (Lvl.10)
If cast on the Pandawa: Worn Out (Lvl.0) (-10 Lvl.)
_____________________________________________________________
Barrelhop
Active Speciality
2MP; 1-6 Range; no LoS; range increase: possible
Teleports the Pandawa next to the Barrel
Merry (+5 Lvl.)
_____________________________________________________________
Bamboozle
Active Speciality
1WP; 0 Range; LoS; range increase: impossible
On allies: Merry (+10 Lvl.) (aoe: 2 cells in circle)
On enemies: Dizzy (+10 Lvl.) (aoe: 2 cells in circle)
Condition: 1 use per turn
_____________________________________________________________
Bottomless Barrel
Passive Speciality
+20 Quart(s) to Barrel capacity
Dizzy (+2 Lvl.) for every (earth) spell
_____________________________________________________________
Master of Merriment
Passive Speciality
For every 20 levels of Merry: Heals 6% of HP
+40 Dodge
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
Enutrof
_____________________________________________________________
Cutting
3AP; 1 Range; LoS; range increase: impossible
-40 HP (water)
-40 Lock
Applies Broke (Lvl.1) (50%)
Makes a pouch fall
_____________________________________________________________
Purge
2AP; 3-5 Range; no LoS; range increase: possible
-23 HP (water)
On a Big Bag: explodes (100%) (aoe: "x")
On a Pouch: grows (75%)
If the transformation fails: explodes (aoe: "x")
_____________________________________________________________
Refinement
6AP; 1-3 Range; no LoS; range increase: possible
-78 HP (water)
Iflicts 2x the level of the item destroyed
Broke (Lvl.1)
_____________________________________________________________
Meteor
2AP; 3 Range; no LoS; range increase: impossible
-21 HP (fire)
If aimed at a Mine: -21 HP (fire) (aoe: 8 cells around Mine)
_____________________________________________________________
Hot Magma
6AP 1MP; 1-3 Range(in line); LoS; range increase: impossible
-60 HP (fire) (aoe: in line)
If there is a Mine in the AoE: -60 HP (fire) (aoe: 2 cells in circle)
_____________________________________________________________
Phone a Frhend
Active Speciality
2AP; 1-3 Range; no LoS; range increase: possible
Summons a(n) Ancestral Drheller 30% of the Enutrof's HP
_____________________________________________________________
Drhellzerker
Active Speciality
1WP; 1-2 Range; LoS; range increase: impossible
Fuses with the Drheller
Becomes a Drhellzerker
Cannot be locked
Heals 20% of the Enutrof's max HP
_____________________________________________________________
Prime of Life
Passive Speciality
Convert MP loss into gain (100%)
Gain 1 MP per HP loss (20%)
_____________________________________________________________
Fakin It
Active Speciality
1WP; 0 Range; no LoS; range increase: impossible
60% chance to feign KO
Condition: 1 use per turn
_____________________________________________________________
Digging (replace: Mine Mover)
Active Speciality
3MP; 1-10 Range; no LoS; range increase: impossible
Diggs up the mine under Enutrof's feet
+10 Prospecting
Destroy's the Mine
Teleport to the (other) Mine
Condition: Target must be Mine within 1-10 Range.
Must be standing on Mine.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Enutrof Destroy Mine under feet (0 Range) to dig up tunnel
and appear at cell with other mine. _____________________________________________________________ Geology Passive Speciality +10 Mines summoned at start of the fight. +1 Mine summoned each turn. 20% chance to summon mine close to enemy.
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
Eniripsa
_____________________________________________________________
Healing Word
3AP; 0-5 Range; LoS; range increase: possible
Heals 37 HP (water)
Hygiene (+3 Lvl.)
_____________________________________________________________
Invigorating Word
6AP; 0-2 Range; LoS; range increase: possible
Heals 80 HP, 4 rebounds of -15% (water) (allies only)
Hygiene (+6 Lvl.)
_____________________________________________________________
Revitalizing Word
4AP; 0 Range; no LoS; range increase: impossible
Heal 53 HP except the Eniripsa(water)(aoe: 2 cells in circle)
Hygiene (+1 Lvl. per healed target)
_____________________________________________________________
Renewing Word
1AP; 0-7 Range; LoS; range increase: possible
Heal 8 HP (water)
Hygiene (+1 Lvl.)
_____________________________________________________________
Fortifying Word
4AP 1MP; 0-3 Range; no LoS; range increase: possible
Heals 60 HP (water)
Hygiene (+5 Lvl.)
_____________________________________________________________
Fear Flask
2AP; 1-2 Range; LoS; range increase: impossible
-24 HP (air)
Infection (+2 Lvl.)
Pushes back by 1 cell
_____________________________________________________________
Undead Flask (replace: Infected Flask)
3AP; 1-3 Range; LoS; range increase: possible
-36 HP (air)
Infection (+3 Lvl.)
For each level of Hygiene triggered: 1% of applying Zombification (Lvl.10)
_____________________________________________________________
Pain Flask
6AP; 1-3 Range; LoS; range increase: possible
-72 HP (air)
Infection (+6 Lvl.)
For each level of Hygiene triggered: 1% of applying The Squits (Lvl.100)
_____________________________________________________________
Psykosis Flask
2AP 2MP; 1-5 Range; no LoS; range increase: possible
-51 HP (air)
Infection (+4 Lvl.)
For each level of Hygiene triggered: 1% of applying Madness (Lvl.1)
_____________________________________________________________
Expert Healer
Passive Speciality
+2 Leadership
+40% Heals
_____________________________________________________________
Heal Drain
Passive Speciality
Heals by 20% of all heals
cast by other fighters.
Doesn't trigger if under Zombification.
_____________________________________________________________
Absorption
Passive Speciality
Absorption (+20 Lvl.) on the Eniripsa
Absorption (+10 Lvl.) (aoe: "x" around Enripsa) to allies
Max Absorption Lvl.: 30
_____________________________________________________________
Unnatural Remedies
Active Speciality
1WP; 1-2 Range; no LoS; range increase: impossible
Zombification (Lvl.10)
Condition: 1 use per turn
Doesn't use on target with Regeneration
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lvl.0: 6AP 2WP 1 Range LoS
Lvl.1: 5AP 2WP 1 Range LoS
Lvl.2: 4AP 2WP 1 Range LoS
Lvl.3: 3AP 2WP 1 Range LoS
Lvl.4: 3AP 1WP 1 Range LoS
Lvl.5: 2AP 1WP 1 Range LoS
Lvl.6: 2AP 1WP 1-2 Range LoS
LVl.7: 1AP 1WP 1-2 Range LoS
LVl.8: 1WP 1-2 Range LoS
Lvl.9: 1WP 1-2 Range no LoS
_____________________________________________________________
Coney
Active Speciality
3AP; 1-3 Range; no LoS; range increase: possible
Summons a Coney the same level as the Eniripsa 20% of the Eniripsa's HP +50% Heals Spell range:5
Used on Coney: Transform into Super Coney
condition: Number in play equal to Leadership
_____________________________________________________________
Regeneration
Active Speciality
1AP; 0-1 Range; LoS; range increase: impossible
Regeneration (Lvl.5)
Block triggering Hygiene with Air spells
Transforms Fire spells into heals
Max Regeneration Lvl.: 10
Condition: Doesn't use on target with Zombification
_____________________________________________________________
Transcendance
Active Speciality
1WP; 0 Range; no LoS; range increase: impossible
Heals 10% HP (initial)
Transcendent (Lvl.10)
Cannot use AP or WP
Condition: Max amount of AP/AP
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
Xelor
_____________________________________________________________
Frostbite
3AP; 1-3 Range; LoS; range increase: possible
-36 HP (water)
-1 AP (30%)
_____________________________________________________________
Slow Down
1AP; 2-4 Range; LoS; range increase: possible
-12 HP (water)
-1 AP (50%)
-1 AP (10%)
Condition: 1 use per target
_____________________________________________________________
Xelor's Sandglass
2AP; 2-5 Range; LoS; range increase: possible
-24 HP (water)
+1 AP to an ally if target loses 1 AP
-1 AP (20%)
_____________________________________________________________
Clock
6AP; 0 Range; no LoS; range increase: impossible
-72 HP (water) (aoe: "x" around Xelor)
-1 AP (60%) (aoe: "x" around Xelor)
If cast while on Dial:
-72 HP (water) on every Hour cell
-1 AP (60%) on every Hour cell [Doesn't hurt xelor, doesn't hurt allies]
_____________________________________________________________
Hammer Time (replace: Sinistro)
5AP; 2 Range; no LoS; range increase: impossible
-60 HP (water) (aoe: "x") (on enemies)
-1 AP (50%) (aoe: "x") (on enemies)
+1 AP to allies (aoe: "x")
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This spell gives 1AP to allies from 1 to 100 lvl.
_____________________________________________________________
Temporal Burn
?AP; 2-3 Range; LoS; range increase: possible
-12 HP per AP remaining (fire)
-12 Initiative per AP remaining
Condition: AP greater then 0
_____________________________________________________________
Temporal Dust
6AP; 1-3 Range; LoS; range increase: possible
-60 HP (fire) (aoe: 2 cells in circle)
-30 Initiative (aoe: 2 cells in circle)
Blindness (Lvl.1) (30%)
_____________________________________________________________
Needles (replace: Hydrand)
2AP; 1-6 Range; no LoS; range increase: impossible
-20 HP (fire)
-20 Initiative
-10 HP (fire) (50%)
-10 Initiative (50%)
_____________________________________________________________
Line of Fire
4AP; 1 Range; LoS; range increase: possible
-41 HP (fire) (aoe: 3 cells in line)
-20 Initiative (aoe: 3 cells in line)
_____________________________________________________________
Hand
5AP; 2 Range; no LoS; range increase: impossible
Hand appear from the ground
-70 HP (fire)
-50 Initiative
-20 HP (fire) (aoe: "x" around target)
-20 Initiative (aoe: "x" around target)
_____________________________________________________________
Aging
1AP 1MP; 1-4 Range; LoS; range increase: possible
-12 HP (air)
Tick: -6 HP every 10 Initiative lost
Tock: -24 HP every 1 AP lost
_____________________________________________________________
Xelor's Punishment
5AP; 0-63 Range; no LoS; range increase: impossible
-72 HP (air) (aoe: "x")
Tick: -20% Resist. (all elements) (aoe: "x") (on enemy)
Tock: +20% Damage (on Xelor)
_____________________________________________________________
Master of Time
Passive Speciality
+4 Mechanics
If AP removal successful: 20% chance of gaining 1 AP
_____________________________________________________________
Synchro (replace: Time Theft)
Passive Speciality
If Xelor move on hour cells in correct order:
+10% Damage (max 60%)
60% chance to not loose MP on Dial
Xelor loose gathered damage bonus if he moves after
or during change of hour cell.
_____________________________________________________________
Temporal Creature (replace: Devotion)
Active Speciality
4AP; 2-4 Range; LoS; range increase: impossible
Summons Temporal Creature:
Hydrand (50%)
Sinistro (50%)
If Tick: Summons Hydrand
If Tock: Summons Sinistro
Temporal Creature disappear if not summoned on hour cell
Condition: Number in play equal to Control
_____________________________________________________________
Xelor's Dial
Active Speciality
1WP; 3 Range; no LoS; range increase: impossible
Summons a Dial with 10 Charges:
+1AP to Xelor and allies that are on Hour cells
If Dial disappear: return WP to Xelor (100%)
Condition: Number in play: 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Dial doesn't disappear if Xelor end turn not on hour cell.
Dial disappear when all charges are lost.
_____________________________________________________________
Timekeeper
Active Speciality
1AP; 3 Range; no LoS; range increase: impossible
+1 Charge to Dial (max 10 Charge) [repair dial]
Stores on the Dial: 1AP 20 Initiative
Return stored AP in next turn
Condition: max 3 use per turn
Cannot be used if Dial have 10/10 charges.
_____________________________________________________________
Temporal Images
Active Speciality
4AP; 2 Range; LoS; range increase: impossible
Summons 4 images
Ends turn Image removes 1AP if hit (60%)
If Xelor is hit:
Images disappear
_____________________________________________________________
Mummification
Active Speciality
3AP 1WP; 1-20 Range; no LoS; range increase: impossible
Revives an ally and takes control of it for 1 turn: +1 turn before KO'ed
Used on Dial: Destroy Dial
Condition: Doesn't have Still Life
Doesn't have Impending Death
Doesn't have In Recovery
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If Xelor's Dial Lvl.9: return 1 WP to Xelor (100%)
This change will allow Xelor to re-place Dial.
Replacing Dial however will make Xelor loose WP due
to the fact that Mummfication cost WP
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
Sram
_____________________________________________________________
Intoxicate Dagger (replace: Cold Blood)
3AP; 1 Range; LoS; range increase: impossible
-33 HP (earth)
Venom (+6 Lvl.)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Venom is renamed version of Hemorrhage
_____________________________________________________________
First Blood
2AP; 1 Range; LoS; range increase: impossible
-23 HP (earth)
Venom (+2 Lvl.)
or if the target is unharmed: -36 HP (earth) Venom (+10 Lvl.)
_____________________________________________________________
Deadly Poison (replace: Torment)
5AP; 1 Range; LoS; range increase: impossible
-54 HP (earth)
Poisoning (Lvl.1) - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Poisoning (Lvl.1): -20% Resist (all elements), -6% of current HP _____________________________________________________________
Bled Dry
4AP; 1 Range; LoS; range increase: impossible
-50 HP (earth)
+20% Damage if HP under 20%
Venom (+4 Lvl.)
_____________________________________________________________
Execution
6AP 1MP; 1 Range; LoS; range increase: impossible
-80 HP (earth)
Triggers Venom: +1% Damage per level
_____________________________________________________________
Petty Theft
5AP; 1 Range; LoS; range increase: impossible
-49 HP (water)
Backstab: Steals 1 AP
Side: Steals 1 AP (50%)
Condition: 1 use per turn
_____________________________________________________________
Sramshackle
3AP; 1 Range; LoS; range increase: impossible
-30 HP (water)
Backstab: Steals 1MP
Side: Steals 1 MP (50%)
_____________________________________________________________
Kleptosram
4AP; 1 Range; LoS; range increase: impossible
-44 HP (water)
Backstab: Steals 40 Lock
Side: Steals 20 Lock
_____________________________________________________________
Swindlesram
2AP; 1 Range; LoS; range increase: impossible
-24 HP (water)
Backstab: Steals 20 Dodge
Side: Steals 10 Dodge
_____________________________________________________________
Bloody Ripoff
6AP; 1 Range; LoS; range increase: impossible
-60 HP (water)
Backstab: Steals 50% of damage inflicted
Side: Steals 25% of damage inflicted
_____________________________________________________________
Fear
2AP; 1 Range; LoS; range increase: impossible
-20 HP (air) (aoe: "x" around Sram)
Backstab/Side: Stays invisible
Pushes back by 1 cell
Shadowy Cloak (+2 Lvl.)
_____________________________________________________________
Tricky Blow
4AP; 1 Range; LoS; range increase: impossible
-45 HP (air)
Backstab/Side: Stays invisible
Moves away by 2 cells
Shadowy Cloak (+4 Lvl.)
_____________________________________________________________
Forceful Blow
6AP; 1 Range; LoS; range increase: impossible
-70 HP (air)
Backstab/Side: Stays invisible
+30% Damage done on next attack from behind
Shadowy Cloak (+7 Lvl.)
_____________________________________________________________
Guile
1MP; 3-4 Range; no LoS; range increase: impossible
Teleports to behind target and -18 HP (air)
Backstab/Side: Stays invisible
Shadowy Cloak (+2 Lvl.)
Condition: 1 use per target
_____________________________________________________________
Trauma
5AP 1MP; 1 Range(in line); LoS; range increase: impossible
-75 HP (air) (aoe: 3 cells in front)
Backstab/Side: Stays invisible
Triggers Shadowy Cloak: -2 HP (fixed) for every 5 levels
_____________________________________________________________
Scram
Active Speciality
?AP; 0 Range; LoS; range increase: impossible
+1MP per AP remaining
+10 Perception per AP used
Condition: AP greater then 0
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lvl.0: max 1MP; +1 Perception per AP
Lvl.1: max 1MP; +2 Perception per AP
Lvl.2: max 2MP; +3 Perception per AP
Lvl.3: max 2MP; +4 Perception per AP
Lvl.4: max 3MP; +5 Perception per AP
Lvl.5: max 3MP; +6 Perception per AP
Lvl.6: max 4MP; +7 Perception per AP
Lvl.7: max 4MP; +8 Perception per AP
Lvl.8: max 5MP; +9 Perception per AP
LVl.9: No limit to max MP; +10 Perception per AP
_____________________________________________________________
Shadow Trap
Active Speciality
2AP; 3-8 Range; no LoS; range increase: impossible
Places a(n) Shadow Trap +40 Perception for the following turns (to Sram) -20HP and -1MP for all except Sram
Condition: The cell must be empty
_____________________________________________________________
Sram to the Bone
Passive Speciality
+4 Mechanics
+100 Perception
+40 Dodge
_____________________________________________________________
Trickery (replace: Look Around You)
Passive Speciality
Swap place with an attacked character (30%)
Doesn't trigger with Backstab
_____________________________________________________________
Shadow Master
Passive Speciality
Stays invisible after having attacked:
From side: 40%
From behind: 100%
Stays invisible after being attacked 40%
Stays invisible when healed 100%
_____________________________________________________________
Master Stabber
Passive Speciality
+20 Dodge when damage done from behind
Backstab: Stabber (+4 Lvl.)
Side: Stabber (+1 Lvl.)
_____________________________________________________________
Diversion
Active Speciality
3AP; 2-8 Range; no LoS; range increase: impossible
Turns the target's gaze (aoe: "x")
-30% turn damage
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lvl.0: 4AP; 2 Range; LoS; -90% Damage for next attack
Lvl.1: 4AP; 2 Range; LoS; -85% Damage for next attack
Lvl.2: 4AP; 2-3 Range; LoS; -80% Damage for next attack
Lvl.3: 4AP; 2-3 Range; LoS; -75% Damage for next attack
Lvl.4: 3AP; 2-4 Range; LoS; -70% Damage for next attack
Lvl.5: 3AP; 2-4 Range; LoS; -65% Damage for next attack
Lvl.6: 3AP; 2-5 Range; LoS; -60% Damage for next attack
Lvl.7: 3AP; 2-6 Range; LoS; -50% Damage for next attack
Lvl.8: 3AP; 2-7 Range; LoS; -40% Damage for next attack
Lvl.9: 3AP; 2-8 Range; no LoS; -30% Damage for next attack
_____________________________________________________________
Double
"The Sram summons an identical Double which he
controls himself. However, when the Double die,
Sram will loose part of it's Health Points."
Active Speciality
3AP; 1 Range; LoS; range increase: impossible
Summons a Double HP = 20% of Sram's HP Inflicts 50% of the Sram's Damage
When Double die: -20% HP to Sram
Condition: Number in play: 1
HP greater then 20%
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lvl.0:
3AP; 1 Range; LoS; range increase: impossible
Summons a Double HP = 20% of Sram's HP Inflicts 10% of the Sram's Damage
When Double die: -20% HP to Sram
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This change to damage is intended because Double
is clearly giving additional final damage bonus to Sram.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
HP on Double means it won't die from any hit.
It also allows Double to benefit from Bloody Ripoff.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
With this Double sram can't send it alone to attack
enemies while hiding away in the far away corner of map
because when double die sram will loose HP.
This change will make sram play togather with double.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
There's no WP cost to allow Sram to re-summon double
as many times as it want to (as long as it have HP that is).
In other words: loosing HP when Double die is enough.
_____________________________________________________________
Invisibility
Active Speciality
6AP; 2WP; 0 Range; LoS; range increase: impossible
Makes the Sram invisible (to enemies)
+400 Perception for the first turn
+200 Perception for the following turns
Shadowy Cloak Lvl.1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Shadowy Cloak change:
Lvl.1: +1% Damage; +1 Dodge; +1MP
Lvl.5: +5% Damage; +5 Dodge; +1MP; +1% Critical Hits
Lvl.50: +50% Damage; +50 Dodge; +2MP; +10% Critical Hits
Lvl.100: +100% Damage; +100 Dodge; +3MP; +20% Critical Hits
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Sram gain Lvl.1 Shadowy Cloak right away when it
turn invisible to gain 1MP bonus.
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
Sacrier
_____________________________________________________________
Blood Rush
3AP; 1 Range; LoS; range increase: impossible
-43 HP (fire)
Sacrier: -13 HP (fire)
_____________________________________________________________
Cage of Blood
4AP; 0 Range; LoS; range increase: impossible
-48 HP (fire) (aoe: 9 cells squere)
-50 Dodge (aoe: 9 cells squere)
Sacrier: -8 HP (fire)
_____________________________________________________________
Bloodthirsty Fury
1AP; 1 Range; LoS; range increase: impossible
-13 HP (fire)
Sacrier: -3 HP (fire)
Sacrier: +10% Damage for next Fire spell
_____________________________________________________________
Burning blood
5AP; 0 Range; LoS; range increase: impossible
-60 HP (fire) (aoe: "x")
Sacrier: -10 HP (fire)
Scalded (+40 Lvl.) (aoe: "x")
Sacrier:Flaming (Lvl.1)
_____________________________________________________________
Punishment
6AP 1MP; 1 Range; LoS; range increase: impossible
-70 HP (fire)
Sacrier: -15 HP (fire)
If the target has a higher amount of HP:
-140 HP (fire)
Sacrier: -30 HP (fire)
_____________________________________________________________
Rejectatto
3AP; 1-3 Range; LoS; range increase: impossible
-34 HP (air)
Pushes back by 2 cell
_____________________________________________________________
Sacrier's Fist
2AP 1MP; 1-5 Range; LoS; range increase: impossible
Gets closer to the target
-29 HP (air)
Sacrier:+40 Dodge
_____________________________________________________________
Assault
3AP; 3 Range; no LoS; range increase: impossible
-40 HP (air)
Swap places with the target
Sacrier:+60 Dodge
_____________________________________________________________
Motion Sickness
1MP; 1-5 Range; no LoS; range increase: impossible
-11 HP (air)
Sacrier:+10 Dodge
Motion Sick (Lvl.20)
Condition: 1 use per target
_____________________________________________________________
Light Speed
5AP 2MP; 3 Range; no LoS; range increase: impossible
-58 HP (air) (aoe: 2 cells in circle)
[Doesn't hurt allies]
Teleports to the destination cell
Sacrier:+130 Dodge
_____________________________________________________________
Lethal Slingshot
4AP; 1-3 Range; LoS; range increase: impossible
-40 HP (earth) (aoe:"x")
-1 max MP (40%) (aoe: "x")
Sacrier: Coagulation (+2 Lvl.)
_____________________________________________________________
Colonnades
6AP; 1 Range (in a cone); LoS; range increase: impossible
First line: -60 HP (earth)
Second line: -55 HP (earth)
Third line: -50 HP (earth)
Sacrier: Coagulation (+4 LVl.)
_____________________________________________________________
Attraction
Active Speciality
2MP; 2-9 Range; LoS; range increase: impossible
Attracts by 8 cells
Sacrier: Becomes target's prime target
-20 Dodge (enemy)
_____________________________________________________________
Transposition
Active Speciality
2AP; 1-7 Range; no LoS; range increase: possible
Swap places with the target
On ally and enemy targets
Sacrier:+40 Dodge
_____________________________________________________________
Life Transfer
Active Speciality
-10% HP; 1-6 Range; no LoS; range increase: possible
Heals for 5% of own max HP to target
Sacrier: Incurable (+9 Lvl.)
Condition: Target must be ally
Do not use on: self
Does not have Zombification (target)
_____________________________________________________________
Angrr
Passive Speciality
+40 max Angrr (can't exceed 100: base is 60)
Start fight with 30 Angrr
Angrr over 40: Multi-Arm (LVl.10)
Angrr over 70: Multi-Arm (Lvl.20)
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
Rogue
_____________________________________________________________
Machine-Gun
2AP; 1-5 Range; LoS; range increase: possible
-18 HP (water)
-9 HP (water) (50%)
_____________________________________________________________
Piercing Shot
5AP; 1-4 Range(in line); no LoS; range increase: impossible
-42 HP (water) (regardless of Resist.) (aoe: in line)
_____________________________________________________________
Crossfire
3AP; 2-6 Range; LoS; range increase: possible
-39 HP (water) (diagonally) in 2 directions
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
With this change Rogue attack 2 cells (diagonally).
_____________________________________________________________
Blam!!!
4AP; 1 Range; LoS; range increase: impossible
-52 HP (water) (aoe: in a cone; 3 cell long)
_____________________________________________________________
Pulsar
?AP; 2-4 Range; LoS; range increase: possible
-9 HP per remainign AP/MP (water)
Ends the turn
_____________________________________________________________
Slap Shot
2AP; 1 Range; LoS; range increase: impossible
-26 HP (air)
-30% Resist. (all elements) when Critical Hit
_____________________________________________________________
Longsword
6AP; 1 Range(in line); LoS; range increase: impossible
-76 HP (air) (aoe: 3 cells in line)
Moves away from the target
Pushes back by 1 cell when Critical Hit
_____________________________________________________________
Burning Bomb
2AP; 1-3 Range; LoS; range increase: possible
On a target: -20 HP (fire) (aoe: 9 cells in squere) Burning (+100 Lvl.) (30%) (aoe: 9 cells in squere)
On an empty cell: Burning Bomb
_____________________________________________________________
Barbed Fire
1AP; 1-4 Range; LoS; range increase: possible
-9 HP (fire)
On a Bomb or Boombot: +1 Charge
_____________________________________________________________
Blinding Bomb
3AP; 1-4 Range; LoS; range increase: possible
On a target: -32 HP (fire) (aoe: 9 cells in squere) Blindness (Lvl.1) (30%) (aoe: 9 cells in squere)
On an empty cell: Blinding Bomb
_____________________________________________________________
Explosive Bomb (replace: Blaze)
4AP; 1-5 Range; LoS; range increase: possible
On a target: -44 HP (fire) (aoe: 9 cells in squere) Explosion (Lvl.100) (30%) (aoe: 9 cells in squere)
On an empty cell: Explosive Bomb
_____________________________________________________________
Flaming Claw
6AP; 1-4 Range; LoS; range increase: impossible
-65 HP (fire)
On a Bomb: Gets closet to the Bomb +4 AP to Rogue
_____________________________________________________________
Blaze (replace: Hotwire)
"Water and electricity have never been the best of
friends - just ask Ploplo the Bard!"
Passive Speciality
When (water) spell is cast on Bomb:
Redirect 150% (water) damage as (fire) (aoe: "x")
_____________________________________________________________
Detonator
Active Speciality
2AP; 1-12 Range; no LoS; range increase: possible
Trigger Bomb's explosion
+5% Damage per charge remaining
_____________________________________________________________
Pyrotechnics
Active Speciality
1AP; 1-4 Range (in line); no LoS; range increase: impossible
Teleports the enemy to another cell
adjecent to the Bomb or Boombot
+10% Fire Damage
_____________________________________________________________
Boombot
Active Speciality
2AP; 1-7 Range; LoS; range increase: impossible
Summons a Boombot
10 Durability Charges on Boombot
4MP
_____________________________________________________________
Rogue Master
Passive Speciality
40% Initiative as Air Damage bonus
+4 Mechanics
When a Bomb explodes: +1 AP (100%)
_____________________________________________________________
Rogue Illusion (replace: Air Master)
Active Speciality
1WP; 2 Range; LoS; range increase: impossible
Summons 3 Rogue Illusions that surround target
2 cell away from target each
Illusions face target and imitate Rogue's moves
If Rogue move: Illusions dissapear
Condition: Target must be enemy
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This spell does not increase Rogue's damage output.
If illusion is hit it disappear
If Rogue is hit all illusions disappear
There is chance that Rogue will swap place with illusion.
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
Cra
_____________________________________________________________
Retreat Arrow
4AP 1MP; 1-4 Range (in line); LoS; range increase: possible
-51 HP (air)
Pushes back by 2 cells
_____________________________________________________________
Storm Arrow
5AP; 3-6 Range; LoS; range increase: possible
-57 HP (air) (aoe: in a cone; 2 cell long)
Tornado (Lvl.100) (40%) (aoe: in a cone; 2 cell long)
_____________________________________________________________
Windy Beacon
1AP; 1-8 range; no LoS; range increase: impossible
Places the Windy Beacon 3 Charges -10 HP (air) per AP used Pushes back 1 cell
Condition: Number in play equal to Control
1 use per turn
Doesn't Block the way
_____________________________________________________________
Burning Arrow
5AP; 2-4 Range; LoS; range increase: possible
-60 HP (fire) (aoe: 3 cells in line)
Burning (+100 Lvl.) (40%) (aoe: 3 cells in line)
_____________________________________________________________
Incandescent Beacon
1AP; 1-8 range; no LoS; range increase: impossible
Places the Incandescent Beacon 3 Charges -11 HP (fire) per AP used Lights the Incandescent Beacons
Condition: Number in play equal to Control
1 use per turn
Doesn't Block the way
_____________________________________________________________
Blinding Arrow
4AP; 3-5 Range; LoS; range increase: possible
-46 HP (fire) (aoe: "x")
Blindness (Lvl.1) (25%) (aoe: "x")
_____________________________________________________________
Blazing Arrow
3AP; 2-6 range; LoS; range increase: possible
-35 HP (fire)
Scalded (+20LVl.)
_____________________________________________________________
Arrow Blow
3AP; 1 Range; LoS; range increase: impossible
-40 HP (earth)
-1 MP (70%)
_____________________________________________________________
Lashing Arrow
4AP; 2-5 Range; LoS; range increase: possible
-48 HP (earth)
-1 MP (40%)
_____________________________________________________________
Piercing Arrow
6AP; 2-6 Range; LoS; range increase: possible
-76 HP, 3 rebounds of -15% (earth)
_____________________________________________________________
Riddling Arrow
5AP; 3-6 Range; LoS; range increase: possible
-64 HP (earth)
Riddled (+3 Lvl.)
_____________________________________________________________
Seismic Beacon
1AP; 1-8 Range; no LoS; range increase: impossible
Places the Seismic Beacon 3 Charges -12 HP (earth) per AP used Two 3-cell rebounds of -30%
Condition: Number in play equal to Control
1 use per turn
Doesn't Block the way
_____________________________________________________________
Beacon Mastery (replace: Archery)
Passive Speciality
+4 Mechanics
+2 Charges to Beacons
+20% Trap Damage
_____________________________________________________________
Powerful Shooting
Passive Speciality
Damage bonus: +20% if target is 3 or 4 cell away +40% if target is 5,6 or 7 cell away +60% if target is 8 cells away or futher
_____________________________________________________________
Heightened Vision
Passive Speciality
+3 Range
+10% Critical Hits
+40 Dodge
_____________________________________________________________
Cra Precision
Passive Speciality
Chance of hitting accurately: 40%
Damage: from +10% (Limb hit)
to +100% (Brain damage)
_____________________________________________________________
Riddling
Passive Speciality
For every Arrow fired: +1 Lvl. of Riddled per AP/MP used 40% of having +2 Lvl.
_____________________________________________________________
Sniper Stance (replace: Long-Distance Combat)
Active Speciality
?AP; 0 Range; LoS; range increase: impossible
Uses up all MP: +10% Damage per MP
Condition:MP greater then 0
_____________________________________________________________
Disengage
Active Speciality
4AP; 1 Range; LoS; range increase: impossible
Pushes back by 1 cell (30%)
Moves away by 2 cells
+1 MP
Condition: Require target
_____________________________________________________________
Beacon Crush (replace: Unbeacon)
"The Cra jumps on one of his Beacons. Upon impact
Beacon crush and Cra's damage is reduced for 1 turn."
Active Speciality
3AP 2MP; 1-4 Range; no LoS; range increase: impossible
Teleports the Cra on Beacon
Destroys the targeted Beacon -30% turn damage
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lvl.0: 3AP 2MP; 1-2 Range; LoS; range increase: impossible
Teleports the Cra on Beacon
Destroys the targeted Beacon -70% turn damage
_____________________________________________________________
Seekin' Arrow (replace: Beacon Sneakin')
Active Speciality
1WP; 1-6 Range; no LoS; range increase: possible
Apply: Aimed (Lvl.1)
If Cra cast Arrow on empty cells [if won't hurt anyone]
target with Aimed state will receive damage
of that Arrow increased by 20% [Including Arrow Blow]
Condition: 1 use per turn
Only 1 Aimed target at time
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Effect of Aimed last untill it's triggered
Effect of Aimed triggers when Cra use Arrow
on empty cell and won't hurt anyone (in case of aoe).
Once triggered Aimed state disappear.
_____________________________________________________________
Bat's Eye
Active Speciality
2AP; 1-9 Range; LoS; range increase: possible
-2 Range
-50 Lock
Condition: 2 uses per target
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
Iop
_____________________________________________________________
Iop's Wrath
6AP 3MP; 0 Range; LoS; range increase: impossible
-100 HP (fire) (aoe: 2 cells in circle around Iop)
Triggers Power: For every 2 levels of Power: 1% for Explosion (Lvl.100)
_____________________________________________________________
Super Iop Punch
6AP; 2-3 Range; LoS; range increase: impossible
Gets closer by 2 cells
-75 HP (fire)
Triggers Power: For every 2 levels of Power: [*]1% for Explosion (Lvl.100)
_____________________________________________________________
Thunderbolt
3AP; 1 Range; LoS; range increase: impossible
-41 HP (fire)
Scalded (+30 Lvl.)
_____________________________________________________________
Impact
2AP; 2-3 Range; LoS; range increase: impossible
-26 HP (earth) (aoe: "x")
-1 MP (50%) (aoe: "x")
_____________________________________________________________
Rocknoceros
5AP; 3 Range; no LoS; range increase: impossible
-58 HP (earth)
Stunned (Lvl.1) (10%)
_____________________________________________________________
Shaker
4AP; 1 Range; LoS; range increase: impossible
-59 HP (earth)
Power (+10 Lvl.)
_____________________________________________________________
Jabs
2AP; 1 Range; LoS; range increase: impossible
-27 HP (air)
_____________________________________________________________
Gutting Gust
2MP; 1 Range (in line); LoS; range increase: impossible
-34 HP (air) (aoe: 2 cells in line)
_____________________________________________________________
Uppercut
"A fantastic hit which has a unique adventage: it
doesn't cost any AP, it costs WP. It's so strong that
enemy flies up and land 4 cell away from iop. It's
great to be used as a part of combo."
1WP; 1 Range; no LoS; range increase: impossible
-31 HP (air)
Knocks target 4 cell away (ignoring obstacles)
_____________________________________________________________
Bravery Standard
Active Speciality
5AP; 0 Range; LoS; range increase: impossible
Places the Bravery Standard (aoe: 2 cells in circle)
+50% Resist. Iop only
Ends the turn
_____________________________________________________________
Defensive Stance
Active Speciality
?AP; 0 Range; LoS; range increase: impossible
10% for every AP used:
Cancels a close-combat spell cast
Ends the turn
Condition: max 10 AP used
_____________________________________________________________
Jump
Active Speciality
4AP; 1-2 Range; no LoS; range increase: impossible
Teleport (max range: 2)
Preparation (Lvl.9)
Condition: 1 use per turn
_____________________________________________________________
Increase
Active Speciality
1WP; 0-1 Range; LoS; range increase: impossible
+30% Damage
Condition: 1 use per target
_____________________________________________________________
Locking Pro
Passive Speciality
+40 Lock
Preparation (Lvl.10) if the Iop locks.
_____________________________________________________________
This post has been edited by Kikuihimonji - July 06, 2012, 18:24:44.
Do you like some ideas? If yes, wich one? And is there still something that need change?
Tell me what you think. Maybe you have question why i have changed something?
Here is the wall of text of rebalancing that i hope Ankama will take into account.
I also hope that Heralds will get a chance to test them out.
Notice: Some spells are not mentioned here. This means that they are are not changed.
If i've made any typo or forgot about something important please say it and i will fix it asap.
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
Sadida
_____________________________________________________________
Vaporize
"A refreshing minor spell which inflicts Water-type
damage. Doll refreshed with this spell increase
its MP."
2AP; 1-4 Range; LoS; range increase: possible
-22 HP (water)
On Doll: +3 max MP
_____________________________________________________________
Sadida's Tear
"An attack which deals considerable damage without
requiring a line of sight. Allies targeted with
this spell will feel rain of mercy wich will recover
their HP."
5AP; 1-3 Range (in line); no LoS; range increase: possible
-63 HP (water) (aoe: in line)(on enemies)
Heals 63 HP (water) (aoe: in line)(on allies)
_____________________________________________________________
Mudoll
"A mud bath which deals damage to the opponents and
in same time increasing Dolls resistance."
3AP; 1-4 Range (aoe: 3x2); LoS; range increase: possible
-31 HP (water) (aoe: 3x2)
On Doll: +50% Resist. (all elements) (aoe: 3x2)
["aoe: 3x2" means rectangle: 3 cell width, 2 cell height]
_____________________________________________________________
Rust
"A vicious spell that causes substantial damage within
the area of effect. If cast on a Doll, this spell
makes it more eager for a fight and increases its AP."
4AP 1MP; 1-4 Range; LoS; range increase: possible
-41 HP (water) (aoe:"x")
On Doll: +3 AP (aoe:"x")
_____________________________________________________________
Drain
"The Sadida drains Health Points from a target and
heal Dolls for the damage inflicted regardless of Dolls
position on the battlefield."
6AP; 1-3 Range (in line); LoS; range increase: possible
-72 HP (water)
Heal each Doll with 100% of inflicted HP
Condition: Target must be enemy
_____________________________________________________________
Woodland Stench
"The Sadida creates a light breeze which, despite
being weak, might reduce target's damage. When cast
on a Doll, this spell can be channeled through it so
that the Doll casts it during its own turn."
2AP 1MP; 1-2 Range; LoS; range increase: possible
-20 HP (air)
The Squits (Lvl.100) (30%)
On Doll: The Doll will cast "Woodland Stench"
Condition: 2 use per turn.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
The 30% chance is fixed (it;s the same since level 0 spell).
The factor that changes with level is the level of effect The Squits.
_____________________________________________________________
Poisoned Wind
"The Sadida summons a poisoned wind which
causes damage to the target if it dares to move.
When cast on a Doll, this spell can be channeled
through it so that the Doll casts it during its own turn."
1MP; 1-4 Range; LoS; range increase: possible
-10 HP (air)
Wounded (+100 Lvl.)
On Doll: The Doll will cast "Poisoned Wind"
Condition: 3 used per turn
_____________________________________________________________
Sudden Chill
"This spell cools down the target, reducing its Air-
and Water-type resistances as well as dealing it damage.
When cast on a Doll, this spell can be channeled
through it so that the Doll casts it during its own turn."
3AP; 2 Range; no LoS; range increase: possible
-36 HP (air)
-50% Resist. (air)(water)
On Doll: The Doll will cast "Sudden Chill"
_____________________________________________________________
K'mir
"K'mir enables the Sadida to exert a pull on a target
for one turn. Movements of the Sadida will affect
those of the target and vice versa. When cast on a Doll,
this spell can be channeled through it so that the Doll
casts it during its own turn."
4AP; 1-3 Range; LoS; range increase: possible
-40 HP (air)
Pulls the target closer
Stabilizes the caster and his target
The target can no longer lock
The target cannot be locked during caster turn
On Doll: The Doll will cast "K'mir"
[Doesn't hurt targeted allies]
_____________________________________________________________
Gust
"Gust enables its caster to summon a violent wind
which pushes back nearby enemies, as well as
dealing them damage. When cast on a Doll, this
spell can be channeled through it do that the Doll
casts it during its own turn."
5AP 2MP; 0-5 Range; no LoS; range increase: possible
-50 HP (air) (aoe: "x")
Pushes back by 2 cell
On Doll: The Doll will cast "Gust"
[Doesn't hurt targeted allies]
_____________________________________________________________
Bramble
"Sadida's trade mark move, which deals Earth-type
damage by whipping opponents who are a bit too
reckless. It can also add some thorns to the Doll.
Enemies will think twice before attacking that Doll."
4AP; 2-6 Range; LoS; range increase: possible
-50 HP (earth)
Cast on Totem: Destroy Totem and return WP to Sadida
On Doll: The Doll will reflect 20% Damage
_____________________________________________________________
Fertilizer
"A basic Earth spell which causes damage to
the target, as well as inflicting damage done
on the totem's target. If cast directly on Totem
or on Totem's target, this spell inflict 150%
of damage. Used on Doll it will increase its Lock."
5AP; 1-3 Range; LoS; range increase: possible
-54 HP (earth)
-54 HP on the totem's target (earth)
If target is Totem or it's totem's Target:
-27 HP (earth) [total: -54HP and -27HP]
On Doll: +50 Lock
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If used on different target then Totem or Totem's target
this spell will act as an aoe wich hit 2 enemies,
where one is the one you select and the other is
linked to totem.
Otherwise (if used on totem or enemy linked to totem)
this spell will work just like now.
_____________________________________________________________
Wild Grass
"With this spell Sadida can use straws of wild
grass to control its dolls with strings like
a true puppeteer. Occasionally Sadida will use
this spell to cause Earth-type damage. Used on the
Totem, this spell will give Dolls the order to
attack the Totem."
1AP; 1-4 Range; no LoS; range increase: possible
-12 HP (earth)
Cast on Totem: Becomes the Doll's prime target
On Doll: Controled (Lvl.1)
Condition: 1 use per target
_____________________________________________________________
Earthquake
"By invoking the forces of nature, the Sadida triggers
an earthquake which will randomly strike the combat
area. Everybody in area of effect will loose MP.
Somehow it seems that Dolls enjoy jumping during
an earthquake and so their gain MP instead. If the
Totem is hit, its target will suffer from Critical
Failures."
2AP, 0 Range; no LoS; range increase: impossible
-68 HP (earth) (aoe: 3 cells in circle) at random
-1 MP (aoe: 3 cells in circle) at random
On Doll: +1 MP
Cast on Totem:
+20% Critical Failures (aoe: 3 cells in circle) at random
_____________________________________________________________
Multiple Bramble
"This'll add something extra to your fights: it has a
smaller range then Bramble, but it can hit several
opponents. If cast on the Totem, it will reduce the
target's Range. If cast directly on Totem, Multiple
Bramble will strike area around Totem's target instead.
Dolls that find themself within area of effect
will increase their Dodge."
6AP; 3 Range; no LoS; range increase: possible
-61 HP (earth) (aoe: 2 cells in circle)
Cast on Totem: -2 Range
On Doll: +50 Dodge
_____________________________________________________________
Doll
Active Speciality
2AP; 1-3 Range; no LoS; range increase: possible
(water) Greedy (30% of the Sadida's HP)
(air) Madoll (30% of the Sadida's HP)
(earth) Block (30% of the Sadida's HP)
(fire) Sacrificial Doll (30% of the Sadida's HP)
Condition: Summons in play equal to Leadership
1 use per turn
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Dolls have each resistance equal to their level
At level 1 Dolls have 1% Resist. (all elements)
At level 100 Dolls have 100% Resist. (all elements)
Blocker doll is different:
Blocker has each resistance doubled
At level 1 Blocker have 2% Resist. (all elements)
At level 2 Blocker have 200% Resist. (all elements)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Madoll now have 5 MP
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Dolls can cast all spells on allies if they are controled
including Liquid Ghoul, Irritation and Sadida air spells.
_____________________________________________________________
Doll Sacrifice
Active Speciality
2AP; 1-6 Range; no LoS; range increase: possible
Absorbs 40% of the Doll's maximum HP
Sacrifices the Doll
[Doesn't trigger Explodoll]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This speciality doesn't give WP anymore
because Doll speciality doesn't cost WP.
_____________________________________________________________
Voodoll
Active Speciality
4AP 1WP; 2-6 Range; no LoS; range increase: possible
Summons a Totem and links it to the target
When Totem disappear:
The Sadida regains 1 WP
Condition: Number in play: 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Totem doesn't require Leadership anymore
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Totem is not stabilized
It is possible to push, pull, throw, move and swap place
with Totem. Those effects are not redirected.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Totem is no more classified as ally if it's linked to enemy.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Totem has 1 HP and can break with pushback. In case it happen
it always give back WP to sadida.
_____________________________________________________________
Savoir-Faire
""The madder we are, the badder we are!" this spell
allows the Sadida to have more dolls on the field
and increases their effectiveness. It also improves
Totem."
Passive Speciality
+4 Leadership
+20% Summon Damage
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
There is no reason for Totem to increase redirected damage.
_____________________________________________________________
Explodoll
Passive Speciality
Damage:
-40% of the Doll's max HP (aoe: 8 cells around Doll)
_____________________________________________________________
Still Life
Passive Speciality
1-63 Range; no LoS; range increase: impossible
100% chance of reincarnation as Ultra-Powerful Doll
(30% of the Sadida's HP)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Ultra-Powerful Doll has Blocker's Resistances
Ultra-Powerful Doll has Madoll's MP
_____________________________________________________________
Doll Link
"In act of ultimate symbiosis, the Sadida links his
health with that of his Dolls. Part of the damage he
receives will be redirected to the Dolls. This Link
is so strong that Sadida's HP is increased with
every Leadership point."
Passive Speciality
Doll Link (Lvl. 20)
+3% max HP to Sadida for each Leadership
_____________________________________________________________
Green Guard
Passive Speciality
When attacked:
40% chance of applying Nettled (+5 Lvl.)
_____________________________________________________________
Sic'Em More
"The Sadida whistle for help and mobilize its
Dolls to attack it's agresor. Dolls get's angry
and rush in wild rage to fullfill their duty."
Active Speciality
4AP; 1-4 Range; no LoS; range increase: possible
Target of this spell becomes Doll's prime target
Dolls: Nettled (+10 Lvl.)
Condition: Target must be enemy
_____________________________________________________________
Tree
"The Sadida turns into a tree for one turn. He can't
be targeted, but he can't move either in next turn.
If there are Dolls on the battlefield Sadida will
recover some of his HP. After that Dolls are going
back to nature and turns to Seeds however."
Active Speciality
1WP 2MP; 0 Range; no LoS; range increase: impossible
Heals 5% Initial HP for each Doll on the field
Ends the turn
Makes the Sadida Invulnerable
Dolls turns to Seeds [after heal applies]
In next turn: Sadida get's Rooted (Lvl.1)
Condition: MP greater or equal to 2
[Doesn't trigger Explodoll]
[Rooted (Lvl.1): 0 max MP for 1 turn]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If there are no Dolls on the field Sadida doesn't Heal.
If there are just Seeds on the field Sadida doesn't Heal.
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
Osamodas
_____________________________________________________________
Crobak
3AP; 2-5 Range; no LoS; range increase: possible
-25 HP (air)
In Dragon form: The spell cost 2AP
In Dragon form: +10% Critical Failures (40%)
_____________________________________________________________
Scaraleaf Wing
2MP; 2-4 Range; no LoS; range increase: possible
-28 HP (air)
-1 max MP (20%)
In Dragon form: -1 max MP (40%)
In Dragon form: -1 max MP (40%)
Condition: 1 use per target
_____________________________________________________________
Whip
4AP; 1-3 Range; LoS; range increase: possible
-38 HP (air)
Doubles damage done by Summons
In Dragon form: +30% Damage for next air spell
_____________________________________________________________
Bwork Trump
1AP; 0-3 Range (in line); LoS; range increase: possible
-8 HP (air)
Turns the target's gaze
In Dragon form: +1 AP (50%) (self)
Condition: 3 uses per turn
_____________________________________________________________
Feather Tornado
5AP; 2-4 Range; LoS; range increase: impossible
-56 HP (air) (aoe: 9 cell squere)
Tornado (Lvl. 100) (20%) (aoe: 9 cell squere)
In Dragon form: Pushes back 1 cell (aoe: 9 cell squere)
In Dragon form: Tornado (Lvl. 100) (40%) (aoe: 9 cell squere)
_____________________________________________________________
Magpie
4AP; 1-4 Range; LoS; range increase: possible
-44 HP (fire)
On Summon: -33 HP on to Osamodas
+55 HP to targeted summons (fire)
In Dragon form: Burning (Lvl. 100) (40%)
_____________________________________________________________
Gurgling
2AP; 2-3 range; no LoS; range increase: possible
-18 HP (fire) (aoe: "x")
On Summon: 50% Lock and Dodge transfered (aoe: "x")
In Dragon form: -30 Lock and Dodge (enemy) (aoe: "x")
_____________________________________________________________
Mooing
4AP; 3-4 Range; no LoS; range increase: possible
-47 HP (fire) (aoe: "x")
On Summon: 50% Resistances transfered (aoe: "x")
In Dragon form: -30% Damage (enemy) (aoe: "x")
_____________________________________________________________
Croak
3AP; 2-6 Range (diagonally); LoS; range increase: possible
-38 HP (fire) (aoe: "x")
On Summon: Transfers MP to Summons (aoe: "x")
In Dragon form: +1 MP (to self)
Condition: 1 use per turn
_____________________________________________________________
Boohowl
6AP; 1-3 Range (in line); LoS; range increase: possible
-60 HP (fire) (aoe: "x")
On Summon: +30% Damage bonus transfered (aoe: "x")
In Dragon form: -78 HP (fire) (aoe: "x")
_____________________________________________________________
Skedaddle
3AP; 1-3 Range; LoS; range increase: possible
-35 HP (earth)
On Summon: enters Hightail mode:
(moves away from enemies
Cannot be locked)
_____________________________________________________________
Collision
4AP; 1-2 Range; LoS; range increase: possible
-48 HP (earth)
On Summon: enters Aggresive mode:
(+2MP
approaches enemies)
_____________________________________________________________
Savage Anger
5AP; 1-3 Range; LoS; range increase: possible
-65 HP (earth)
On Summon: enters Frenzied mode:
(Double AP and dies at the end of its turn)
_____________________________________________________________
Curve
6AP; 2 Range; LoS; range increase: possible
-77 HP (earth)
On Summon: enters Bellligerent mode:
(becomes wild creatures prime target
+100% resist.)
_____________________________________________________________
Gobgob
Active speciality
3AP; 1-3 Range; no LoS; range increase: possible
on creature: captures it when it dies
on an empty cell: summons Gobgob
+4 slots in the Gobgob
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If Osamodas's Summon die there is no need to re-capture it:
It will return to Gobgob.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Each Gobgob slot can have 1 creature only.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Once Osamodas's Summon die it will need 1 turn cooldown
in order to be re-summoned.
During that time Osamodas might decide to summon
different creature or will have to fight 1 turn without
summon.
_____________________________________________________________
Gobup
Active speciality
3AP; 1-5 Range; LoS; range increase: possible
Summons a creature from the Gobgob:
(10% of Osamodas's HP for each Leadership requirement
10% of Osamodas's Damage for each Leadership requirement)
Condition: Summon in play equal to Leadership
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Summons have 100% of their oryginal Lock, Dodge, Resistance
and Inititative
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Each capturble creature have their own personal Leadership
requirement. Example on Tofu family:
Baby Tofu = 1 Leadership
Tofu = 2 Leadership
Toffune = 3 Leadership
Tofurby = 4 Leadership
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Summons total level can exceed Osamodas's level but
Osamodas still need to be equal or higher level of
the creature in order to capture it.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Some high level creatures might require even 5 Leadership.
Example: Crobak Chief
_____________________________________________________________
Symbiosa
Active speciality
1WP; 1-4 range; LoS; range increase: possible
+30% Damage, +30% Resist.
+1 Range, +1MP, +1AP
For every 10 Gobgob levels:
(+1% Init., CH, Dodge, Lock, Damage)
_____________________________________________________________
Possession
Active speciality
3AP; 1-4 Range; no LoS; range increase: possible
Takes control of the creature
Osamodas Disembodied:
(Misses a turn
+30% Resist.)
_____________________________________________________________
Animal Blessing
Passive speciality
+4 Leadership
+40% Resist. to summons
_____________________________________________________________
Phoenix Spirit
Passive speciality
On Summons: comes back to life once (40%)
_____________________________________________________________
Animal Guard
Passive speciality
On Summons: When attacked [osamodas]:
(Animal Guard (Lvl. 1) (40%)
The Summons cannot be locked)
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
Feca
_____________________________________________________________
Drip
3AP; 1-3 Range; LoS; range increase: possible
-34 HP (water)
Armor: Wet Armor (Lvl.100):
Glyph: Splashing Glyph (Lvl.100):
_____________________________________________________________
Steam
4AP; 1-2 Range; LoS; range increase: possible
-48 HP (water)
Armor: Boiling Armor (Lvl.100):
Glyph: Foam Glyph (Lvl.100):
_____________________________________________________________
Bubble
2AP; 3-5 Range; no LoS; range increase: possible
-24 HP (water)
Armor: Protective Armor (Lvl.100):
Glyph: Fizzy Glyph (Lvl.100):
_____________________________________________________________
Avalanche
5AP; 2-3 Range; LoS; range increase: possible
-62 HP (water)
Armor: Snow Cloak Armor (Lvl.100):
Glyph: Igloo Glyph (Lvl.100):
_____________________________________________________________
Crashing Wave
5AP 1MP; 2-4 Range; LoS; range increase: possible
-67 HP (water) (aoe: 3x2)
Pushes back by 1 cell (aoe: 3x2)
Armor: High-Energy Armor (Lvl.100):
Glyph: Hig-Pressure Glyph (Lvl.100):
_____________________________________________________________
Natural Attack
5AP; 1-5 Range; LoS; range increase: possible
-60 HP (fire)
Armor: Lightning Armor (Lvl.100):
Glyph: Electric Glyph (Lvl.100):
_____________________________________________________________
Meteorite Shower
""Oh look it's a falling star! Quick make a wish!
A wish that it won't fall on you!" This spell
activates Armor which inflicts damage at start
of the weater's turn, or a Glyph which hails
meteorites at random."
4AP; 1-4 Range; no LoS; range increase: possible
-44 HP (fire)
Armor: Falling Star Armor:
Glyph: Meteorite Hail Glyph:
at random for -22 HP (fire) after Feca's turn
_____________________________________________________________
Flaming Carpet
2AP; 1-5 Range (in line); LoS; range increase: possible
-20 HP (fire) (aoe: in line)
Armor: Red-Hot Armor (Lvl.100):
Glyph: White-Hot Glyph (Lvl.100):
_____________________________________________________________
Volcano
6AP; 1 Range; LoS; range increase: impossible
-62 HP (fire)
Armor: Magma Armor (Lvl.100):
Glyph: Lava Glyph (Lvl.100):
_____________________________________________________________
Fecastopheles
5AP 1MP; 2 Range; LoS; range increase: possible
-76 HP (fire)
Armor: Pheles Armor (Lvl.100):
Glyph: Shushu World Glyph (Lvl.100):
_____________________________________________________________
Fecablades
3AP; 1-2 Range; LoS; range increase: possible
-30 HP (earth)
Armor: Razor Armor (Lvl.100):
Glyph: Avoid Glyph (Lvl.100):
_____________________________________________________________
Fecabo
4AP; 1-4 Range; LoS; range increase: possible
-48 HP (earth)
Armor: Anti-Arrow Armor (Lvl.100):
[Applies only in enemy's turn: Doesn't trigger with effects]
Glyph: Sniper Glyph (Lvl.100):
_____________________________________________________________
Fecammer
6AP; 1-3 Range; LoS; range increase: possible
-70 HP (earth)
Armor: Hammer Armor (Lvl.100):
[Applies only in enemy's turn: Doesn't trigger with effects]
Glyph: Blocking Glyph (Lvl.100):
_____________________________________________________________
Defensive Orb
2AP 1MP; 1-5 Range; LoS; range increase: possible
-36 HP (earth)
Armor: Orb Armor (Lvl.100)
Glyph: Cover Glyph (Lvl.100)
_____________________________________________________________
Feca Staff
5AP; 1-3 Range; LoS; range increase: possible
-64 HP (earth)
Armor: Agility Armor (Lvl.100)
Glyph: Mobilize Glyph (Lvl.100)
_____________________________________________________________
Feca's Glyph
Active Speciality
1WP; 0-4 Range; no LoS; range increase: impossible
On cell: Places a Neutral Glyph (aoe: 2 cells in circle)
+10 Charge(s) on Glyph
When Glyph disappear: Return 1 WP to Feca (100%)
Condition: Numer in play: 1
_____________________________________________________________
Fecarmor
Active Speciality
2WP; 0-3 Range; LoS; range increase: possible
On target: Places a Neutral Armor
On Feca: Places a Peace Armor
+10 Plate(s) on Armors
Return 1WP after activating
When Armor disappear: Return 1 WP to Feca (100%)
Condition: Number in play equal to Control [Mechanics]
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Peace Armor on feca works as Neutral Armor but have
additional effect: Reduces attack Damage by 20%.
Effect of Peace Armor stays on feca and stack with
effects of activated armor.
_____________________________________________________________
Teleportation
Active Speciality
3AP; 1-12 Range; no LoS; range increase: impossible
Teleport to the Glyph center
Condition: Target must be Glyph's center
_____________________________________________________________
Explosive Deglyphment
Active Speciality
3AP; 0-4 Range; no LoS; range increase: impossible
-5HP per remaining Charge to enemies
-0HP per remaining Charge to allies
Destroys the Glyph and returns 1 WP
_____________________________________________________________
Pacification
Active Speciality
1WP; 0-2 Range; no LoS; range increase: impossible
Reverses Damage and Resist.
+22% Resist. after reversing
Condition: 1 use per turn
Do not use on: enemy
_____________________________________________________________
Intimidation Aura
Passive Speciality
Intimidation Aura
(-40% Resist. to all elements) (on enemies in close combat)
_____________________________________________________________
Ironclad
Passive Speciality
+40% Resist. to all elements
(on self and allies in close combat)
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
Ecaflip
_____________________________________________________________
Rough Tongue
2AP; 1 Range; LoS; range increase: impossible
-13 HP (water)
+13% Critical Failure
Conditon: 3 uses per turn
_____________________________________________________________
Claw of Ceangal
1AP; 0 Range; no LoS; range increase: impossible
-11 HP (water) to 2 enemies on side
-21 Lock
_____________________________________________________________
Fleahopper
3AP; 2-4 Range; LoS; range increase: possible
-21 HP (water), steals 100% of inflicted HP (water)
+21% Critical Hits (allies around target)
_____________________________________________________________
Fleabag
4AP; 0 Range; LoS; range increase: possible
-32 HP (water) around Ecaflip (aoe: "x")
Apply Fleabag (Lvl.1) to Ecaflip:
Steals 16 HP (water) from the attacker
-25% Resist. (all elements) to enemies
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fleabag (Lvl.1) last until the beggining of Ecaflip turn
_____________________________________________________________
Up to Scratch
"Ecaflip's fleeches are itching Ecaflip so much
that it outrages and scratch everything on its way."
5AP 1MP; 4 Range(in line);no LoS; range increase: impossible
Teleport Ecaflip to selected cell
-67 HP (water) (aoe: 3 cells in line)
_____________________________________________________________
D-Six
2AP; 2-4 Range; LoS; range increase: possible
-21 HP (fire)
If a 6 is rolled:
Winning Streak: +2 for a 6, -2 for a 1
_____________________________________________________________
Loaded Dice
6AP; 2-3 Range; LoS; range increase: possible
-77 HP (fire)
Damage done by next attack altered:
Winning Streak: +3 for a 4,5 or 6; -3 for a 1,2 or 3
_____________________________________________________________
Craps
3AP; 2-5 Range; LoS; range increase: possible
-27 HP (fire) (-54 HP (fire) if dice total is 7)
Winning Streak: +2 for a 7, +1 for a 6, -7 for a 2
_____________________________________________________________
Die Alright
4AP; 1-4 Range; no LoS; range increase: possible
-47 HP (fire)
Winning Streak: +8 for a 6, +4 for a 5, +2 for a 4
_____________________________________________________________
Dice Roulette
5AP; 0 Range; no LoS; range increase: impossible
If a 1,2 or 3 is rolled: heals 29 HP (fire)
If a 4,5 or 6 is rolled: -58 HP (fire)
Winning Streak: +5 per damaged enemy
Winning Streak: -2 per healed enemy
Winninf Streak: +1 per healed ally
_____________________________________________________________
Heads of Tails
3AP; 0-3 Range; LoS; range increase: possible
Inflicts -39 HP (earth)
and then Heals +13 HP (earth) (50%)
_____________________________________________________________
All In
?AP; 2-4 Range; LoS; range increase: possible
-8 HP per AP used
+5% of doubling Damage per AP
With the God Ecaflip card:
Condition: AP greater then 0
_____________________________________________________________
Battle
4AP; 1-4 Range; LoS; range increase: possible
If the Ecaflip wins: Ecaflip steals 44 HP (earth) (67%)
If the Ecaflip loses: Enemy steals 22 HP (earth) (33%)
With God Ecaflip:
Ecaflip always wins
_____________________________________________________________
All or Nothing
2AP; 1 Range; LoS; range increase: possible
Ends Turn (50%)
or
-30 HP (earth) and gains 4 AP (50%)
With the God Ecaflip card:
Condition: 3 uses per turn
_____________________________________________________________
Three Cards
6AP; 2-4 Range; LoS; range increase: possible
-74 HP (earth)
God Ecaflip: +1 AP (34%)
Crawlies: Heals 14 HP (earth) (33%)
Hermit: -25% Resist. (all elements) (33%)
_____________________________________________________________
Flealine Army
Passive Speciality
When a (water) spell is cast:
+40% life stolen by flea spells
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Flea Love level is the same as the spell that activated it.
_____________________________________________________________
Ecapuncture (replace: Ecaflip Precision)
Passive Speciality
Chance of hitting accurately: 20%
Apply random effect:
-1AP, -1MP, -1Range, +10% Critical Failure, -20% Resist.,
-20% Damage, -20 Initiative, -5 Block, -10% Backstab Resist.,
-20 Dodge, -20 Lock, -20% Heals, Heal Immunity (+20 Lvl.),
-20 Wilpower, -20 Int., -20 Cha., -20 Str., -20 Agi.
_____________________________________________________________
Feline Leap
Active Speciality
2AP; 1 Range; LoS; range increase: impossible
Teleports to the destination cell
+20 Dodge
+1MP (50%)
Ecaflip leaves Fleeches behind
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Fleeches are equal level to Ecaflip (max 100)
Fleeches at level.100:
When enemy step on Fleeches:
Fleeches doesn't disappear when triggered.
Fleeches disappear at start of Ecaflip's turn.
_____________________________________________________________
Black Bow Meow
Active Speciality
2AP; 1 Range; LoS; range increase: impossible
Summons a(n) Black Bow Meow
HP = 20% of the Ecaflip's max HP
Condition: Number in play equal to Leadership
_____________________________________________________________
Hunter (replace: Roll Again)
Active Speciality
2AP; 2-8 Range; LoS; range increase: impossible
Ecaflip takes attention to selected area (aoe: "x")
If enemy moves in the area:
Ecaflip teleport to that area and inflict -20 HP (water)
Condition: Number in play: 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This area last untill the end of the fight or
untill it's activated.
_____________________________________________________________
Cat Tree
Active Speciality
1wP; 0 Range; LoS; range increase: impossible
Stabilizes Ecaflip
Cannot lock or be locked
50% +1% per level of Winning Streak:
Otherwise: receive 150% of damage
If attacked while on Cat Tree: -20 Winning Streak
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Ecaflip loose Cat Tree only when Winning Streak hit 0
or when Ecaflip move.
_____________________________________________________________
Paws Off
Passive Speciality
Turns to face attacker
+2 Leadership
When an enemy comes into contact (30%):
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
Pandawa
_____________________________________________________________
Milky Breath
2AP; 1-2 Range; LoS; range increase: possible
-24 HP (water)
Dizzy (+2 Lvl.)
If ally is hit: +12 HP (water) and Merry (+2Lvl.)
_____________________________________________________________
Splash of Milk
4AP; 1-4 Range; LoS; range increase: possible
-46 HP (water)
Dizzy (+4 LVl.)
On Barrel: -55 HP (water) (aoe: "x")
On Barrel: Dizzy (+4 Lvl.) (aoe: "x")
If ally is hit: +23 HP (water) and Merry (+4 Lvl.)
_____________________________________________________________
Bubble Trouble
3AP; 1-3 Range; LoS; range increase: possible
-34 HP (water)
Dizzy (+3 Lvl.)
On Barrel: -40 HP (water) (aoe: 9 cell squere)
On Barrel: Dizzy (+3 Lvl.) (aoe: 9 cell squere)
If ally is hit: +17 HP (water) and Merry (+3 Lvl.)
_____________________________________________________________
Milky Way (replace: Milk Wave)
6AP; 1-5 Range; LoS; range increase: possible
-72 HP (water)
Dizzy (+6 Lvl.)
On Barrel: -80 HP (water) (aoe: 2 cells in circle)
On Barrel: Dizzy (+6 Lvl.) (aoe: 2 cells in circle)
If ally is hit: +36 HP (water) and Merry (+6 Lvl.)
_____________________________________________________________
Milk Fountain
5AP 1MP; 1-6 Range; no LoS; range increase: possible
-66 HP (water) (aoe: "x" 4 cell in each direction)
Dizzy (+6 Lvl.) (aoe: "x" 4 cell in each direction)
On Barrel: -70 HP (water) and pulls towards Barrel (in aoe)
On Barrel: Dizzy (+6 Lvl.) (in aoe)
If ally is hit: +33 HP (water) and Merry (+6 Lvl.)
_____________________________________________________________
Flaming Burp
3AP; 1 Range; LoS; range increase: impossible
-35 HP (fire) (aoe: in a cone, 2 cell long)
If target is Dizzy:
_____________________________________________________________
Light My Fire
1AP; 1-4 Range; LoS; range increase: possible
-8 HP (fire)
If target is Dizzy:
_____________________________________________________________
Dairy Springer
4AP 1MP; 2 Range; no LoS; range increase: impossible
-55 HP (fire) (around Pandawa)
+20 Dodge (Pandawa)
If target is Dizzy:
_____________________________________________________________
Explosive Flask
4AP; 2-4 Range; LoS; range increase: possible
-44 HP (fire) (aoe: "x")
If target is Dizzy:
_____________________________________________________________
Milking It
5AP; 3-4 Range; LoS; range increase: possible
-60 HP (fire) (aoe: 2 cells in circle)
If target is Dizzy:
_____________________________________________________________
Triple Whammy
3AP; 1 Range; LoS; range increase: impossible
-33 HP (earth)
Pushes back by 1 cell
Gets closer to the target
_____________________________________________________________
Pandawhack
4AP; 1 Range; LoS; range increase: impossible
-54 HP (earth)
If carry Barrel: Dizzy (+2 Lvl.)
If carry Barrel:
_____________________________________________________________
Bash Barrel
2AP 1MP; 0 Range; LoS; range increase: impossible
-37 HP (earth) (aoe: "x" around Pandawa)
Dizzy (+2 Lvl.) (aoe: "x" around Pandawa)
For every level of Merry:
Condition: Must carry Barrel
_____________________________________________________________
Lactic Acid
4AP; 1-2 Range; LoS; range increase: possible
-48 HP (earth)
Dizzy (+2 Lvl.)
Quake (Lvl.100) 1% chance per level of Merry
Condition: Must carry Barrel
_____________________________________________________________
Blisskrieg
6AP 1MP; 1 Range; no LoS; range increase: impossible
Moves in a straight line: -88 HP (earth)
Dizzy (+2 Lvl.)
On Pandawa: +1 MP (1% chance per level of Merry)
Condition: Must carry Barrel
_____________________________________________________________
Karchamrak
Active Speciality
1AP; 1 Range; LoS; range increase: impossible
Carries or throws the target
-20% Resist. (all elements) for thrown enemy
+20% Resist. (all elements) for thrown ally
0 AP cost for throwing Barrel
Condition: Is not being carried
Doesn't carry anything
_____________________________________________________________
Barrel
Active Speciality
2AP; 1 Range; LoS; range increase: impossible
Puts down the Pandawa Barrel
If carried at end of turn:
_____________________________________________________________
Ether
Active Speciality
2AP; 0-5 Range; LoS; range increase: impossible
Ethereal (Lvl.10)
If cast on the Pandawa:
_____________________________________________________________
Barrelhop
Active Speciality
2MP; 1-6 Range; no LoS; range increase: possible
Teleports the Pandawa next to the Barrel
Merry (+5 Lvl.)
_____________________________________________________________
Bamboozle
Active Speciality
1WP; 0 Range; LoS; range increase: impossible
On allies: Merry (+10 Lvl.) (aoe: 2 cells in circle)
On enemies: Dizzy (+10 Lvl.) (aoe: 2 cells in circle)
Condition: 1 use per turn
_____________________________________________________________
Bottomless Barrel
Passive Speciality
+20 Quart(s) to Barrel capacity
Dizzy (+2 Lvl.) for every (earth) spell
_____________________________________________________________
Master of Merriment
Passive Speciality
For every 20 levels of Merry:
+40 Dodge
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
Enutrof
_____________________________________________________________
Cutting
3AP; 1 Range; LoS; range increase: impossible
-40 HP (water)
-40 Lock
Applies Broke (Lvl.1) (50%)
Makes a pouch fall
_____________________________________________________________
Purge
2AP; 3-5 Range; no LoS; range increase: possible
-23 HP (water)
On a Big Bag: explodes (100%) (aoe: "x")
On a Pouch: grows (75%)
If the transformation fails: explodes (aoe: "x")
_____________________________________________________________
Refinement
6AP; 1-3 Range; no LoS; range increase: possible
-78 HP (water)
Iflicts 2x the level of the item destroyed
Broke (Lvl.1)
_____________________________________________________________
Meteor
2AP; 3 Range; no LoS; range increase: impossible
-21 HP (fire)
If aimed at a Mine: -21 HP (fire) (aoe: 8 cells around Mine)
_____________________________________________________________
Hot Magma
6AP 1MP; 1-3 Range(in line); LoS; range increase: impossible
-60 HP (fire) (aoe: in line)
If there is a Mine in the AoE:
_____________________________________________________________
Phone a Frhend
Active Speciality
2AP; 1-3 Range; no LoS; range increase: possible
Summons a(n) Ancestral Drheller
_____________________________________________________________
Drhellzerker
Active Speciality
1WP; 1-2 Range; LoS; range increase: impossible
Fuses with the Drheller
Becomes a Drhellzerker
Cannot be locked
Heals 20% of the Enutrof's max HP
_____________________________________________________________
Prime of Life
Passive Speciality
Convert MP loss into gain (100%)
Gain 1 MP per HP loss (20%)
_____________________________________________________________
Fakin It
Active Speciality
1WP; 0 Range; no LoS; range increase: impossible
60% chance to feign KO
Condition: 1 use per turn
_____________________________________________________________
Digging (replace: Mine Mover)
Active Speciality
3MP; 1-10 Range; no LoS; range increase: impossible
Diggs up the mine under Enutrof's feet
+10 Prospecting
Destroy's the Mine
Teleport to the (other) Mine
Condition: Target must be Mine within 1-10 Range.
Must be standing on Mine.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Enutrof Destroy Mine under feet (0 Range) to dig up tunnel
and appear at cell with other mine.
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
Eniripsa
_____________________________________________________________
Healing Word
3AP; 0-5 Range; LoS; range increase: possible
Heals 37 HP (water)
Hygiene (+3 Lvl.)
_____________________________________________________________
Invigorating Word
6AP; 0-2 Range; LoS; range increase: possible
Heals 80 HP, 4 rebounds of -15% (water) (allies only)
Hygiene (+6 Lvl.)
_____________________________________________________________
Revitalizing Word
4AP; 0 Range; no LoS; range increase: impossible
Heal 53 HP except the Eniripsa(water)(aoe: 2 cells in circle)
Hygiene (+1 Lvl. per healed target)
_____________________________________________________________
Renewing Word
1AP; 0-7 Range; LoS; range increase: possible
Heal 8 HP (water)
Hygiene (+1 Lvl.)
_____________________________________________________________
Fortifying Word
4AP 1MP; 0-3 Range; no LoS; range increase: possible
Heals 60 HP (water)
Hygiene (+5 Lvl.)
_____________________________________________________________
Fear Flask
2AP; 1-2 Range; LoS; range increase: impossible
-24 HP (air)
Infection (+2 Lvl.)
Pushes back by 1 cell
_____________________________________________________________
Undead Flask (replace: Infected Flask)
3AP; 1-3 Range; LoS; range increase: possible
-36 HP (air)
Infection (+3 Lvl.)
For each level of Hygiene triggered:
_____________________________________________________________
Pain Flask
6AP; 1-3 Range; LoS; range increase: possible
-72 HP (air)
Infection (+6 Lvl.)
For each level of Hygiene triggered:
_____________________________________________________________
Psykosis Flask
2AP 2MP; 1-5 Range; no LoS; range increase: possible
-51 HP (air)
Infection (+4 Lvl.)
For each level of Hygiene triggered:
_____________________________________________________________
Expert Healer
Passive Speciality
+2 Leadership
+40% Heals
_____________________________________________________________
Heal Drain
Passive Speciality
Heals by 20% of all heals
cast by other fighters.
Doesn't trigger if under Zombification.
_____________________________________________________________
Absorption
Passive Speciality
Absorption (+20 Lvl.) on the Eniripsa
Absorption (+10 Lvl.) (aoe: "x" around Enripsa) to allies
Max Absorption Lvl.: 30
_____________________________________________________________
Unnatural Remedies
Active Speciality
1WP; 1-2 Range; no LoS; range increase: impossible
Zombification (Lvl.10)
Condition: 1 use per turn
Doesn't use on target with Regeneration
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lvl.0: 6AP 2WP 1 Range LoS
Lvl.1: 5AP 2WP 1 Range LoS
Lvl.2: 4AP 2WP 1 Range LoS
Lvl.3: 3AP 2WP 1 Range LoS
Lvl.4: 3AP 1WP 1 Range LoS
Lvl.5: 2AP 1WP 1 Range LoS
Lvl.6: 2AP 1WP 1-2 Range LoS
LVl.7: 1AP 1WP 1-2 Range LoS
LVl.8: 1WP 1-2 Range LoS
Lvl.9: 1WP 1-2 Range no LoS
_____________________________________________________________
Coney
Active Speciality
3AP; 1-3 Range; no LoS; range increase: possible
Summons a Coney the same level as the Eniripsa
Used on Coney: Transform into Super Coney
condition: Number in play equal to Leadership
_____________________________________________________________
Regeneration
Active Speciality
1AP; 0-1 Range; LoS; range increase: impossible
Regeneration (Lvl.5)
Block triggering Hygiene with Air spells
Transforms Fire spells into heals
Max Regeneration Lvl.: 10
Condition: Doesn't use on target with Zombification
_____________________________________________________________
Transcendance
Active Speciality
1WP; 0 Range; no LoS; range increase: impossible
Heals 10% HP (initial)
Transcendent (Lvl.10)
Cannot use AP or WP
Condition: Max amount of AP/AP
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
Xelor
_____________________________________________________________
Frostbite
3AP; 1-3 Range; LoS; range increase: possible
-36 HP (water)
-1 AP (30%)
_____________________________________________________________
Slow Down
1AP; 2-4 Range; LoS; range increase: possible
-12 HP (water)
-1 AP (50%)
-1 AP (10%)
Condition: 1 use per target
_____________________________________________________________
Xelor's Sandglass
2AP; 2-5 Range; LoS; range increase: possible
-24 HP (water)
+1 AP to an ally if target loses 1 AP
-1 AP (20%)
_____________________________________________________________
Clock
6AP; 0 Range; no LoS; range increase: impossible
-72 HP (water) (aoe: "x" around Xelor)
-1 AP (60%) (aoe: "x" around Xelor)
If cast while on Dial:
-72 HP (water) on every Hour cell
-1 AP (60%) on every Hour cell
_____________________________________________________________
Hammer Time (replace: Sinistro)
5AP; 2 Range; no LoS; range increase: impossible
-60 HP (water) (aoe: "x") (on enemies)
-1 AP (50%) (aoe: "x") (on enemies)
+1 AP to allies (aoe: "x")
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This spell gives 1AP to allies from 1 to 100 lvl.
_____________________________________________________________
Temporal Burn
?AP; 2-3 Range; LoS; range increase: possible
-12 HP per AP remaining (fire)
-12 Initiative per AP remaining
Condition: AP greater then 0
_____________________________________________________________
Temporal Dust
6AP; 1-3 Range; LoS; range increase: possible
-60 HP (fire) (aoe: 2 cells in circle)
-30 Initiative (aoe: 2 cells in circle)
Blindness (Lvl.1) (30%)
_____________________________________________________________
Needles (replace: Hydrand)
2AP; 1-6 Range; no LoS; range increase: impossible
-20 HP (fire)
-20 Initiative
-10 HP (fire) (50%)
-10 Initiative (50%)
_____________________________________________________________
Line of Fire
4AP; 1 Range; LoS; range increase: possible
-41 HP (fire) (aoe: 3 cells in line)
-20 Initiative (aoe: 3 cells in line)
_____________________________________________________________
Hand
5AP; 2 Range; no LoS; range increase: impossible
Hand appear from the ground
-70 HP (fire)
-50 Initiative
-20 HP (fire) (aoe: "x" around target)
-20 Initiative (aoe: "x" around target)
_____________________________________________________________
Aging
1AP 1MP; 1-4 Range; LoS; range increase: possible
-12 HP (air)
Tick: -6 HP every 10 Initiative lost
Tock: -24 HP every 1 AP lost
_____________________________________________________________
Xelor's Punishment
5AP; 0-63 Range; no LoS; range increase: impossible
-72 HP (air) (aoe: "x")
Tick: -20% Resist. (all elements) (aoe: "x") (on enemy)
Tock: +20% Damage (on Xelor)
_____________________________________________________________
Master of Time
Passive Speciality
+4 Mechanics
If AP removal successful:
_____________________________________________________________
Synchro (replace: Time Theft)
Passive Speciality
If Xelor move on hour cells in correct order:
+10% Damage (max 60%)
60% chance to not loose MP on Dial
Xelor loose gathered damage bonus if he moves after
or during change of hour cell.
_____________________________________________________________
Temporal Creature (replace: Devotion)
Active Speciality
4AP; 2-4 Range; LoS; range increase: impossible
Summons Temporal Creature:
Hydrand (50%)
Sinistro (50%)
If Tick: Summons Hydrand
If Tock: Summons Sinistro
Temporal Creature disappear if not summoned on hour cell
Condition: Number in play equal to Control
_____________________________________________________________
Xelor's Dial
Active Speciality
1WP; 3 Range; no LoS; range increase: impossible
Summons a Dial with 10 Charges:
+1AP to Xelor and allies that are on Hour cells
If Dial disappear: return WP to Xelor (100%)
Condition: Number in play: 1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Dial doesn't disappear if Xelor end turn not on hour cell.
Dial disappear when all charges are lost.
_____________________________________________________________
Timekeeper
Active Speciality
1AP; 3 Range; no LoS; range increase: impossible
+1 Charge to Dial (max 10 Charge) [repair dial]
Stores on the Dial:
Return stored AP in next turn
Condition: max 3 use per turn
Cannot be used if Dial have 10/10 charges.
_____________________________________________________________
Temporal Images
Active Speciality
4AP; 2 Range; LoS; range increase: impossible
Summons 4 images
Ends turn
If Xelor is hit:
Images disappear
_____________________________________________________________
Mummification
Active Speciality
3AP 1WP; 1-20 Range; no LoS; range increase: impossible
Revives an ally and takes control of it for 1 turn:
Used on Dial: Destroy Dial
Condition: Doesn't have Still Life
Doesn't have Impending Death
Doesn't have In Recovery
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
If Xelor's Dial Lvl.9: return 1 WP to Xelor (100%)
This change will allow Xelor to re-place Dial.
Replacing Dial however will make Xelor loose WP due
to the fact that Mummfication cost WP
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
Sram
_____________________________________________________________
Intoxicate Dagger (replace: Cold Blood)
3AP; 1 Range; LoS; range increase: impossible
-33 HP (earth)
Venom (+6 Lvl.)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Venom is renamed version of Hemorrhage
_____________________________________________________________
First Blood
2AP; 1 Range; LoS; range increase: impossible
-23 HP (earth)
Venom (+2 Lvl.)
or if the target is unharmed:
_____________________________________________________________
Deadly Poison (replace: Torment)
5AP; 1 Range; LoS; range increase: impossible
-54 HP (earth)
Poisoning (Lvl.1)
Bled Dry
4AP; 1 Range; LoS; range increase: impossible
-50 HP (earth)
+20% Damage if HP under 20%
Venom (+4 Lvl.)
_____________________________________________________________
Execution
6AP 1MP; 1 Range; LoS; range increase: impossible
-80 HP (earth)
Triggers Venom:
_____________________________________________________________
Petty Theft
5AP; 1 Range; LoS; range increase: impossible
-49 HP (water)
Backstab: Steals 1 AP
Side: Steals 1 AP (50%)
Condition: 1 use per turn
_____________________________________________________________
Sramshackle
3AP; 1 Range; LoS; range increase: impossible
-30 HP (water)
Backstab: Steals 1MP
Side: Steals 1 MP (50%)
_____________________________________________________________
Kleptosram
4AP; 1 Range; LoS; range increase: impossible
-44 HP (water)
Backstab: Steals 40 Lock
Side: Steals 20 Lock
_____________________________________________________________
Swindlesram
2AP; 1 Range; LoS; range increase: impossible
-24 HP (water)
Backstab: Steals 20 Dodge
Side: Steals 10 Dodge
_____________________________________________________________
Bloody Ripoff
6AP; 1 Range; LoS; range increase: impossible
-60 HP (water)
Backstab: Steals 50% of damage inflicted
Side: Steals 25% of damage inflicted
_____________________________________________________________
Fear
2AP; 1 Range; LoS; range increase: impossible
-20 HP (air) (aoe: "x" around Sram)
Backstab/Side: Stays invisible
Pushes back by 1 cell
Shadowy Cloak (+2 Lvl.)
_____________________________________________________________
Tricky Blow
4AP; 1 Range; LoS; range increase: impossible
-45 HP (air)
Backstab/Side: Stays invisible
Moves away by 2 cells
Shadowy Cloak (+4 Lvl.)
_____________________________________________________________
Forceful Blow
6AP; 1 Range; LoS; range increase: impossible
-70 HP (air)
Backstab/Side: Stays invisible
+30% Damage done on next attack from behind
Shadowy Cloak (+7 Lvl.)
_____________________________________________________________
Guile
1MP; 3-4 Range; no LoS; range increase: impossible
Teleports to behind target and -18 HP (air)
Backstab/Side: Stays invisible
Shadowy Cloak (+2 Lvl.)
Condition: 1 use per target
_____________________________________________________________
Trauma
5AP 1MP; 1 Range(in line); LoS; range increase: impossible
-75 HP (air) (aoe: 3 cells in front)
Backstab/Side: Stays invisible
Triggers Shadowy Cloak:
_____________________________________________________________
Scram
Active Speciality
?AP; 0 Range; LoS; range increase: impossible
+1MP per AP remaining
+10 Perception per AP used
Condition: AP greater then 0
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lvl.0: max 1MP; +1 Perception per AP
Lvl.1: max 1MP; +2 Perception per AP
Lvl.2: max 2MP; +3 Perception per AP
Lvl.3: max 2MP; +4 Perception per AP
Lvl.4: max 3MP; +5 Perception per AP
Lvl.5: max 3MP; +6 Perception per AP
Lvl.6: max 4MP; +7 Perception per AP
Lvl.7: max 4MP; +8 Perception per AP
Lvl.8: max 5MP; +9 Perception per AP
LVl.9: No limit to max MP; +10 Perception per AP
_____________________________________________________________
Shadow Trap
Active Speciality
2AP; 3-8 Range; no LoS; range increase: impossible
Places a(n) Shadow Trap
Condition: The cell must be empty
_____________________________________________________________
Sram to the Bone
Passive Speciality
+4 Mechanics
+100 Perception
+40 Dodge
_____________________________________________________________
Trickery (replace: Look Around You)
Passive Speciality
Swap place with an attacked character (30%)
Doesn't trigger with Backstab
_____________________________________________________________
Shadow Master
Passive Speciality
Stays invisible after having attacked:
From side: 40%
From behind: 100%
Stays invisible after being attacked 40%
Stays invisible when healed 100%
_____________________________________________________________
Master Stabber
Passive Speciality
+20 Dodge when damage done from behind
Backstab: Stabber (+4 Lvl.)
Side: Stabber (+1 Lvl.)
_____________________________________________________________
Diversion
Active Speciality
3AP; 2-8 Range; no LoS; range increase: impossible
Turns the target's gaze (aoe: "x")
-30% turn damage
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lvl.0: 4AP; 2 Range; LoS; -90% Damage for next attack
Lvl.1: 4AP; 2 Range; LoS; -85% Damage for next attack
Lvl.2: 4AP; 2-3 Range; LoS; -80% Damage for next attack
Lvl.3: 4AP; 2-3 Range; LoS; -75% Damage for next attack
Lvl.4: 3AP; 2-4 Range; LoS; -70% Damage for next attack
Lvl.5: 3AP; 2-4 Range; LoS; -65% Damage for next attack
Lvl.6: 3AP; 2-5 Range; LoS; -60% Damage for next attack
Lvl.7: 3AP; 2-6 Range; LoS; -50% Damage for next attack
Lvl.8: 3AP; 2-7 Range; LoS; -40% Damage for next attack
Lvl.9: 3AP; 2-8 Range; no LoS; -30% Damage for next attack
_____________________________________________________________
Double
"The Sram summons an identical Double which he
controls himself. However, when the Double die,
Sram will loose part of it's Health Points."
Active Speciality
3AP; 1 Range; LoS; range increase: impossible
Summons a Double
When Double die: -20% HP to Sram
Condition: Number in play: 1
HP greater then 20%
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lvl.0:
3AP; 1 Range; LoS; range increase: impossible
Summons a Double
When Double die: -20% HP to Sram
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This change to damage is intended because Double
is clearly giving additional final damage bonus to Sram.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
HP on Double means it won't die from any hit.
It also allows Double to benefit from Bloody Ripoff.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
With this Double sram can't send it alone to attack
enemies while hiding away in the far away corner of map
because when double die sram will loose HP.
This change will make sram play togather with double.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
There's no WP cost to allow Sram to re-summon double
as many times as it want to (as long as it have HP that is).
In other words: loosing HP when Double die is enough.
_____________________________________________________________
Invisibility
Active Speciality
6AP; 2WP; 0 Range; LoS; range increase: impossible
Makes the Sram invisible (to enemies)
+400 Perception for the first turn
+200 Perception for the following turns
Shadowy Cloak Lvl.1
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Shadowy Cloak change:
Lvl.1: +1% Damage; +1 Dodge; +1MP
Lvl.5: +5% Damage; +5 Dodge; +1MP; +1% Critical Hits
Lvl.50: +50% Damage; +50 Dodge; +2MP; +10% Critical Hits
Lvl.100: +100% Damage; +100 Dodge; +3MP; +20% Critical Hits
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Sram gain Lvl.1 Shadowy Cloak right away when it
turn invisible to gain 1MP bonus.
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
Sacrier
_____________________________________________________________
Blood Rush
3AP; 1 Range; LoS; range increase: impossible
-43 HP (fire)
Sacrier: -13 HP (fire)
_____________________________________________________________
Cage of Blood
4AP; 0 Range; LoS; range increase: impossible
-48 HP (fire) (aoe: 9 cells squere)
-50 Dodge (aoe: 9 cells squere)
Sacrier: -8 HP (fire)
_____________________________________________________________
Bloodthirsty Fury
1AP; 1 Range; LoS; range increase: impossible
-13 HP (fire)
Sacrier: -3 HP (fire)
Sacrier: +10% Damage for next Fire spell
_____________________________________________________________
Burning blood
5AP; 0 Range; LoS; range increase: impossible
-60 HP (fire) (aoe: "x")
Sacrier: -10 HP (fire)
Scalded (+40 Lvl.) (aoe: "x")
Sacrier:Flaming (Lvl.1)
_____________________________________________________________
Punishment
6AP 1MP; 1 Range; LoS; range increase: impossible
-70 HP (fire)
Sacrier: -15 HP (fire)
If the target has a higher amount of HP:
-140 HP (fire)
Sacrier: -30 HP (fire)
_____________________________________________________________
Rejectatto
3AP; 1-3 Range; LoS; range increase: impossible
-34 HP (air)
Pushes back by 2 cell
_____________________________________________________________
Sacrier's Fist
2AP 1MP; 1-5 Range; LoS; range increase: impossible
Gets closer to the target
-29 HP (air)
Sacrier:+40 Dodge
_____________________________________________________________
Assault
3AP; 3 Range; no LoS; range increase: impossible
-40 HP (air)
Swap places with the target
Sacrier:+60 Dodge
_____________________________________________________________
Motion Sickness
1MP; 1-5 Range; no LoS; range increase: impossible
-11 HP (air)
Sacrier:+10 Dodge
Motion Sick (Lvl.20)
Condition: 1 use per target
_____________________________________________________________
Light Speed
5AP 2MP; 3 Range; no LoS; range increase: impossible
-58 HP (air) (aoe: 2 cells in circle)
[Doesn't hurt allies]
Teleports to the destination cell
Sacrier:+130 Dodge
_____________________________________________________________
Lethal Slingshot
4AP; 1-3 Range; LoS; range increase: impossible
-40 HP (earth) (aoe:"x")
-1 max MP (40%) (aoe: "x")
Sacrier: Coagulation (+2 Lvl.)
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Colonnades
6AP; 1 Range (in a cone); LoS; range increase: impossible
First line: -60 HP (earth)
Second line: -55 HP (earth)
Third line: -50 HP (earth)
Sacrier: Coagulation (+4 LVl.)
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Attraction
Active Speciality
2MP; 2-9 Range; LoS; range increase: impossible
Attracts by 8 cells
Sacrier: Becomes target's prime target
-20 Dodge (enemy)
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Transposition
Active Speciality
2AP; 1-7 Range; no LoS; range increase: possible
Swap places with the target
On ally and enemy targets
Sacrier:+40 Dodge
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Life Transfer
Active Speciality
-10% HP; 1-6 Range; no LoS; range increase: possible
Heals for 5% of own max HP to target
Sacrier: Incurable (+9 Lvl.)
Condition: Target must be ally
Do not use on: self
Does not have Zombification (target)
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Angrr
Passive Speciality
+40 max Angrr (can't exceed 100: base is 60)
Start fight with 30 Angrr
Angrr over 40: Multi-Arm (LVl.10)
Angrr over 70: Multi-Arm (Lvl.20)
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Rogue
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Machine-Gun
2AP; 1-5 Range; LoS; range increase: possible
-18 HP (water)
-9 HP (water) (50%)
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Piercing Shot
5AP; 1-4 Range(in line); no LoS; range increase: impossible
-42 HP (water) (regardless of Resist.) (aoe: in line)
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Crossfire
3AP; 2-6 Range; LoS; range increase: possible
-39 HP (water) (diagonally) in 2 directions
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
With this change Rogue attack 2 cells (diagonally).
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Blam!!!
4AP; 1 Range; LoS; range increase: impossible
-52 HP (water) (aoe: in a cone; 3 cell long)
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Pulsar
?AP; 2-4 Range; LoS; range increase: possible
-9 HP per remainign AP/MP (water)
Ends the turn
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Slap Shot
2AP; 1 Range; LoS; range increase: impossible
-26 HP (air)
-30% Resist. (all elements) when Critical Hit
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Longsword
6AP; 1 Range(in line); LoS; range increase: impossible
-76 HP (air) (aoe: 3 cells in line)
Moves away from the target
Pushes back by 1 cell when Critical Hit
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Burning Bomb
2AP; 1-3 Range; LoS; range increase: possible
On a target:
On an empty cell: Burning Bomb
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Barbed Fire
1AP; 1-4 Range; LoS; range increase: possible
-9 HP (fire)
On a Bomb or Boombot:
_____________________________________________________________
Blinding Bomb
3AP; 1-4 Range; LoS; range increase: possible
On a target:
On an empty cell: Blinding Bomb
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Explosive Bomb (replace: Blaze)
4AP; 1-5 Range; LoS; range increase: possible
On a target:
On an empty cell: Explosive Bomb
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Flaming Claw
6AP; 1-4 Range; LoS; range increase: impossible
-65 HP (fire)
On a Bomb:
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Blaze (replace: Hotwire)
"Water and electricity have never been the best of
friends - just ask Ploplo the Bard!"
Passive Speciality
When (water) spell is cast on Bomb:
Redirect 150% (water) damage as (fire) (aoe: "x")
_____________________________________________________________
Detonator
Active Speciality
2AP; 1-12 Range; no LoS; range increase: possible
Trigger Bomb's explosion
+5% Damage per charge remaining
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Pyrotechnics
Active Speciality
1AP; 1-4 Range (in line); no LoS; range increase: impossible
Teleports the enemy to another cell
adjecent to the Bomb or Boombot
+10% Fire Damage
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Boombot
Active Speciality
2AP; 1-7 Range; LoS; range increase: impossible
Summons a Boombot
10 Durability Charges on Boombot
4MP
_____________________________________________________________
Rogue Master
Passive Speciality
40% Initiative as Air Damage bonus
+4 Mechanics
When a Bomb explodes:
_____________________________________________________________
Rogue Illusion (replace: Air Master)
Active Speciality
1WP; 2 Range; LoS; range increase: impossible
Summons 3 Rogue Illusions that surround target
2 cell away from target each
Illusions face target and imitate Rogue's moves
If Rogue move: Illusions dissapear
Condition: Target must be enemy
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This spell does not increase Rogue's damage output.
If illusion is hit it disappear
If Rogue is hit all illusions disappear
There is chance that Rogue will swap place with illusion.
_____________________________________________________________
_____________________________________________________________
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Cra
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Retreat Arrow
4AP 1MP; 1-4 Range (in line); LoS; range increase: possible
-51 HP (air)
Pushes back by 2 cells
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Storm Arrow
5AP; 3-6 Range; LoS; range increase: possible
-57 HP (air) (aoe: in a cone; 2 cell long)
Tornado (Lvl.100) (40%) (aoe: in a cone; 2 cell long)
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Windy Beacon
1AP; 1-8 range; no LoS; range increase: impossible
Places the Windy Beacon
Condition: Number in play equal to Control
1 use per turn
Doesn't Block the way
_____________________________________________________________
Burning Arrow
5AP; 2-4 Range; LoS; range increase: possible
-60 HP (fire) (aoe: 3 cells in line)
Burning (+100 Lvl.) (40%) (aoe: 3 cells in line)
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Incandescent Beacon
1AP; 1-8 range; no LoS; range increase: impossible
Places the Incandescent Beacon
Condition: Number in play equal to Control
1 use per turn
Doesn't Block the way
_____________________________________________________________
Blinding Arrow
4AP; 3-5 Range; LoS; range increase: possible
-46 HP (fire) (aoe: "x")
Blindness (Lvl.1) (25%) (aoe: "x")
_____________________________________________________________
Blazing Arrow
3AP; 2-6 range; LoS; range increase: possible
-35 HP (fire)
Scalded (+20LVl.)
_____________________________________________________________
Arrow Blow
3AP; 1 Range; LoS; range increase: impossible
-40 HP (earth)
-1 MP (70%)
_____________________________________________________________
Lashing Arrow
4AP; 2-5 Range; LoS; range increase: possible
-48 HP (earth)
-1 MP (40%)
_____________________________________________________________
Piercing Arrow
6AP; 2-6 Range; LoS; range increase: possible
-76 HP, 3 rebounds of -15% (earth)
_____________________________________________________________
Riddling Arrow
5AP; 3-6 Range; LoS; range increase: possible
-64 HP (earth)
Riddled (+3 Lvl.)
_____________________________________________________________
Seismic Beacon
1AP; 1-8 Range; no LoS; range increase: impossible
Places the Seismic Beacon
Condition: Number in play equal to Control
1 use per turn
Doesn't Block the way
_____________________________________________________________
Beacon Mastery (replace: Archery)
Passive Speciality
+4 Mechanics
+2 Charges to Beacons
+20% Trap Damage
_____________________________________________________________
Powerful Shooting
Passive Speciality
Damage bonus:
_____________________________________________________________
Heightened Vision
Passive Speciality
+3 Range
+10% Critical Hits
+40 Dodge
_____________________________________________________________
Cra Precision
Passive Speciality
Chance of hitting accurately: 40%
Damage: from +10% (Limb hit)
to +100% (Brain damage)
_____________________________________________________________
Riddling
Passive Speciality
For every Arrow fired:
_____________________________________________________________
Sniper Stance (replace: Long-Distance Combat)
Active Speciality
?AP; 0 Range; LoS; range increase: impossible
Uses up all MP:
Condition:MP greater then 0
_____________________________________________________________
Disengage
Active Speciality
4AP; 1 Range; LoS; range increase: impossible
Pushes back by 1 cell (30%)
Moves away by 2 cells
+1 MP
Condition: Require target
_____________________________________________________________
Beacon Crush (replace: Unbeacon)
"The Cra jumps on one of his Beacons. Upon impact
Beacon crush and Cra's damage is reduced for 1 turn."
Active Speciality
3AP 2MP; 1-4 Range; no LoS; range increase: impossible
Teleports the Cra on Beacon
Destroys the targeted Beacon
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lvl.0: 3AP 2MP; 1-2 Range; LoS; range increase: impossible
Teleports the Cra on Beacon
Destroys the targeted Beacon
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Seekin' Arrow (replace: Beacon Sneakin')
Active Speciality
1WP; 1-6 Range; no LoS; range increase: possible
Apply: Aimed (Lvl.1)
If Cra cast Arrow on empty cells [if won't hurt anyone]
target with Aimed state will receive damage
of that Arrow increased by 20% [Including Arrow Blow]
Condition: 1 use per turn
Only 1 Aimed target at time
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Effect of Aimed last untill it's triggered
Effect of Aimed triggers when Cra use Arrow
on empty cell and won't hurt anyone (in case of aoe).
Once triggered Aimed state disappear.
_____________________________________________________________
Bat's Eye
Active Speciality
2AP; 1-9 Range; LoS; range increase: possible
-2 Range
-50 Lock
Condition: 2 uses per target
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_____________________________________________________________
_____________________________________________________________
_____________________________________________________________
Iop
_____________________________________________________________
Iop's Wrath
6AP 3MP; 0 Range; LoS; range increase: impossible
-100 HP (fire) (aoe: 2 cells in circle around Iop)
Triggers Power:
_____________________________________________________________
Super Iop Punch
6AP; 2-3 Range; LoS; range increase: impossible
Gets closer by 2 cells
-75 HP (fire)
Triggers Power:
_____________________________________________________________
Thunderbolt
3AP; 1 Range; LoS; range increase: impossible
-41 HP (fire)
Scalded (+30 Lvl.)
_____________________________________________________________
Impact
2AP; 2-3 Range; LoS; range increase: impossible
-26 HP (earth) (aoe: "x")
-1 MP (50%) (aoe: "x")
_____________________________________________________________
Rocknoceros
5AP; 3 Range; no LoS; range increase: impossible
-58 HP (earth)
Stunned (Lvl.1) (10%)
_____________________________________________________________
Shaker
4AP; 1 Range; LoS; range increase: impossible
-59 HP (earth)
Power (+10 Lvl.)
_____________________________________________________________
Jabs
2AP; 1 Range; LoS; range increase: impossible
-27 HP (air)
_____________________________________________________________
Gutting Gust
2MP; 1 Range (in line); LoS; range increase: impossible
-34 HP (air) (aoe: 2 cells in line)
_____________________________________________________________
Uppercut
"A fantastic hit which has a unique adventage: it
doesn't cost any AP, it costs WP. It's so strong that
enemy flies up and land 4 cell away from iop. It's
great to be used as a part of combo."
1WP; 1 Range; no LoS; range increase: impossible
-31 HP (air)
Knocks target 4 cell away (ignoring obstacles)
_____________________________________________________________
Bravery Standard
Active Speciality
5AP; 0 Range; LoS; range increase: impossible
Places the Bravery Standard (aoe: 2 cells in circle)
+50% Resist. Iop only
Ends the turn
_____________________________________________________________
Defensive Stance
Active Speciality
?AP; 0 Range; LoS; range increase: impossible
10% for every AP used:
Cancels a close-combat spell cast
Ends the turn
Condition: max 10 AP used
_____________________________________________________________
Jump
Active Speciality
4AP; 1-2 Range; no LoS; range increase: impossible
Teleport (max range: 2)
Preparation (Lvl.9)
Condition: 1 use per turn
_____________________________________________________________
Increase
Active Speciality
1WP; 0-1 Range; LoS; range increase: impossible
+30% Damage
Condition: 1 use per target
_____________________________________________________________
Locking Pro
Passive Speciality
+40 Lock
Preparation (Lvl.10) if the Iop locks.
_____________________________________________________________
This post has been edited by Kikuihimonji - July 06, 2012, 18:24:44.


