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Apr 20th, 2013
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  1. REVEALED ABILITY DESCRIPTIONS
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  6. >Elemental Resistance - there are three instances of each resistance upgrade in the ability tree. Each one is better than the last; the first costs 2 EXP, the second 6, the last 10. The order in which they are purchased is irrelevant.
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  8. >Rocky Hide - physical defense bonus
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  10. >Fangs - armor piercing at close ranges. Greater chance of causing disease (with viral)
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  13. >Claws - Further bonus to armor piercing. Enhances the chance of applying poison during physical attacks (if that is purchased)
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  15. >Replicate - Bend light to your whim, perfectly replicating the appearance of things you've seen. But beware, magical foes may not be fooled...
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  18. >Iron Stomach - Nullifies negative effects from consuming nasty sorts of things. (Actual nutritional value may vary)
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  20. >Observe - better chance to detect tricks and traps
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  22. >Snuff - your shadow can put out lights it touches
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  24. >Shade - create an illusory projection of yourself to confuse the enemy (costs 1 mana, grants temporary dodge bonus)
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  26. >Mimic - take on the vague form of things you've seen. Won't stand up to close examination, but works well in the dark
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  28. >Shadow control - You can grab at the shadows near you, manipulating the object that casts them; success is based on physical shadow power and the object in question. Small passive bonus to shadow power.
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  30. >Fog - A cloud of darkness shrouds your form, helping you stay undetected out of combat and helping you dodge blows in combat.
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  32. >Shadow Walk - You no longer have to remain still to hide in the shadows of other objects, allowing you to move between shadows that touch each other. Small overall bonus to stealth.
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  34. >Bind - Trap an enemy in ropes of spirit magic. May spend 0 to 10 mana (determines strength).
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  36. >Robust immunity - Gain a greater natural immunity to ailments.
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  38. >Regeneration - slow health regeneration in dark areas
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  40. >Parasitic - potential for a larger heal after consuming something
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  42. >Poison - there is a 5% chance you will poison the enemy with any physical attack
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  44. >Doom Aura - Puts out all lights in an area at once. Large penalty to dodge if used during battle.
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  46. >Quiet - You naturally make much less noise, granting a bonus to physical stealth.
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  48. >Centipede - Your amorphous form allows you to create many additional legs which can immediately redirect you, reducing the impact of your own momentum and distributing your weight for better balance. Dodge, stealth, and accuracy bonus.
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  50. >Fist - all physical attacks gain a small armor piercing bonus
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  52. >Fear - Stun and disrupt foes nearby with a spiritual blast of magic. Weaker enemies may flee. (3 mana to cast)
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  54. >Shadow shield - Your aura is a shield against not only might, but magic. You gain a small bonus to all resistances.
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  56. >Compress - By sacrificing strength and defense, you can compress yourself and your aura to the size of a small mouse, greatly increasing dodge and physical and magical stealth. Warning: requires a turn to activate and deactivate.
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  58. >Lash - You become adept at whipping your amorphous body to strike your enemies, greatly increasing your range and accuracy.
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  60. >Lightning Shadow - You move like the shadow of a lightning bolt--flickering, darting, able to confuse lesser opponents with your speed alone and pursue even the swiftest foes. Bonus to dodge and accuracy.
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  62. >Spirit sight - allows you to see and interact with spirits easily. Removes natural dodge bonus of spiritual creatures.
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  64. >Shadow assault - Launch several shadowy projectiles at the enemy. Costs 4 mana. 4 base magic power. Can hit multiple enemies.
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  66. >Detect Life - Enemies won't easily slip past your notice. You can sense the life around you for a half mile if you concentrate. (large bonus to enemy stealth detection)
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  68. >Detect magic - Even magical beings can't escape your senses. (large bonus to magical stealth detection)
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  70. >Berserk - Ignore your defenses and strike all around you in a vicious physical assault. Powerful bonuses to strength and armor piercing while maintained, but lowered dodge and defense. It becomes much more difficult for you to distinguish friend from foe, and you cannot flee battle. Minimum duration of two turns.
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  72. >Mind Crush - A brutal spirit magic attack directly into the mind of your foe. (costs 10 mana)
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  74. >Supersonic - Fly at supersonic speeds. Extremely fast, but large penalty to stealth and magic stealth.
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  76. >Darkness Within - You are the immovable rock and the unstoppable force. Your berserk is exaggerated in all aspects (except for defense penalty, which doesn't get any worse). Minimum duration of four turns.
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  78. >Viral - gain even greater healing from consumption, and a small boost to ailment resistance. Every physical attack has a small chance to inflict disease on your foes, which impacts their attack strength and prevents their regeneration.
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  80. >Shadowmeld - Magical stealth. Costs X mana. Physical and magical stealth increases according to how much mana was spent until stealth is broken. Can be used to re-stealth mid-battle.
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  82. >Focus - With a burst of concentration, you can significantly improve your detection of both the mundane and magical, but you also drastically increase the risk of giving yourself away...
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