Skill descriptions.
-PASSIVE:
name: Aura Vili Bestia.
result: enemy: all stats -3
mp/ep cost: 15
upgrade cost: 10 (max lvl: 5, increases result by '-3')
name: Alfa Wolf.
result: hp +4 and power +4.
upgrade cost: 8 (max lvl: 10, every next level increases result by +3)
name: Blood Lust.
result: 5 hp bonus when blood is consumed.
upgrade cost: 6 (max lvl: 10, every next level increases result by 5)
name: Blade Master.
result: power +20; defense +10, agility +10 when wealding a sword.
upgrade cost: 30 (max lvl: 1)
name: Brain implantation.
result: intelligence +3
upgrade cost: 4 (max lvl: 5, every next level increases result by 2)
name: Burning Aura.
result: Burning effect (agility -1) enhanced.
upgrade cost: 4 (max lvl: 5, every next level increases result by '-1')
name: Call of Nature.
result: intelligence -4; hp +2; power +6
upgrade cost: 6 (max lvl: 10, every next level increases result by 3)
name: Corruption.
result: alignment -1
upgrade cost: 5 (max lvl: 10, every next level increases result by -2)
name: Conviction.
result: alignment +1
upgrade cost: 5 (max lvl: 10, every next level increases result by +2)
name: Endless Supply of life.
result: every attack has life drain. Skill with life drain used in combination with this skill count as having a dubble effect.
upgrade cost: 20 (max lvl: 1)
name: Experience.
result: power +5
upgrade cost: 6 (max lvl: 10, every next level increases result by 5)
name: Fysical training.
result: power +1; hp +1; defense +1
upgrade cost: 3 (max lvl: 10, every next level increases result by 1)
name: From worlds beyond.
result: power +4; ep +4
upgrade cost: 5 (max lvl: 10, every next level increases result by 2)
name: From worlds beyond II.
result: power +10; ep +10
upgrade cost: 12 (max lvl: 5, every next level increases result by 5)
name: Gathering of aura.
result: mp +3
upgrade cost: 2 (max lvl: 5, every next level increases result by 2)
name: Giant.
result: hp+4; power+6.
upgrade cost: 12 (max lvl: 5, every next level increases result by hp+4; power+6)
name: Hidden Aura.
result: enemy agility -10.
upgrade cost: 12 (max lvl: 5, every next level increases result by -6)
name: Holy.
result: alignment +10.
upgrade cost: 12 (max lvl: 5, every next level increases result by 8)
name: In preparation of Armageddon.
result: apocalypse points or ap, increased by 5.
upgrade cost: 6 (max lvl: 15, every next level increased result by 5)
name: Magical training.
result: intelligence +2; ep +4
upgrade cost: 4 (max lvl: 10, every next level increases result by 2)
name: Meditation.
result: intelligence +3
upgrade cost: 3 (max lvl: 10, every next level increases result by 2)
name: Mutation.
result: hp +2; power +1; defense +1; intelligence -1
upgrade cost: 3 (max lvl: 10, every next level increases result by 1)
name: Payment.
result: Looted money 1.5x.
upgrade cost: 5 (max lvl: 5, every next level increases result by 0.5)
name: Physical Development.
result: seduction effect +5.
upgrade cost: 5 (max lvl: 5, every next level increases result by 5)
name: Seductive Aura.
result: seduction effect +5
upgrade cost: 5 (max lvl: 10, every next level increases result by 5)
name: Sneak.
result: agility +2; strike +1
upgrade cost: 3 (max lvl: 10, every next level increases result by 2)
name: Terrain.
result: Bonus according to land tile:
Castle/Fortress/City/Village: 1.5x loot.
Forest/Plains/Farmland: hp +10
River/Bridge: anti burn
Desert: agility +10
Mountain: defense +10
Volcano: power +10
Tundra: anti burn
Graveyard: anti life drain
Daemon portal/Void/Dimensional rift: mp +20
upgrade cost: 15 (max lvl: 5, every next level increases result by 10 or 0.5, depends on the type of bonus.)
name: Victorious Spirit.
result: when you win, the final exp (after all other modifiers have been done) the exp value is increased by 1.5x
upgrade cost: 13 (max lvl: 1)
name: Winged.
result: you can move two tiles, while only fighting in the one you land at.
upgrade cost: 20 (max lvl: 1)
-PROFIECENY SKILLS:
name: Axe proficienty.
result: Axes have a +1 modifier for their modifiers. (negative modifiers are untouched.)
upgrade cost: 2 (max lvl: 15, every next level increases result by 2)
name: Bow proficienty.
result: bows have a +1 modifier for their modifiers. (negative modifiers are untouched.)
upgrade cost: 2 (max lvl: 15, every next level increases result by 2)
name: Lance proficienty.
result: lances have a +1 modifier for their modifiers. (negative modifiers are untouched.)
upgrade cost: 2 (max lvl: 15, every next level increases result by 2)
name: Light proficienty.
result: positive alignment weapons have a +1 modifier for their modifiers. (negative modifiers are untouched.)
upgrade cost: 2 (max lvl: 15, every next level increases result by 2)
name: One-handed profiency.
result: one-handed weapons have a +1 modifiers for their modifiers. (negative modifiers are untouched.)
upgrade cost: 2 (max lvl: 15, every nexy level increases result by 2)
name: Small weapon profiency.
result: Small weapons have a +1 modifier for their modifiers. (negative modifiers are untouched.)
upgrade cost: 2 (max lvl: 15, every nexy level increases result by 2)
name: Sword profiency.
result: Swords have a +1 modifiers for their modifiers. (negative modifiers are untouched.)
upgrade cost: 2 (max lvl: 15, every nexy level increases result by 2)
-ASSAULT:
name: Aim, ready, fire.
result: power, cannot be evaded.
mp/ep cost: 15
upgrade cost: 10 (max lvl: 1)
type: Physical
name: Alignment Stike.
result: power+alignment (if the alignment is negative, just act as if the '-' is not there.

)
mp/ep cost: 10
upgrade cost: 12 (max lvl: 5, every next level increases alignment by 10)
type: Physical+magical (it is a physical attack that has a magical aura hanging around it.)
name: Alignment charged Bolt.
result: intelligence+alignment (if the alignment is negative, just act as if the '-' is not there.)
mp/ep cost: 10
upgrade cost: 12 (max lvl: 5, every next level increases alignment by 10)
Type: Spell
name: Apocalypse.
result: an attack by the negative alignment (Yet again, ignore the '-'), increased by 'apocalypse points' or ap.
mp/ep cost: 20
upgrade cost: 12 (max lvl: 5, every next level increases alignment by 4)
At the end of the battle, before it is decided who wins, you are allowed to use this attack. This attack can only be used then and when you are killed in battle, as a form of final revenge.
Type: Mental
name: Assassinate
result: agility+power
mp/ep cost: 10
upgrade cost: 4 (max lvl: 5, every next level increases agility by 2)
type: Physical
name: Bite&Drink.
result: adds life drain to attack. (Counts as drinking blood.)
mp/ep cost: 7
upgrade cost: 5 (max lvl: 1)
type: Physical
name: Black magic.
result: add intelligence to power points, decrease powerpoints by alignment.
mp/ep cost: 15
Type: Spell
name: Blade Parry.
result: power is used to attack; increases defense by 12 for one enemy attack.
mp/ep cost: 9
Upgrade cost: 7 (Max level: 10, every next level increases result by 8)
type: Physical
name: Blind rampage.
result: power 2x; agility -2
mp/ep cost: 8
upgrade cost: 5 (max lvl: 3, every next level increases result by power: 0.5; agility: -1)
type: Physical
name: Chaotic Mind
result: power+enemy alignment-own alignment
mp/ep cost: 15
upgrade cost: 10 (max level 1.)
type: Mental
name: Crushing Blow.
result: power 1.5x; piercing effect; agility -6.
mp/ep cost: 10
upgrade cost: 15 (max lvl: 2, next level increases result by power: 1.5; agility: -4)
type: Physical
name: Death from above.
result: power 1.0x, can't be evaded.
mp/ep cost: 15
upgrade cost: 10 (max lvl: 2, next level increases result by power: 1,0)
type: Physical
name: Dimensional Rift.
result: 2xpower+3xintelligence.
mp/ep cost: 30
upgrade cost: 20 (max lvl: 1)
type: Spell
name: Disappearance.
result: flee from battle, you are sent back to the tile you came from if you attacked, if you were attacked, you are sent to the tile opposite of the direction you were attacked from.
mp/ep cost: 50
upgrade cost: 30 (max lvl: 1)
type: Mental
name: Earthquake
result: 3xpower, never misses
mp/ep cost: 30
upgrade cost: 20 (max lvl: 1)
type: Physical
name: Energy bolt
result: intelligence 1.5x
mp/ep cost: 7
upgrade cost: 5 (max lvl: 3, every next level increases result by 0.5)
type: Spell
name: Fauna
result: intelligence+agility.
mp/ep cost: 10
upgrade cost: 6 (max lvl: 5, agility+5.)
type: Mental, it works like an illusion. Making the person thing he or she is attacked by animals.
name: Feed
result: adds life drain effect to attack.
mp/ep cost: 8
upgrade cost: 6 (max lvl: 5, power +5.)
type: Physical
name: Fire arrow
result: power+intelligence, has burning effect (agility -1)
mp/ep cost: 15
upgrade cost: 4 (max lvl: 10, intelligence/power +2 with every level.)
type: Physical+spell
name: Fireball
result: power+intelligence, has burning effect (agility -1)
mp/ep cost: 15
upgrade cost: 4 (max lvl: 10, intelligence/power +2 with every level.)
type: Spell
name: Final act afore the apocalypse.
result: ap=20x1.0
mp/ep cost: 10
upgrade cost: 12 (max lvl: 2, next level increases result by 0.5.)
This attack can only be used at the beginning of the battle, before anyone has attacked yet. It does not count as an attack.
type: Mental
name: Flirt
result: intelligence, has seduction effect (power -4, agility -2).
mp/ep cost: 10
upgrade cost: 6 (max lvl: 5, power+5.)
type: Physical+Mental
name: Flora
result: intelligence+power.
mp/ep cost: 10
upgrade cost: 6 (max lvl: 5, intelligence+5.)
type: Physical
name: Flurry
result: multiple attacks. Level one: 2 attacks. Every attack after the first only has half of the power points as attack power.
mp/ep cost: 20
upgrade cost: 15 (max lvl: 5, every next level increases attacks by 1)
type: Physical
name: Healing I
result: restore hp for half of intelligence points, can be used outside of battle.
mp/ep cost: 10
upgrade cost: 4 (max lvl: 5, healing +5.)
type: Spell
name: Healing II
result: restore hp for intelligence points, can be used outside of battle.
mp/ep cost: 19
upgrade cost: 8 (max lvl: 5, healing +10.)
type: Spell
name: Healing III
result: restore hp for 1.5xintelligence points, can be used outside of battle.
mp/ep cost: 27
upgrade cost: 8 (max lvl: 1)
type: Spell
name: Hidden Blade
result: adds an attack. The second attack only hits with half of the power points.
mp/ep cost: 10
upgrade cost: 10 (max lvl: 2, the second level makes the second attack hit with full power points.)
type: Physical
name: Infiltrate
result: attack by using power points. This attack can only be used once per fight and happens before any other attacks have been made, it does not count as an attack.
mp/ep cost: 10
upgrade cost: 10 (max level 1.)
type: Physical
name: Judgement
result: power-enemy alignment+own alignment
mp/ep cost: 15
upgrade cost: 10 (max level 1.)
type: Physical (it's like a normal attack, but them overpowered...)
name: Judgement II
result: intelligence-enemy alignment+own alignment
mp/ep cost: 15
upgrade cost: 10 (max level 1.)
type: Spell
name: Kiss of Death
result: intelligence+power, seduction effect.
mp/ep cost: 15
upgrade cost: 15 (max level 1.)
type: Physical (Yes... it is an actual kiss. -.-')
name: Magic Knife.
result: add intelligence to power points.
mp/ep cost: 10
upgrade cost: 7 (max lvl: 5, increase intelligence by 2)
type: Physical
name: Mental Assault.
result: intelligence+power, has seduction effect (power -4, agility -2)
mp/ep cost: 15
upgrade cost: 6 (max lvl: 5, intelligence+5.)
type: Mental
name: Mindless Charge.
result: power 4x; agility -8
mp/ep cost: 12
upgrade cost: 6 (max lvl: 3, every next level increases result by power: 0.5; agility: -1)
type: Physical
name: Nerve Disruption.
result: attack with 'intelligence - alignment'.
mp/ep cost: 6
upgrade cost: 10 (max lvl: 2, second level: no alignment penalty.)
type: Mental
name: Piercing Stab.
result: power, piercing (25%)
mp/ep cost: 8
upgrade cost: 10 (max lvl: 4, every level adds 25% to piercing.)
type: Physical
name: Power Strike.
result: power +3
mp/ep cost: 3
upgrade cost: 2 (max lvl: 5, every next level increases result by 2)
type: Physical
name: Poisoned Knife.
result: attacks with intelligence, poisoned effect. (Agility -4 for 2 tiles)
mp/ep cost: 9
upgrade cost: 9 (max lvl: 5, every next level increases result by -2agi and 1 extra tile.)
type: Physical
name: Precision shot.
result: add the intelligence points to the power points
mp/ep cost: 10
upgrade cost: 3 (max lvl: 5, every next level adds +2 to power)
type: Physical
name: Preemptive Strike.
result: use this skill before any attacks were made, power point 0.5x. Afterwards, the battle continues as normal. (This skill does not count as attacking, once a turn only.)
mp/ep cost: 10
upgrade cost: 10 (max lvl: 2, every next level increases result by 0.5)
type: Physical
name: Ram
result: power+half of defense
mp/ep cost: 7
upgrade cost: 10 (next level: power+defense, rather than half of defense.)
type: Physical
name: Resurrection I
result: regenerate half of hp
mp/ep cost: all of it
upgrade cost: 20 (max level 1)
Can only be cast after you are killed. The battle then continues as if you never died.
type: Spell
name: Resurrection II
result: regenerate all of hp
mp/ep cost: all of it
upgrade cost: 40 (max level 1)
Can only be cast after you are killed. The battle then continues as if you never died.
type: Spell
name: Sea of Fire
result: 2x(power+intelligence), burning (agility -8)
mp/ep cost: 30
upgrade cost: 25 (max lvl: 1)
type: Spell
name: Shadow Blade
result: power+agility. The attack is increased by the enemy alignment. (Making the attack more effective against light-siders.)
mp/ep cost: 15
upgrade cost: 10 (max lvl: 1)
type: Physical
name: Shifting Shape
result: choose (only one): power +10/defense +10/ agility +10(/intelligence +30 only if the caster is a Soul Shaper)
mp/ep cost: 5
upgrade cost: 5 (max lvl: 5, every next level increases result by 5)
Pre-Battle.
type: Physical
name: Shock wave
result: intelligence +2
mp/ep cost: 3
upgrade cost: 2 (max lvl: 5, every next level increases result by 2)
type: Spell
name: Sour Rain
result: intelligence, has piercing effect (25%)
mp/ep cost: 10
upgrade cost: 10 (max lvl: 4, next level increases piercing effect with 25%)
type: Spell
name: Thunder Arrow
result: power+intelligence, has thunder-effect (decreases mp/ep -4)
mp/ep cost: 16
upgrade cost: 4 (max lvl: 10, intelligence +3 with every level.)
type: Physical+Spell
name: Thunder Shock
result: power+intelligence, has thunder-effect (decreases mp/ep -4)
mp/ep cost: 16
upgrade cost: 4 (max lvl: 10, intelligence +3 with every level.)
type: Spell
name: Thunderstorm
result: 2x(power+intelligence), has thunder-effect (decreases mp/ep -8)
mp/ep cost: 26
upgrade cost: 8 (max lvl: 10, intelligence +7 with every level.)
type: Spell
name: Tsunami
result: power+intelligence, never misses
mp/ep cost: 20
upgrade cost: 20 (max lvl: 1)
type: Spell
name: Void Crush
result: 4xintelligence, piercing effect (50%)
mp/ep cost: 30
upgrade cost: 30 (max lvl: 1)
type: Mental
#
name: 1st Technique, stance.
result: choose a bonus (only one): defense +10/power +10/ agility +10
mp/ep cost: 10
upgrade: cost: 15 (max level 1)
This is a pre-battle skill.
type: Physical
name: 2nd Technique, wind blade.
result: power+agility
mp/ep cost: 10
upgrade: cost: 15 (max level 1)
type: Physical+Spell
name: 3rd Technique, final strike.
result: power+(2x agility)
mp/ep cost: 15
upgrade: cost: 20 (max level 1)
type: Physical
-Outside of battle skills:
name: Healing I
result: restore hp for half of intelligence points, can be used outside of battle.
mp/ep cost: 10
upgrade cost: 4 (max lvl: 10, healing +5.)
type: Spell
name: Healing II
result: restore hp for intelligence points, can be used outside of battle.
mp/ep cost: 19
upgrade cost: 8 (max lvl: 5, healing +10.)
type: Spell
name: Healing III
result: restore hp for 1.5xintelligence points, can be used outside of battle.
mp/ep cost: 27
upgrade cost: 16 (max lvl: 1)
type: Spell
name: Protection
result: defense +10 in next battle
mp/ep cost: 5
upgrade cost: 5 (max lvl: 5, defense upgrade +5.)
type: Spell
SUMMONING SKILLS:
Summoning works a little bit differently. There are two types of summoning.
Pre-battle and Battle summonings. The pre-battle summonings mean you can summon a minion before the battle, that minion will fight alongside you. It's skill will be it's only attack and the summoning cost is only once, when the minion is summoned.
The Battle summonings count as a single attack, the cost needs to be payed every time the attack is done. The Battle skills are natural to a summoner, but the minions have to be tamed or bought. With the taming skill, the summoner can tame a monster he or she defeated in battle. It is a Post-Battle skill that counts as a Battle skill. It can therefore only be used after the battle has been fought. It has no effect when fighting another character, even if they summoned a monster you have not yet tamed. A summoner can only tame every kind of monster once. The Necromancer and the Beast Master do have their own special summoning that can't be bought or tamed.
(A monster can only be tamed if it has a taming difficulty.)
--Buying summonings is not yet possible--
Tame:
A monster kan be tamed after it is defeated. Every monster has it's own taming difficulty. To tame you roll a dice, the number you need to roll is decided by the taming skill and taming difficulty.
1 :If the taming skill is more than 3 points lower than the difficulty.
2 or lower:If the taming skill is 1, 2 or 3 points lower than the difficulty.
3 or lower:If the taming skill and difficulty are the same.
4 or lower:If the taming skill is 1, 2 or 3 points higher than the difficulty.
5 or lower:If the taming skill is 4 to 10 points higher than the difficulty.
Instantly :If the taming skill is more than 10 points higher than the difficulty.
Starting taming skill: 5.
Upgrading: max lvl: 20. Every level adds 1 taming skill point. The upgrading cost is 2.
Cost to cast: 5.
A
B
Beastly Aura.
Taming skill +5, when taming animals.
Summonings that are categorised as 'animal' have a +1 modifier on all their stats.
Upgrading: max lvl 5. (Every next level add +3 taming skill for taming animals and increases the modifier by +1.) Cost: 7.
Passive.
C
Dead Aura
Taming skill +5 when taming undeads.
Summonings that are categorised as 'undead' or 'dead' have a +1 modifier on all their stats.
Upgrading: max lvl 5. (Every next level add +3 taming skill for taming animals and increases the modifier by +1.) Cost: 7.
Passive.
D
-Daemon.
Pre-Battle.
Power: 8
Agility: 0
Upgrading: cost: 2, max level 100, adds:
Power: +3
Agility: +1
Tamable; difficulty: 15.
Cost: 15
-Daemon Lord.
Pre-Battle.
Power: 10
Agility: 0
Special: +4 power bonus against non-Deamon
Upgrading: cost: 2, max level 100, adds:
Power: +3
Agility: +1
Tamable; difficulty: 25
Cost: 30
E
-Elemental: Fire.
Pre-Battle.
Power: 4
Agility: 2
Special: burn (agility -1)
Upgrading: cost: 2, max level 100, adds:
Power: +2
Agility: +2
Special: At level 50, the burn will be upgraded to: burn (agility -8)
Tamable; difficulty 10
Cost: 20
-Elemental: Light.
Pre-Battle.
Power: 4
Agility: 2
Special: +2 power bonus against evil aligned.
Upgrading: cost: 2, max level 100, adds:
Power: +2
Agility: +2
Special: At level 50, bonus will be +16
Tamable; difficulty 10
Cost: 20
-Elemental: Shadow.
Pre-Battle.
Power: 4
Agility: 2
Special: +2 bonus against light aligned.
Upgrading: cost: 2, max level 100, adds:
Power: +2
Agility: +2
Special: At level 50, the bonus will be +16
Tamable; difficulty 10
Cost: 20
-Elemental: Water.
Pre-Battle.
Power: 4
Agility: 2
Special: makes the summoner not effected by burn attacks.
Upgrading: cost: 2, max level 100, adds:
Power: +2
Agility: +2
Tamable; difficulty 10
Cost: 20
F
Firedrake.
Pre-Battle.
Power: 500
Agility: 40
Upgrade: cost: 2; Max lvl: 100. Adds 3 power and 1 agility every level.
Cost: 250
Special: burn (agility -5).
Forsaken Angel.
Pre-Battle.
Power: 300
Agility: 50
Upgrade: cost: 2; Max lvl: 20. Adds 2 power and 2 agility every level.
Cost: 200
Special: Add enemy alignment to power (the negative alignments are seen as positive ones)
G
-Goblin.
Pre-Battle.
Power: 2
Agility: 3
Upgrading: cost: 2, max level 100, adds:
Power: +2
Agility: +1
Tamable; difficulty 4
Cost: 10
-Golem.
Pre-Battle.
Power: 5
Agility: 0
Upgrading: cost: 2, max level 100, adds:
Agility: +1
Tamable; difficulty 9
Cost: 20
H
Hunting Dog.
Auto-summon a level 1 wolf.
Upgrade cost: 10 (max lvl: 20, every next level increases the wolf's level by 1)
I
J
K
L
Lion's Bite.
Battle Skill.
Power: 40
Upgrade: Max lvl: 10. Adds 5 power every lvl. Cost: 4.
Cost: 15
M
Mammoth.
Pre-battle.
Power: 60
Agility: 15
Upgrade: cost: 2; Max lvl: 100. Adds 2 power and 1 agility every level.
Cost: 30
Mermaid.
Pre-Battle.
Power: 300
Agility: 50
Upgrade: cost: 2; Max lvl: 20. Adds 1 power and 1 agility every level.
Cost: 200
Specialty: Seduction (power -8; agility -2)
-Mutant.
Pre-Battle
Power: 8
Agility: 0
Upgrading: cost 2, max level 100, adds:
Power: +3
Agility: +1
Tamable; difficulty 8
Cost: 20
N
O
-Orc.
Pre-Battle
Power: 7
Agility: 2
Upgrading: cost: 2, max level 100, adds:
Power: +2
Agility: +1
Tamable; difficulty 7
Cost: 15
P
Pegasus.
Pre-Battle.
Power: 300.
Agility: 40.
Upgrade: cost: 2; Max lvl: 20. Adds 1 power and 1 agility every level.
Cost: 150
Specialty: Cannot be evaded.
Poltergeist.
Pre-battle.
Power: 35
Agility: 45
Upgrade: cost: 2; Max lvl: 20. Adds 1 power and 1 agility every level.
Cost: 30
Q
R
Realm Guardian.
Pre-battle.
Power: 550
Agility: 45
Upgrade: cost: 2; Max lvl: 20. Adds 1 power and 1 agility every level.
Cost: 200
-Raptor.
Pre-Battle
Power: 4
Agility: 6
Upgrading: cost: 2, max level 100, adds:
Power: +2
Agility: +2
Tamable; difficulty 8
Cost: 20
S
T
U
-Undead.
Pre-Battle
Power: 10
Agility: 0
Upgrading: cost: 2, max level 100, adds:
Power: +2
Agility: +1
Tamable; difficulty 7
Cost: 15
-Unworthy Daemon.
Pre-Battle
Power: 6
Agility: 0
Upgrading: cost: 2, max level 100, adds:
Power: +1
Agility: +1
Tamable; difficulty 6
Cost: 8
V
-Vampire.
Pre-Battle
Power: 7
Agility: 8
Special: life drain (25%) (adds life to caster)
Upgrading: cost: 2, max level 100, adds:
Power: +2
Agility: +3
Tamable; difficulty 10
Cost: 20
-Vampire prince.
Pre-Battle
Power: 9
Agility: 10
Special: life drain (25%) (adds life to caster)
Upgrading: cost: 2, max level 100, adds:
Power: +3
Agility: +3
Tamable; difficulty 25
Cost: 25
Void Beast.
Pre-battle.
Power: 65
Agility: 35
Upgrade: cost: 2; Max lvl: 100. Adds 2 power and 1 agility every level.
Cost: 200
W
Werewolf
Pre-Battle
Power: 9
Agility: 4
Upgrading: cost: 2, max level 100, adds:
Power: +3
Agility: +2
Tamable; difficulty 10
Cost: 17
Wolven claw.
Battle skill.
Power: 20
Upgrade: Max lvl: 10. Adds 5 power every lvl. Cost: 4.
COst: 6
-Wolf.
Pre-Battle
Power: 7
Agility: 4
Upgrading: cost: 2, max level 100, adds:
Power: +3
Agility: +2
Tamable; difficulty 7
Cost: 10
X
Y
Z
Attack effects:
These can be upgraded by individual skills or the normal upgrading. These are therefore just the basic effects. The effects only hurt the enemy. (these effects count only for your and the next enemy attack):
Burn:
Agility -1.
Life Drain:
Steals hp for 25% of attack power.
Piercing:
Enemy defense -25%
Poison:
Agility -4 for 2 tiles.
Seduction:
Power -4; agility -2
Thunder:
MP/EP -4.
About the assault skills:
There are three kinds of assault skills. The physical ones (without magic), the spells and the mental ones. The physical skills look just like you would imagine. The spells work a little differently. Most simply look like you'd expect as well, but some of the spell are actually mental attacks. This means you can't see the actual attack, just the results. Please consider this while roleplaying. The physical skills all have the body or a weapon as base, the spells can be casted as you would imagine. If there is any skill you can't imagine the look of, just ask me about it.