Ability List:
This is the ability list for normal characters. Monsters, Guardians and other creatures have different abilities.
-Armor Mage: Armor doesn't affect spell casting.
-Rage: when fighting a certain type of character or monster the player will gain a boost in attack or damage. Note that Rage only works for one type. Ex: If someone wants to have Rage against paranormal and nitemare, he/she will have to use one ability for paranormal and a second ability for nitemare.
-Improved Sense: a character has high senses. Every time a character does an action like scan area or hear something, he/she will get a boost in MP. This ability is mainly for searching.
-Sixth Sense: the character has a powerful sense for danger and clairvoyance. The character can do an MP roll to know about the danger that will come and can see a few steps into the future.
-Weapon Master: The character can use two handed weapons as one handed. This only counts for blades, staffs and such. Bows still require one free hand to recharge.
-Weapon Focus: When using a certain type of weapon the character gains a bonus of +1 in DMG when dealing damage with the type of weapon. Weapon types are
surprised ne handed blades, two handed blades, staffs, bows (crossbows are also included), fire arms (guns and such), heavy weapons (hammers and maces go in this type), exotic (everything like chains, whips or claws enter in this type)
-Ride Master: The character gains a +1 bonus in Speed when in a mount.
-Dodge: The character can dodge an attack by succeeding in a Speed roll. Only one attack per round can be dodged.
-Parry: The character can parry an attack using his weapon by rolling an attack roll lower than the enemy. With a successful parry, the character can do half an action in the instant. If you have a parry weapon, you have a 1 bonus to parry.
-Marks Man: When using Tec. attacks, you can ignore 1 point of defense of the enemy if he/she has an armor or a shield. This only works if the enemy has an armor or a shield.
-Immunity: The character is protected against a stat like poison, mind control or even against critical attacks. Only one immunity can be used per ability.
-Learn Magic: The character can learn a magic from magic book items with a successful MP roll. During combat, the character can use the learned magic by succeeding an MP and Special roll. The difficulty of learning and performing the spell depends on the item's level.
-Learn Skill: The character can learn a skill from scroll items with a successful MP roll. During combat, the character can use the learned magic by succeeding an MP and Tec roll. The difficulty of learning and performing the technique depends on the item's level.
-Ambidexterity: The character can use weapons in both hands without having a penalty when attacking with off hand.
-Double-Attack: The character can do a second attack as long as the only action the character does is an attack. The character can attack with his off-hand weapon. Off-hand mauls is still applied. Double-attack doesn't work with chargeable weapons unless you have quick recharge.
-Quick Recharge: Reduce the recharge time of bows and guns by half a round. If the recharge time of the weapon is half a round, the recharge is free.
-Defender: Gain a bonus of +1 in DEF when using shields.
-Transform: The character can transform into an animal or an item. When transforming, the character can't use weapons or items.
-Steal: The character can attempt to take away an item or weapon from the enemy with a successful Tec roll. The enemy can attempt to prevent it with a Speed roll.
-Mutate face: The character can change the form and shape of his head to look like another person. This ability helps for hiding. This ability also allows to grow horns that deal +1DMG. Note: growing horns will cause the character to be unable to use hats.
-Mutate arm: The character can transform his arm into claws or weapons that deal +1DMG in attacks with that arm. As long as the arm is mutated, the character can't use items with that arm.
-Element Harmony: The character gains a bonus of +1 in Speed when in an are of his element. Also the character can breath without problems while in the element and he won't be damaged by non-magic attacks of his element. (Ex: A fire user can be on a normal camp fire and he won't receive damage and he can breath without problems. But if he's attacked by a magic fire attack he receives damage.)
-Fast Casting: The user can cast normal spells in less time. He takes half a round less to cast a normal spell
-Clear Mind: The user gains a bonus in +1MP when concentrating in a task or when going to cast a spell. Also the character won't lose concentration when being attacked while preparing to cast.
-Hide: The character can disappear in the darkness and pass unnoticed. The next attack is sneak attack with +1 in DMG. Enemies must do a Search roll (MP) to spot the character. Doing an action besides moving causes the hide to cancel.
Legendary Abilities (Only available to Legend Characters):
-Terror aura: Anyone who attacks character must do a MP roll. If failed, the enemy is paralyzed in fear until he succeeds the roll. (Once the enemy succeeds the roll, this ability no longer has effect on him.)