Post by Elmo on Nov 26, 2006 15:28:16 GMT -5
(Descriptions of each stat, class, and ability are given in the info thread)
~ ~ ~ ~ ~
Choose a race and class:
- Angel
Attack = 75
Defense = 65
Leadership = 85
Intelligence = 70
Magic = 60
Speed = 50
Stealth = 50
Weaponry = 80
Armor = 80
Marksmanship = 55
Abilities:
Blessing of Creator = +10 To every stat point (once every 5 rounds, lasts one round)
Holy Judgement = Double damage bonus for personal attack (every other round)
- Demon
Attack = 80
Defense = 75
Leadership = 65
Intelligence = 60
Magic = 60
Speed = 50
Stealth = 50
Weaponry = 80
Armor = 80
Marksmanship = 60
Abilities:
Demon's Rage = Double damage bonus for personal attack (every other round)
Dark Encouragements = Bonus attack for allied unit (every other round)
- Orc
Attack = 80
Defense = 80
Leadership = 70
Intelligence = 50
Magic = 40
Speed = 30
Stealth = 10
Weaponry = 90
Armor = 90
Marksmanship = 50
Abilities:
Berserk = 2 bonus attacks but possibility of attacking friendly units (every other round)
Strength of the Orcs = Double damage bonus (every other round)
- Vampire
Attack = 75
Defense = 75
Leadership = 70
Intelligence = 70
Magic = 60
Speed = 70
Stealth = 75
Weaponry = 75
Armor = 70
Marksmanship = 65
Abilities:
Vampiric Gaze = Bonus attack while enemy is stunned (every other round)
Crimson Drain = Double damage bonus (every other round)
- Human
Attack = 70
Defense = 70
Leadership = 80
Intelligence = 65
Magic = 50
Speed = 50
Stealth = 50
Weaponry = 85
Armor = 85
Marksmanship = 60
Abilities:
Rally = Bonus attack (every other round)
Draft = Restore 10 of your lowest level troops (every other round)
- Dark Elf
Attack = 70
Defense = 70
Leadership = 80
Intelligence = 60
Magic = 60
Speed = 60
Stealth = 60
Weaponry = 85
Armor = 85
Marksmanship = 60
Abilities:
Dark Enchantment = Bonus attack from targeted allied unit (ever other round)
Ancient Guardian = Summons a ghost to protect for 10 seconds. Can not defend against Weaponry. (One cast per day or every other round)
- Wood Elf
Attack = 65
Defense = 65
Leadership = 80
Intelligence = 70
Magic = 60
Speed = 60
Stealth = 65
Weaponry = 70
Armor = 70
Marksmanship = 80
Abilities:
Master of the Woods = Targeted allied missile unit gets 2 bonus attacks (every other round)
Call to Arms = Bonus attack (every other round)
- High Elf
Attack = 60
Defense = 60
Leadership = 75
Intelligence = 70
Magic = 70
Speed = 65
Stealth = 60
Weaponry = 65
Armor = 65
Marksmanship = 50
Abilities:
Devour Magic = Absorbs one offensive spell cast at your character and replenish's characters magical supply. (Once per Battle)
Arcane Dependency = Bonus intensity to magical spells for character and allies (Lasts one turn & once per Battle)
- Dwarf
Attack = 75
Defense = 80
Leadership = 80
Intelligence = 50
Magic = 40
Speed = 30
Stealth = 30
Weaponry = 85
Armor = 90
Marksmanship = 50
Abilties:
Dwarven Strength = Bonus attack (every other round)
Dwarven Rage = 2 bonus attacks with possibility of hitting ally (every other round)
- Beast (Anthromorphics)
Attack = 80
Defense = 80
Leadership = 80
Intelligence = 65
Magic = 50
Speed = 65
Stealth = 70
Weaponry = 85
Armor = 85
Marksmanship = 65
Abilities:
Call of the Wild = Bonus attack from summoned animals (every other round)
Cultured Fighters = Two allied units may attack twice in a single turn. Once every four turns.
- Beast (Minatuar)
Attack = 90
Defense = 80
Leadership = 65
Intelligence = 65
Magic = 35
Speed = 65
Stealth = 70
Weaponry = 85
Armor = 80
Marksmanship = 85
Abilities:
Call of the Wild = Bonus attack from summoned animals (every other round)
Blood of the Tauren = Bonus 2 attacks but chance of hitting ally (every other round)
~ ~ ~ ~ ~
Choose a type/class:
- Mage
Wisdom of the Mage (permanent +10 increase to magic ability)
Healing of the Divine (restore +10 soldiers of your choice) (per round)
Nature's Protection (shield for 10 seconds from Magic attack) (every other round or one per day)
- Warrior
Might of the Warrior (permanent +5 increase to attack, defense, and weaponry)
Voice of a Leader (permanent +5 increase to leadership and targeted ally gains a 2 times bonus attack) (every other turn)
Aura of Strength (shield for 5 seconds against Magic attacks) (every other round or once per day)
- Barbarian
Rage of the Berserker(Permanent +10 increase to attack and +5 to defense)
Terrible Fury(Deals double damage)(Every other turn)
Crazed Roar(Negates 1 enemy ability directed at self)(Every other turn)
- Knight
Power of the Glorious Knight (permanent +5 increase to attack, weaponry, and armor)
Voice of a Leader (permanent +5 increase to leadership and targeted ally gains a 2 times bonus attack) (every other round)
Aura of Strength (shield for 5 seconds against Magic attacks) (every other round or one per day)
- Dark Knight
Power of the Dreaded Knight (permanent +5 increase to attack, weaponry, and armor)
Dark Defense(Defense is doubled for targeted ally unit) (every other turn)
Remote Manipulation (Targeted enemy unit can be controlled for one attack) (every three rounds)
- Marksman
Skill of the Marksman (permanent +5 increase to stealth, weaponry, and marksmanship)
Hawk Eye (RP consideration when using bow) (constant)
The Skilled Hunter (targeted allied missile unit is invisible for an ambush, anywhere. 3 times casualties) (once per battle)
- Assassin
Shadow's Embrace (Invisibility for 10 seconds) (every two rounds or once per day)
Step of the Cat (permanent +10 increase to stealth)
Demon Speed (permanent +5 increase to speed)
- Monk
Healing of the Divine (restore +10 soldiers to a target unit of your choice) (per round)
Protection of the Divine (shield around self for 5 seconds)(every other round or once per day. Protection is from all Weapons and Magic)
Blessing of the Monk (permanent +10 increase to Magic)
- Blacksmith
Volkan's Hammer (Permanent + 10 to Weaponry and +5 to Armor and Attack)
Power of the Weapon (Targeted ally gets a bonus attack, or targeted enemy unit's next attacks damage is cut by half) (Every other turn (For ally) or once per battle (For enemy))
Reconstuction (restore +5 soldiers to a target unit of your choice)
(per turn)
- Illusionist
Arts of the Magician (permanent +10 to Magic ability)
The Face of Fear (create a 50 foot creature which freezes the enemy in fear nulling a unit attack) (twice per battle)
Split Personality (create up to 50 multiple images of yourself for defensive purposes) (chance of being hit is zero) (once per battle)
- Temptress *Female characters only*
Deadly Seduction (Gain control of an enemy unit for a turn, to do damage to the enemy with their own troops) (once per battle)
Rebirth (restore +10 soldiers of your choice) (per round)
Graceful Killer (permanent +5 increase to attack, stealth, and intelligence)
- Necromancer
Book of the Dead ( +10 soldiers to a target unit of your choice but as the undead) (per round)
Strength of the Undead (+15 Magic and -5 attack when used) (Twice per battle - lasts for four turns)
Total Control (+10 Leadership whenever an undead unit is under your command)
- Summoner
Celestial Summoning ( +10 soldiers of your choice from any of the lower tier troops) (per round)
Otherworldly Magic (+15 Magic and -5 attack when used) (Twice per battle - lasts for four turns)
Monsters of Lore (Summon a creature of Lore to aid you. Only one can be summoned and only one of each type.) (Once per battle)
- Cleric
Regeneration (Heal minor wounds or lessen the effects of major wounds) (Every three rounds)
Holy Spirit (Infuses the Cleric with holy energies.) (Permanent +5 Magic & +5 Intelligence)
Power of Faith (restore +30 soldiers to a target unit of your choice) (every other round)
- Druid
Nature's Protection (The Earth itself prevents the enemy from harming you or your troops) (Once per battle)
Balance (+5 to your lowest stat at all times - switches out whenever a stat falls behind another)
Power of Faith (restore +30 soldiers to a target unit of your choice) (every other round)
- Overlord
High Master (Permanent +10 to the Leadership ability)
The Controller (Gains control of a enemy unit for two turns, twice per battle)
Whips of the Master (Unit gains a extra two attacks for one turn, however suffers losses, every other turn.)
- Were animal *Must be Human or Wood Elf*
Lycropanthy (Transform it to the animal one was bitten by such as a wolf or a rat, your strength and defense are raised by +15, your speed and stealth are raised by +10, but all other stats drop by -20)
Blind Rage (When in were form, gain another +5 to attack for two rounds, but then lose -5 for two rounds) (once every 5 rounds)
Howl (When in were form. Calls your particular animal to you, such as a pack of wolf or a swarm of rats that will fight beside you.) (Calls 5 wolves (attack=8, defense=6) and 20 rats (attack=5, defense=4))
- Shaman
Fire Spirit - Call forth the spirit of Fire, to embue all archers in your army with fire arrows. Once per battle, lasts all battle unless it rains.
Sky Spirit - Call forth the spirit of the sky, to bring a mighty gust of wind in the direction you choose. Hinder or aiding archers. Once per battle.
Earth Spirit - Call forth the spirit of the Earth, to heal/resurrect up to 20 troops. Every other turn
- Bard *Available only to Wood Elf, High Elf, and Human*
Voice of Excellence (Permanent +10 to leadership)
Marching Song (Troop Morale and movement rate goes up)
Horde Lullaby (Sends an enemy unit into a deep sleep for a turn, or a character for a short amount of time) (Once per battle)
~ ~ ~ ~ ~
Prestige Classes:
Prestige Classes, are pretty much the same as regular classes although they have a prequsite that must be achieved before they may be taken. Whoever becomes a prestige class keeps their old abilities and gains the new ones. Also a post must be made, about how the character progressed to this new class...
- Blade Master *Warrior, Barbarian, Dark Knight, Knight. 90 Attack*
Ambidextrous (permanent +5 Attack and +10 Weaponry)
Sword Dance (Any unit with a sword can attack twice.) (Once per battle)
Back Hand Stance (Sacrifice one attack to deflect one enemy attack.)
- Warlock *90 Magic*
Eldritch Spear (The Warlock can hurl a magical demonic javelin, +25 Casualties to a enemy unit) (Every two turns)
Demonic Touch (A permanant + 10 Attack and +5 Magic)
Unnatural Force (Targeted Allied unit gains a extra attack) (every other turn)
- Eldritch Knight *70 Magic & 80 Attack*
Magical Fury: (In combat the Eldritch knight can empower himself and his companions however at the risk of extra damage from the enemy, +2 attacks, sustain extra +10 casualties) (Every other turn)
Magical Champion (Permanant +10 to Magic and Attack)
Master of the Way (Immunity to enemy abilities for one turn)
- Dragon Disciple *90 Leadership*
Way of the Flame (Permanent +5 to Magic and +5 to Leadership)
Scale Hide (All damage against targeted unit is halved) (Every other turn)
Call of the Dragon (Summons 10 Junior dragons; Attack 35 Defense 25) (Once per batle)
- Orc Warlord *Orc Only. 95 Attack & 85 Weaponry*
Primal Rage (For three turns gets a +20 bonus to attack and for one turn is unable to do anything) (Twice per battle)
God of the Axe (Permanant +15 to Attack and +5 to Weaponary)
Almighty strength (Stops the targeted enemy unit from using any powers or spells next turn) (Every three turns)
- Paladin *Knight or Cleric Only. 90 Leadership & 80 Magic*
Protective Shield (Summons a protective shield around an ally character for a few seconds that blocks all melee & magical attacks against that target) (Cannot target self) (Once every turn) (Cannot target the same character twice)
Aura of Superiority (permanent +5 Attack, Leadership, & Magic)
Enchanted Shield (Requires a shield. Paladin can enchant their shield with holy energies capable of reflecting an offensive spell back at its caster) (Once per battle)
- Archmage *Mage Only. 100 Magic. Only one element of magic (fire, ice, etc.)*
Elemental Dominance (Grants the Archmage temporary immunity to the field of magic they specialize in) (Last one turn & Once per battle)
Archmage Staff (Requires a staff. The Archmage’s staff is permanently able to fire orbs of magic without draining it’s owners magic. Orbs are of no element; pure magic.)
Magical Accuracy (permanent +10 Marksmanship)
- Grandmaster of the Order *Monk only. 80 Magic.*
Drunken Boxer (permanent +10 to Attack + 5 to magic)
Diamond Body (The Grandmaster can summon his resolve to a physical defense. The allied unit targeted take no casualties for a turn) (Every other turn)
Soul of the Divine (The Grandmaster is able to channel the force of a god through his body for three turns +20 Attack +20 Magic) (Once per battle)
- Sword Dancer *Any form of elf. 80 Speed*
The way of the sword (+10 to Weaponry +5 to Attack) (Permamnent Bonus)
Dance of Death (The Sword Dancer enters a weaving and deadly dance that cuts through enemy ranks, although it saps him greatly)(+40 Casualties to a enemy unit, for the next two turns has a -10 to attack) (Three times per battle)
Dance of the Blessed (The Sword Dancer and his unit are able to avoid any attack for a turn, magic still hits him) (Every two turns)
- Verdant Lord *Druid only. 80 Magic*
Call of Nature (Vines snatch at limbs, tree limbs flail, boulders roll. Nature itself turns against the enemy unit) (+30 Casualties)(Every Other turn)
Balance (All abilities become effective on the entire battlefield, for either side, for three turns) (Twice per battle)
Nature's Control (40 of any dead allied units are returned to the battle) (Every three turns)
- Battle Mage *Requires 100 Magic, 60 Attack, and 95 Weaponry*
Battle Master (Grants a permanent +5 to Weaponry and Magic)
Switch Speciality (Grants the Battlemage the ability to choose between +15 Magic or +15 Attack for the rest of the battle.) (Once per battle)
Enchant Weapon (Enchants one weapon with one player's choice element for the duration of the battle, which fades afterwards. Can add a third element to those with two already.)
- Brilliant Strategist *Requires Human, Dwarf, or Elf, and 90 Int*
War Veteran (Permanent +10 to Leadership)
Charge (Double the number of enemies killed and the number of allies lost) (Once every other turn)
Hold Your Ground (Halves the damage done to the enemy, and number of your units lost for one turn) (Once every other turn)
- Mercenary *Warrior Only. 80 Intelligence & Weaponry*
Bounty (Reward for the player killing an enemy)
- Commander (NPC) = 10 Gold
- Lore Creature = 100 Gold
- Player Character = 1000 Gold
Natural Instinct (Permanent +10 to Stealth when outdoors)
Weapon Specialization (Choose a weapon. While that Weapon is equipped, player gains a permanent +10 to Attack. You may only do this once, right as you get the class. If weapon is sold, stolen, or removed for any reason, this can not be used on another weapon.)
- Grand Summoner *Summoner only. 120 Magic.*
Mastery of the Lore - The Summoner can now summon a additional creature. As opposed to just one, as with normal summoners (Twice per battle)
The Grand Summoning - The summoner gains a extra summon, free of cost to magic (Passive)
Banishment - The Grand Summoner can banish any other summoners summon. (Once per battle)
- Ranger *Marksmen only. 90 Marksmanship & 80 Stealth*
Expert Archer: Permanent +10 to Marksmanship and +5 to stealth when equipped with a bow.
Double-shot: Allows the player to fire two arrows at once (x2 casualties).
Forest Master: When battling in a forest, the player gains a +10 to stealth and a +5 to Marksmanship.
- Dwarven Blacksmith *Blacksmith only. Dwarf with 85 Intelligence & 65 Magic*
Dwarven Smithery: Player, and all of the player’s non-archer units gain a permanent +5 to weaponry/damage
Blacksmith’s Hammer: Player has the option of imbuing one hammer with +5 Attack. Can only be used once per week. (Real life)
Rune-smith: Allows the option to hammer runes of power into one piece of armor or weapon. If weapon, the weapon gains a +5 to attack. If armor, the armor gains a +5 to defense. You cannot use Rune-smith if the weapon already has an enchantment on it. Can be used once per week. (Real life)
- Magician *Illusionist only. Requires 100 Magic*
Illusion Master: Player gains a permanent +5 to Magic
Nothing Up My Sleeves: Player is able to cast one spell without the enemy knowing until it strikes (Once per battle)
Bag of Tricks: Player is able to pull out one item of choice, allow RP consideration. (Three times per battle)
- Seductress *Temptress Only. 90 Intelligence & 90 Leadership*
Man-power: The player is able to take control of two units, no matter the size so long as they are all male, and of the same race as the player. Lasts one turn. Once per battle.
Cat-walk: Player is able to freeze one enemy unit simply by walking in front of them. Only works if male, can be any race except undead. Lasts one turn. Can only be used once on each enemy unit.
Eye of Seduction: Player is able to take control of one male PC of the same race for one turn. Can only be used once per battle.
- Lich King *Necormancer Only. Requires 90 Magic and 80 Leadership*
Necronomicon: +20 soldiers to a target unit of your choice but as the undead. Per round.
Poison Aura: Allows player to take on an aura of poisonous gasses that has a range of five yards. Lasts for 3 turns.
Undead Mastery: If an opponent who is not a Lich King controls a unit of undead, the player may permanently take control of that unit.
- Lore Master *Summoner Only. Requires 110 Magic*
Lore Master: Player is able to take control of all Lore Units on the field for one turn. Can only be used once per battle
Celestial Plains Walker: Player gains a permanent +10 to Magic
Dismissal: Player is able to choose one Lore Unit on the field, and remove it for the rest of the battle. Can only be used once per battle.
- Dictator *Overlord Only. 100 Leadership & 70 Intelligence*
Absolute Obedience: Player’s units can never be taken control of by another PC or NPC
Charismatic Leader: Permanent +10 to Leadership
Private Army: Player may select one unit once Prestige Class is gained. That unit is considered Tier 3 and gains an immediate +5 to attack and defense after the Tier increase.
- Dire Were *Were-animal Only. 100 Attack & RP consideration*
Dire Form: Transform into the dire variant of the animal one was bitten by such as a wolf or a rat, your strength and defense are raised by +25, your speed and stealth are raised by +15, but all other stats drop by -30
Blood Fury: When in were form, gain another +15 to attack for two rounds, but then lose -10 for two rounds. Once every 5 rounds.
Howl: When in were form. Calls your particular animal to you, such as a pack of wolf or a swarm of rats that will fight beside you. Calls 5 dire-wolves (attack=10, defense=8) and 20 dire-rats (attack=7, defense=6).
- High-Shaman *Shaman Only. 100 Magic & 90 Intelligence
Spirit Mastery: Permanent +10 to Magic.
Light Spirit: Calls upon the spirit of Light to make a brilliant ray of sunlight strike a targeted area. Light has the power to damage dark units, and blind any other unit nearby.
Dark Spirit: Calls upon the spirit of Darkness to surround a selected unit in a shroud of darkness, blinding them. Lasts for three turns.
- Master Bard *Bard only. Requires 100 Leadership*
Voice/Instrument Mastery: Player may choose to either specialize in either mastery in an Instrument, or Mastery in using their voice. Player then gains a permanent +10 to Leadership.
Song of Glory: Selected unit gains a +5 to attack for one turn.
Song of Heroes: Selected unit gains a +5 to armor for one turn.
- Pit Lord *Demon only. 90 Leadership and 90 attack*
The Lower Dark - The Pit Lord can call upon a mist of darkness to englulf enemy units. It negates all their sense, smell, hearing and sight, basically leaving units helpless. Allied units are unaffected (Lasts three turns) (Three times per battle)
Master of the Pit - Permanent +10 to leadership.
Demonic Summonings - Can bring back 30 dead allies per turn as demons with the same equipment. (every turn.)
~ ~ ~ ~ ~
Choose a race and class:
- Angel
Attack = 75
Defense = 65
Leadership = 85
Intelligence = 70
Magic = 60
Speed = 50
Stealth = 50
Weaponry = 80
Armor = 80
Marksmanship = 55
Abilities:
Blessing of Creator = +10 To every stat point (once every 5 rounds, lasts one round)
Holy Judgement = Double damage bonus for personal attack (every other round)
- Demon
Attack = 80
Defense = 75
Leadership = 65
Intelligence = 60
Magic = 60
Speed = 50
Stealth = 50
Weaponry = 80
Armor = 80
Marksmanship = 60
Abilities:
Demon's Rage = Double damage bonus for personal attack (every other round)
Dark Encouragements = Bonus attack for allied unit (every other round)
- Orc
Attack = 80
Defense = 80
Leadership = 70
Intelligence = 50
Magic = 40
Speed = 30
Stealth = 10
Weaponry = 90
Armor = 90
Marksmanship = 50
Abilities:
Berserk = 2 bonus attacks but possibility of attacking friendly units (every other round)
Strength of the Orcs = Double damage bonus (every other round)
- Vampire
Attack = 75
Defense = 75
Leadership = 70
Intelligence = 70
Magic = 60
Speed = 70
Stealth = 75
Weaponry = 75
Armor = 70
Marksmanship = 65
Abilities:
Vampiric Gaze = Bonus attack while enemy is stunned (every other round)
Crimson Drain = Double damage bonus (every other round)
- Human
Attack = 70
Defense = 70
Leadership = 80
Intelligence = 65
Magic = 50
Speed = 50
Stealth = 50
Weaponry = 85
Armor = 85
Marksmanship = 60
Abilities:
Rally = Bonus attack (every other round)
Draft = Restore 10 of your lowest level troops (every other round)
- Dark Elf
Attack = 70
Defense = 70
Leadership = 80
Intelligence = 60
Magic = 60
Speed = 60
Stealth = 60
Weaponry = 85
Armor = 85
Marksmanship = 60
Abilities:
Dark Enchantment = Bonus attack from targeted allied unit (ever other round)
Ancient Guardian = Summons a ghost to protect for 10 seconds. Can not defend against Weaponry. (One cast per day or every other round)
- Wood Elf
Attack = 65
Defense = 65
Leadership = 80
Intelligence = 70
Magic = 60
Speed = 60
Stealth = 65
Weaponry = 70
Armor = 70
Marksmanship = 80
Abilities:
Master of the Woods = Targeted allied missile unit gets 2 bonus attacks (every other round)
Call to Arms = Bonus attack (every other round)
- High Elf
Attack = 60
Defense = 60
Leadership = 75
Intelligence = 70
Magic = 70
Speed = 65
Stealth = 60
Weaponry = 65
Armor = 65
Marksmanship = 50
Abilities:
Devour Magic = Absorbs one offensive spell cast at your character and replenish's characters magical supply. (Once per Battle)
Arcane Dependency = Bonus intensity to magical spells for character and allies (Lasts one turn & once per Battle)
- Dwarf
Attack = 75
Defense = 80
Leadership = 80
Intelligence = 50
Magic = 40
Speed = 30
Stealth = 30
Weaponry = 85
Armor = 90
Marksmanship = 50
Abilties:
Dwarven Strength = Bonus attack (every other round)
Dwarven Rage = 2 bonus attacks with possibility of hitting ally (every other round)
- Beast (Anthromorphics)
Attack = 80
Defense = 80
Leadership = 80
Intelligence = 65
Magic = 50
Speed = 65
Stealth = 70
Weaponry = 85
Armor = 85
Marksmanship = 65
Abilities:
Call of the Wild = Bonus attack from summoned animals (every other round)
Cultured Fighters = Two allied units may attack twice in a single turn. Once every four turns.
- Beast (Minatuar)
Attack = 90
Defense = 80
Leadership = 65
Intelligence = 65
Magic = 35
Speed = 65
Stealth = 70
Weaponry = 85
Armor = 80
Marksmanship = 85
Abilities:
Call of the Wild = Bonus attack from summoned animals (every other round)
Blood of the Tauren = Bonus 2 attacks but chance of hitting ally (every other round)
~ ~ ~ ~ ~
Choose a type/class:
- Mage
Wisdom of the Mage (permanent +10 increase to magic ability)
Healing of the Divine (restore +10 soldiers of your choice) (per round)
Nature's Protection (shield for 10 seconds from Magic attack) (every other round or one per day)
- Warrior
Might of the Warrior (permanent +5 increase to attack, defense, and weaponry)
Voice of a Leader (permanent +5 increase to leadership and targeted ally gains a 2 times bonus attack) (every other turn)
Aura of Strength (shield for 5 seconds against Magic attacks) (every other round or once per day)
- Barbarian
Rage of the Berserker(Permanent +10 increase to attack and +5 to defense)
Terrible Fury(Deals double damage)(Every other turn)
Crazed Roar(Negates 1 enemy ability directed at self)(Every other turn)
- Knight
Power of the Glorious Knight (permanent +5 increase to attack, weaponry, and armor)
Voice of a Leader (permanent +5 increase to leadership and targeted ally gains a 2 times bonus attack) (every other round)
Aura of Strength (shield for 5 seconds against Magic attacks) (every other round or one per day)
- Dark Knight
Power of the Dreaded Knight (permanent +5 increase to attack, weaponry, and armor)
Dark Defense(Defense is doubled for targeted ally unit) (every other turn)
Remote Manipulation (Targeted enemy unit can be controlled for one attack) (every three rounds)
- Marksman
Skill of the Marksman (permanent +5 increase to stealth, weaponry, and marksmanship)
Hawk Eye (RP consideration when using bow) (constant)
The Skilled Hunter (targeted allied missile unit is invisible for an ambush, anywhere. 3 times casualties) (once per battle)
- Assassin
Shadow's Embrace (Invisibility for 10 seconds) (every two rounds or once per day)
Step of the Cat (permanent +10 increase to stealth)
Demon Speed (permanent +5 increase to speed)
- Monk
Healing of the Divine (restore +10 soldiers to a target unit of your choice) (per round)
Protection of the Divine (shield around self for 5 seconds)(every other round or once per day. Protection is from all Weapons and Magic)
Blessing of the Monk (permanent +10 increase to Magic)
- Blacksmith
Volkan's Hammer (Permanent + 10 to Weaponry and +5 to Armor and Attack)
Power of the Weapon (Targeted ally gets a bonus attack, or targeted enemy unit's next attacks damage is cut by half) (Every other turn (For ally) or once per battle (For enemy))
Reconstuction (restore +5 soldiers to a target unit of your choice)
(per turn)
- Illusionist
Arts of the Magician (permanent +10 to Magic ability)
The Face of Fear (create a 50 foot creature which freezes the enemy in fear nulling a unit attack) (twice per battle)
Split Personality (create up to 50 multiple images of yourself for defensive purposes) (chance of being hit is zero) (once per battle)
- Temptress *Female characters only*
Deadly Seduction (Gain control of an enemy unit for a turn, to do damage to the enemy with their own troops) (once per battle)
Rebirth (restore +10 soldiers of your choice) (per round)
Graceful Killer (permanent +5 increase to attack, stealth, and intelligence)
- Necromancer
Book of the Dead ( +10 soldiers to a target unit of your choice but as the undead) (per round)
Strength of the Undead (+15 Magic and -5 attack when used) (Twice per battle - lasts for four turns)
Total Control (+10 Leadership whenever an undead unit is under your command)
- Summoner
Celestial Summoning ( +10 soldiers of your choice from any of the lower tier troops) (per round)
Otherworldly Magic (+15 Magic and -5 attack when used) (Twice per battle - lasts for four turns)
Monsters of Lore (Summon a creature of Lore to aid you. Only one can be summoned and only one of each type.) (Once per battle)
- Cleric
Regeneration (Heal minor wounds or lessen the effects of major wounds) (Every three rounds)
Holy Spirit (Infuses the Cleric with holy energies.) (Permanent +5 Magic & +5 Intelligence)
Power of Faith (restore +30 soldiers to a target unit of your choice) (every other round)
- Druid
Nature's Protection (The Earth itself prevents the enemy from harming you or your troops) (Once per battle)
Balance (+5 to your lowest stat at all times - switches out whenever a stat falls behind another)
Power of Faith (restore +30 soldiers to a target unit of your choice) (every other round)
- Overlord
High Master (Permanent +10 to the Leadership ability)
The Controller (Gains control of a enemy unit for two turns, twice per battle)
Whips of the Master (Unit gains a extra two attacks for one turn, however suffers losses, every other turn.)
- Were animal *Must be Human or Wood Elf*
Lycropanthy (Transform it to the animal one was bitten by such as a wolf or a rat, your strength and defense are raised by +15, your speed and stealth are raised by +10, but all other stats drop by -20)
Blind Rage (When in were form, gain another +5 to attack for two rounds, but then lose -5 for two rounds) (once every 5 rounds)
Howl (When in were form. Calls your particular animal to you, such as a pack of wolf or a swarm of rats that will fight beside you.) (Calls 5 wolves (attack=8, defense=6) and 20 rats (attack=5, defense=4))
- Shaman
Fire Spirit - Call forth the spirit of Fire, to embue all archers in your army with fire arrows. Once per battle, lasts all battle unless it rains.
Sky Spirit - Call forth the spirit of the sky, to bring a mighty gust of wind in the direction you choose. Hinder or aiding archers. Once per battle.
Earth Spirit - Call forth the spirit of the Earth, to heal/resurrect up to 20 troops. Every other turn
- Bard *Available only to Wood Elf, High Elf, and Human*
Voice of Excellence (Permanent +10 to leadership)
Marching Song (Troop Morale and movement rate goes up)
Horde Lullaby (Sends an enemy unit into a deep sleep for a turn, or a character for a short amount of time) (Once per battle)
~ ~ ~ ~ ~
Prestige Classes:
Prestige Classes, are pretty much the same as regular classes although they have a prequsite that must be achieved before they may be taken. Whoever becomes a prestige class keeps their old abilities and gains the new ones. Also a post must be made, about how the character progressed to this new class...
- Blade Master *Warrior, Barbarian, Dark Knight, Knight. 90 Attack*
Ambidextrous (permanent +5 Attack and +10 Weaponry)
Sword Dance (Any unit with a sword can attack twice.) (Once per battle)
Back Hand Stance (Sacrifice one attack to deflect one enemy attack.)
- Warlock *90 Magic*
Eldritch Spear (The Warlock can hurl a magical demonic javelin, +25 Casualties to a enemy unit) (Every two turns)
Demonic Touch (A permanant + 10 Attack and +5 Magic)
Unnatural Force (Targeted Allied unit gains a extra attack) (every other turn)
- Eldritch Knight *70 Magic & 80 Attack*
Magical Fury: (In combat the Eldritch knight can empower himself and his companions however at the risk of extra damage from the enemy, +2 attacks, sustain extra +10 casualties) (Every other turn)
Magical Champion (Permanant +10 to Magic and Attack)
Master of the Way (Immunity to enemy abilities for one turn)
- Dragon Disciple *90 Leadership*
Way of the Flame (Permanent +5 to Magic and +5 to Leadership)
Scale Hide (All damage against targeted unit is halved) (Every other turn)
Call of the Dragon (Summons 10 Junior dragons; Attack 35 Defense 25) (Once per batle)
- Orc Warlord *Orc Only. 95 Attack & 85 Weaponry*
Primal Rage (For three turns gets a +20 bonus to attack and for one turn is unable to do anything) (Twice per battle)
God of the Axe (Permanant +15 to Attack and +5 to Weaponary)
Almighty strength (Stops the targeted enemy unit from using any powers or spells next turn) (Every three turns)
- Paladin *Knight or Cleric Only. 90 Leadership & 80 Magic*
Protective Shield (Summons a protective shield around an ally character for a few seconds that blocks all melee & magical attacks against that target) (Cannot target self) (Once every turn) (Cannot target the same character twice)
Aura of Superiority (permanent +5 Attack, Leadership, & Magic)
Enchanted Shield (Requires a shield. Paladin can enchant their shield with holy energies capable of reflecting an offensive spell back at its caster) (Once per battle)
- Archmage *Mage Only. 100 Magic. Only one element of magic (fire, ice, etc.)*
Elemental Dominance (Grants the Archmage temporary immunity to the field of magic they specialize in) (Last one turn & Once per battle)
Archmage Staff (Requires a staff. The Archmage’s staff is permanently able to fire orbs of magic without draining it’s owners magic. Orbs are of no element; pure magic.)
Magical Accuracy (permanent +10 Marksmanship)
- Grandmaster of the Order *Monk only. 80 Magic.*
Drunken Boxer (permanent +10 to Attack + 5 to magic)
Diamond Body (The Grandmaster can summon his resolve to a physical defense. The allied unit targeted take no casualties for a turn) (Every other turn)
Soul of the Divine (The Grandmaster is able to channel the force of a god through his body for three turns +20 Attack +20 Magic) (Once per battle)
- Sword Dancer *Any form of elf. 80 Speed*
The way of the sword (+10 to Weaponry +5 to Attack) (Permamnent Bonus)
Dance of Death (The Sword Dancer enters a weaving and deadly dance that cuts through enemy ranks, although it saps him greatly)(+40 Casualties to a enemy unit, for the next two turns has a -10 to attack) (Three times per battle)
Dance of the Blessed (The Sword Dancer and his unit are able to avoid any attack for a turn, magic still hits him) (Every two turns)
- Verdant Lord *Druid only. 80 Magic*
Call of Nature (Vines snatch at limbs, tree limbs flail, boulders roll. Nature itself turns against the enemy unit) (+30 Casualties)(Every Other turn)
Balance (All abilities become effective on the entire battlefield, for either side, for three turns) (Twice per battle)
Nature's Control (40 of any dead allied units are returned to the battle) (Every three turns)
- Battle Mage *Requires 100 Magic, 60 Attack, and 95 Weaponry*
Battle Master (Grants a permanent +5 to Weaponry and Magic)
Switch Speciality (Grants the Battlemage the ability to choose between +15 Magic or +15 Attack for the rest of the battle.) (Once per battle)
Enchant Weapon (Enchants one weapon with one player's choice element for the duration of the battle, which fades afterwards. Can add a third element to those with two already.)
- Brilliant Strategist *Requires Human, Dwarf, or Elf, and 90 Int*
War Veteran (Permanent +10 to Leadership)
Charge (Double the number of enemies killed and the number of allies lost) (Once every other turn)
Hold Your Ground (Halves the damage done to the enemy, and number of your units lost for one turn) (Once every other turn)
- Mercenary *Warrior Only. 80 Intelligence & Weaponry*
Bounty (Reward for the player killing an enemy)
- Commander (NPC) = 10 Gold
- Lore Creature = 100 Gold
- Player Character = 1000 Gold
Natural Instinct (Permanent +10 to Stealth when outdoors)
Weapon Specialization (Choose a weapon. While that Weapon is equipped, player gains a permanent +10 to Attack. You may only do this once, right as you get the class. If weapon is sold, stolen, or removed for any reason, this can not be used on another weapon.)
- Grand Summoner *Summoner only. 120 Magic.*
Mastery of the Lore - The Summoner can now summon a additional creature. As opposed to just one, as with normal summoners (Twice per battle)
The Grand Summoning - The summoner gains a extra summon, free of cost to magic (Passive)
Banishment - The Grand Summoner can banish any other summoners summon. (Once per battle)
- Ranger *Marksmen only. 90 Marksmanship & 80 Stealth*
Expert Archer: Permanent +10 to Marksmanship and +5 to stealth when equipped with a bow.
Double-shot: Allows the player to fire two arrows at once (x2 casualties).
Forest Master: When battling in a forest, the player gains a +10 to stealth and a +5 to Marksmanship.
- Dwarven Blacksmith *Blacksmith only. Dwarf with 85 Intelligence & 65 Magic*
Dwarven Smithery: Player, and all of the player’s non-archer units gain a permanent +5 to weaponry/damage
Blacksmith’s Hammer: Player has the option of imbuing one hammer with +5 Attack. Can only be used once per week. (Real life)
Rune-smith: Allows the option to hammer runes of power into one piece of armor or weapon. If weapon, the weapon gains a +5 to attack. If armor, the armor gains a +5 to defense. You cannot use Rune-smith if the weapon already has an enchantment on it. Can be used once per week. (Real life)
- Magician *Illusionist only. Requires 100 Magic*
Illusion Master: Player gains a permanent +5 to Magic
Nothing Up My Sleeves: Player is able to cast one spell without the enemy knowing until it strikes (Once per battle)
Bag of Tricks: Player is able to pull out one item of choice, allow RP consideration. (Three times per battle)
- Seductress *Temptress Only. 90 Intelligence & 90 Leadership*
Man-power: The player is able to take control of two units, no matter the size so long as they are all male, and of the same race as the player. Lasts one turn. Once per battle.
Cat-walk: Player is able to freeze one enemy unit simply by walking in front of them. Only works if male, can be any race except undead. Lasts one turn. Can only be used once on each enemy unit.
Eye of Seduction: Player is able to take control of one male PC of the same race for one turn. Can only be used once per battle.
- Lich King *Necormancer Only. Requires 90 Magic and 80 Leadership*
Necronomicon: +20 soldiers to a target unit of your choice but as the undead. Per round.
Poison Aura: Allows player to take on an aura of poisonous gasses that has a range of five yards. Lasts for 3 turns.
Undead Mastery: If an opponent who is not a Lich King controls a unit of undead, the player may permanently take control of that unit.
- Lore Master *Summoner Only. Requires 110 Magic*
Lore Master: Player is able to take control of all Lore Units on the field for one turn. Can only be used once per battle
Celestial Plains Walker: Player gains a permanent +10 to Magic
Dismissal: Player is able to choose one Lore Unit on the field, and remove it for the rest of the battle. Can only be used once per battle.
- Dictator *Overlord Only. 100 Leadership & 70 Intelligence*
Absolute Obedience: Player’s units can never be taken control of by another PC or NPC
Charismatic Leader: Permanent +10 to Leadership
Private Army: Player may select one unit once Prestige Class is gained. That unit is considered Tier 3 and gains an immediate +5 to attack and defense after the Tier increase.
- Dire Were *Were-animal Only. 100 Attack & RP consideration*
Dire Form: Transform into the dire variant of the animal one was bitten by such as a wolf or a rat, your strength and defense are raised by +25, your speed and stealth are raised by +15, but all other stats drop by -30
Blood Fury: When in were form, gain another +15 to attack for two rounds, but then lose -10 for two rounds. Once every 5 rounds.
Howl: When in were form. Calls your particular animal to you, such as a pack of wolf or a swarm of rats that will fight beside you. Calls 5 dire-wolves (attack=10, defense=8) and 20 dire-rats (attack=7, defense=6).
- High-Shaman *Shaman Only. 100 Magic & 90 Intelligence
Spirit Mastery: Permanent +10 to Magic.
Light Spirit: Calls upon the spirit of Light to make a brilliant ray of sunlight strike a targeted area. Light has the power to damage dark units, and blind any other unit nearby.
Dark Spirit: Calls upon the spirit of Darkness to surround a selected unit in a shroud of darkness, blinding them. Lasts for three turns.
- Master Bard *Bard only. Requires 100 Leadership*
Voice/Instrument Mastery: Player may choose to either specialize in either mastery in an Instrument, or Mastery in using their voice. Player then gains a permanent +10 to Leadership.
Song of Glory: Selected unit gains a +5 to attack for one turn.
Song of Heroes: Selected unit gains a +5 to armor for one turn.
- Pit Lord *Demon only. 90 Leadership and 90 attack*
The Lower Dark - The Pit Lord can call upon a mist of darkness to englulf enemy units. It negates all their sense, smell, hearing and sight, basically leaving units helpless. Allied units are unaffected (Lasts three turns) (Three times per battle)
Master of the Pit - Permanent +10 to leadership.
Demonic Summonings - Can bring back 30 dead allies per turn as demons with the same equipment. (every turn.)