Soak
A vampire may attempt to soak damage they receive. When receiving an attack, the
vampire rolls 1dx where X is how many physical combat dice he/she has. The number
that is rolled is a direct amount the damage is reduced by. Not applicable to fire
or holy damage, but it is for sunlight- However, sunlight may only be reduced down
to a minimum of 1 damage.
Requirement
Vampire
Devastating Kick
When unarmed, as an instant effect, you may deal additional 1d 12+ X damage where
X is equal to the number of dice tiers you have. You may use this ability as many
times as you have dice tiers per battle.
Eyes of the Old Ones
Any spell that involves vision- Corpse gaze, greater prophecy etc which requires
you to roll a d100% roll can be rolled as if you were enacting the Masters of the
Manastorm ability.
Requirements
Slyth
Riposte
When an opponent misses you on a melee strike, you may counterattack once for each
die that missed, up to the maximum of your dice tiers.
For example, if an opponent rolls 3d30 and yields a 12, a 4, and a 25, you could
Riposte the 12 and the 4, provided you had at least 2d to counterattack
with.
Requirements
Parry
'Arder Fastah Bettah Strongah!
Whenever you attack you may roll 1d6. If you roll a 6, you may make an additional
attack.
Requirements
Greenskin
Quick Blood Drink
As an instant attack, the vampire may make a single attack once per day at 1/2 the
dice and dice sides. Any damage dealt is absorbed as a healing ability for hit points.
In addition to this, it satisfies the need to feed.
Requirements
Vampire
Tolerant
When rolling to resist the effects of poison (including alcohol) you may add 2 to
your saving throw. This ability can be taken multiple times. Its effect stacks.
Expert Mount Racer
When adding progress rolls to your racing score, you may add an additional 1 distance
point per roll.
Master Crafter
You may reroll any 1 crafting attempt die during the rolls for crafting.
Warning
Crafting is being massively redesigned for the upcoming major content release,
Codename Lightcast . Information on crafting will be more readily available
soon, but this talent is subject to change.
Rune of Resistance
Once per battle, the D'arwa may instantly cancel a spell that is being cast. This
must be declared before damage or effect is rolled, and only against a spell that
targets you. You may ask the casting player to hold to allow you to decide. (You
cant 'race' somene by rolling quicker than they respond)
Requirements
D'arwa
Wandless Magic
The Slyth, E'llalin or Human may cast spells without the need for a focus such as
a wand, staff or spellblade.
Requirement
Human, Slyth, or E'llalin
Backstab
Requirements
Riposte
Punishing Strike
Whenever you Riposte an attack, if it hits, add +2 to the damage dealt by each successful
riposte.
Requirement
Riposte
Extra Adrenaline
When you bloodlust, you may reroll your attack and pick between the two.
Requirement
Greenskin
Adept Researcher
Whenever you acquire research points, you acquire 15 more.
Requirements
E'llalin
Grudge
When facing an opponent effected by your racial rivalry, you may deal an additional
5 damage to that opponent.
Requirements
E'llalin Greenskin D'arwa
Disarm
Sacrifice any attacks you would make this turn and declare that you are making a
disarm attempt. The attacking and defending player then each roll their attack dice.
If the player attempting to disarm their opponent scores higher (points- like damage),
then the opponent is disarmed for 1d3 turns. Items or effects that prevent damage
can’t cancel this effect.
Shadow of Dusk
Once per week you may declare you are using the Shadow of Dusk ability. Damage dealt
by the next attack will heal you for the amount of damage dealt to your opponent.
Requirement
Evil, Lawful Evil, or Chaotic Evil alignment and behavior
Daywalker
The vampire is no longer instantly incinerated by sunlight.. The Vampire may walk
out in broad daylight, suffering 2 lethal damage every round that they are exposed
to sunlight. This damage does not require a frenzy roll.
Requirement
Level 100 Vampire
Charismatic Presence
Increases your Action Dice by +5 when rolling for Diplomacy and Persuasive related
purposes. This may be taken multiple times.
Jockey
Whenever you roll a racing speed die, you may reroll it- you must take the new result.
Requirement
Any Racing Medal
Epic Improved Critical
Lowers your Melee Critical Strike Threshold by an Additional -2.
Requirements
Improved Critical, Level 100
Master at Arms (Rank 1)
Allows you to advance into the 3d30 dice bracket.
Warning
This will reset your dice to 3d30, regardless of your level , and
will increase the amount of Experience it takes to level.
Warning
This talent cannot be removed once taken. This is being changed in the upcoming
content patch, Codename Lightcast
Requirements
Level 31, 2d60
Warning
Base character dice do not exceed the d60 point until Level 90.
Bigger 'den You! Better den You! Bigger 'den you! I outrank you!!!
The Orc may use an attack roll instead of an action roll, and apply the 'damage'
as your roll for intimidate, and other certain social interactions.
Requirement
Greenskin
Evasion
Once per battle you may make your opponent’s dice total for an attack become halved
for each roll. If this would drop a total below 15, the damage is reduced to zero.
Self Controlled
The Lycan adds +1 to their saving throw when resisting an unintended transformation
into the beast. In addition to this, the Lycan extends the forced transformation
time to a full minute (10 rounds) rather than several rounds, allowing time to flee
or escape if needed. This feat can be taken multiple times. Its effect stacks.
Requirement
Lycanthrope
Natural Perfection
When fighting unarmed and unarmored, you gain damage reduction 1 against all damage
sources, deal 3 additional damage to all attacks, and are missed by any attack that
rolls under a 25.
Unarmored means that you do not have any equipment in the Feet, Hands, Body,
or Hand slots.
Resilience
If you would be killed or defeated in a spar, you may roll 1d6. On a 2 or higher,
you are returned to 1 HP and may continue fighting. You may not Resilient Strike
until you roll a 1, and are about to die / be knocked out.
Requirements
Toughness, Resilient Strike, Level 100
Nothing ventured, nothing gained
You gain an additional 100 gold per week, plus an additional 100 gold for every
10 levels that your character is.
Requirement
Human
Wolf Speech
When transformed, the Lycan may now speak normally. In addition to this, if the
feral wolf form feat is taken, it will allow you to speak with dogs and wolves.
. However, they may not have much to say to you.
Requirement
Lycanthrope
Epic Evasion
You may use evasion once for each dice tier, per battle.
Requirements
Evasion, Level 100
Improved Initiative
You may reroll your initiative dice once per encounter, and pick the higher or lower
of the two.
Improved Unarmed Combat
When fighting unarmed you can roll your full combat dice. Without this feat, you
roll ½ your dice total. Example- Highlord Hojo has 4d60. If he is attacked unarmed
and wants to defend himself, his dice becomes 2d30 unless he has this feat.
Elemental Aegis
The E'llalin may once per battle as an instant ability select one of the following
elements - lightning, ice, fire, water, earth, sonic, acid - and gain absorption
10 against it (When struck by an attack of that element, you regain up to 10 hit
points of damage dealt to you)
Requirement
E'llalin
The Beast Within
The use of this feat enables the character to, at will, perform tasks that mere
mortals could only dream of. Scaling nearly impossible surfaces like a spider with
ease, leaping from ground to rooftop with near birdlike flight, and leaping from
towers only to land gracefully in a stoic position like the most agile cat. This
feat reduces the difficulty checks for most strength, dexterity and constitution
/ stamina rolls to casual difficulties, provided that they are not being stressed-
such as being attacked, or escaping danger. Under most circumstances this will translate
into a reduction of about 20 sides.
Requirement
Slyth
Lycanthrope
Vampire
More than their 'Fair share'
The Halfling generates 1 Loot token per week just for existing. In addition to this,
the Halfling gains 2 additional loot tokens whenever loot tokens are awarded. Also,
if using loot tokens to win an item during an event, if there is a tie and a Halfling
with this feat is involved, the Halfling wins.
Requirement
Halfling
Tenacious
When you are dying, you stabilize on an 18-20, and are allowed 4 strikes before
you are dead.
Requirement
Human
Tail Slam
The tail of a Slyth can be a potent weapon. A Slyth may roll 2d6+X additional damage
twice per battle, where X is their current dice tier. This must be performed after
a melee attack hits.
Requirement
Slyth
Cunning Merchant
You gain double the gold from weekly residual income for a business your character
has purchased.
Warning
Crafting is being massively redesigned in the upcoming major content release,
Codename Lightcast , and this talent is subject to change.
Epic Parry
You may parry ripostes.
Requirements
Parry,Level 100
Grasp of Ether
Once per day the E'llalin may recover 1dX+10 mana as an instant ability, where X
is her maximum mana pool.
Requirements
E'llalin
Epic Arcane Affinity
Increases your Mana Pool by +20.
Requirements
Arcane Potential, Level 100
Improved Disarm
When attempting to disarm an opponent, if you fail, you may reroll the attempt once.
Requirements
Disarm, Level 30
Improved Resilient Strike
When you deal damage with a resilient strike, you add an additional die to the total
roll, as well as 2d6 damage.
Requirement
Resilient Strike
Human
Arcane Riposte
You may Riposte Basic Spells that miss against you. This does not
work on normal spells, only the basic one granted by the Arcane Potential Talent.
Arcane Affinity
Increases your Character’s mana pool by 10. You may take this feat as many times
as you wish. Its effect stacks.
Requirement
Arcane Potential
Zen Fists
When unarmed, your fists are infused with magical properties. They are treated as
a magical weapon, and deal an additional 1 damage per hit.
Weapon Graft
The Spellforge Automaton may have its arms and hands replaced by a weapon of its
choice, taking on the stats of the weapon but with the following changes:
+5 to Combat Dice Sides
Cannot be Disarmed
Requirement
Spellforged Automaton
War Machine
Whenever you would be reduced to 25% or lower Health, you throw yourself into a
frenzy- Dealing double damage from combat rolls, however any roll other than a 1
will hit you. The damage table however still stays the same.
Requirement
Level 60
Thick Beard
Warm in the winter....Shade in the summer. Allows the D'arwa to have ice and fire
resist of 2 points.
Requirement
D'arwa
Overwhelming Blow
When any race other than a Greenskin, Troll or Spellforged Automaton parries an
attack made by you, they take 2 damage for every strike that is parried.
Requirement
Spellforged Automaton
Troll
Greenskin
Rapid Regeneration
The Troll's Regeneration rate is increased by 2. You may take this feat as many
times as you like. The effect stacks.
Requirement
Troll
Vanish
Once per battle you may instantly escape combat, effectively being unseen for a
period of three rounds. This is however an escape mechanic and using it in a spar
will forfeit the match.
Curious
The Halfling receives a +5 bonus to action rolls for gathering information, diplomacy,
and search checks.
Requirement
Halfling
Master at Arms (Rank 2)
Allows you to advance into the 4d30 dice bracket.
Warning
This will reset your dice to 4d30, regardless of your level , and
will increase the amount of Experience it takes to level.
Warning
This talent cannot be removed once taken. This is being changed in the upcoming
content patch, Codename Lightcast
Requirements
Level 61, 3d60
Warning
Base character dice do not exceed the d60 point until Level 90.
Resilient Strike
If you are reduced to 0 or less HP, you may make one additional attack against the
opponent that would deal this last source of damage to you.
Arcane Potential
Your character has a affinity for magic, and the potential to cast spells. Taking
this feat grants your character a mana pool, equal to 1 Mana for every level that
they currently are, Refer to the “Magic” section of rules for further information.
Additionally, Arcane Potential grants you the ability to cast basic spells using
1d of your combat dice. This attack uses the melee hit chart, and is not subject
to miscast. Furthermore, the damage dealt is considered 'magical' and therefore
is not subject to the typical 'Riposte' and 'Parry'. Mages that progress through
the academy may eventually upgrade this to 2d.
Arcane Parry
You may Parry Basic Spells that miss against you. This does not
work on normal spells, only the basic one granted by the Arcane Potential Talent.