XXXIII abilities/skills
Based on this mod: XXXII abilities/skills
— Adds 30+ abilities.
Recommended to be played with: Free Ability Rerolls. And possibly with Expanded Combat: Random..
On top of abilities from mod XXXII adds New abiliites :
ALL CLASSES
Speed Up – (Active, free) grants buff to Speed, Dodge, Accuracy diminishing over time. Once per battle.
Drauven Blood – (Passive) Regenerates 25% health every turn after taking damage in battle.
Blessed Strikes – (Passive): Dealing damage grants 2 temporaryHP to a nearby ally or self. Lasts entire battle.. Stacks up to 5 + POTENCY Shield Overstacks. 2 Shield Overstack is added upon proc. and 1 is removed at the end of turn.
Quick Combo – (Active, free) Grants 1 action point. Uses: 1 + POTENCY / 5 rounded. Cooldown: once per three turns.
Grayplane Swap – (Active, swift action): Grants self and nearby friends hidden. Range increases with POTENCY. Once per battle.
Martial Arts – (Passive): Dealing damage grants 1 Speed Up up to max 3. 1 stack of Speed Up grants DODGE +8, ACCURACY +4, SPEED +0.7. Speed Up loses 1 stack per turn.
MYSTIC
Magic Missile – (Active, 1 AP) Conjures ranged attack from thin air, deals magic damage to target. Applies 2 hobbled to caster and restores action point as long as caster speed is more than 1.
Flame Burst – (Active, Full Action) Once per battle large damage and Area of Effect and start many fires. Toughest scenery can block this damage (large rocks).
Overcharge – (Active, costs no action, usable once per turn): Grants 1 action point. Takes 2 magic damage and applies 3 withered to self.
Null – (Active, costs no action): Removes withered and most negative effects. Once every three turns.
Conjure Object+ – Adds two (active) abilities usable every other turn. Conjure Tongue is similar to gorgon Tongue ability that pulls the target to caster. Conjure Blades shreds 2 and deals area of effect damage.
Cone of Frost – (Active, Full Action) Once per battle unleash area of effect attack blockable by scenery. Deals 80% SPLDMG + POT damage, apply 2 shred and apply 50% chance stun, 1 pinned, 1d4 hobbled and 1d4 concussed. Deals no damage to scenery.
Energy Rain – (Active, Full Action) Long ranged attack with Area of Effect and +20 Accuracy. Apply concussed to targets and stun on stunt. Deals 2 magic damage and 4 wither to self. Uses: <int: 1 + floor(self.POTENCY / 3)>. May start fire. 1d3 + 100% SPLDMG + POT
Mythic shield – (Active, Swift Action): Once per battle, grants 100% SPLDMG + POT tempHP that lasts entire battle to self and half to nearby allies. Applies 2 wither to user. Range increased with potency.
Rising Barrier Shield – (Passive) Grants 2 tempHp at the end of turn. Lasts entire battle. Stacks up to 5 + POTENCY Shield Overstacks. 2 Shield Overstack is added upon proc. and 1 is removed at the end of turn.
WARRIOR
Rocket Charge – (Active, 1 action point): Once every three turns, charge through everything dealing small damage, knockback and applying Hobbled and shred.
-> very similar to shouldersledge.
Balances abilities from XXXII, abilities that previously dealt damage to user now deal LESS damage.
Mystic self-damaging abiliies now deal MAGIC damage blockable by WARD instead of TRUE damage, and apply WITHERED as previously. But Withered now reduces WARD and accuracy and speed slightly per stack.
This means that for example using summon for the first time may only apply 5 withered reducing user ward.
But attempting to use more summon now deals direct damage to user because withered already reduced ward.
Ninpō: Senmai Shot was rebalanced -> now it deals more damage but does not apply Pin.
updated channel storm
updated rousing strikes and apprehend
changed living arnament to rising barriershield
fixed some typos