![]() |
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
Specialization in quench gives you a second or third attempt to counterspell a spell of the Pyromancy school, in addition to the attempt made with countermagic and possibly with the specific spell.
Specialization in quick thinking reduces the time delay associated with miscasting a spell by up to one third at mastery.
The quicksilver specialty reduces the amount of time required to disengage from combat, to a minimum of one half of a combat round at mastery.
The rampage specialty grants you an extra attack in combat, but increases the movement point cost of all of your attacks. The movement cost increase is proportional to your skill in rampage, and reaches a maximum of double normal at mastery. Rampage is in effect at all times, even while not berserk.
Specialization in reason increases your maximum intelligence attribute by five. This is in addition to the increase in maximum granted by avatar levels, but in any event cannot exceed 100. Additionally, ten points of intelligence are added when you first learn the specialty; however, these cannot take you above your (new) maximum—any excess points are lost. You may learn this specialty up to ten times, gaining ten intelligence and five maximum intelligence each time.
A character who has specialized in recharge can fix or restore damaged or depleted wands, staves, rods, and talismans without having to bring them to a blacksmith such as Weyland or Gronid. He must still pay the full cost of the damages; the appraise command can be used to determine this cost beforehand. The recharge specialty is limited to fixing damage or depletion that costs no more than 1000 coins per point of skill, and does not work within the avatar challenge. Characters without this specialty can take their damaged (but not depleted) belongings to one of the established blacksmiths to recharge. Simply give the item to the smith in order to bring the item back up to its full durability. The cost depends on the item's value and on how much damage it has taken.
The recuperation specialty increases your hit point and movement regeneration rate by a factor equal to twice your skill. For example, 30 skill in recuperation will increase your hit point regeneration rate by 60%. You may learn this specialty up to ten times, gaining 10 skill each time.
A character who has specialized in repair can fix damaged armor, weapons, clothing, jewelry, or any other item that cannot be used to invoke a spell without having to bring them to a blacksmith such as Weyland or Gronid. He must still pay the full cost of the damages; the appraise command can be used to determine this cost beforehand. The repair specialty is limited to fixing damage that costs no more than 2000 coins per point of skill, and does not work within the avatar challenge. Characters without this specialty can take their damaged belongings to one of the established blacksmiths to repair. Simply give the item to the smith in order to bring the item back up to its full durability. The cost depends on the item's value and on how much damage it has taken.
A researching specialist is able to learn spells much more quickly than normal; he has both an increased chance of getting an adept in any spell and a decreased amount of time between adepts.
The resilience specialty increases the threshold of negative hit points at which a character dies by a number equal to his skill. For example, a character with a constitution of 70 and 45 skill in resilience would not die until he reached -115 hit points.
Specialization in retreat allows you to specify a direction when fleeing. If the flee command is used, then you have the normal chance to flee, with only an increased likelihood of going in the named direction. If the retreat command is used, you will either go in the named direction or fail to flee entirely.
The righteousness specialty increases the damage an arbiter, inquisitor, or paladin does against foes whose alignment greatly differs from his own. The greater the difference, the more damage dealt, up to a maximum of three per blow. This damage is not subject to the normal damroll cap of 45 points.
The ruthlessness specialty increases the damage a player deals against a helpless foe. His effective damroll is increased by +1 for every full 60 skill in ruthlessness against an enemy who is bashed, tripped, sitting, or stunned, and by +1 for every full 30 skill against one who is sleeping, paralyzed, or dying. Any excess skill contributes to a random chance for another point; for example, a character with 94 skill in ruthlessness attacking a bashed foe would deal one point of damage and have a 34 out of 60 chance of dealing a second; against a sleeping foe, he would deal three points of damage and have a 4 out of 30 chance of dealing a fourth. This damage is not subject to the normal damroll cap of 45 points.
Specialization in saijutsu grants you approximately a 50% chance of getting an extra attack each round while you kata with a dagger, and increases the chance for any given attack with a dagger kata to be made with your weapon, rather than with your barehanded attack. The chance, which is 25% for a non-specialist, rises to a maximum of 50% at mastery.
Specialization in serenity increases the number of hit points healed by harmony by one half, and in addition allows a multi-classed spell-caster to be healed at half the normal rate when casting non-priestly spells.
A character who has specialized in shield expertise is able to use shields much more effectively than usual, increasing his parry bonus for using a shield from one fifth to one half and granting up to a 10% bonus to his chance to bash, so long as he is using a shield.
This specialty allows you to continue to use magic even if you are magically silenced and eliminates the penalty for casting spells while deafened; however, casting a spell without a spoken incantation is more difficult, and you are more likely to lose your concentration if you cannot make noise. If you have specialized in both silent and motionless casting, you can cast spells even while paralyzed.
The silver tongue specialty gives you a bonus to your bargaining ability, adjusting the cost of identifying, repairing, buying, and selling items, as well as bribery, buying healing, and buying pets, by up to ten percent in your favor. Learning the silver tongue specialty will also grant you the bribery skill at a reduced maximum if you do not have it.
A specialist in skirmishing gets a free attack on the foe he's fighting whenever he willingly flees battle. There is no benefit if he is magically forced to flee.
A character with the snake strike specialty is able to recover more quickly than usual after backstabbing an unhurt foe, reducing his delay by up to one second. Learning the snake strike specialty will also grant you the backstab skill at a reduced maximum if you do not yet have it.
Specialization in sōjutsu grants you approximately a 50% chance of getting an extra attack each round while you kata with a spear, and increases the chance for any given attack with a spear kata to be made with your weapon, rather than with your barehanded attack. The chance, which is 25% for a non-specialist, rises to a maximum of 50% at mastery.
Spear mastery gives you a chance to keep a foe from engaging you in combat if you are not already busy fighting another enemy. The chance is greater if your primary weapon is a spear than if your secondary weapon is, and greater still if both are or if you are single-wielding.
Spell turning gives you a chance to reflect spells cast on you back on their caster instead. It works only on violent spells that specifically target you and you alone. The chance of successfully turning a spell is the same as the chance to counter a spell you don't know. Unlike countermagic, spell turning is a reflexive action: you need only be conscious to turn a spell, and spell turning is instant and has no mana cost. Unlike a shadowmage's spellmirrors, spell turning prevents the original spell from affecting you but isn't automatically effective. Each instance of a forked spell or multiply-scribed scroll must be turned individually by its target. Each instance of a strobed spell must also be turned individually, but failure to turn any instance removes all possibility of turning the remainder. If you fail to turn a spell, or only turn part of a forked or strobed spell, then the remainder of the spell may be countered normally.
Learning the spirituality specialty increases your maximum mana by 25 points. You may learn this specialty up to ten times.
Staff mastery gives you an automatic chance, on a successful hit with a staff, of sweeping the legs out from under all the humanoids in the room who are fighting you or someone in your group. The chance increases with your dexterity and level and the number of eligible foes; the chance for each individual enemy decreases with his dexterity and level.
Whenever a character with the stroke of luck specialty fails a saving throw, he has a chance—initially, 1 in 5, ranging up to 2 in 3 at mastery—of getting a second attempt.
Specialization in suffocate gives you a second or third attempt to counterspell a spell of the Aeromancy school, in addition to the attempt made with countermagic and possibly with the specific spell.
The surprise attack specialty grants you extra hits as you begin combat with an attack from your weapon—e.g., from "hit orc", "assist Fend", or "dodge goblin" (if not already fighting). It won't give you attacks if you start combat with any other method, such as by bashing, stunning, or casting a hostile spell. It also doesn't combine with backstab or hitall. With a successful skill roll, at least one extra attack is granted. There is about a one in three chance for each Extra Attack skill you have learned, or for each extra attack you gain from a fighting style, to activate as well.
Sword mastery grants you a chance of riposting and getting a free attack when you make a successful parry unassisted by a shield. This is checked separately for both your primary and secondary weapons if they are both swords.
The Tactical Awareness specialty causes you to use your base intelligence instead of your base dexterity when making reflex saving throws if your base intelligence is higher.
Specialization in taijutsu grants you approximately a 50% chance of getting an extra attack each round while you kata with a fist weapon, and increases the chance for any given attack with a fist weapon kata to be made with your weapon, rather than with your barehanded attack. The chance, which is 25% for a non-specialist, rises to a maximum of 50% at mastery.
The threefold formula specialty allows you to brew two or, at 90 and higher skill, three spells into the same potion. Mixing multiple spells into one potion increases the mana cost of all spells in the potion: to six times their normal casting cost for two spells, or seven times for three. You cannot brew the same spell more than once into a single potion, and failure at brewing any of the spells ruins the entire potion.
Specialization in throwing expertise has three effects: it increases the maximum range of your thrown weapons to three or, at 90 and higher skill, four rooms instead of the normal two; it allows you to throw weapons while you are engaged in combat, so long as neither you nor your target are fighting the other; and it increases your throwing speed to up to double normal. The speed increase is cumulative with thieves' skill at throwing daggers.
A character with the tolerate healing specialty becomes less tired when he is magically healed and less hungry when he is magically refreshed than is normal.
Learning the toughness specialty increases your maximum hit points by 25. You may learn this specialty up to ten times.
The trample specialty gives you a chance to automatically deal damage when you successfully bash your foe, as if you had kicked him, and to automatically knock your foe to the ground on a successful kick, as if you had bashed him. If you also have the flying kick specialty, a flying kick will activate trample normally; however, a bash will only do normal kick damage.
Specialization in tranquility causes you to be healed when targeted by druid spells in a forest. While the spell does not need to be cast by yourself, or even a fellow druid, it must be an actual spell—you will not be healed by spells recited from scrolls, quaffed from potions, etc. The amount of healing is proportional to the druidic mana cost of the spell and your skill in tranquility, and reaches a maximum of one hit point for every two mana at 100 skill in tranquility. Like any other magical healing, this will drain one fourth as many movement points as are healed. For example, a master of tranquility who is targeted by Harm, a spell costing druids 40 mana, would be healed 20 hit points and be drained 5 movement points.
The trip specialty allows a thief access to an inferior form of the bash skill. A successful trip will, like bash, knock an opponent from his feet and prevent him from entering any commands for a round of combat. Unlike bash, you will be unable to enter commands yourself for three rounds of combat whether successful or not, and the skill doesn't work at all against foes that don't have legs. On the other hand, a failed trip won't cause you to fall to the ground, and you can attempt to trip even while sitting.
The triscription specialty allows you to scribe two or, at 90 and higher skill, three spells onto the same scroll. Placing multiple spells onto one scroll increases the mana cost of all spells on the scroll: to five times their normal casting cost for two spells, or seven times for three. You cannot scribe the same spell more than once onto a single scroll, and failure at scribing any of the spells ruins the entire scroll.
The tumbling specialty allows you to automatically try to counter any attempts to knock you from your feet, rolling from the blow and instantly regaining your footing. If you are also a prone defense specialist, you may roll to your feet even if you weren't already standing.
Unarmed mastery provides a bonus of +1 to hit at 15 skill and every full 30 thereafter, and a bonus of +1 to damage at 30 skill and every full 30 thereafter, when fighting unarmed or with a fist weapon.
Specialization in valor increases your damroll against foes higher level than yourself. The extra damage is proportional to your skill in valor and the level difference, and is equal to one thousandth of a point for every point of skill and level of difference, with all fractions rounded up. For example, 100 skill in valor and ten levels' difference would yield exactly one point of damage, while 70 skill in valor and 30 levels' difference would yield 2.1 points, rounded up to 3. This damage is not subject to the normal damroll cap of 45 points.
A character who has specialized in vigilant rest lives the adage "sleep with one eye open," and remains aware of the world around him as he sleeps, seeing and hearing as if he were awake. He remains unable to speak or act, however. In addition, a specialist in Vigilant Rest who makes a successful skill roll does not automatically fail reflex saving throws while asleep as usual; and if attacked while resting or sleeping, will automatically scramble to his feet instead of being left sitting.
The vigor specialty increases your maximum constitution attribute by five. This is in addition to the increase in maximum granted by avatar levels, but in any event cannot exceed 100. Additionally, ten points of constitution are added when you first learn the specialty; however, these cannot take you above your (new) maximum—any excess points are lost. You may learn this specialty up to ten times, gaining ten constitution and five maximum constitution each time.
Specialization as a War Disciple causes the damage dealt by your Smite and Judgement Day spells to be less and less dependent on alignment; when War Disciple is mastered, they always deal maximum damage. Furthermore, your Bless spells grant an additional +1 to damage at 40 skill and every full 50 points thereafter. However, your healing spells are less effective; by mastery of War Disciple, they heal 10% less damage.
Weapon finesse grants you a chance of an extra attack when wielding very light weaponry. The total effective weight of your weapons and any shield must be less than one quarter your dexterity to have any chance at all of an attack. Weapon finesse maximizes at the equivalent of a normal extra attack skill when wielding a completely weightless weapon set. You must, however, be wielding a weapon to succeed: weapon finesse is of no benefit to a barehanded attack. As usual, there is a 20% increase in the effective weight of a dual-wielded weapon, which ambidexterity may mitigate; there is a similar 20% increase in the effective weight of a shield, which shield expertise may mitigate.
Specialization in Weight of Mountains causes victims of most of your spells that deal physical damage to be knocked to the ground, just as if they had been bashed. (The two exceptions are Rupture, which deals internal damage, and Earthquake, which does not act directly on its targets.) Weight of Mountains only works with spells that you directly cast, and in any case a reflex saving throw will negate the effect.
Whip mastery gives you an automatic chance, on a successful hit with a whip or flail, to entangle your foe, preventing him from attacking you for one round of combat; to disarm him; or, if he is humanoid, to yank him from his feet. The chances of all of these increase with your dexterity and level, and decrease with your foe's dexterity and level.
The whirlwind specialty allows you to use the hitall skill even if you're already engaged in combat. A whirlwind attack takes a full combat round. Learning the whirlwind specialty will also grant you the hitall skill at a reduced maximum if you do not yet have it.
Specialization in worldly goods allows a monk or karateka to equip a seventh rare item without violating his vow of poverty.
The zeal specialty decreases alignment changes away from the ideal (+1000, 0, or -1000), to, at mastery, a minimum of one third. Fallen knights gain no benefit from this specialty. |
||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||