Skills and Abilities

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Skills are earned through various events, be it through being applied with a voucher, or by breeding. Skills will give certain bonuses to the Reosean and help them give helpful bonuses in breeding, help bring success chances higher, etc.

Abilities are essentially skills that the Reosean will learn throughout their lives, earned through various methods. The majority of these abilities are related to their Class Rank.

General Skills rules and info:
♦ Every Reosean can have skills applied to them and :new: there is a limit of 8 skills per Reosean. The rarity of them can be mix and matched to the player's desire.
♦ Skills are currently applied permanently and cannot be replaced or removed.
♦ To apply a skill to your Reosean, reply to the corresponding thread on the The Reos Bank journal.

General Ability rules and info:
♦ These Abilities cannot be passed down through breeding or be applied in any other way than earning them through their respective methods.
♦ The Class Abilities are applied once the Reosean receives their High Class and their Specialty Class, and is featured below Skills in their import description.
♦ To apply for a Class ability and therefor apply for High Class and Specialty Class, make sure to visit the corresponding entries on the weebly.


Skills


Common skills
50% chance of passing to the offspring

Even Footing: 
    15% bonus questing success rate.

Forager
    Gives 1 additional item upon failing a quest.

- Scavenger
    Gives 1 additional item upon failing a hunt.

Hawk's Eye
    
15% bonus hunting success rate.

Tenacious
    After being hit, on the next turn there is a 25% chance that the Reosean gains a +2 to Attack Rolls. Only applies once per round.

:new: - Unrelenting:
    If the enemy has made an unsuccessful attempt to flee the fight, the Reosean gains +5 to Attack Rolls.

Uncommon Skills
25% chance of passing to the offspring

- Smithy
    Increases the chance of learning a recipe in the Blacksmithing section by 10%

- Potion Master
    Increases the chance of learning a recipe in the Alchemy section by 10%

- Crafty:
    Increases the chance of learning a recipe in the Artisan Crafts section by 10%

- Chef
    Increases the chance of learning a recipe in the Cooking section by 10%

- Final Stand:
    If HP is less than 15, the Reoseans attack is increased by +5

:new: - Focused:
    While the Reosean remains at full health, they gain a +2 in magic against Magic Checks.

Rare Skills
10% chance of passing to the offspring

- Party Animal:
    If drawn in a festive raffle type event entry, gives an additional raffle ticket on each entry image, unless otherwise stated in the event Journal.

- Hoarder:
    Allows for 2 additional familiars to be added on top of the maximum of 3.

:new: - Enduring Will:
    If the Reosean takes a hit that would reduce it to below 1 HP, there is a 1/2 chance that it remains at 1HP instead.

:new: - Finishing Blow:
    If the enemy has less than 20 HP, the Reosean gains an extra 1D6 + 2 damage on their next successful hit.



:new: Class Abilities

Earned upon obtaining a High Class or Specialty Class rank. These will be shown in order of their 'trees'. Some abilities are always 'active' and are therefor labelled 'Passives'. Other abilities must be activated during battle and are therefor labelled 'On Use'.
Alongside these skills is a marker (Attacked, Defender, Utility) that provides information on whether this ability is offensive, defensive, or provides a utility use.
Each 'tree' for the class abilities will be separated for easier viewing.


Emissary: Persuasion [Utility] [On use]
​    Lowers the guard of one enemy, causing them to take a -5 penalty to their Armour stat until the start of your next turn. Ability has a one turn cooldown.

Proxy: Voice of Reason [Utility] [On use]
    Attempts to convince one enemy to stay out of the conflict, inflicting the Sleep status condition for two turns. If the enemy succeeds on a Magic check with a 15 or higher, they instead take a -2 to their Attack stat for two turns. Ability has a cooldown of three turns.

Diplomat: Bag of Tricks [Utility] [Passive]
​    The Reosean can equip two items into any 1v1 scenario, and up to five items in a dungeon. 

Ambassador: Encouragement [Utility] [On use]
    Bolsters the morale of the Reosean's party, causing them to battle with renewed vigour. All allies gain a +2 to Attack, Magic and Speed for two turns. Ability has a cooldown of three turns.

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Soldier: Calculated Assault [Attacker] [On use]
​    Gain +3 Attack until the end of the turn. The Reosean can make an attack action on the same turn this ability is used. This ability has a cooldown of one turn.

Knight: Valiant Fighter [Attacker] [On use]
    The Knight’s next Melee attack action makes an attack against all enemies. The hit and damage is rolled individually. If there is only one enemy on the field, the Knight gains an extra 4d6 damage on hit until the end of their turn. The Melee attack action can be used on the same turn as this ability. This ability has a cooldown of three turns.

Bounty Hunter: Rage [Attacker] [On use]
​    Adds 3d8 damage to your Reosean’s next successful hit. The Reosean can make an attack action on the same turn this ability is used. The buff will remain active until an attack hits an opponent. Ability can be used once per encounter. 

Beast Tamer: Bear Trap [Attacker] [On use]
    The Beast Tamer attacks the opponent with one of their traps. If the trap hits, it deals 3d6 damage and inflicts Bleeding. The Bleeding will last for three turns and deal 1d6 damage per turn. This ability has a cooldown of three turns.

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Adventurer: Spotter [Utility] [On use]
​    Gain +4 Attack on the turn the ability is used. An Attack action can be used after this ability is used. This ability has a cooldown of one turn.

Pioneer: Survival Plan [Defender] [Passive]
    If any damage would knock out the Pioneer, this ability activates. Instead of being knocked out, the Reosean will survive, become immune to damage until their turn, and immediately restore 30HP. On their next turn, their Attack increased by +2. This ability can only activate once per encounter.

Peddlar: Inspiring Speech [Utility] [On use]
    ​Encourages an ally. The chosen ally will gain +3 Attack and 1d6 bonus damage until the start of your next turn. This ability has a cooldown of two turns.

Merchant: Many Wares [Utility] Passive and On Use]
    The Reosean can equip two items into any 1v1 scenario, and up to five items in a dungeon. Once per battle, they can throw a random looking vial. On a hit, the vial will apply one of the following effects; Bleed (1d6), Poison (until cured) or paralysis for three turns.

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Mender: Leeching Strikes [Utility] [Passive]
    If the mender hits with any Attack action, they also heal themselves for 1d4 + 2 health. 

Battle Priest: Holy Ring [Utility] [On use]
​    All enemies in the battle are automatically hit for 2d10+5 Magic damage, and all allies are healed for 1d10+5. This ability has a cooldown of two turns.

Pit Fighter: Recklessness [Attacker] [On use]
    The pit fighter attacks with reckless abandon, gaining +2 Attack and 1d6 extra damage in exchange for -8 armour until the start of their next turn. This ability can be used on the same turn as a Melee attack action.

Berserker: Wounding Blow [Attacker] [On use]
    Attacks ferociously, granting +4 Attack until the end of the turn and striking one foe. On a hit, the foe will be affected by the Bleed status, dealing 1d6 for three turns. This ability has a two turn cooldown.

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Royal Guard: Shield Bash [Defender] [On use]
    Attacks the opponent with their equipped weapon. This ability allows a Reosean equipped with a defence weapon to deal 1d10 damage when making an attack. 

Warlord: Battlecry [Utility] [On use]
    The warlord roars with intimidating power. All enemies must make a Speed check. If the foe rolls lower than a 15, they become paralyzed for two turns and knocked prone. If they roll higher the enemy is only knocked prone. Ability has a cooldown of three turns.

Sentinel: Shielding Presence [Defender] [On use]
    The sentinel can choose an ally. The first ability or attack that hits the ally before your next turn is redirected to the Sentinel. The Sentinel will take the full damage and any effects from the hit as if they were the original target.

Warden: Shieldwall [Defender] [On use]
    Gives up their weapon (The warden will lose the armour granted by defence weapons ) to grant all allies +3 armour. While in this state, the Warden’s attacks deal  damage as if it were a defensive weapon. The weapon returns after the battle, or when the ability is cancelled.

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Royal Drive: Sheer Power [Attacker] [On use]
    When using this skill on an Attack action to make a melee attack, the Reosean attacks that enemy twice. This ability has a cooldown of one turn.

Chauffeur: Sweeping Strike [Attacker] [On use]
    Makes a melee attack action against the enemy. On a hit, the enemy must roll 15 or above on an Attack check, or be knocked prone. Ability has a cooldown of one turn. 

Farmer: Tending [Utility] [On use]
    This ability heals the Farmer or a selected ally for 1d10+5 health.

Shepherd: Strength in Numbers [Utility] [Passive]
    Passively grants themselves and all allies +2 armour, +1 Attack, +1 Magic, and 1d4 extra damage on attacks.

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Scout: Light Footwork [Utility] [Passive] 
    The Reosean is immune to the Prone status effect and they gain +2 armour. 

Tactician: Called Shot [Attacker] [On use]
    Choose one enemy. For the next two turns, the Reosean’s attack is increased by +3, and damage dealt increases by 1d8 when attacking their chosen enemy. The Reosean can make an Attack action on the same turn as this ability. This ability has a cooldown of two turns.

Sailor: Ocean Brew [Utility] [On use]
    The Reosean or an ally drinks a potent brew, curing one of the following status conditions: Sleep, Paralysis, Poison, or Deadly Poison. If a Reosean has multiple status conditions, you choose which one is cured. Ability has a cooldown of one turn.

Privateer: Cunning blade [Attacker] [On use]
    When the privateer successfully makes an attack, the privateer does an additional 2d10 damage. Ability has a cool down of two turns.

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Theurgist: Homing Bolts [Attacker] [On use]
    Four bolts of energy are unleashed, dealing 1d6+3 damage each. These bolts automatically hit, and can be divided amongst multiple enemies. This ability has a cooldown of two turns.

Warlock: Volley [Attacker] [On use]
    The warlock can choose to target all enemies or just one. The bolts grant +3 Attack for one turn. On hit, if targeting all enemies, they will take 2d10+5 each. If choosing one enemy, on hit the enemy will take 6d8+5. This ability has a cooldown of three turns.

Apostle: Word of Sleep [Utility] [On use]
    The Reosean chooses up to three enemies. These enemies must pass a Magic Check with a roll of 15 or higher. If they fail, they fall asleep for two turns. If they succeed, they suffer -2 Attack for one turn. Ability has a cooldown of three turns.

Sorcerer: Disabling Bolt [Utility] [On use]
    One chosen enemy will take a Magic check. If they roll under 18, they will be paralyzed and have -3 armour for two turns. If they roll 18 or above, they take a penalty of -2 armour for one turn.

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Priest: Powerful Rite [Utility] [On use]
    Heals all allies for 2d10+5 each. Ability has a cooldown of one turn.

Cleric: Divine Sanctuary [Utility] [On use]
    Protects one chosen ally from all damage, status effects, and other harmful afflictions until the start of your next turn. This ability can be used once per encounter. The Reosean using this ability cannot attack on the same turn.

Medic: Restorative Tincture [Utility] [On use]
    Cures the Reosean or an ally of one of these status effects: Sleep, Paralysis, Poison, Deadly Poison or Broken Bones. If a Reosean has multiple conditions applied to them, the medic must choose one to cure.

Doctor: Miracle Cure-all [Utility] [On use]
    Heals the Reosean or one ally, curing them of all status conditions and restores 6d10+10 health. This ability can be used once per encounter.

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Spy: Keen Sense [Defender] [Passive]
    After the spy hits any melee attack, they gain +6 armour for two turns.

Assassin: Deadly Intent [Attacker] [On use]
    The assassin dips their weapon in deadly poison, allowing their next melee attack that hits their foe to confer the Deadly Poison status effect. The initial damage of the hit will also increase by 4d6. Ability can’t be used on the same turn as an attack action.

Rogue: Sinister Shank [Attacker] [Passive]
    The Rogue’s attacks always deal an extra 2d4 damage and apply the poison status condition.

Shadow Dweller: Ephemeral Blade [Attacker] [On use]
    Fades into the shadows. The Reosean takes a turn to plan their next attack becoming invulnerable to status effects while attacks on them have a 50% chance to miss. The next turn they have a +5 to their attack roll, +3d6 to their damage and apply the deadly poison status effect. 




:new: Misc Abilities


These abilities are earned through various other methods than the ones above. In order to provide readability, they have been separated from the Class Abilities and labelled as Misc Abilities. On the import description, however, they will appear alongside the Class Abilities in the corresponding section.

Crafting Ability: Jack of all Trades
​    TBA


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Zeevoid's avatar
I bought a vay geno with a skill already, but im unsure where to list it in her import form, or if I can just include it in her future tracker.