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Below are examples of some of the abilities available in each knowledge group. All
abilities listed are level 1 (or level 0) abilities. There are many more, of course,
including plenty of hidden abilities which are unlocked during game play.
There are no hidden abilities within the Language group. Having a language grants
you the ability to translate scrolls that are found in treasure. Translated scrolls
become unlocked abilities. Without the proper language, you will have to pay for
the translation, which gets expensive at higher levels.
Language, Common; Language, Brun; Language, Dwarf; Language, Elf; Language, Lizardman; Ancient Language: Eruben;
Ancient Language, Prost; Planar Language, Heathandrus; Planar Language, Stygia.
| AbilityName | Min IStr | Min PStr | |
| Potion of Intelligence | 2 | 0 |
A Potion of Intelligence is a one-time use item which - when ready - will be removed at the end of the turn.
This potion raises the RC's effective Intellectual Strength for the duration (8 days) by +4. This improves all skills which use Intellectual Strength. All effects based on your Intellectual Strength are affected as well.
|
| Forage | 2 | 0 |
Forage allows the RC to gather ingredients for mixing potions. You need Alchemy to mix the ingredients.
Forage is a passive ability in that you can gather ingredients while moving. As long as this ability is active you have a chance of finding ingredients.
At this level, you can find ingredients for level 1 potions. Ingredients can be stored indefinitely.
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| Potion of the Archer | 3 | 0 |
A Potion of the Archer is a one-time use item which - when ready - will be removed at the end of the turn.
This potion raises the RC's effective missile attack rating for the duration (8 days) by +4 and all missile damage by +2.
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| Alchemy | 4 | 0 |
Alchemy allows the RC to mix ingredients to form a potion. Ingredients must already be available either through the Forage ability, or through purchase.
Alchemy is a passive ability in that you can mix potions while moving. As long as this ability is active and you have ingredients for potions, you will mix 1 potion per day.
Only level 1 potions can be mixed at this level.
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| Potion of Mysticism | 4 | 0 |
A Potion of Mysticism is a one-time use item which - when ready - will be removed at the end of the turn.
This potion raises the RC's effective Mystical Strength for the duration (8 days) by +4. This improves all skills which use Mystical Strength. All effects based on your Mystical Strength are affected as well.
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| Potion of Strength | 5 | 0 |
A Potion of Strength is a one-time use item which - when ready - will be removed at the end of the turn.
This potion raises the RC's effective Physical Strength for the duration (8 days) by +4. This improves all skills which use Physical Strength. All effects based on your Physical Strength are affected as well.
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| Potion of the Warrior | 6 | 0 |
A Potion of the Warrior is a one-time use item which - when ready - will be removed at the end of the turn.
This potion raises the RC's effective melee attack rating for the duration (8 days) by +4 and all melee damage by +2.
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| Potion of Defense | 8 | 0 |
A Potion of Defense is a one-time use item which - when ready - will be removed at the end of the turn.
This potion raises the RC's effective defense rating for the duration (8 days) by +4 and the damage deflected by +1.
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| Potion of Healing | 9 | 0 |
A Potion of Healing is a one-time use item which - when ready - will be removed at the end of the turn.
This potion restores lost health to the RC. At level 1, the Healing Potion restores health up to a maximum of 9 plus the RC's mystical strength. Health recovery cannot exceed the RC's normal maximum health.
Using a Healing Potion is a fast action, so the RC's next action occurs twice as fast.
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| AbilityName | Min IStr | Min PStr | |
| Vessel: Skiff | 0 | 2 |
A skiff grants the realm character (and all henchmen/mounts) a +2 bonus to attack and defense while fighting in shallow water.
The skiff does not grant any combat bonuses in deep water or ocean terrain.
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| Vessel: Sloop | 0 | 4 |
A sloop grants the realm character (and all henchmen/mounts) a +3 bonus to attack and defense while fighting in shallow water.
The sloop does not grant any combat bonuses in deep water or ocean terrain.
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| Control Mist | 4 | 0 |
Using Control Mist will hinder opposing attackers during combat. It obscures vision for all enemy targets for the duration of the battle.
At this level, Control Mist reduces an attacker's melee rating by 2 and reduces their missile attack rating by 4.
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| Ground Soak | 7 | 0 |
Ground Soak allows the mariner to increase the water content of the ground under his opponents. It makes the ground soft and hard to move through. The effect makes all opponents suffer a -2 penalty to their defense score.
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There are no purely Merchant abilities. However, Merchant knowledge directly affects the armaments, mercanaries, mounts and miscellaneous
items you buy. Having a high Merchant level opens up more items for purchase. You will immediately suffer from a lack of quality items
unless you invest some knowledge into this group.
| AbilityName | Min IStr | Min MStr | |
| Falcon | 3 | 0 |
A Falcon(3/2/2) is a small animal that has 1 melee attack (Claw).
A Falcon has the following abilities active: Fly (level 1)
The Falcon has a health rating of 12.
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| Wild Dog | 3 | 0 |
A Wild Dog(3/2/2) is a small animal that has 1 melee attack (Teeth).
The Wild Dog has a health rating of 12.
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| Sprite | 4 | 0 |
A Sprite(2/2/2) is a tiny demihuman that has 1 melee attack (Dagger). The Sprite also has a missile attack (Sprite Bow).
A Sprite has the following abilities active: Fly (level 1)
A Sprite has a default formation of 2, so it can be protected by other henchmen.
The Sprite has a health rating of 5.
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| Horned Beetle | 4 | 0 |
A Horned Beetle(2/3/1) is a tiny animal that has 1 melee attack (Horns).
The Horned Beetle has a health rating of 6.
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| AbilityName | Min IStr | Min PStr | |
| Cloth Armor | 0 | 1 |
Cloth Armor protects against all physical attacks, regardless of the hit location. It does not protect against magical or psionic attacks, nor can it protect against poison.
Cloth Armor will reduce physical damage by 1 (minimum damage is always 1).
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| Quilted Armor | 0 | 2 |
Quilted Armor protects against all physical attacks, regardless of the hit location. It does not protect against magical or psionic attacks, nor can it protect against poison.
Quilted Armor will reduce physical damage by a maximum of 2 (minimum damage is always 1).
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| Leather Armor | 0 | 3 |
Leather Armor protects against all physical attacks, regardless of the hit location. It does not protect against magical or psionic attacks, nor can it protect against poison.
Leather Armor will reduce physical damage by a maximum of 3 (minimum damage is always 1).
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| Studded Leather Armor | 0 | 4 |
Studded Leather Armor protects against all physical attacks, regardless of the hit location. It does not protect against magical or psionic attacks, nor can it protect against poison.
Studded Leather Armor will reduce physical damage by a maximum of 4 (minimum damage is always 1).
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| Padded Bracers | 0 | 1 |
Padded Bracers are worn on the arms to protect against attack. They only protect against attacks which strike the arms and shoulders.
These bracers will reduce the damage taken by 1 point of health (minimum damage is always 1).
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| Leather Bracers | 0 | 1 |
Leather Bracers are worn on the arms to protect against attack. They only protect against attacks which strike the arms and shoulders.
These bracers will reduce the damage taken by up to 2 points of health (minimum damage is always 1).
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| Padded Helm | 0 | 1 |
A Padded Helm is worn on the head to protect against attack. They only protect against attacks which strike the head.
This helm will reduce the damage taken by 1 point of health (minimum damage is always 1).
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| Leather Helm | 0 | 1 |
A Leather Helm is worn on the head to protect against attack. They only protect against attacks which strike the head.
This helm will reduce the damage taken by up to 2 points of health (minimum damage is always 1).
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| Padded Leggings | 0 | 1 |
Padded Leggings are worn on the legs to protect against attack. They only protect against attacks which strike the legs.
These leggings will reduce the damage taken by 1 point of health (minimum damage is always 1).
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| Leather Leggings | 0 | 1 |
Leather Leggings are worn on the legs to protect against attack. They only protect against attacks which strike the legs.
These leggings will reduce the damage taken by up to 2 points of health (minimum damage is always 1).
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| Dagger | 0 | 1 |
A Dagger causes puncture damage to a single melee target.
A Dagger has a damage rating of 5.
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| Hatchet | 0 | 1 |
A Hatchet causes incision damage to a single melee target.
A Hatchet has a damage rating of 5.
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| Warhammer | 0 | 1 |
A Warhammer causes crushing damage to a single melee target.
A Warhammer has a damage rating of 5.
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| Club | 0 | 1 |
A Club causes crushing damage to a single melee target.
A Club has a damage rating of 3.
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| Flail | 0 | 2 |
A Flail causes crushing damage to a single melee target.
A Flail has a damage rating of 7.
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| Tomahawk | 0 | 2 |
A Tomahawk causes incision damage to a single melee target.
A Tomahawk has a damage rating of 7.
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| Short Sword | 0 | 2 |
A Short Sword causes puncture damage to a single melee target.
A Short Sword has a damage rating of 7.
Human realm characters gain a species bonus (+1/+2) when using this weapon.
|
| Half Spear | 0 | 2 |
A Half Spear causes puncture damage to a single melee target.
A Half Spear has a damage rating of 6.
Halfling realm characters gain a species bonus (+1/+2) when using this weapon.
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| Quarterstaff | 0 | 2 |
A Quarterstaff causes crushing damage to a single melee target.
A Quarterstaff has a damage rating of 12. It requires the use of two hands to wield. This weapon grants a +2 bonus to attacks in addition to all other bonuses.
Brun realm characters gain a species bonus (+1/+2) when using this weapon.
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| War Club | 0 | 3 |
A War Club causes crushing damage to a single melee target.
A War Club has a damage rating of 6.
|
| Javelin | 0 | 3 |
A Javelin is a missile weapon which causes puncture damage to a single target. It cannot strike a target already engaged in melee.
A Javelin has a damage rating of 6.
Lizardman realm characters gain a species bonus (+1/+2) when using this weapon.
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| Spear | 0 | 4 |
A Spear is a missile weapon which causes puncture damage to a single target. It cannot strike a target already engaged in melee.
A Spear has a damage rating of 9.
Lizardman realm characters gain a species bonus (+1/+2) when using this weapon.
|
| Sling | 0 | 4 |
A Sling is a missile weapon which causes crushing damage to a single target. It cannot strike a target already engaged in melee.
A Sling has a damage rating of 5.
Halfling realm characters gain a species bonus (+1/+2) when using this weapon.
|
| Chakram | 0 | 4 |
A Chakram is a missile weapon which causes incision damage to a single target. It cannot strike a target already engaged in melee.
A Chakram has a damage rating of 5.
|
| Dart | 0 | 4 |
A Dart is a missile weapon which causes puncture damage to a single target. It cannot strike a target already engaged in melee.
A Dart has a damage rating of 5.
|
| Throwing Knife | 0 | 6 |
A Throwing Knife is a missile weapon which causes puncture damage to a single target. It cannot strike a target already engaged in melee.
A Throwing Knife has a damage rating of 7.
Human realm characters gain a species bonus (+1/+2) when using this weapon.
|
| Throwing Axe | 0 | 6 |
A Throwing Axe is a missile weapon which causes incision damage to a single target. It cannot strike a target already engaged in melee.
A Throwing Axe has a damage rating of 7.
Dwarf realm characters gain a species bonus (+1/+2) when using this weapon.
|
| Throwing Hammer | 0 | 6 |
A Throwing Hammer is a missile weapon which causes crushing damage to a single target. It cannot strike a target already engaged in melee.
A Throwing Hammer has a damage rating of 7.
Ursus realm characters gain a species bonus (+1/+2) when using this weapon.
|
| Buckler | 0 | 1 |
A Buckler protects the wearer from physical attacks.
As a shield, it does not reduce damage taken from physical attacks, but increases the defense rating by +2
|
| Small Shield | 0 | 2 |
A Small Shield protects the wearer from physical attacks.
As a shield, it does not reduce damage taken from physical attacks, but increases the defense rating by +4
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| Medium Shield | 0 | 3 |
A Medium Shield protects the wearer from physical attacks.
As a shield, it does not reduce damage taken from physical attacks, but increases the defense rating by +6
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| AbilityName | Min IStr | Min PStr | |
| Disable Lock | 0 | 2 |
This ability allows the rogue to disable locks on treasure chests.
This ability need not be ready to activate. Opening treasure chests can occur between turns, so it only activates when you use it. At this level, the rogue can open level 1 locks. Without this ability, level 1 locks cost 25g to open.
This does not disable traps that may be present.
|
| Camouflage | 0 | 3 |
Camouflage grants the rogue a surprise bonus in combat. When a target is surprised, their defense rating is halved.
Surprise may last up to 2 actions before surprise is lost.
Camouflage also provides some chance of not being seen on the map, nor when in the same terrain square.
|
| Detect/Disable Traps | 0 | 4 |
This ability allows the rogue to disable traps on treasure chests.
This ability need not be ready to activate. Opening treasure chests can occur between turns, so it only activates when you use it. At this level, the rogue can disable level 1 traps.
|
| Pick Pockets | 0 | 4 |
Pick Pockets allows the rogue to steal gold and possibly other items from other realm characters or citizens from cities.
With a successful strength check, the rogue will be able to pull some gold from a target when in the same terrain square. A second strength check indicates that an item is stolen instead.
Surprise increases the chance of success. The rogue will not pick pocket a target with which they initiate combat.
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| Fast Stand | 0 | 4 |
Fast Stand allows the realm character to immediately stand up and negate the penalties associated to falling prone.
A physical stength check (normal difficulty) is required for the effect to succeed, but there are no limits to the number of times which Fast Stand can be used.
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| Poison, Weakening | 6 | 0 |
Weakening Poison is to be applied directly to an activated weapon (melee or missile). The weapon must be declared when this ability is activated. It reduces the damage inflicted by physical attacks from the victim.
At this level, the target's damage is reduced by 30% for up to 6 actions.
The target may be able to resist the effects with a successful physical strength check
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| Poison, Disorienting | 8 | 0 |
Disorienting Poison is to be applied directly to an activated weapon (melee or missile). The weapon must be declared when this ability is activated. It reduces the victim's attack rating.
At this level, the target's attack rating is reduced by 30% for up to 6 actions.
The target may be able to resist the effects with a successful physical strength check
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| Poison, Damage | 10 | 0 |
Damaging Poison is to be applied directly to an activated weapon (melee or missile). The weapon must be declared when this ability is activated. It adds additional poison damage to the attack when successful.
At this level, the poison can cause an additional 4 damage.
The target may be able to resist the effects with a successful physical strength check
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| AbilityName | Min MStr | |
| Mage Blast | 2 |
Mage Blast is a direct damage, ranged attack affecting a single target.
The target can be attacked even if engaged in melee. Success is not automatic, as a magical attack must be made. The sorcerer may make 2 attacks during an encounter at this level.
Maximum damage is 2 plus the sorcerer's mystical strength.
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| Sphere of Protection | 3 |
Sphere of Protection is used to reduce damage from magical attacks. Damage is reduced by 1 point for every 2 points of damage taken from a single attack.
The maximum amount of damage that can be blocked is equal to the sorcerer's mystical strength multiplied by 2.
Sphere of Protection cannot block physical, elemental or psionic attacks.
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| Healing | 5 |
Healing will restore lost health during battle. It is automatically used when health is below 50% of your maximum. Health cannot be raised above the maximum.
Healing is a fast action ability, so the next action performed after healing will occur 50% faster than normal.
Healing can only be used 1 time during each encounter.
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| Elemental Aura | 6 |
Elemental Aura is invoked the first time a melee target is available. It effects all targets in melee with the sorcerer.
Victims suffer damage each time the sorcerer takes an action until the spell expires. I mystical strength check is made to avoid damage for each target. Maximum damage is half the sorcerer's mystical strength plus 2.
Elemental Aura lasts for 2 sorcerer actions after the spell is cast.
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| Death Magic | 8 |
Death Magic is an area-effect spell which causes direct damage to enemy targets.
This spell affects up to 3 targets. It can be used only 1 time during an encounter.
Maximum damage is equal to 5 plus half of the mystical strength of the sorcerer. No attack roll is necessary, but a successful mystical strength check by the target will reduce the damage by half.
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| Curing | 10 |
Curing is a spell which is used when a disease or malady afflicts the sorcerer. It is used to counter-act weakening, becoming taited, wounding effects, paralyzation and vulnerability.
Curing is a fast action ability, so the next action performed after curing will occur 50% faster than normal.
Curing can only be used 1 time during each encounter.
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| Necromantic Touch | 12 |
Necromantic Touch is a combat ability which causes direct damage to opponents. It is only used when within melee and requires a physical attack to be successful.
A successful attack must be made to cause damage. Maximum damage is 2 plus the sorcerer's mystical strength. Two attacks can be made per encounter.
Upon a successful attack, the sorcerer is able to increase his own health by 1/2 the damage inflicted. Health gained can exceed normal maximum, but excess health is lost at the end of the encounter. Although damage counts, health cannot be drawn from undead or elemental creatures.
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| Magical Burn | 14 |
Magical Burn is a direct damage, ranged attack affecting a single target.
The target can be attacked even if engaged in melee. Success is not automatic, as a magical attack must be made. The sorcerer may make 2 attacks during an encounter at this level.
Maximum damage equal to the sorcerer's mystical strength. However, upon a successful attack, the target suffers up to 3 points of damage for up to 3 rounds after the attack if they fail a mystical strength check. Curing cancels the affect.
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| Minor Demon | 15 |
This spell summons a minor demon (2/2/2) to fight for you during combat. The demon has 23 health and has a claw attack. Demons are subject to Banishment and cannot be healed.
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| Remove Curse | 17 |
Remove Curse is a spell which is used when a curse afflicts the sorcerer. It is used to counter-act debilitation, lycanthropy, ignorance and magical aging.
Remove Curse is a fast action ability, so the next action performed after this spell will occur 50% faster than normal.
Remove Curse can only be used 1 time during each encounter.
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| Enchant Item | 18 |
With Enchant Items active, all weapons (melee and missile), shields and armor that the sorcerer currently has activated gain an additional +1 to attack and damage (for weapons), +1 for defense (shield and armor) and +1 to deflect damage (armor only).
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| Regeneration | 22 |
Regeneration allows for fast healing of physical damage. Any attack that causes damage may be subject to magical regeneration.
When subjected to damage in any form, a successful mystical strength check may negate the damage taken. A failed check results in only half damage.
At level 1, Regeneration can negate damage from 3 attacks.
Regeneration also cancels out the Wounding effect.
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| AbilityName | Min MStr | |
| Kinetic Force | 2 |
Kinetic Force is a direct damage, touch-based attack affecting a single melee target. It causes physical - not psionic - damage. Therefore, psionic protection does not help, though armor does absorb the damage.
Success requires a mystical attack. The psionicist may make 2 attacks during each encounter at this level.
Base damage is 2 plus the psionicist's mystical strength.
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| Euphoria | 4 |
Euphoria is a ranged attack which does not cause direct damage. It is used to reduce the target's attack rating.
This power can be invoked 2 times during each encounter. If the target fails a mystical strength check, it reduces their attack rating by 30% for up to 6 actions (target becomes disoriented). A successful check means the duration is reduced to only 1 round.
Psionic Surgery cancels the effect.
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| Slow | 6 |
Slow is a ranged attack which does not cause direct damage. It is used to reduce the target's speed of action.
This power can be invoked 2 times during each encounter. If the target fails a mystical strength check, it reduces the target's action speed by 50% for up to 6 actions (target becomes slowed). A successful check means the duration is reduced to only 1 round.
Psionic Surgery cancels the effect.
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| Mind Fire | 8 |
Mind Fire is a direct damage, ranged attack affecting a single target.
The target can be attacked even if engaged in melee.
Success is not automatic, as a mystical attackmust be made. The psionicist may make 2 attacks during an encounter at this level.
Base damage is 5 plus the psionicist's mystical strength.
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| Psychic Shield | 9 |
Psychic Shield is used to reduce damage from psionic attacks. Damage is reduced by 1 point for every 2 points of damage taken from a single attack.
The maximum amount of damage that can be blocked is equal to the psionicist's mystical strength multiplied by 2.
Psychic Shield cannot block physical, elemental or magical attacks.
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| Clairvoyance | 10 |
Clairvoyance allows the psionicist to examine locations which are entered for secrets. This could result in finding additional treasure or increasing the treasure value.
This ability is only checked in any location in the game. It has greater effect in lairs.
At this level, there is a 5% chance of finding additional treasure and a +10% bonus to gold value through exploration.
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| False Images | 12 |
False Images allows the psionicist to fool his attackers into attacking illusions instead of the real targets.
At this level, the psionicist can create 2 additional images of himself. Attacking creatures make attacks normally, but randomly attack all images (one real and the rest false) of the RC. If the attacker strikes an image, it disappears.
This does not prevent area effect abilities from being successful. Area effect abilities may destroy false images with each image allowing a mystical strength check to remain.
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| Psionic Surgery | 13 |
Psionic Surgery is a power which is used when a disease or malady afflicts the psionicist. It is used to counter-act disorientation, madness, slowness, cowardice, rage and confusion.
Psionic Surgery is a fast action ability, so the next action performed after this power will occur 50% faster than normal.
Psionic Surgery can only be used 1 time during each encounter.
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| Vortex | 15 |
Vortex creates a small tornado-like effect surrounding the psionicist. Any creature attempting to make a melee attack with the psionicist must make a successful strength check (at normal difficulty) or be knocked prone prior to the attack.
Vortex is not initiated until a creature engages into melee. It lasts for 2 actions after invocation before the Vortex collapses.
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| Psionic Armor | 16 |
Psionic Armor is used to reduce damage from physical attacks. Damage is reduced by 1 point for every 2 points of damage taken from a single attack.
The maximum amount of damage that can be blocked is equal to the psionicist's mystical strength multiplied by 2.
Psionic Armor cannot block psionic, elemental or magical attacks.
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| Flesh Golem | 19 |
This spell summons a flesh golem (2/2/2) to fight for you during combat. The golem has 23 health and has a claw attack. Golems are subject to Banishment and cannot be healed.
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| Psionic Pulse | 20 |
Psionic Pulse is an area-effect power which causes direct damage to enemy targets and may cause temporary disorientation.
This power affects up to 2 targets. It can be used only 1 time during an encounter.
Maximum damage is equal to 3 plus half of the mystical strength of the psionicist. No attack roll is necessary, but a successful mystical strength check by the target will reduce the damage by half. A mystical strength check is also needed to avoid becoming disoriented for up to 6 actions.
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| Mind Control | 22 |
Mind Control allows you to control the actions of a hostile force. If the target creature(s) fail an intellectual strength check, then they can be forced to attack their allies during battle.
At this level, Mind Control can be used to control a level 1 creature or a ascension level 1 realm character for 3 attacks.
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