by WiseOne » July 4th, 2013, 2:13 pm
Hi Folks,
To make everyone's life easier I have reformatted everything. So my original initial post is now the second post and I have moved all of the character and armory stuff here. The ARMORY is obtained after 7 quests have been completed. Some I made up, others came from ideas from other people and I have compiled it to what we are using. Enjoy.
BASIC ARMORY - Available from the Start
Leather Armor - 250 gold coins. 1 Defense Die. Cannot be combined with the Helmet. Usable by Thief and Halfling only
Spear - 250 gold coins - 2 Attack Dice. Can attack diagonal
Handaxe - 150 gold coins - 2 Attack dice. Can be thrown but you lose it
Mace - 150 gold coins - 2 Attack Dice
Long bow - 350 gold coins, 3 attack dice
Alchemist's Bomb - 25 gold coins, 2 attack dice, Always thrown but you lose it. Only usable by Alchemist
WISE ONE's ARMORY - Available after 7 quests, a wise old Wizard has access to many common and rare items
Mithril Armor - 650 gold coins - 2 Defense Dice. Cannot be combined with the Helmet. Usable by Thief and Halfling only.
Sling - 150 gold coins - 1 Attack Die, Max range of 12 squares, usable by anyone
Cloak of Protection - 350 gold coins - 1 Defense Die, does not stack with Wizard's Cloak - Usable by Wizard
Bracers - 300 gold coins - 1 Defense Die, usable by Wizard
Short Bow - 300 Gold Coins - 2 Attack Dice
Poison Arrow - 70 Gold Coins per arrow. If any skulls are rolled on an attack, the enemy takes 1 Body Point of damage automatically and the Defense Dice of the Monster are reduced to one. Usable with Shortbow only (Thank you Phoenix)
Warhammer - 1200 Gold Coins -5 Attack dice (Taken from Expanded Armory 1A) - Only usable by Dwarf and Barbarian
Morningstar - 250 gold coins - 3 Attack Dice
Halberd - 350 gold coins - 3 attack dice, attacks diagonal. Not usable with Shield
Imperial Pike - 1200 gold coins - 4 attack dice, attacks diagonal. Not usable with Shield
Heavy Crossbow - 500 gold coins, 4 Attack dice. Not usable by Wizard or with Shield. May not move in the same turn as attack, taking action to reload.
Great Bow - 500 gold coins, 4 attack dice. Not usable by Wizard or With Shield. May not move in the same turn as attack, taking action to reload.
Additional Items Used from Expanded Armory and Expanded Armory1A
RENAMED/NEW ARTIFACTS
Mystic's Cloak - Renamed version of Wizard's cloak for Druid
Hierophant's Staff - Renamed version of Wizard's staff for Druid
Sacred Mace - 3ADD Weapon with benefits of Spirit Blade. Cannot attack Diagonal.
Holy Sword: As Death Blade but Lightning Bolt only affects Undead.
HEROES - Initial modification followed by abilities gained every 7 quests completed. Does not stack with similar abilites in Phoenix's system. Feel free to assign gold costs if you so desire
Dwarf
-Slayer
-Engineer
-Runepriest
-Infernal Guard
-Demonsmith
Barbarian
-Warrior
-Knight of the Blazing Sun
-Warrior Priest
-Ex-Chosen - you are a Chaos Warrior who was broken free and sworn new allegience
-Magus Slayer (Marauder)
Elf
-Witch Hunter (probably with the Combat Card system as well)
-Assassin
-Elf Swordsmaster
-Elf Shadow Warrior
-Elf White Lion
Wizard
-Bright Wizard
-Elf Archmage
-Sorceress - if your spells miss or fail they come back on you. Once per quest you may recast a failed spell
-Illusionist
-Druid
Mercenaries
Scout - can use any perk/item usable by an elf unless otherwise specified
Crossbowman - can use any perk/item usable by a barbarian unless otherwise specified
Halberdier -can use any perk/item usable by a barbarian unless otherwise specified
Mercenary Swordsman - can use any perk/item usable by a barbarian unless otherwise specified
Dungeon!
-Superhero - can use any perk/item usable by a barbarian unless otherwise specified
-Hero can use any perk/item usable by a dwarf unless otherwise specified
-Paladin can use any perk/item usable by a barbarian unless otherwise specified
-Cleric - can use any perk/item usable by an dwarf unless otherwise specified
-Thief - can use any perk/item usable by an elf unless otherwise specified
-Bard - can use any perk/item usable by an elf unless otherwise specified
-Monk -can use any perk/item usable by an elf unless otherwise specified
-Halfling - can use any perk/item usable by an elf unless otherwise specified
-Mage - can use any perk/item usable by a wizard unless otherwise specified
Other
-Swashbuckler - can use any perk/item usable by an elf unless otherwise specified
-Alchemist - as elf
-Scholar - as elf
ABILITY COSTS
There has been discussion if these abilities should cost anything. Here are three options.
1. Innate: These abilities have no cost and are essentially free discounts from those in Phoenix's advancement.
2. Training: 250 Gold for Champion, 500 for Veteran, 750 for Knight, 1000 for Legendary. This could be considered a standard training cost version.
3. Gritty: 500 for Champion, 1000 for Veteran, 1500 for Knight, 2000 for Legendary. Use these costs in either a high money campaign or where you want more restriction.
Combat Cards or similar abilities when gained using "Elf Advancement system" costs 500 Gold coins each, a limit of 3 total additional slots.
Thief (simplified version from one below)
-As elf, gains 3 combat cards intead of 3 spells. Without a tool kit you may disarm as if you had a toolkit. With a tool kit you may disarm as a dwarf. May not use Battle Axe, Platemail, Borin's Armor, Shield, or Crossbow. May use Short Bow.
Trapfinder: Character can search for Traps while monsters are visible
Treasure Hunter: May draw 2 Treasures instead of 1
Hide in Shadows: If the Thief ends his turn not within line of sight of a monster, he gains +1DD. This bonus lasts until the beginning of his next turn.
Surprise!: If the Thief starts his turn not seen by a monster and then moves and attacks he gains +1AD on his attack both melee and ranged.
Thief
-As elf. Without a tool kit you may disarm as if you had a toolkit. With a tool kit you may disarm as a dwarf. . Loses access to Battle Axe, Platemail, Shield, Helmet, Chain Mail, Crossbow. May use Short Bow. Can purchase special equipment listed in the armory. Gain 3 of the following 6 abilities, chosen before each quest
----
Parry and Ripose - as per Combat Card
Slip - As per Combat Card
Sneak Attack - As per Mighty Blow combat card
Pickpocket - As per Elf skill card (GimmeYerGold, thank you for this)
Careful Aim - As per Combat Card
Dodge and Trip - As per Combat Card
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Trapfinding: Character can Search for Traps while monsters are visible
Treasure Hunter: May draw 2 Treasures instead of 1 (partially a replacement for the fact that multiple heroes in the rules could search for treasure in the same room but we don't play it that way. Allows for increase risk, but increase speed in treasure gain).
Hide in Shadows: If the Thief ends his turn not within line of sight of a monster, he gains +1DD. This bonus lasts until the beginning of his next turn.
Surprise!: If the Thief starts his turn not seen by a monster and then moves and attacks he gains +1AD on his attack both melee and ranged.
Dwarf Ironbreaker
-Armor Training– Ignore Armor penalty for plate mail but searches for traps like other characters..
Path of Stone: Once per quest may ignore the first Hazard that is drawn by you or another player in the room
Ironbreaker Parry: +1 DD with Axes/Hammers
Path of Vengeance: Once per quest may make a free riposte attack against an attack that hits the Ironbreaker
Path of Brotherhood: Once per quest heal all Allies in the same room for 1BP. Line of sight not required.
Druid
As Wizard except +1BP -1MP
Charm Beasts – Ignore the first Wandering Monster Card drawn by you or another hero in the same room as you
Warp Wood and Bend Metal – You may move or remove one piece of furniture in a room once per quest
Herbal Remedies – Once per quest may cast a healing spell such as Water of Healing or Heal Body a second time
Pass Without Trace – You may move through living enemies squares
Barbarian - Magus Slayer, a replacement for the Marauder
-You are a Magus Slayer. An enemy of Chaos. Chaos seeks to warp your brethren into abominiations. You will resist this. As such your mind points against Chaos spells is 1 higher. However your focus clouds your judgement. For anything else, you are considered to only have 1 mind point.
And the every 6 advancement system abilities. Some were taken from Agins Inn Heroes and the Warhammer Quest adaptations
Marauder Weaponry +1AD When wielding One handed swords, one-handed axes, or one-handed clubs and maces
Chaos Breaker - Once per quest when you attack a Chaos spell wielder. they discard one Chaos spell card
Go for the Magus! - as Brute Strength from Agin's Inn
Path of Savagery - As battle rage
Slayer
-Loses dwarf trap abilities
-May not wear armor
-May not use ranged weapons
-Gains +1 AD on all attacks, +1 DD per enemy adjacent to the slayer
Slayer's Rage - Once per quest may attack twice as per potion of Battle Rage
Slayer of Greenskins - +1 AD against Orcs and Goblins
Path of the Giantslayer +1 AD on Gargoyles and Large creatures
Undying Rage - Once per quest if dropped below 0 hit points they automatically heal to 1 HP
Engineer
-Has standard Dwarf trap abilities
Rifling - +1AD on Ranged Weapons
Path of the Rifleman - Can use the Crossbow in close combat
Makeshift Tools - Creates one free toolkit usable by any character. Lasts until the end of the quest
Grenade Bolts - Once per quest may fire a grenade bolt that attacks with 1 attack die to all creatures in the room
Runepriest
-Loses dwarven trap abiliies. Gains three spells which may be chosen from Earth or Protection. May not wear platemail.
Engrave Runes - Once per quest may add a rune to an ally. This rune lasts for the next 2 rolls, adding +1 attack die or +1 defense die. Takes an action to invoke
Path of Grungni - May cost Heal body one additional time per quest
Runic Armor - Once per quest may cast Rockskin on themself
Rune Master - May add a rune twice per quest
Warrior - the standard barbarian of the North
Taunt - Once per quest may take a Move or Standard action to taunt. All monsters in the room and that he can see must attack the Barbarian or move towards him if they cannot attack him this turn
Tribal Weaponry - +1AD with Swords and Axes
Fortitude of the North - +1BP
Ancestral Summons - Once per quest may cast a variation of Summon Orcs that summons Broadsword wielding spectral warriors that attack any enemy. They disappear after 1 turn
Ex-Chosen
Prove Yourself - Two times per quest may intercept an attack on an ally, taking it instead
Shieldmaster - +1 DD with shields
Path of Strike +1 AD with two handed weapons
Path of Retaliation - Every time they intercept an attack they may make an immediate strike back at the enemy at -1 Attack Die. They also lose 1 Defense die from the attack as well
Knight of the Blazing Sun
Path of Conquest -Once per quest may knock back an enemy one square that they hit
Path of Vigilance - Once per quest may invoke as a free action. All allies he can see gain +1 DD
Path of Glory - Once per quest may take an action to heal all allies 1 BP in the same room. Sight not required.
Commanding Shout - Once per quest all allies gain Courage
Swordmaster
-Gains all statistics of Barbarian, loses spellcasting of Elf. Cannot use shields
Path of Vaul - +1 DD when wielding a sword
Path of Khaine - once per quest may attack all enemies adjacent
Path of Hoeth - Gains one magical spell, Rock Skin or Courage, only castable on themself
Sword Mastery - +1 AD when wielding a sword
Shadow Warrior
Path of the Scout - Once per quest may reveal a room without opening the door.
Path of Assault - +1 AD with Bows/Crossbows
Stealth - Once per quest may move through enemy squares
Path of the Skrimisher - Once per quest may move, attack, and then move again - if 6 movement is rolled then they may move 6, attack, and then move 6 again
Scout
-As Elf except no spells, gains trap abilities of dwarf
Trap Sense - Detect traps even while monsters present
Evasion - Avoids a sprung trap on a roll of anything but a black shield
Scout Tricks - Choose one Combat card from Keen Hearing, Alertness, or Slip. May be changed before each quest.
Trap Expertise - Can search for traps in a corridor, in a room, or in anywhere they have line of sight to (so a scout can sense that pit trap in front of the door)
Halberdier
-Has starting stats of dwarf, starts with spear weapon, when using the staff, spear, halberd, or imperial pike (polearms) he can attack from one square away, even over allies
Set vs. Charge - Once per quest may make an immediate attack on an enemy that enters an adjacent square
Polearm Mastery - +1 AD with all polearms
Polearm Sweep - Once per quest makes an attack that knocks the creature prone before following up with an attack. The defender loses half of their defense dice rounded down
Mercenary Movement - Avoids all penalties in plate armor
Mercenary Swordsman
-Has stats of barbarian
Zweihander Trick - Gain one combat card
Claymore's Weight +1 AD with longsword and two-handed sword
Flamberge Parry +1 DD with longsword and two handed sword
Whirlwind - Once per quest may attack all adjacent enemies
Crossbowman
-Has stats of dwarf, loses trap abilities, gains the ability to attack adjacent with ranged weapons
Marksman - +1 AD with Crossbow, Heavy Crossbow
Sharpshooter - Once per quest enemies and heroes do not block line of sight for your attack
Fast Reload - Oncer per attack make two attacks instead of one. Creatures must be adjacenet though
Master Sharpshooter - You may use Sharpshooter twice per quest now
Cleric
-Can use all armor and equipment as a dwarf but can only use staff, sling, mace, shortsword, morningstar, broadsword. Gains one free use of Heal Body. Has BP/MP of elf. Gains the following 3 Spells instead of normal choices. Heal Wounds (Cures 4 BP and 4 MP damage), Transference (As Escape! High Mage spell but allows the caster to teleport to any square within 12 that has been revealed by Zargon, and Hold (works as Tempest). Additional spells as Elf Advancement, Choosing from those three again
Undead Slayer - +1 AD vs Undead
Remove Curse- Once per quest may cancel a Chaos spell cast on the cleric or another hero in the room
Divine Guidance - Oncer per quest may ignore heroes or furniture to determine line of sight
Resurrection - Once per quest you may restore a dead hero to life to half body points. However they miss their next turn.
Swashbuckler
-Stats of elf, gains three combat cards instead of spells
Lucky - Once per quest may reroll any roll
Combat Duelist - Gains one additional combat card
All for One and One for All - All heroes now gain the use of your Lucky ability
When You Die, Stop Being Dead, and Start Being Awesome - Once per quest, when you die, you don't now, you are instead returned to one body point and Zargon's turn immediately ends
Warrior Priest
-As dwarf, lose trap ability, gain Heal Body spell, Rock Skin, Courage spell. Can gain 3 combat cards following Elf advancement system
Weapons of Sigmar - +1 AD with hammers
Path of Salvation - Heal body can target two heroes within line of sight
Path of Grace - 1x per quest allow another hero within line of sight to reroll their defense
Path of Wrath - Use roundhouse combat card 1x/quest
Paladin
As dwarf, lose trap abilities, gain Remove Wounds (Heal Body spell), Heroic Charge (combat card) and Knight's Sacrifice (Can take the blow for an adjacent ally) and can gain additional combat cards following Elf spell advancement system at 500 GP per. However may use equipment as Barbarian instead of Dwarf
Undead Slayer - +1 AD vs Undead
Armor Trained - Ignore movement penalty in plate mail
Divine Counter - Once per quest may counter a Chaos spell cast in the same room/corridor
Holy Sword - Once per quest, when wielding the Holy Sword (see above), if an enemy successfuly defends, you may reroll your attack.
Fieldsmith
-As dwarf, loses trap ability, gains 25 percent discount on all weapon and armor purchases
Weapon Smith - +1 AD with Melee Weapons
Salvage - Once per quest you may salvage a weapon from a monster. Roll 1 red die: 1-3 dagger, 4-5 short sword, 6 broadsword
Armor Training - Ignore check penalty in armor
Armor Smith - +1 DD in Chain or Plate Mail
Elf Archmage
As Wizard, may choose 3 Elf Spells as one initial spell group
Path of Isha - Heal spells Effect two targets once per quest
Path of Asuryan - Fire damage spells effect two targets once per quest
Winds of Magic -Once per quest may recast a spell already cast
Path of Vaul- Courage and Rock Skin effect all Heroes within line of sight
Elf Archmage v2 Based on a Warhammer Quest class I found online
As Wizard, may choose 3 Elf Spells as one initial Spell group
Isha's Ward: Once per quest may ignore an attack
Blessing of Isha: Once per quest may heal all Allies 2 BP
Divine Fury of Asuryan: Once per quest may recast a spell already cast that targets a monster or monsters.
Alter Fate: Once per quest if an ally within your line of sight dies, they instead do not die and may immediately take a turn.
Demonsmith
-As dwarf, lose trap finding, gain ??
Chaos Dwarf Heritage - +2 BP - 1 MP
Infernal Weapons - Once per quest may enchant an adjacent ally's weapon for +2 AD
Spike Armor - Once per quest can enhance adjacent ally's armor - enemies who hit ally take one BP of damage which they can roll 1 red die to resist. Lasts until enemies no longer in Sight
Chaos Panoply - May use each of the previous abilities 2 x per quest
Witch Hunter
- As elf, lose spells, gain the following 3 combat cards: Parry and Riposte, Dodge and Trip, Heroic Charge. May not wear plate mail
Spell Breaker - Once per quest may cancel a Chaos spell
Hand Crossbow - Use crossbow against adjacent foe
Witch Hunter Weapons - May use crossbow in one hand and a melee weapon in the other
Double Strike - May attack with both the crossbow and Longsword or weaker weapon simultaneoulsy, Rolling 6 AD in total. Enemy defends with 1 less DD
Bard
-As elf, loses normal spells. Instead gets 1 Use of Combat Song (+1 AD for Bard and all heroes in line of sight, lasts until no monsters are in sight) and 1 use of Entrancement Song (Tempest). Gains 1 spell from Elf spells or Detection spells. May learn Elf spells or Detection Spells the same way an Elf can for advancement.
-Jack of All Trades -With a tool kit may disarm as a dwarf. Without a tool kit still disarms as normal
-Combat Virtuoso - Gain one more use of Combat Song
-Countersong - May roll twice when rolling mind points to break spells
-Master of Songs - Combat Song is now +2 AD
White Lion
-As elf, loses spellcasting, gains a Lion (Swordsman mercenary) with 2 BP. if he dies he returns at the end of the quest
-Path of the Hunter -When you or your lion recieve a healing spell, both recieve the benefit
-Path of the Axeman -If you and your Lion attack the same target, you gain +1 AD and +1 DD against that target
-Lion's Resolve -Your lion mercenary gains +1BP. Once per quest you may bring him back from the dead. He is returned to 1 BP
-Path of the Guardian-Your lion mercenary is fully upgraded and any spell cast on you is cast on it
Halfling
As elf, loses access to spells, gains dwarf trap ability. Cannot use two handed weapons or Platemail. Can move through large creatures squares
Halfling Agility - +1 DD against large creatures
Halfling Missiles - +1 AD with ranged weapons
Slippery Mind - +1 Mind points to resist spells
Halfling Dodge - Twice per quest may reroll all failures on a defense roll or a failue against a trap
Ranger
As dwarf. Loses trapfinding ability, gains +1 AD vs. Greenskins
Hunter's Versatility - May use any weapon or skill usable by an elf or dwarf. Gains +1 AD with either axes, swords, or bows. The decision is final. This may be changed at the end of a quest for a cost of 100 gold coins.
Tracking - Once per quest may reveal all monsters and their locations in a room without opening a door.
Survivalist - Gains one combat card
Hunter's Mastery - May learn either Dual Wield I and II (not automatically), Fencing, or Melee Combat. Decision is final. No buyout to change this one.
Ranger-Hero (based on a Dungeon! variant I found)
As barbarian
Combat Skill - Gain 1 Combat Card
Two weapon Training - Gains Dual Wield I
Two weapon Expertise - Gains Dual Wield II
Two weapon Mastery - Gains Dual Wield III
Illusionist
Loses access to 2 spell groups but gains Illusion Spells by Ethica (thank you for this). However when an elemental spell is cast, the player must roll a combat die. if it comes up a black skull it is obviously an illusion and has no effect. The spell however is not lost if this occurs.
Apparitionist - May cast one Illusion spell twice per quest
Zargon, It's an Illusion - Oncer per quest when a Wandering Monster or Hazard is drawn by a Hero in the same room the Illusionist may tell Zargon that it's actually an illusion and has no effect
Spellbinder - If a spell fails to a black skull, the illusionist may now cast an illusion spell in its place that he has left. This does use up the new spell
You're an Illusion - Once per quest the illusionist may declare a monster that it has line of site to, to be an illusion. The target rolls a red die for each of its mind points. If a 6 is rolled, the spell fails. If it succeeds the monster is convinced it is an illuion and ceases to exist.
Bright Wizard
Loses access to all other elements. Gains 3 copies of each Fire Spell. When additional fire spells are learned, must have a minimum of 2 copies of each. Once he knows more then 5 fire spells, he must have a minimum of 1 of each that he knows.
Pyromaniac - Once per quest if the Bright Wizard does not like the result of a fire spell he cast, he may try again
Burn it to the Ground - Learn one additional Fire spell from Champion level and gains a slot to cast it in
Inner Fire - Gains one additional Fire spell from Veteran level. Fire spells are now purchased at half cost.
We Did Not Start the Fire - You may now use the Pyromaniac ability 3x per quest
Superhero
(This references a high level fighter in D&D rather then someone with super powers. As per barbarian)
Warrior's Skill - Gain one combat card
The Bigger They Are - +1 DD against monsters with 3 BP or higher
The Harder They Fall - +1 AD against monsters with 3 BP or higher (represents the fact that the character was required to go deeper in Dungeon! to win)
Shining Example - If they get excess skulls/shields on an attack or defense may store up to 5. These can be given to an adjacent hero to replace his dice
Monk
As elf except can only use equipment usable by wizard. However may attack twice. As per the rules for monsters, a monster may only defend against one of the two attacks. In addition gains 3 Combat cards instead of spells.
Hard Martial Training - +1 AD on all attacks
Soft Martial Training - + 1 DD
Iron Will - May roll Mind Points twice to resist Chaos Spells
Evasion - If a trap is sprung, may ignore it on anything but a black shield
Alchemist
As elf except gains proficiency in Alchemist's Bombs and Elixirs. Can only use Alchemist equipment, Weapons usable by wizard, but may use crossbow
Gains 3 Elixirs to start with. Elixirs can be handed to any party member and can be used as a potion
Elixirs: Battle Fury (as Battle Rage potion), Health (Heals 4 BP), Invisibility (Hero cannot be attacked for one turn)
Apprentice: Once per quest may make an Exploding bomb that does 1BP damage against every adjacent creature to the target. Defense dice are rolled.
Journeyman: When a healing potion is drawn, 2 are gained instead of 1
Adept: Unlocks additional Elixir options (WIP)
Master: When a potion is drawn, 2 are gained instead of 1
Scholar
(Credit given to ghan's Erudit companion card for the inspiration for this)
As elf. However -1 BP, +1 MP (5/5). Gains access to all items usable by wizard. May not use plate mail or a shield. Advancement as per elf
Dungeoneer's Survival - Ignore the first Hazard drawn by the character or another Hero in the room.
Arcane Lore - Gain access to Spells of Detection. Gains one spell slot that must be filled with one spell from Spells of Detection. If this group is chosen as primary spell group, spell slot may be filled with an elemental spell
Advanced Arcane Lore: Gain access to Spells of Protection. Gain one spell slot that must be filled with a Spell of Protection. If protection is chosen as Primary, this must be a Spell of Detection.
Artifact Expertise - May use one use artifacts one additional time
Mage
(Cross between Wizard from Dungeon! and Wizard for WarhammerQuest)
As Wizard except chooses from the following spell groups: Defense: Earth or Protection, Offense: Fire or Air, Healing: Earth or Water. In addition the Storm Master spell Lightning Bolt is may be replaced for any one spell but only does 2 AD of damage. Monsters may roll defense dice. Advancement allows the Mage to learn either Detection spells or or take spells from one element not taken, Fire or Air.
Spell Versatility or Crystal Ball [Choose one]
- 1x per quest may sacrifce an offensive spell to Heal an ally 4 BP
- 1x per quest may ask Zargon to reveal contents of a room without opening the door
Power Tokens or Deep Delver [Choose one]
- Once per quest may cast a spell already cast again (WHQ)
- When the Mage or another Hero in the room Searches for Treasure, they declare they Are Delving Deep. If gold/jewels/gem is drawn, double the amount shown on the card. If a wandering monster is drawn, 2 monsters appear instead of 1. For all others, as normal. (D!) (based on the idea that Wizards needed to adventure to level 6 to get enough treasure to win the game)
Elvish Lore or Scroll of Spells [Choose one]
- The Mage learns one additional spell chosen from Elf spells (WHQ)
- The Mage learns one additional spell: Teleport - which works as the Escape! High Mage Spell but may only move to any space that has been revealed by Zargon (room or corridor) within 12 squares. In addition, Lightning Bolt now does 3 BP of damage (D!)
Spell Interrupt or Lightning Bolt vs. Fire Ball [Choose one]
- 1x per quest may cast a spell on Zargon's turn, but it cannot be an attack spell (WHQ)
- 1x per quest may roll twice (red dice or white dice) the effects of a spell and choose the better result. (D!)
Hero (from Dungeon!)
As dwarf. Loses trapfinding abiliy, gains 25 percent discount on all items purchased (they needed lowest gold to win). May use all equipment usable by a dwarf+barbarian and elf+barbarian
Combat Skill - Gains 1 Combat Card
Against the Hordes - +1 DD vs. Creatures with 1BP
Slayer of Hordes - +1 AD vs Creatures with 1 BP
Hero's Welcome - +2 temp BP at the beginning of every quest
Dwarf (from Dungeon!)
Of the Mountain: Once per quest when a hazard is drawn by the Dwarf or another hero in the room, it can be ignored
Hated Enemy - +1DD against large creatures
Mechanical Knowledge: May reroll a failure on a trap
Dwarf Weapon Specialization - +1 AD with Hammers/Axes
Legendary Abilities
Each character gains a legendary ability listed in the class description. After 7 quests afterward the character gains a legendary ability from Phoenix's page. 7 quests after that they get the final legendary ability. Here are some modificiations to the legendary abilities.
Dwarf Ironbreaker - Gains Tactics and Tunnel Fighting
Berserker - Gains Strength Increase and Berserker Rage
Thief - Gains Keen Hearing and Fleet-Footed which grants +1 to each red die rolled of movement (Thank you whoever designed the Rogue, I forget where)
Druid - Gains Animal Summoning - As per summon Orcs but summons wolves who are treated as goblins. They remain until killed. Gains Elemental Balance : at the beginning of each quest may select one of the Archmage abilities (Breath of Life, etc)
Bard - Gains Spell Scripting but may choose any spell from Detection or Elf Spell list, Gains Loremaster - may use one use artifacts twice per quest (thank you Kaiyanwang)
Monk - Gain Fleet-Footed (as Thief) and Martial Mastery (may reuse any one combat card)
Last edited by
WiseOne on July 13th, 2015, 11:22 pm, edited 55 times in total.