Special abilities
Enduring spirit: At the end of each combat round, Lorcan heals 4
health.
Once Lorcan’s
health
has been reduced to zero, he cannot heal. (This ability cannot take him above his starting
health
of 100.)
Stomping statues: At the end of each combat round, each surviving statue inflicts 4 damage to your hero,
ignoring
armour.
Magic of the makers: When each statue is destroyed, their
magic
returns to the staff. For each statue
destroyed, Lorcan’s
speed
,
magic
and
armour
are increased by 1.
Enchanted stone: The statues are immune to all passive effects, such as
bleed
,
burn
and
venom
.
If you win a combat round against Lorcan, you can choose to direct your damage towards the mage or one of the statues. If you defeat Lorcan, all remaining statues immediately
crumble into dust.
If you manage to defeat this deranged opponent, turn to
870
.
T
he following is a list of all the abilities associated with special items and hero careers.
The letters in brackets after each name refer to the type of ability – speed (sp), combat (co), modifier (mo), passive (pa).
Unless otherwise stated in the text, each ability can only be used
once
during a combat – even if you have multiple items with the same ability (i.e. if you have two items with the
piercing
ability, you can still only use
piercing
once per combat). The same rule applies to passive abilities (i.e. even if you have two items with the
venom
ability, you can only have one
venom
effect in play at a time).
Acid (mo)
: Add 1 to the result of each die you roll for your damage score, for the duration of the combat. (Note: if you have multiple items with
acid
, you can still only add 1 to the result.)
Adrenaline (sp)
: Use this ability to increase your
speed
by 2 for two combat rounds. This ability can only be used once per combat.
Ambidextrous (pa)
: You can equip main-hand swords in your left hand, and vice versa.
Avenging spirit (co)
: When you take health damage from your opponent’s damage score/damage dice, you can inflict damage back to them equal to your
armour.
This ability ignores your opponent’s
armour.
(Note: you cannot use modifier abilities to increase this damage.) You can only perform
Avenging spirit
once per combat.
Backfire (co)
: Instead of rolling for a damage score when you have won a round, you can use the
backfire
ability. This automatically inflicts 3 damage dice to your opponent, but it also does 2 damage dice to your hero, ignoring
armour.
You can only use this ability once per combat.
Barbs (pa)
: At the end of every combat round, you automatically inflict 1 damage to all of your opponents. This ability ignores
armour.
Beep! Beep! (pa)
: Whenever you discover gold on your travels, you may automatically double the amount. Gold that is given to you by another character (for example, as a reward) cannot be doubled.
Black rain (pa)
: (requires a bow in the left hand). Instead of rolling for a damage score after winning a round, you can use
black rain
to shower your enemies with dark magic. Roll 1 damage die and apply the result to each of your opponents, ignoring their
armour.
You can only use
black rain
once per combat.
Bleed (pa)
: If your damage dice/damage score causes health damage to your opponent, they continue to take a further point of damage at the end of each combat round. This damage ignores
armour.
Blood rage (mo)
: If you win two consecutive combat rounds and cause health damage in both rounds, you automatically go into a
blood rage.
This increases your
brawn
by 2 for the remainder of the combat.
Bolt (co)
: Instead of rolling for damage, you can ‘charge up’ your wand. When you win your next round of combat you can then release the charge. This allows you to inflict 3 damage dice to one opponent, ignoring their
armour
.
Bolt
can only be used once per combat.
Brain drain (mo)
: You may spend
magic
to increase your damage score. For each
magic
point you spend, you may increase your damage score by 1. You can spend up to a maximum of 5
magic
points (increasing your damage score by 5). Your
magic
is restored at the end of the combat. You can only use this ability once per combat.
Brutality (co)
: (see
Overpower
). You can only use
brutality
once per combat.
Bull’s eye (mo)
: You may fire an arrow/bullet at your opponent before combat starts, automatically inflicting 1 damage die, ignoring a
rmour. Bull’s eye
will also inflict any harmful passive abilities you have, such as
venom
and
bleed
. (Note: An assassin using
first strike
cannot use this ability.)
Burn (pa)
: All opponents who have suffered health damage from ignite automatically lose 1
health
at the end of every combat round. This ability ignores
armour.
Cat’s speed (sp)
: This ability allows you to roll an extra die to determine your attack speed for one round of combat. You may only use this ability once per combat.
Cauterise (mo)
: This ability can be used any time in combat to remove all
venom
,
bleed
and
disease
effects that your hero is currently inflicted with. You can only use it once in combat – and once used, your hero is again susceptible to these effects.
Charge (sp)
: In the first round of combat, you may increase your
speed
by 2.
Charm (mo)
: You may re-roll one of your hero’s die any time during a combat. You must accept the result of the second roll. If you have multiple items with the
charm
ability, each one gives you a re-roll.
Chill touch (sp)
: Use this ability to reduce your opponent’s
speed
by 2 for one combat round. You can only use
chill touch
once per combat.
Cleansing light (pa)
: Automatically heals the hero for 2
health
at the end of each combat round.
Cleave (co)
: Instead of rolling for a damage score after winning a round, you can use
cleave.
Roll 1 damage die and apply the result to each of your opponents, ignoring their
armour.
You can only use
cleave
once per combat.
Click your heels (sp)
: Raise your
speed
by 2 for one combat round. This ability can only be used once per combat.
Clymonistra’s adornments:
If your hero is wearing both pieces of Clymonistra’s set (necklace and ring) then you may use the
vampirism
ability (see
Vampirism
).
Command (co)
: When an opponent wins a combat round, use the
command
power to instantly halt their attack, allowing you to roll for damage instead, as if you had won the combat round. You can only use
command
once per combat.
Corruption (co)
: If your damage score causes health damage to your opponent, you can inflict
corruption
on them, reducing either their
brawn
or
magic
by 2 points for the remainder of the combat. You can only use this ability once per combat.
Courage (sp)
: Use this ability to increase your
speed
by 4 for one combat round. You can only use this ability once per combat.
Cripple (co)
: If your damage score causes health damage to your opponent, you can also
cripple
them. This immediately lowers their
speed
score by 1 for the next three combat rounds. You can only use this ability once per combat.
Critical strike (mo)
: Change the result of all dice you have rolled for damage to a
. You can only use this ability once per combat.
Curse (sp)
: (see
Webbed
). You can only use
curse
once per combat.
Dark pact (co)
: Sacrifice 4
health
to charge your strike with shadow energy, increasing your damage score by 4. This ability can only be used once per combat.
Deadly poisons (mo)
: If you have the
venom
special ability, its damage is increased by 1 (causing 3 points of damage instead of only 2).
Deceive (mo)
: (see
Trickster
). You can only use
deceive
once per combat.
Deep wound (co)
: You can use the
deep wound
ability to roll an extra die when determining your damage score. You can only use this ability once per combat.
Deflect (co)
: (see
Overpower
). You can only use
deflect
once per combat.
Demolish (sp)
: This ability reduces the number of dice your opponent can roll for attack speed by 1, for one combat round only. It also lowers their
armour
by 1 for the remainder of the combat. You can only use
demolish
once per combat.
Disease (pa)
: If your damage dice/damage score causes health damage to your opponent, they continue to take 2 points of damage at the end of each combat round. This damage ignores
armour.
Disrupt (co)
: If your damage score causes health damage to your opponent, you can also
disrupt
them. This immediately lowers their
magic
score by 3 for the remainder of the combat. You can only use this ability once per combat.
Dodge (co)
: Use this ability when you have lost a combat round, to avoid taking damage from your opponent. (Note: You will still take damage from passive abilities such as
bleed
or
venom
).
Dominate (mo)
: Change the result of
one
die you roll for damage to a
. You can only use this ability once per combat.
Ebony and ivory
: If your hero is equipped with both swords (ebony and ivory) then you may use the
cripple
ability (see
Cripple
).
Embers (pa)
: Your
burn
ability now does 2 damage to each opponent (instead of 1).
Ensnare (co)
: If your opponent has used a dodge ability (such as
evade
,
vanish
or
sidestep
) you can immediately ensnare them, allowing you to win back control of the round and roll for damage as normal (as if their ability had never been played).
Ensnare
can only be used once per combat.
Eureka (mo)
: Use any time in combat to raise your
speed
,
brawn
or
magic
score by 1 for one combat round. You can only use this ability once per combat.
Evade (co)
: (see
Dodge
). You can only use
evade
once per combat.
Execution (sp)
: (requires a sword in the main hand). Once an opponent’s
health
is equal to or less than your
speed
score, you may automatically ‘
execute
’ them at the start of the combat round, reducing their
health
to zero. (Note: You can only execute a single opponent in each combat round.)
Expertise (mo)
: If, after winning a round, your opponent uses an ability that would strike back at you (such as
sideswipe
,
retaliation
,
riposte
,
overpower
,
deflect
and
brutality
) you can ignore the damage. You can only use
expertise
once per combat.
Fallen hero (mo)
: Use this ability to raise your
brawn
by 3 for one combat round and heal 10
health.
This ability can only be used once per combat.
Fatal blow (co)
: Use
fatal blow
to ignore half of your opponent’s
armour
, rounding up. This ability can only be used once per combat.
Fearless (sp)
: Use this ability to raise your
speed
by 2 for one combat round. This ability can only be used once per combat.
Feint (mo)
: You may re-roll some or all of your dice when rolling for attack speed. You may only use this ability once per combat.
Feral fury (co)
: You can use
feral fury
to roll an extra die when determining your damage score. You can only use this ability once per combat.
Finery of the fallen
: If your hero is wearing both pieces of the fallen set (gauntlets and chest) then you may use the
fallen hero
ability (see
Fallen hero
).
Fire aura (pa)
: You are surrounded by magical flames. All opponents take 1 damage, ignoring
armour
, at the end of every combat round.
First cut (pa)
: This ability allows you to inflict 1
health
damage to your opponent before combat begins. This ability ignores
armour.
(This ability cannot be used by assassins.)
First strike (pa)
: (requires a dagger in the main hand). Before combat begins you may automatically inflict 1 damage die to an opponent, ignoring
armour.
This will also inflict any harmful passive abilities you have, such as
venom
and
bleed.
Focus (mo)
: Use any time in combat to raise your
magic
score by 3 for one combat round. You can only use this ability once per combat.
Fortitude (mo)
: Use any time in combat to raise your
brawn
or
armour
score by 3 for one combat round. You can only use
fortitude
once per combat.