There's a new item in the world, a Skill Specialization Charm.

With this item a character can use the Special Action "Specialize in Skill xx" where xx is the skill ID#. The charm is used up with successful specialization.

A character must be at least level 8 in a skill before being able to specialize.

A character can only be specialized in one skill at a time. Use the special action to replace an existing specialization.

Once specialized there will be a default behavior/effect that will happen automatically unless you use a Skill Setting with the Skill Specialization skill.

Berserk Rage:
default: Getting wounded adds to Action Points.
1: Attacks have greater chance to knock down foe.

Bless:
default: Adds to Combat Sense of party/team.
1: Armor Lore
2: Initiative
3: Disarm

CM - Blast:
default: Hits have a greater chance of knocking down target.

CM - Blink:
default: Blinking at short range is possible, and often immune to effects of No Blink magic.

CM - Daze:
default: Every Daze has about a one in three chance of bypassing Protection Gems and Vrok's Opals.

CM - Heal:
default: Heals have chance of boosting energy of target.

CM - Snare:
default: Can be cast at short range, and more likely to catch fliers.
1: Wild Roots - all allies of target may get snared as well.

Combat Sense: One specializing in Combat Sense is always ready for danger, always alert. Every situation is subconsciously analyzed for threats.
default: Reduces chance of being surprised on adventures, eliminates advantages of an Initiative specialist and a Trip specialist.

Firebreath:
default: Each breath takes about 25% less energy and time (Action Points).

Initiative:
default: Weapon and fist attacks have chance to bypass Dodge/Retreat bonus and Intelligent Parry bonus (but see Combat Sense).

Mindwall:
default: When the target of Daze or Vertigo is a chance the caster will need to expend extra energy and APs to break your enhanced defenses.

Protection:
default: Adds to Poison/Disease Resistance of party/team.
1: Electrical Resistance
2: Fire Resistance
3: Ice Resistance

Tailwhip:
default: Hits have a greater chance of knocking down target.

Trip:
default: Your trips have a greater chance of causing your foe to hit the ground hard, and dazing him.
1: Sneaky Trips - Your foe is less likely to expect subsequent trips (but see Combat Sense).

Crazy Eddy the fated one (you know the world is doomed when the fated one is named Crazy Eddy) posted

Greetings fellow Citizens of Varna and Ciston,

It is with great pleasure and a significant amount of relief that I report the discovery of the Specialization Charm! The clues were puzzling, the journey was long, and the foes to be overcome difficult, but with the help of my boon companions I have finally fullfilled the Fate which was suddenly and surprisingly thrust upon me. The Charm can be found in the new adventure site called the Caves of Chaos located in hex 9,-2, (hex # 109102), placing it within a week's journey from Barstow. The Caves are filled with all manner of foes, most of which have banded together without rhyme or reason similar to those in the Chaos Woods. Since I know you all relish a fair challenge I won't reveal the exact room in which I eventually found the Charm, but I'm certain that you'll enjoy the search as much as I did . I'm still debating how to best utilize the magic token, and I suggest that you give it some long thought and perhaps beseech the Fates for further guidance with regard to specific skills it could enhance. I wish you all good fortune and good hunting!


Page Information

  • 1 year ago [history]
  • View page source
  • You're not logged in
  • No tags yet learn more

Wiki Information

Recent PBwiki Blog Posts