============================= Specialty Abilities ============================= Specialty abilities are a way of ehancing and customizing characters. Each character will gain only a few specialties, so choose the ones that are the most fun for you and best complement your playing style. By choosing specialties, you can make your Warrior a melee machine, an archer, or high-AC tank. You can increase the mana and magical abilities of your spellcasters or improve their normally weak defenses. Classes with unique abilites such as the Rogue's monster trap and the Druid's unarmed combat can choose specialties to further improve these abilities. Each character can gain a specialty ability at first level, and additional abilities at level 20 and level 40. Warriors gain an additional specialty at level 1. Use the 'O' command to gain new specialties or view your current specialty list. === The Specialties === Armor Mastery: Increase body armor base AC. Most effective with heavy body armor. Available to Warriors, and Paladins. Armor Proficiency: Reduced mana penalties for heavy armor. Allows more armor to be worn without penatly, and reduces the penalty per pound of additional armor. Available to Mages, Necromancers, and Druids. Armsman: More critical hits with melee weapons. Reduces reliance on high combat skill for criticals. Available to Warriors, Paladins, Assassins, Rogues, Priests, and Rangers. Athletics: Increases Dexterity and Constitution and often prevents them from being reduced. Available to Warriors, Rogues, Paladins, Assassins, and Rangers. Beguile: Increases effectiveness of confusion, slow, sleep, fear, and turning attacks. Works with spells and devices. Available to Mages, Necromancers, and Druids. Clarity: Increases Intellegency and Wisdom and often prevents them from being reduced. Available Mages, Priests, Necromancers, and Druids. Evasion: Increases armor class of characters wearing light armor. The allowed weight and maximum bonus increase with player level. Available to Rogues, Assassins, Warriors, and Rangers. Extend Magic: Beneficial magics last longer. Includes all powerups from spells and items (haste, elemental resistance, blessing, etc). Available to Mages, Priests, Paladins, Druids, and Necromancers. Extra Trap: Allows a rogue to have two monster traps at once. Available only to Rogues. Fast Attacking: Gives a chance of an extra melee strike each round. The chance goes up for characters that normally have more attacks. Effective armed and unarmed. Available to Warriors, Paladins, Assassins, Rogues, and Rangers. Fast Casting: Speeds the casting of all spells, but especially those well below the caster's level. Available to Mages, Priests, Necromancers, and Druids. Fury: Allows faster movement immediately after taking damage. The benefit is directly proportional to the total damage inflicted from all sources. Available to Warriors, Priests, Paladins, Assassins, and Rangers. Harmony: Gain hit points whenever you cast any spell. Available to Priests and Druids. Heighten Magic: Increases the effects of caster-level dependent spells. Available to Mages, Priests, Necromancers, and Druids. Holy Light: Grants increased light radius, resistance to light, and extra damage to undead creatures. Available to Priests and Paladins. Magic Resistance: Greatly improved saving throws. Available to Mages, Necromancers, and Paladins. Marksmanship: More critical hits with archery and thrown weapons. Reduces reliance on high ranged weapon skill for criticals. Available to Warriors, Assassins, Rogues, and Rangers. Martial Arts: Gives a powerful unarmed attack (similar to a druid with the Power Strike specialty). Available to only Warriors. Meditation: Increased mana regeneration. Combines well with regeneration items (such as Defender weapons). Available to Mages, Priests, Necromancers, and Druids. Mighty Throw: Doubles the range of throwing weapons and other thrown objects. Available to Assassins, Rangers, Rogues, and Warriors. Piercing Shot: Archery attacks may skewer multiple targets. After a successful hit, an arrow or crossbow bolt will sometimes continue on; targets behind the original are very like to be hit. Multiple pierces are possible. Available to Available to Warriors, Assassins, and Rangers. Power Siphon: Gain mana when monsters in line of sight cast spells. Available only to Mages. Power Strike: Gives an empty handed druid a chance of an unusually strong attack followed by an attempt to confuse the target. Available only to Druids. Regeneration: Increased HP regeneration. Combines well with the regeneration items (such as Defender weapons). Available to Warriors, Rogues, Paladins, Assassins, Rangers, and Druids. Shield Mastery: Increased shield base AC, deflection chance, and bashing damage. Best with a large shield. Ineffective when wielding a two-handed weapon. Available to Warriors, Rangers, and Paladins. Soul Siphon: Grants mana whenever a living monster is slain. There is a chance of taking damage when aborbing too many souls at once. Available only to Necromancers. Teleport Resistance: Allows a saving throw vs teleportation attacks and complete immunity to teleport level. Does apply to Nexus effects. Available to Mages, Priests, and Rogues. Unlight: Increases stealth, provides resist darkness, and allows various actions such as reading without light, but limits light radius. Available to Necromancers, Rogues, and Assassins. === Allowed Specialty Abilities for Each Class === Warrior Priest Ranger Druid Assassin Mage Rogue Paladin Necro Armour Mastery Yes No No No No Yes No No No Armour Profiency No Yes No No No No Yes Yes No Armsman Yes No Yes Yes Yes Yes No No Yes Athletics Yes No No Yes Yes Yes No No Yes Beguile No Yes No No No No Yes Yes No Clarity No Yes Yes No No No Yes Yes No Evasion Yes No No Yes Yes No No No Yes Extend Magic No Yes Yes No No Yes Yes Yes No Extra Trap No No No Yes No No No No No Fast Attacking Yes No No Yes Yes Yes No No Yes Fast Casting No Yes Yes No No No Yes Yes No Fury Yes No Yes No Yes Yes No No Yes Harmony No No Yes No No No Yes No No Heighten Magic No Yes Yes No No No Yes Yes No Holy Light No No Yes No No Yes No No No Magic Resistance No Yes No No No Yes No Yes No Marksmanship Yes No No Yes Yes No No No Yes Martial Arts Yes No No No No No No No No Meditation No Yes Yes No No No Yes Yes No Mighty Throw Yes No No Yes Yes No No No Yes Piercing Shot Yes No No No Yes No No No Yes Power Siphon No Yes No No No No No No No Power Strike No No No No No No Yes No No Regeneration Yes No No Yes Yes Yes Yes No Yes Shield Mastery Yes No No No Yes Yes No No No Soul Siphon No No No No No No No Yes No Teleport Resis. No Yes Yes Yes No No No No No Unlight No No No Yes No No No Yes Yes