Regressia

Player Skills

Skills in Regressia are earned by talking to NPCs, or by reading books and scrolls. Many skills add an Enchantment (status effect) to the player or enemy. These enchantments are not stackable, so casting Fast twice will not be more effective than just once. Enchantments don't cancel each other, either, so casting Fast will not undo an enemy's Slow spell; use Cleanse instead.


HealPotency: Int*4.5Cost: 2
Notes

This skill restores the player's health.

FirePotency: Int*5Cost: 3
Notes

LightCost: 1
Notes

This spell creates light in the darkness. The light will diminish as the player walks. The effect is identical to using a torch.

FreezePotency: Int*4Cost: 3
Notes

In addition to dealing COLD damage, this spell also reduces the enemy's speed by 1/4. The effect lasts for Int turns, or until it is removed.

OpenCost: 10
Notes

This spell can open the locked doors found throughout the three kingdoms.

PiercePotency: Bat*1Cost: 3
Notes

This attack ignores enemy defenses. A sword or knife must be equipped in order to use this skill.

FastDuration: Int*1Cost: 9
Notes

This spell doubles the player's speed. The effect lasts until Int*1 player turns have passed, the effect is removed, or the battle ends. Note that casting Fast will not remove Slow.

WindPotency: Int*8Cost: 18
Notes

Return 30
Notes

This spell returns the user to the helm of the Khandroma.

CleanseCost: 6
Notes

This spell removes all enchantments from the player.

DuelPotency: ?? Cost: 12
Notes

This skill cannot be used without a sword or knife equipped. Attacking with this skill deals 3 times normal damage to human enemies, 2 times damage to semi-human enemies (including the titans), and 1/3 normal damage to all others.

RestorePotency: Int*9Cost: 15
Notes

This skill restores a massive amount of the player's health.

GuardDuration: Int*1Cost: 20
Notes

A protective barrier forms around the player, raising the player's physical defense by 1/2, and reducing the damage taken from magical attacks by 1/3. The barrier has no effect on NONBLOCKABLE attacks. The barrier disappears after Int*1 turns, the battle ends, or it is removed.

QuakePotency: Int*13Cost: 30
Notes

SafeCost: 50
Notes

After casting this spell, if the player's health drops below 1 point, this skill will save the player from death and restore their health to 1/3 of its maximum. Keep in mind that the spell can be removed with either Null or Cleanse.

DefiancePotency: -- Cost: 6
Notes

The damage this attack deals to the enemy is based on the player's health: The lower the health, the higher the damage. If the player's health is at or below 1/3 of maximum, then the attack with be NONBLOCKABLE, otherwise it will do normal damage, and very little of it.

Copyright 2010 IainPeregrine