Quake Cards v0.97 Player Page

- Kings - Ranks - Player - Weapon - Power - Contact - Fileserver -

Player

Level

Description

Dexterity

1

Add 5 Weapon Damage Per Dexterity Level

2

Take 1 Ammo From Deck(use once)

3

Steal 1 Card From An Opponent's Hand(use once)

4

Take 1 Weapon From Deck(use once)

5

1. 50%  Chance Weapon Knock Resistance

2. You Can Choose To Deduct 50 Weapon Damage Taken (can be used once every 3 turns)

7

1. Always Draw 2 Cards Instead Of 1(if you have this with time accel, draw 3 every turn)

2. If You Kill A Player, Take All The Ammo The Player Has In His/Her Hand.

10

1. Full Immunity To Weapon Knock

2. You Can Choose To Deduct 100 Weapon Damage Taken (can be used once every 3 turns)

3. Able To Use Dex Level 2 And Level 4 Together**

(note)

Level 2-4 Dex, You can only choose 1. If level 10, either use level 2 and 4 or just use level 3 alone.

Wisdom

1

For Every Successful Attack, Gain 10 Health

2

Take Only 75% Throw Damage

3

Fly(use once per turn):Close Range And Projectile Weapons Have No Effect Unless Specified

4

Take Only 50% Throw Damage

5

50% Chance To Make 1 Of Your Opponent's Weapon Used On You To Be Negated.

6

Take Only 75% Throw Damage

7

Master Cloak(use once) All Opponents Miss One Turn

10

 Bide Damage Taken - 200 and Throw Immunity

Technical

1

Spiral Damage Taken Is Decreased By 5

2

Immunity To All Slime Fields

3

Spiral Damage Taken Is Decreased By 10

4

Immunity To All Lava Fields

5

Spiral Damage Taken Is Decreased By 20

6

Spiral Damage Taken Is Decreased By Half Plus An Additional 20 Damage

7

1. Get 1 Armor Card That Gives 100 Armor Or Less From Your Deck(use once)

2. Increased Accuracy: 50% Chance To Hit An Enemy Before Any Other Skill Is Activated

10

Get Any Armor(use once,level 7 pickup armor negated)

(note)

Passive Skills:Lv3 Tech(armor damage taken 75%), Lv5 Tech(armor damage taken 50%),

Lv10 Tech(armor damage taken 25%)

 

 

 

Karma

 

 

 

 

 

1

Heal 5 Health For Every Turn

2

Heal 10 Health For Every Turn

3

Heal 15 Health For Every Turn

4

Discard 2 Cards From Your Hand To Gain 50 Health(use once per turn)

5

Heal 20 Health For Every Fast Turn*

6

Heal 25 Health For Every Fast Turn*

7

1.Fakehealth. Remove 100 Current Armor To Use. Do 50 Damage To An Opponent**. (use once per turn) (max 5 out at once)

2. When You Have Less Than Half Your Starting Health, Heal Double Your Normal Regeneration Rate.(per fast turn)

10

1. Heal 30 Health For Every Fast Turn*

2. Regeneration Values Are Doubled(heal 60 health per fast turn)

(note)

*Fast Turn-Everyone's Standby Phase(not just yours)

**Activates When The First Opponent Uses A Health Card.

Strength

 

 

 

 

1

Start With 6 Cards

2

50% Chance To Dodge A Throw Attack That Does 50 Damage Or Less

3

Start With 7 Cards

4

1. Start With 8 Cards

2. 50% Chance To Dodge A Throw Attack That Does 100 Damage Or Less

5

1. Start With 9 Cards

2. For Every 500 Total Weapon Damage Done, Remove 1 Of Your Opponent's Weapon From The Field To The Junkyard Along With All The Ammo Attached To It.

3. 50% Less Damage From All Explosive Weapons

6

50% Reduction In Damage From Spirit Empathy Shield

7

1. Start With 10 Cards

2. For Every 300 Total Weapon Damage Done,

Remove 1 Of Your Opponent's Weapon From The Field To The Junkyard Along With All The Ammo Attached To It.

3. Karma Fake Health Damage Taken - 50

10

1. Invulnerable To All Specials

2. Throw Immunity

 

 

 

 

Spirit

 

 

 

1

Opponent Can't Use Wisdom 5 Cloak

2

Field Dodger (3 uses)

3

Empathy Shield. 50% Chance To Reflect 25% Of Damage Taken

4

Opponent Can't Use Wisdom 7 Cloak

5

50% Chance To Reflect 50% Of Damage Taken

6

50% Chance To Deflect A Shot Taken To Another Opponent (if opponent is killed, you get the kill from deflect)

7

Automatically Reflect 50% Of All Damage Taken (except Throw, Bide, Expack, And Spiral Damage)

10

1. Automatically Reflect 75% Of All Damage Taken (except Throw, Bide, Expack, And Spiral Damage)

2. When You Kill An Opponent, Randomly Take 1 Card From His/Her Hand

Rage

1 Spite (-30 HP for shells, -40 HP for bullets -50 HP for grenades, -60 HP for rockets, -70 HP for slugs, -80HP for cells)** (use once per turn)
2 50% Chance To Poison An Enemy(-15 HP per turn)
3 Discard A Total Of 5 Explosive Ammo (rockets, grenades) To Do 200 Damage (split to all players)
4 Poison Damage Increase To -25 HP Per Turn
5 Do A Total Of 300 Weapon Damage To Destroy An Additional 50 Armor*
7

1. HP Cost Of Spite Reduced In Half**(use once per turn)

2. Do A Total Of 300 Weapon Damage To Steal 50 Armor Instead Of Destroying It*

10

1. Do A Total Of 150 Weapon Damage To Steal 50 Armor Instead Of Destroying It*

2. Cost Of Spite Is -10 HP For Any Ammo**(use once per turn)

(notes)

*Steal Current Armor(once stolen damage counter resets back to zero and cannot be knocked by same weapon again for that turn

**Quake 2 Ammo Only

Munition

Per Level

+5 Weapon Damage Per Level. No Training Limit

Vitality Health

Per Level

+25 Max Hp Per Level. No Training Limit

Vitality Armor

Per Level

+25 Max Armor Per Level And +5 Spawn Armor Per Level. No Training Limit

 

1