| 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 |