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 |