Feats

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Feats are special, permanent buffs that are given to players at the start of a mission in order to assist with game balance and adjust difficulty. The appropriate number of feats given to each player will be listed at the mission description.

Class-specific feats obviously require you to be the class associated with them.


General Feats

  • Tough: +10 to HP
  • Evasive: +1 to defense
  • Strong: +1 to melee damage
  • Accurate: +1 to ranged hit
  • Concentrated: +1 to buff/debuff durations.
  • Desperation: +2 to escape once over 6 total bondage levels
  • Tactician: The player may delay their turn in the turn order in order to set a new place in turn order.
  • Preparation: Player may cast 1 buff on themselves or a teammate prior to combat.
  • Fast Recovery: Player recovers 1 HP on their turn.
  • Lucky: Player may reroll any roll once per battle.

Warrior Feats

  • Follow-up: Warrior may immediately Slash an opponent stunned by Shield Bash. Normal hit rolls apply to both.
  • Counterstrike: Successful parries grant +4 to the Warrior's next hit roll against that target, if thrown directly after the Parry is triggered.
  • Conditioning: Warrior resists gaining any sort of Fatigue or Exhaustion marker on a 12+
  • Sharp Tongue: Warrior's Taunt duration is doubled.
  • Tank: Warrior may taunt two enemies at once, and may have any number of enemies taunted at a time.
  • Protector: Safeguard triggers on an 8+, lasts 4 blocks, and any received bondage levels are reduced by one. [Minimum Easy bindings.]
  • Surge of Effort: Breakfree's effects may be used to break out of all Hard or less bindings, but Breakfree is disabled after use in this fashion. Normal Breakfree may be used instead of this.

Tamer Feats

  • Coordination: If Tamer's hit roll on Whipcrack is higher than 15+, you may also have your pet attack the same target with a tackle.
  • Whip Swing: On a 15+, any trap result may be avoided as long as the Tamer's arms are unbound.
  • Horsepet: Your pet is strong and gains a +2 to Tackle damage and pinning rolls.
  • Catpet: Your pet is an agile troublemaker, and gains a +2 to defense.
  • Mousepet: Your squeaky pet is flexible and good at escaping. +2 to pet escape and assist rolls.
  • Dogpet: Your pet is particularly obedient and can understand your commands while gagged, but not while you are blindfolded.
  • Bunnypet: Your pet gets a +2 to Pet Shield for a quick hop! And because bunnies should be tied up.
  • Roar: Your pet gains an intimidating roar that draws enemy attention. Pet may taunt an enemy into attacking them directly on 10+.

Ranger Feats

  • Strong Wind: You still lose your turn by failing Swiftness, but you are not stunned for a round.
  • Bob and Weave: Standing Still penalty to defense is reduced by 1.
  • Landmines: Upgrade to Caltrops! Landmines deal 1d6 damage, and cancel the incoming attack on a 10+
  • Net Arrow: Upgrade to Bolas! Net Arrow Deals 1d4 damage, and grants the enemy -2 to hit against you, as well as the normal effects of Bolas. It requires a 8+ for the enemy to remove it, as well.
  • Mortars: Upgrade to Rain of Arrows! You must be ungagged to use this. You mark each target with an arrow and your distant helpers drop flaming projectiles on them. Increase damage of Rain of Arrows by +2.
  • Explosive Arrow: Upgrade to Piercing Arrow! May be fired while standing still. Stuns targets on a 15+ [Roll individually per hit]
  • Miracle Shot: You may call an attack to have +4 to hit, and if this attack hits, it is an automatic critical hit. This may be used once per game.

Sorceress Feats

  • Mnemonic Spellcast: May cast spells as Ranged Attacks if gagged, at -2 to hit.
  • Fire Affinity: Fire Blast may set two targets on fire. +2 to hit on Melt Armor.
  • Water Affinity: Ice Lance reduces enemy defense by half the value of the hit debuff. Frozen targets get +2 to hit from Lightning spells.
  • Storm Affinity: Chain Lightning may attempt to 'double-tap' one target. Tornado may remove one Hard binding if used defensively, and one enemy does not get an escape roll if used offensively.
  • Sanctum: Upgrade to Invisible. Sanctum may be cast on another player. Target heals 1d6 health upon cast, and gains +4 to escape rolls while Sanctum is active.
  • Arcane Sentinel: Upgrade to Arcane Sphere: Not lost if gagged, but Sentinel goes inactive while gagged. Still lost on stun.
  • Hidden Tricks: Sorceress hid a tiny knife in her sleeve! May struggle against any gag while Harnessed, but not while Mittened.

Priestess Feats

  • Healing Touch: The Priestess may heal as a melee buff, but requires a hit roll at +4 [Players are not trying to dodge her.]
    • Masseuse: The Priestess gains +2 to Aftercare healing done with Healing Touch, and may take 2 points of Agile Hands without causing damage.
  • Penance: Successful use of Retribution either heals 1d4 HP or removes 1d2 levels of bondage from the blessed player. The bondage must be the bondage caused by the attack.
  • Grand Restore: Upgraded Restore. Grand Restore returns a player to 75% of their health, removes debuffs, and reduces all bindings by one level.
  • Savior: Priestess's first Restore or Grand Restore in each battle does not cost her a blessing.
  • Anticipation: Priestess may spend her turn to prepare Aftercare on a target, and trigger it when that target receives damage. +2 to Aftercare healing if used in this fashion.
  • Clue Bat!: Mace deals 1d6 damage, stuns target on a 15+.

Warlock Feats

  • Long Crop: May use Latex Crop as a melee or ranged attack.
  • Encouragement: May swat a teammate with your crop to encourage their efforts. Roll a hit roll against another player.
    • Inflicts 1d4 damage, grants +1 to hit, damage, and defense per point of damage caused, for three rounds.
  • Latex Tide: Increases possible targets for Latex Surge to 3.
  • Inner Strength: Inner Power grants +2 to escape in addition to other bonuses.
  • Prolong: May spend up to two Power Marks to increase the duration of Absorb Power by a turn each.
  • Energy Collapse: If Energy Burst or Energy Blast kill a target, gain 2 power marks for the kill, and ignore the stun effect.
  • Overload Blast: May use up to 6 marks on Energy Blast, but disables Energy Blast for the remainder of the battle.

Rubbermage Feats

  • Lingering Rubber: The first Rubber Mark on an enemy will not be removed by duration.
  • Rubber Armor: [Upgrade of Rubber Skin] Requires 2 marks to be sacrificed. +2 to escape and +2 to defense for four turns. Rubber Armor may be self-cast. Only one set of Rubber Armor may be cast at a time. Rubber Skin is still usable.
  • Rubber Stocks:[Upgrade of Rubber Bubble] Traps an enemy in a rubber pillory! Enemy may be attacked, but takes half damage from attacks. Each hit on the enemy reduces the pillory duration by 1.
  • Change-up: Rubber Ball's hits are rolled first, then hit rolls are made against up to two enemies, and the balls split by player choice. This ability has a one turn cooldown.
  • Geyser: Rubber Fountain places 2 marks on each hit target.
  • Rubber Affinity: On a critical hit, double the number of marks placed on the target.
  • Dollmaster: Rubberdoll has a +2 to defense, +1 to hit, and assists escapes at +3. The Rubberdoll may act the turn of creation.

Dressmaker Feats

  • Dancing in the Dark: Dressmaker may use May I have this Dance? on a 11+ while Blinded.
  • Shiny: If an enemy misses the Dressmaker by five or more while Sparkle Armor is active, the enemy is blinded for 3 turns. [-3 to hit.]
  • Sculptor: Mannequins created by the Dressmaker require 2 hits to break. The Dressmaker may reroll an active Mannequin's effect without triggering a cooldown.
  • Ballerina: Ballet Counters that succeed by 5 or more stun the enemy. +2 to first competing roll each turn, may use while Encumbered.
  • Limber: +2 to effect roll of Sensual Dance, +2 to escape against all bindings gained during a Sensual Dance.
  • Transformation Flash:+2 to Defense the turn after Transformation Sequence.
  • Magical Shockwave: If Transformation Sequence rolls 12+ or better, deal 1d4 damage to all enemies. Dressmaker's Heart deals 1d6 damage to all enemies regardless of roll.

Fairy Princess Feats

  • Circle of Healing: Fae Circle heals all players for 1 HP each turn.
  • Ivy Chains: Hit penalty for consecutive uses is increased to -3, but the duration continues 1 turn if the struggle roll is 5 or less.
  • Pixie Direction: +2 to hit with Pixie Swarm, crit fails will only affect either the Princess or the ally by choice.
  • Bossy: Royal Compulsion cooldown removed, but no bonus is given on the roll. Stacking same target penalty is reduced to -2 per use.
  • Royal Grace: Royal Poise also allows rerolls of escape rolls for the duration, but not assist rolls.
  • Hospitality: Fairy Lands heal or damage +2 additional.
  • Saving Face: Royal Court automatically removes any head bindings below Impossible from the Fairy Princess.

Technomancer Feats

  • Harder: Drones will survive any Drone Defense roll above 12.
  • Better: Drones survive Kamikaze attacks that miss by 4 or less.
  • Faster: Recalled Drones are available immediately after the Technomancer's turn.
  • Stronger: Do Not Want laser fences deal 1d6 damage, and cancel the enemy's attack on a roll of 15 or more.
  • One More Time: AFK can attempt to re-acquire its target once after missing. Debuff does not grow for the missed turn.
  • Around the World: Orbital Lazer has +4 to hit.
  • Robot Rock: After Double Time ends, your maximum number of drones is set to the amount you have active.

Dark Mage Feats

  • Shadow Affinity: +1 to Forced Phase effect roll. Choose Control, Chaos or Balance.
    • Chaos: Phased damage is 1d6 per turn, phase escape rolls increase at +3 per attempt.
    • Balance: If the Dark Mage and an ally are phased, the Dark Mage may protect an ally from the Phase damage.
    • Control: Hostile attacks through a phased portal require a 15+ to pass through.
  • Opportunity: Dark Blade crits on a 15+ roll against a stunned target.
  • Dominance: Will Drain gains +1 to hit for each successful turn. Will Drain may last four turns.
  • Fate: If a target with untriggered Doom Sigil on it is killed, the Dark Mage's HP is restored 1d10 points.
  • Inevitability: Dark Whirlpool requires no rolls, and automatically phases all characters on the battlefield.

Monk Feats

  • Focus: Flurry gains +1 to hit for each successful hit.
  • Precision: Chakra Strike has -2 instead of -4 to hit.
  • Persistence: Patience's bonus may apply to Impossible escape rolls for two turns. May be recast after duration, stacking bonus is lost.
  • Memory: May ignore the effects of 'Hooded' for one turn after receiving the status.
  • Encouragement: May use Dragon Roar to grant +4 HP to each player instead of other effects. If 18+, heals for an additional 1d6. Ability still may stun enemies. This may bring a submitted player back into combat.
  • Resilience: Chi Blast's cooldown is set at 1 turn. Defensive penalties stack, though.
  • Determination: Phoenix Strike may skip either the windup turn or the stun turn if under 25% HP.