Skills:
Blade Fury (replaces fourth slay): This skill can replace the fourth slay, and with it a character can plant a foot, and while pivoting around, continually call his slay damage, until they are incapacitated, move the planted foot, or reset.
Execute (replaces fourth assassinate): This skill can replace the fourth assassinate, and with it a character can do one Physical Death attack from behind as per an assassinate.
Filch (Cost 6 build for rogues, 12 for other classes): This skill allows a character to attach a tag to an external container or pouch. If the character to which the tag has been attached does not notice within 10 seconds, then their items in that container have been stolen (the pouch has been cut open). When they discover this tag, they discover that their items have been stolen, and must turn in all IN Game items in that container as well as the filch clip to monster camp. A marshall or plot member can also inform a person that they have been filched and collect the tags if the person filching wishes and someone is available. The thief can then pick up the tags from monster camp or the tags will be sent out to them as soon as someone is available.
Troll Regeneration (Free, Troll Racial): This racial ability allows a troll to regenerate 1 body every 30 seconds IF he is standing outdoors on open ground, standing with his palms down and no IN GAME items in his hands. A group of Trolls may have 1 person repping the action for the whole group if they sit in a circle around that person.
Orcish Dance (Free, Orc Racial): This racial ability allows an Orc to participate in an Orcish Drum ritual.
Orcish Drums (5 build all classes, Orc & Ogre Racial): This ability allows a character to initiate an Orcish Drum ritual, which may have beneficial or detrimental effects on a battle depending on various factors. The Orcish and Ogre race packages go into more detail on this skill.
Cast Portents (4 build, Ogre Racial): This ability allows an Ogre to attempt to determine what course of action would be best through use of specially crafted bones.
Premonition (4 build, Troll Racial): This ability gives a Troll some insight into events, correct or not, before the occur. NOTE: This skill must be purchased before the character enters game.
Strongarm (10 build, Orc Racial): This skill gives an Orc +1 damage with a weapon.
Claws & Tracking (12 build, Moor Cat Racial): This skill gives a Moor Cat base 2 retractable claws and the ability to track. Moor Cat Claws are 1 short-sword sized claw and 1 long-sword sized claw.
Cat Stealth (7 build, Moor Cat Racial): This skill gives a Moor Cat +1 damage with a weapon or claws from behind. This does not count toward the purchase of a Dodge.
Wild Luck (Free, Waifkin racial): This ability causes one attack a day, that would Kill or drop a Waifkin to bleeding out, to miss. This may not be used on bindings, sleep, berserk, or charm. The effect must be the direct cause of death or bleeding out.
Waifkin Trading (Free, Waifkin Racial): Waifkin are generally fairly loose about possessing items and quite often trade things around. This is represented by Waifkin finding different items than the ones they turned in during the previous event in their packet when they check into an event, due to their trading between events. However, to prevent the loss of items that they would not trade for In-Game reasons, a Waifkin may turn in a list of tags that they wish to retain between events. Under no circumstances will a character's items that are necessary to play, such as weapon tags or spell books, be traded regardless of if they earmark them to be retained or not.
Resist Poison (4 build, Dune Walker Racial): This ability allows a Dune Walker to resist one effect with poison in the incant. This skill may be purchased only once.
Warpling Spells (3 build, Warpling racial): This ability allows a Warpling to throw one first level spell per day.
Ritual Magic- This skill instead of being required for ritual magic now only gives you some idea of what you're doing when attempting a ritual and helps you succeed.
One-Handed Block: Anyone with skill in a two-handed weapon may block with it using only one hand.
Off-hand Parry: Anyone fighting Florentine or Two Weapon and with an active slay may use a critical parry without causing their active slay to be wasted. When using this skill the correct call is "Off hand parry, active slay."
Buyable Body: This skill allows a character to spend build to increase his maximum body. The build for body increases after every five points bought up to twenty extra body. The build cost is as follows:
Two Blade: This skill allows the character to use any two one-handed weapons of full length in melee combat. The weapons must be the same types of weapon. You could use two long swords, two battle-axes, or even two spears. You cannot use this skill to use weapons of different types such as long sword and war spear or long ax and long sword. You may not use off-hand parry skill while fighting Two Blade.
Prerequisite: Two Weapons
Cost: Fighter 3, Rogue 4, Templar 4, Scholar 5
Requires IN GAME training that checks OUT OF GAME fighting safety.
Craftsmen- To match the reduced economy of the game, craftsmen pay out 3 Karls a day.
Back Attacks/Backstabs- The only change is fighter build cost has been reduced to 4.
Assassinate/Dodge- The only change is fighter build cost has been decreased to 15.