I'm not dead... yet.
Special Moves
Armor Ignore
Mana cost: 30
Effect: 90% of physical damage dealt is not resistable (for example, when using a 10-20 damage weapon, 9-18 of that damage ignores physical resistance)
Weapons: Hatchet, Long Sword, Bladed Staff, Hammer Pick, War Axe, Kryss, Spear, Composite Bow, Broad Sword, Katana
Bleed Attack
Mana Cost: 30
Effect: Bleeding, damage is not resistable and can only be cured with bandages. Successful use of bandages does not cure any HPs this way, it only removes the bleeding effect. When using bandages only one of the following actions can happen, in this order: resurrection, cure poison, cure bleed, heal HPs. In order to cure the bleeding effect there is no check on the Healing skill.
Weapons: Battle Axe, War Fork, Pitchfork, Cleaver, Executioner's Axe, Scythe, Cutlass, War Mace, War Axe, Large Battle Axe
Concussion Blow
Mana Cost: 25 (as of Publish 19)
Effect: Deals 10-40 direct damage, calculated as follows:
D1 = 10 + ((Max HP - Max Mana) / 5) [Min: 10, Max: 20]
D2 = ((Current HP / Max HP) - (Current Mana / Max Mana)) / 4 [Max: 20]
Damage = D1 + D2 [Min: 10, Max: 40]
Weapons: Crossbow, Mace, Gnarled Staff, Battle Axe, Maul, Lance, Quarterstaff, Long Sword, Halberd
Crushing Blow
Mana Cost: 25 (as of Publish 19)
Effect: Damage +50%
Weapons: War Mace, Maul, Shepherd's Crook, Scepter, Smithy Hammer, Sledge Hammer, Axe, Broad Sword, Viking Sword, War Hammer
Disarm
Mana Cost: 20
Effect: If successful disarms target, and no weapon can be rearmed for 5 seconds. If used bare handed, a minimum of 80 in Arms Lore is required.
Weapons: War Fork, Mace, Shepherd's Crook, Magic Wand, Pickaxe, Hatchet, Butcher Knife, Skinning Knife
Dismount
Mana Cost: 20
Effect: dismounts target, cannot remount for 10 seconds (exception: war horses can be remounted instantly). 15-25 physical damage is also dealt. Cannot be used when mounted (exception: lance).
Weapons: Lance, Magic Wand, Pitchfork, Axe, Bladed Staff, Heavy Crossbow, Bardiche, Club
Double Strike
Mana Cost: 30
Effect: the next swing hits twice. If the first one hits, the second one will also hit for sure. As of Publish 19: second hit does 10% less damage.
Weapons: Repeating Crossbow, Double Bladed Staff, Quarterstaff, Two Handed Axe, Crescent Blade, Double Axe, Katana, Pickaxe, Scimitar
Infectious Strike
Mana Cost: 15 (as of Publish 19)
Effect: chance % = (Poisoning) of raising weapon's poison level by 1. Usable only if the weapon is poisoned.
Weapons: Butcher Knife, Dagger, Cleaver, Kryss, Pike, Double Bladed Staff
Mortal Strike
Mana Cost: 30
Effect: Target cannot heal itself for 6 seconds. Status bar becomes orange. It only blocks healing of HPs, you can still cure poison or stop bleeding.
Weapons: Executioner's Axe, Crossbow, Scepter, Crescent Blade, Hammer Pick, Bone Harvester, Bow, Short Spear
Moving Shot
Mana Cost: 15 (as of Publish 19)
Effect: Can shot while moving, but the hit % is lower.
Weapons: Heavy Crossbow, Composite Bow, Repeating Crossbow
Paralyzing Blow
Mana Cost: 30
Effect: Target is frozen for 3 seconds. Effect is not broken by damage dealt. When used bare handed, a minimum of 80 points in Anatomy are required.
Weapons: Bow, Pike, Bardiche, Bone Harvester, Scythe, Gnarled Staff, Viking Sword, Scimitar, Spear, Black Staff
Shadow Strike
Mana Cost: 20 (as of Publish 19)
Effect: Damage +25%, attacker is hidden afterwards. A minimum of 80 points in Stealth are required.
Weapons: Skinning Knife, Club, Short Spear, Cutlass, Smithy Hammer, Two Handed Axe, Dagger, Sledge Hammer
Whirlwind Attack
Mana Cost: 15 (as of Publish 19)
Effect: Hits all enemies within 1 tile.
Weapons: Black Staff, War Hammer, Halberd, Large Battle Axe, Double Axe
Mana Cost Table
Weapon Skill (WS) = Swordsmanship + Mace Fighting + Fencing + Archery + Parrying + Lumberjacking + Stealth + Poisoning
0 < WS < 200: No change
200 <= WS < 300: 30 -> 25, 25 -> 20, 20 -> 15
WS >= 300: 30 -> 20, 25 -> 15, 20 -> 10
Note: it doesn't say how this works for skills that have a base mana cost of 15 (as of Publish 19).
Magical Properties
This table lists all properties, with base random values, modifiers, and effects.
Most of it is already right, I'll list only the differences (unless you want me to post the whole thing, let me know).
As far as effects go:
- Hit Stamina Leech: 100% of damage dealt is added to Stamina
- Hit Mana Leech: 40% of damage dealt is added to Mana
- Hit Life Leech: 30% of damage dealt is added to HPs
- Hit Lower Attack: Target's Hit Chance is lowered by 25% (duration: 10 seconds)
- Hit Lower Defense: Target's Defense Chance is lowered by 25% (duration: 8 seconds)
- Self Repair X: Item automatically repairs X duration points every minute, but only if it is equipped.
As far as grouping goes:
- Hit Dispel should go in the same group with Hit Fireball/Harm/Lightning/Magic Arrow
- Hit Stamina Leech, Hit Mana Leech and Hit Life Leech are all in the same group
- Hit Lower Attack and Hit Lower Defense are in the same group
- All skills are in the same group
- All resistances are in the same group
As far as intensity and modifiers go:
- Enhance Potions: Base 1-5, Modifier 5% (Result: 5-25%)
- Durability Bonus: Base 1-10, Modifier 10%
- Swing Speed Increase: Base 1-6, Modifier 5%
- Mage Weapon: Base 1-10, sbutract 30 from the result
- Lower Requirements: Base 1-10, Modifier -10%