Skill

s are special character abilities in For The King.

Description
Most characters begin their journey with a select combination of the various skills currently included in the game. Certain skills may also be acquired by finding and equipping specific items. These special abilities are unique from most other equipped abilities, and can be an integral part of any party's strategy.

Using Skills
Skills are activated similarly to abilities in, but can be loosely categorized into one of two trigger types:

Passive skills
Passive skills are abilities that do not require any specific action from the player and will trigger of their own accord, depending on their effects. This includes skills such as Encourage, which will occasionally invert failed rolls during combat, and Gather Herbs, which can randomly yield a free herb when moving about the Overworld.

Active skills
Active or activated skills are abilities that, as the name suggests, require a decision or input from the player to activate. These types of skills generally reduce the number of stat checks required to perform an important action, such as with Elite Door Bash and Elite Sneak. Still others stand as combat skills and are used throughout the course of a battle, as with Elite Flee or Party Heal.

List of skills

 * -|Passive Skills=

Black Hole *Passive, Combat Chance to instantly remove an enemy from combat when performing a direct attack.

Called Shot *Passive, Combat Chance of perfect roll with bows.

Counter Attack *Passive, Overworld, Equip Chance to negate an enemy ambush.

Discipline *Passive, Combat Grants focus to party members on critical hit or death blow.

Distraction *Passive, Combat, Equip Chance of disrupting a successful attack roll against other party members.

Encourage *Passive, Combat, Equip Chance to turn a party member's failed slot roll into a success.

Energy Boost *Passive, Overworld, Equip Chance to gain additional action point at end of turn.

Entertain *Passive, Overworld, Equip Gain gold when ending turn within 1 hex of towns and carnivals and night markets.

Find Treasure *Passive, Overworld, Equip High chance to find overworld treasure once per day.

Gather Herbs *Passive, Overworld, Equip Chance to gain a random herb at the end of turn while in the wilderness.

Glory *Passive, Combat Chance to temporarily increase attack damage at the beginning of combat.

Inspire *Passive, Overworld, Equip Chance to grant a small XP boost to party members within 2 hexes.

Justice *Passive, Combat Chance of adding splash damage to perfect strike with two-handed weapons.

Mimic Whisper *Passive, Combat Transforms mimics into regular chests when opening.

Refocus *Passive, Overworld, Equip Chance to reclaim a focus point at end of turn.

Steady *Passive, Combat, Equip Chance to completely negate damage from attack when shield is equipped.

Support Range *Passive, Overworld, Equip Join combat from an additional hex away.

Active Skills=

Elite Ambush *Active, Overworld, Equip Requires only one slot to ambush solo enemies or three slots for camps.

Elite Door Bash *Active, Combat, Equip Requires fewer slots to smash doors.

Elite Flee *Active, Combat, Equip Requires only one slot to flee combat.

Elite Sneak *Active, Overworld, Equip Requires only one slot to sneak.

Elite Trap Disarm *Active, Combat, Equip Requires fewer slots to disarm traps.

Elite Trap Evasion *Active, Combat, Equip Requires fewer slots to avoid traps.

Enemy Taunt *Active, Combat, Equip Only Force enemies to attack player and gain a small armor and resistance boost.

Party Heal *Active, Combat, Equip Can use godsbeard to heal entire party.

Acquired Skills
While nearly every skill is innate to one character or another, there are a select few that can also be found as attributes on weapons or armor. The notable exception is Enemy Taunt, which can only be found on equipment (generally a shield).

Items with a skill attribute must be equipped before the skill can be triggered.

Base Actions
A handful of basic skills are available to all characters. These include but are not limited to: Ambush, Door Bash, Flee, Sneak, Trap Disarm, and Trap Evasion.