Mod List:

The Duality Wars

 

Below are list of Mods. Pick the ones that pertain to your character.

You can buy them with Perception Stats, Mana Stats, and Mod Points. Which ones can be bought with which will be shown.


Rogue Shadow Thief Mods:

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Bought with Perception Stats and Mod Points:

Perception Upgrade: Lv. 1 [3] - This upgrades your Perception Stat from 7 to 8 (only if it is 7)

Perception Upgrade Lv. Max [3] - This upgrades your Perception Stat from 8 to 9 (only if it is 7)

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Bought with Perception Stats and Mod Points:

Shadow Sneaking Skill Lv. 1 - This allows you to sneak through the shadows without being detected easily. While this is activated, detection is much harder. It lasts [1 turn+]. Note, it does not stop sound. People need Perception 5 to detect you. They can use Action Points to help. [1 turns+]

Shadow Sneaking Skill Lv. 2 - This allows you to sneak through the shadows without being detected easily. While this is activated, detection is much harder. It lasts [2 turns+]. Note, it does not stop sound. They need Perception 6 to detect you. They can use Action Points to help. [2 Turns+]

Shadow Sneaking Skill Lv. 3 [2] - This allows you to sneak through the shadows without being detected easily. While this is activated, detection is much harder. It lasts [3 turns+]. Note, it does not stop sound. They need Perception 7 to detect you. They can use Action Points to help. [3 Turns+]

Shadow Sneaking Skill Lv. Max [2] - This allows you to sneak through the shadows without being detected easily. While this is activated, detection is much harder. It lasts [4 turns+]. Note, it does not stop sound. They need Perception 8 to detect you. They can use Action Points to help. This unlocks the Shadow Sneaking Limit Break [4 Turns]

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Bought with Perception Stats and Mod Points:

Dual Wielding Lv. 1 [2] - This allows a Rogue to hold two light bladed melee weapons of in one Item Slot instead of two slots.

Dual Wielding Lv. 2 [2] - This allows a Rogue to hold two long range weapons of a varity in one item slot, or a long range/melee weapon in one Item Slot, or a Long Blade/Light Blade in One Slot.

Dual Wielding Lv. Max [3] - This allows a Rogue to hold any combination of weaponary in One Slot, as well as instantly bring their weapons to hands one time to parry any incoming blow they wish. This unlocks Dual Wielding Furry Limit Break.

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Bought with Perception Stats and Mod Points:

Backstab Lv. 1 - If a Rogue uses this when an enemy is unaware, they are guarenteed to hit with whatever attack move/special move they pair it up with. Unless the enemy has high Perception, like 7-9, and uses an Action Point, as well, it will land.

Backstab Lv. 2 [2] - If a Rogue uses this when an enemy is unaware, they are guarenteed to hit with whatever attack move/special move they pair it with and do double damage on it. Unless the enemy has high Perception, like 7-9, and uses an Action Point, as well, it will land. [Attack/Special Move does double damage]

Backstab Lv. Max [3] - If a Rogue uses this when an enemy is unaware, they are guarenteed to hit with whatever attack move/speical move they pair it with and do double damage on it. This is a guarentee hit, no matter the stats. You just have to land it before the enemy takes note of your character. This unlocks the Backstab Limit Break. [Attack/Special Move does double damage]

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Bought with Perception Stats and Mod Points:

Trap Lv. 1 - A Rogue can set up a trap for an enemy. It is a simple trap meant to entangle them and has to be set up before the battle begins and out of sight of the enemy. Has a high chance of capture.

Trap Lv. 2 - A Rogue can set up a trap during a battle for enemy. It is also meant to capture them and usually works best if the enemy is weakened already. [3 Turns-]

Trap Lv. 3 - A Rogue can set up a trap during a battle for enemy meant to do 5 HP damage. It is an explosive damage trap and can either be launched at the enemy, or the Rogue can try to trick the enemy into walking onto it. The launching has a chance of missing, and if the enemy has high reflexes, can dodge it. [5 HP damage, 3 Turns-]

Trap Lv. Max [2] - A Rogue can set up the ultimate trap before or during the battle. It involves a lot of spiked arrows on the walls, and so the battle field needs to be in an enclosed area. The arrows can be made of metal, or wood, and coated in poison, piercing through armor to poison the target inside. 7 HP +Poison affect, and fills the room, so chance of hitting friends if they do not duck. [4 turns-] Unlocks Ultimate Trap Limit Break. [7 HP damage, +Poison Effect - Chance of hitting Friends, 4 Turns-]

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Bought with Perception Stats and Mod Points:

Critical Strike Lv. 1 - The Rogue can hang back and focus their reflexes into striking with a critical hit. This uses up 1 Reflex Points and 1 Action Points, but guarentees a critical hit with whatever attack move or special move the Rogue uses, doing an additonal +2 HP worth of damage. [2 HP damage, 1 turn-]

Critical Strike Lv. 2 - The Rogue can hang back and focus their reflexes into striking with a critical hit. This uses up 2 Reflex Points and 2 Action Points, but guarentees a critical hit with whatever attack move or special move the Rogue uses, doing an additonal +3 HP worth of damage. [3 HP damage, 2 turns-]

Critical Strike Lv. Max [2] - The Rogue can hang back and focus their reflexes into striking with a critical hit. This uses up 3 Reflex Points and 3 Action Points, but guarentees a critical hit with whatever attack move or special move the Rogue uses, doing an additonal +4 HP worth of damage. [4 HP damage, 3 turns-]

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Bought with Mana Stats and Mod Points:

(Must have taken Critical Strike Lv. Max)

Ultimate Strike Lv. Max [3] - The Rogue can use up all their Reflexes or Mana, which ever they choose, and those points will be instantly used to damage the enemy. It will take no time to use this move, and can be done right away as an ultimate critical strike when the Rogue is desperate. So if you have 9 Reflexes or 7 Mana, you can use that against the enemy to do 9 HP or 7 HP damage. Unlocks the Ultimate Critical Strike Limit Break. [Damage based on Reflexes/Mana Stat Remaining]

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Bought with Mana Stats and Mod Points:

Reflexive Strike Lv. 1 - The Rogue uses magik to power up their reflexes, increasing them by 2 points, even if it is at 9. This allows them to respond quicker to attacks and respond faster to challenges.

Reflexive Strike Lv. 2 - The Rogue uses magik to power up their reflexes, increasing them by 3 points, even if it is at 9. This allows them to respond quicker to attacks and respond faster to challenges.

Reflexive Strike Lv. Max [2]- The Rogue uses magik to power up their reflexes, increasing them by 4 points, even if it is at 9. This allows them to respond quicker to attacks and respond faster to challenges.

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Bought with Mana Stats and Mod Points:

(Must have taken Reflexive Strike Lv. Max)

Rogue Reflex Lv. 1 - Allows a Rogue to quickly parry one player's or enemy's attack move of any sort without needing to play the counter game, using a magik reflex shield block with their weapon.

Rogue Reflex Lv. 2 - Allows a Rogue to quickly parry one player's or enemy's special move of any sort without needing to play the counter game, using a magik reflex shield block with their weapon.

Rogue Reflex Lv. Max [2] - Allows a Rogue to quickly parry one player's or enemy's attack move or special move of any sort without needing to playthe counter game, using a magik reflex shield block with their weapon. The Rogue then can counter with an attack move or special move of their own without the enemy/player being able to do anything about it.

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Bought with Mana Stats and Mod Points:

Shadow Rogue Lv. 1 - Allows a Rogue to blend into the shadows using magik, vanishing from sight. Only works when there are shadows to vanish. They are hard to detect except by Psions, or people with detect type magik.

Shadow Rogue Lv. 2 - Allows a Rogue to completely vanish at night, going invisible. Using magik, they are hard to detect except by Psions or people with detect type magik.

Shadow Rogue Lv. Max [2] - Allows a Rogue to vanish for [2 turns+] during the day time with magik. They are hard to detect except by Psions or people with detect type magik. [2 turns+]

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Bought with Mana Stats and Mod Points:

(Must have taken Shadow Rogue Lv. Max)

Stealth Rogue Lv. 1 - Allows a Rogue to use various magiks to blend into the backgrounds of places. They can blend indefinitely, but people with a Perception of 6 or higher can detect or see them, or Psions who scan for thoughts. Etc.

Stealth Rogue Lv. 2 - Allows a Rogue to stay invisible while staying completely still. There is only a slight shimmer of the magik detectable to the those with a Perception of 8 or higher, Psions who are actively reading minds, or Magik Detectors.

Stealth Rogue Lv. Max [2] - This unlocks Hidden Rogue Limit Break.

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Bought with Mana Stats and Mod Points:

Weapon Buff Lv. 1 - Allows a Rogue to buff their weapons with a stat ailment of their choosing - poison, blindness, stone, or confusion.

Weapon Buff Lv. 2 - Allows a Rogue to buff their weapon with an elemental alignment

Weapon Buff Lv. Max [2] - Allows a Rogue to damage others' weapons down a level if they can get their hands on them.

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