List of Attacks

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Attacks (also referred to as Moves) are used in Jobs & Missions to inflict damage on enemies, heal party members, or buff stats. A move must be used each turn.

Although the word "attack" is often associated with dealing damage, this page also includes non-damaging attacks (such as healing and stat-effects).

Melee Damage

These attacks deal damage to enemies in adjacent tiles and does not hit diagonally. The outcome depends on the attacker's Strength stat and the defenders Speed stat.

Melee Attacks
Name Class Level Effect Notes
Strike Warrior 1 N/A Base skill
Bite Medic 1 N/A Base skill
Slash Thief 1 N/A Base skill
Taunt Bard 1 N/A Base skill
Fangs Warrior of the Fang 2 +1 white die on Strength Replaces "Strike"
3 +2 white dice on Strength
4 +3 white dice on Strength
5 +4 white dice on Strength
Claws Warrior of the Claw 2 Affects all enemies within a 12 tile radius Replaces "Strike"
3 Affects all enemies within a 24 tile radius
4 Affects all enemies within a 36 tile radius
5 Affects all enemies within a 48 tile radius

Range Damage

These attacks deal damage to enemies up to six tiles away and can hit diagonally. The outcome depends on the attacker's Sense stat and the defenders Speed stat.


Range Attacks
Name Class Level Effect Notes
Longbow Ranger 1 N/A Base skill
Hiss Medic 1 N/A Base skill
Dagger Thief 1 N/A Base skill
Shout Bard 1 N/A Base skill
Multi-arrow Ranger of the Rain 2 +1 white die on Sense Replaces "Longbow"
3 +2 white dice on Sense
4 +3 white dice on Sense
5 +4 white dice on Sense

Stat Effect

These attacks temporarily increase or decrease the die total of a cat's attributes. This attack can be stackable.

Attacks that effect Speed are instead Dodge attacks.

Stat Effect Attacks
Name Class Level Effect Notes
Warrior's Spirit Warrior 1 +1 green die on next Strength roll Base skill
3 +2 green dice on next Strength roll
5 +3 green dice on next Strength roll
Ranger's Spirit Ranger 1 +1 green die on next Sense roll Base skill
3 +2 green dice on next Sense roll
5 +3 green dice on next Sense roll
Medic's Spirit Medic 1 +1 green die on next Smarts roll Base skill
3 +2 green dice on next Smarts roll
5 +3 green dice on next Smarts roll
Bard's Spirit Bard 1 +1 white die on all rolls on any target (other than oneself) Base skill
Ranger's Spirit Ranger of the Wind 2 9 spaces of movement for 3 rounds Replaces "Ranger's Spirit"
3 12 spaces of movement for 3 rounds
4 16 spaces of movement for 3 rounds
5 20 spaces of movement for 3 rounds
Go-getter Thief of Time 2 Puts user first in initiative order for the next 2 turns Replaces "Hide"
3 Puts user first in initiative order for the next 3 turns
4 Puts user first in initiative order for the next 4 turns
5 Puts user first in initiative order for the next 5 turns
Two-step Thief of Space 2 Allows user to choose to attack or move first for the next 2 turns Replaces "Hide", requires a speed success roll to activate
3 Allows user to choose to attack or move first for the next 3 turns
4 Allows user to choose to attack or move first for the next 4 turns
5 Allows user to choose to attack or move first for the next 5 turns
Screech Bard of the Night 2 All enemies within a 12-tile radius have 1 red die replace a green or white die in their next roll Replaces "Bard's Spirit"
3 All enemies within a 24-tile radius have 2 red dice replace 2 green or white dice in their next roll
4 All enemies within a 36-tile radius have 3 red dice replace 3 green or white dice in their next roll
5 All enemies within a 48-tile radius have 4 red dice replace 4 green or white dice in their next roll
Sing Bard of the Day 2 All allies within a 12-tile radius have 1 green die replace a red or white die in their next roll Replaces "Bard's Spirit"
3 All allies within a 24-tile radius have 2 green dice replace 2 red or white dice in their next roll
4 All allies within a 36-tile radius have 3 green dice replace 3 red or white dice in their next roll
5 All allies within a 48-tile radius have 4 green dice replace 4 red or white dice in their next roll
Deafen Bard of the Dawn 2 Within a 12-tile radius, all allies' red dice and all enemies' green dice are replaced with white across the next rolls of each cat. Replaces "Bard's Spirit"
3 Within a 24-tile radius, all allies' red dice and all enemies' green dice are replaced with white across the next rolls of each cat.
4 Within a 36-tile radius, all allies' red dice and all enemies' green dice are replaced with white across the next rolls of each cat.
5 Within a 48-tile radius, all allies' red dice and all enemies' green dice are replaced with white across the next rolls of each cat.

Dodge Buff

These attacks temporarily increase the ability of that cat to dodge by buffing its Speed stat with additional rolls.


Dodge Attacks
Name Class Level Effect Notes
Shield Warrior 1 Change 1 die to green during the next Speed roll Base skill
Dodge Ranger 1 Change 1 die to green during the next Speed roll Base skill
Hide Thief 1 Change 1 die to green during the next Speed roll Base skill
Protection Bard 1 Change 1 die to green during the next Speed roll Base skill
Bodyguard Warrior of the Body 2 +1 white die to next Speed roll used to dodge an attack provided said attack is Melee Replaces "Shield"
3 +2 white die to next Speed roll used to dodge an attack provided said attack is Melee
4 +3 white die to next Speed roll used to dodge an attack provided said attack is Melee
5 +4 white die to next Speed roll used to dodge an attack provided said attack is Melee
Safeguard Ranger of the Clouds 2 +1 white die to next Speed roll used to dodge an attack provided said attack is Range Replaces "Dodge"
3 +2 white die to next Speed roll used to dodge an attack provided said attack is Range
4 +3 white die to next Speed roll used to dodge an attack provided said attack is Range
5 +4 white die to next Speed roll used to dodge an attack provided said attack is Range
Shadowsneak Thief of Shadow 2 +1 green die to next Speed roll Replaces "Hide"
3 +2 green die to next Speed roll
4 +3 green die to next Speed roll
5 +4 green die to next Speed roll

Healing

These attacks restore health points to a cat. These attacks are associated with the Smarts attribute. This attack can hit diagonally.


Healing Attacks
Name Class Level Effect Notes
Bandage Warrior 1 Roll for Stamina restoration of oneself Base skill
Ranger
Thief
First Aid Medic 1 Roll for Stamina restoration of oneself or a target. Must be in adjacent tiles. Base skill
Healing Kiss Medic of the Heart 2 +1 white die to Smarts roll. Roll for Stamina restoration of oneself or an adjacent target. Replaces "First Aid"
3 +2 white die to Smarts roll. Roll for Stamina restoration of oneself or an adjacent target.
4 +3 white die to Smarts roll. Roll for Stamina restoration of oneself or an adjacent target.
5 +4 white die to Smarts roll. Roll for Stamina restoration of oneself or an adjacent target.
Hospital Medic of the Mind 2 Roll for Stamina restoration of oneself or all allies within a 12-tile radius. Replaces "First Aid"
3 Roll for Stamina restoration of oneself or all allies within a 24-tile radius.
4 Roll for Stamina restoration of oneself or all allies within a 36-tile radius.
5 Roll for Stamina restoration of oneself or all allies within a 48-tile radius.
Hospital Medic of the Soul 2 Heal a fallen ally with 1/3 Stamina, siphoned from an enemy Replaces "First Aid". Cannot be used if the ally had not fallen during the current combat instance. The user takes damage equal to half the stamina siphoned. Cannot be used more than 4 times per mission.
3 Heal a fallen ally with 1/2 Stamina, siphoned from an enemy
4 Heal a fallen ally with 2/3 Stamina, siphoned from an enemy
5 Heal a fallen ally with 100% Stamina, siphoned from an enemy