Basic Abilities

Fortitude Rating
+1/level
Will Rating
+1/2 levels
Skill List
  • Climb (Str)
  • Craft (Int)
  • Handle Animal (Cha)
  • Intimidate (Cha)
  • Jump (Str)
  • Ride (Dex)
  • Swim (Str).

Maneuvers

You learn 8 maneuvers at 1st level, and 2 each level thereafter.

Special types of maneuver:

  • Augment: Augments a normal combat maneuver, such as charge or trip.
  • Shout: You may have only one Shout buff active at a time. Using a Shout buff removes the effect of all other Shout buffs currently in progress.

Offense

Rank 1
  • Charge: Augments charge; gain +50% damage, and stun for 1 round (Fort negates).
  • Devastate: At-will, std; normal damage plus 50% weapon vulnerability for 3 rounds (does not stack).
  • Execute: At-will, std, target must be below 50% HP; inflicts physical damage equal to 50% of target's max hp (25% if elite, 5% if boss).
  • Hamstring: At-will, swift, melee attack; 50% movement penalty until fully healed.
  • Intercept: Recharge 33%, immediate, costs 1 rage; you charge to an enemy within a single move, then attack the target, inflicting normal damage plus stun for 1 round (Fort negates).
  • Mortal Strike: At-will, std; normal damage plus 50% healing resistance for 5 rounds.
  • Overpower: Recharge 33%, std; normal damage plus knockdown (Fort negates).
  • Rend: At-will, std, melee attack; normal damage plus half as ongoing physical damage for 3 rounds.
  • Sunder Armor: At-will, std, melee attack; normal damage, plus armor must pass Integrity check (DC = your Strength score).

Rank 2
  • Heroic Leap: Recharge 33%, std; you leap up to your normal walking speed in squares, then cause a close burst 1, inflicting normal weapon damage +100%.
  • Heroic Throw: At-will, swift; you throw a melee weapon, inflicting normal damage for that weapon. If subject was not focusing hostilities on you, gain +200% damage, and treat as a taunt. Need not be your primary weapon; you may draw a secondary weapon and throw it in the same action.

Rank 3
  • Bladestorm: Encounter, std; you create a path of destruction as you move up to your normal walking speed (not provoking) and hit every creature within 1 square of the path with normal weapon damage +100% (treated as an area effect).

Defense

Rank 1
  • Challenging Shout: Encounter, free, close burst 10, costs 1 rage; enemies are compelled to focus hostilities on you (Will ends).
  • Intervene: Recharge 33%, immediate, triggered by an ally being attacked; you charge to the location of an ally within rage-based range, interposing yourself between her and an attacker. You suffer an attack that was about to hit her, and she is spared.
  • Last Stand: Daily, immediate, requires that you are bloodied; you heal yourself to 50% of max HP. For the remainder of the encounter, you gain +50% to max HP and +10% to Parry, Block, and Soak.
  • Shield Wall: Daily, immediate; your Block chance increases to 100%, affects all attackers regardless of awareness, and the effectiveness of Block increases to 75% for 2 rds.
  • Taunt: At-will, free, medium range; subject is compelled to focus hostilities on you (Will ends).
  • Tough It Out: Daily, immediate; you gain +50% Fortitude and Soak for 5 rds.
  • Vigilance: Encounter, swift, short range; ally gains 10% resistance (all), and you automatically Taunt anyone who attacks her (max once/rd). Lasts up to 5 rounds, doesn't work if ally is outside short range.
  • Set For Charge: Recharge 50%, immediate, triggered by incoming charge; you attack a charging foe (with a normal attack or other std-action maneuver), gaining +100% damage. If your attack hits, the enemy loses his own.

Rank 2
  • Feebling Blow: Recharge 33%, standard, melee attack; normal damage, plus target is weakened (-50% damage) for 3 rounds.
  • Punishing Strike: At-will, standard, melee attack, target must not already be focusing hostilities on you; inflicts 200% normal damage plus taunts target.
  • Rallying Cry: Daily, immediate, close burst 20; you and allies are healed for 50% of max hp.
  • Spell Reflection: Recharge 33%, swift; the next spell to target you (up to your Fighter rank) is reflected. The spell must come in through your front arc. If multi-target, only the portion that targeted you is reflected. Requires a shield.
  • Turtle: Daily, immediate, 2 rounds; you hide beneath your shield, becoming invulnerable. Does not remove effects already in progress, though you cannot suffer any damage or debilitations during duration. May be cancelled early.

Rank 3
  • Inurement: At-will, swift, reserve; you may slot 1-6 points of Reserve to gain 5-30% (respectively) resistance to a single damage type (physical, fire, shadow, etc). Exclusive (only one damage type at a time).
  • Shockwave: Recharge 33%, swift, short cone (special), requires a shield; you slam your foe so hard that the shock propagates to adjacent enemies behind him, or, if you choose to push him back, enemies he collides with. Inflicts double normal shield bash damage to any creature affected, plus optional push 10 (which allows it to be become a pseudo-area effect), plus knockdown (Fort negates).
  • The Maneuver: Recharge 33%, immediate; when an enemy attacks in melee, if there is another enemy on the opposite of you, you dodge the attack, and cause it to hit the opposing enemy.
  • Wall of Me: Recharge 33%, swift, wall 5 within 3 squares, lasts until you move or are knocked down; you draw a wall up to 5 squares long, which includes your back or front face as the center square. That wall blocks movement and line of effect for enemies only. The wall is you; it can be taken down only by taking you down. If you are larger than medium, add +3 squares of total length per size category.

Morale

Rank 1
  • Battle Shout: At-will, swift, close burst 10; allies gain +20% Hit Power.
  • Bloodrage: Encounter, free; you let your own blood, suffering 10% of your maximum hp in damage, but instantly gaining 2 rage, and automatically gaining 1 rage at the beginning of each round for the next 3 rounds.
  • Bloodthirst: Daily, free, 5 rounds; you gain an insatiable thirst for blood. Once/rd, you may augment a melee attack with a Bloodthirsty Strike, inflicting bonus damage equal to 10% of your maximum HP per point of Rage, and healing you for the same amount. This does not consume Rage.
  • Commanding Shout: At-will, swift, close burst 10; allies gain 20% Hit Points.
  • Demoralizing Shout: At-will, swift, close burst 10; enemies suffer 10% damage and hit penalty.
  • Fearless: Recharge 33%, immediate, costs 1-5 rage; you remove fear from yourself and become immune to fear for the next 1 round per point of Rage consumed.
  • Intimidation: Encounter, swift, rage, close burst 5; enemies are frightened for 1 round per point of Rage consumed. Damage ends.

Rank 2
  • Deadly Calm: Daily, free, 2 rounds; you cannot lose Rage. Spend as much as you like.
  • Deathwish: Daily, free, 5 rounds; you gain +50% to weapon damage, but suffer 20% of your max hp in damage each round. Cannot cancel prematurely.
  • Rampage: Daily, free, close burst 20, 5 rounds; allies gain +50% to Critical Chance and Critical Power.

Special Abilities

Stances

The way a warrior carries himself is not like that of a lesser man. In every movement, even at rest, a warrior is ready for battle. His stance may ready him for many things, depending on the travails he anticipates in battles to come.

You may be in one Stance at a time.

  • Offensive Stance: Gain +20% Hit Power, +10% Crit Chance, and +40% Crit Power, as well as +3 movement. You gain +1 Rage every time you spend an action to attack.
  • Defensive Stance: Gain +10% Dodge, Parry, Block, and Soak, and +20% Hit Points. Your attacks of opportunity (including Riposte) gain +100% damage. You gain +1 Rage every time you are hit for damage.
  • Group Stance: Your melee attacks become a chain 1. You may use active defenses against your flanks. At the start of each round, you gain +1 Rage for every 2 enemies threatening you.

Rage

The way of the warrior is one not paved with magical conveniences. A warrior knows only the skill of his blade, but many challenges in this world are insurmountable through training and technique alone.

A warrior becomes great by transcending physical limitations, by honing his mind to utter perfection. No sword or flame can harm what cannot be touched, and no armor or spell can stop the swing of a warrior who will not be stopped.

Rage is a state of mental perfection, an absence of distracting thoughts and a supreme focus on the objective of martial combat: slaying your foe.

As a Fighter, you have a Rage score. By default, it is 0. You can gain Rage in various ways, depending on your current stance.

Your maximum Rage is equal to 4 + Fighter rank.

The abilities that consume rage are listed wherever you find Fighter maneuvers listed.

Another use of Rage is to empower your attacks:

  • Empower Strike: At-will, augment, rage; single physical attack inflicts +100% damage per point of Rage expended.

Quick Draw

Fighters often need to switch weapons in combat. While this is a move action for most, for a fighter it is a free action to switch weapons, once/rd.

This may also be used to throw a thrown weapon without releasing a wielded melee weapon; this does not change the action required to throw the weapon, it merely allows the fighter to instantly draw said weapon, then instantly return to the previous weapon afterward, otherwise requiring two weapon-switch actions.

Talents

When you select a talent, you also gain 1 point of Mastery for that tier. The benefits for Mastery are listed below each category header.

All Fighters gain 1 talent per level of Fighter.

Rank 1

Offensive Style
  • Mastery: For each talent you take in this tier, you gain +5% Hit Power and Critical Chance.
  • Deep Wounds: When you inflict damage on a foe, you increase the damage of any ongoing bleed effects (such as Rend, Impale, etc) by +50% for the rest of their duration.
  • Eager Assault: Encounter; you may use Charge at the beginning of combat, before anyone else goes. The does not affect your normal actions or initiative. If other Fighters wish to use this ability at the same time, use Initiative to determine the order.
  • Impale: When you achieve a critical hit with any weapon attack, you also inflict half the damage again as ongoing physical damage for 3 rounds.
  • Rapid Setup: You may use Devastate, Overpower, and Rend as swift actions instead of standard; if you do so, they inflict no damage instantly, but their other effects remain intact.

Defensive Style
  • Mastery: For each talent you take in this tier, you gain +5% to Block and Soak, and +10% Hit Points, as well as +10% damage with Shield Bash.
  • Heavy Guard: You may use a parrying weapon as a shield instead, allowing you to Block, albeit with a 10% penalty. Such a weapon cannot be used to Shield Bash.
  • Shield Pummel: Your Shield Bash inflicts a 20% spellcasting failure chance for 3 rounds (stacks), or until a spell fails.
  • Revenge: When you successfully block an attack, you gain 1 charge of Revenge. You may have up to 3 charges. You may spend all charges to augment a single attack or maneuver, granting +50% damage and +50% critical chance per charge spent.
  • Spellcasting Harrier: You are ready to counter enemy spell attacks. Whenever you take an Opportunity Attack against a foe for spellcasting, you gain +100% damage, and the DC to resist interruption increases by +5. Also, the DC to cast defensively while in your threatened area increases by +5.
  • Threat Management: You automatically Taunt one target of your choice at the outset of each encounter, and at the beginning of each round; or, if you wish to expend the daily use, you may use Challenging Shout instead.
  • Wide Load: While in Defensive Stance, you occupy a space larger than your body. The squares adjacent to you are considered difficult terrain for enemies, and any successful attack taken against said enemies halts their movement. It is impossible for enemies to shift within this area.

Morale
  • Mastery: For each talent you take in this tier, your Shouts become 25% more effective. At 3 talents, your Shouts are 100% more effective.
  • Anger Management: Whenever you spend all of your Rage on an attack, and it was at least 3 points, you retain 1 point afterward (in addition to any you would normally gain for the attack itself).
  • Battlecry: You may automatically use any one Shout effect at the outset of every combat encounter.
  • Frustration: Whenever you fail to hit an enemy due to missing, dodge/parry, or other avoidance, you gain +1 Rage.
  • Let It All Out: You may have two Shout effects active at once.
  • Rising Fury: Each time you take damage, you gain +10% Hit Power for 3 rounds (stacks and refreshes, max +50%).

Rank 2

Offensive
  • Mastery: For each talent you take in this tier, you gain +10% Critical Power and +5% Haste.
  • Blitz: Each time you charge, you gain 1 point of Rage just for charging. This may be used on the charge attack itself, if you wish.
  • Impatient Murderer: You may use Execute on targets with 75% HP or less.
  • In Your Face: The minimum distance for a charge is lowered to just 5 feet (1 square).

Defensive
  • Mastery: For each talent you take in this tier, you gain +10% Hit Power with one-handed weapons and shield slams.
  • Critical Block: You have a Critical Block chance equal to half your normal Block chance. On a critical Block, you Block 100% of the damage, instead of 50%. (Critical Block grants 3 stacks of Revenge). If you are in Defensive Stance at the time, a Critical Block grants 3 Rage instead of 1.
  • Distraction: When an enemy who you have taunted (or otherwise compelled to attack you) attacks you with a direct melee attack, you reduce his Hit Chance by 5% per talent point spent in this tier and above.
  • Frustration: When you Parry, Critically Block, or otherwise completely avoid damage from a target who you have taunted, he suffers a -10% penalty to saves against your taunts for 5 rounds (stacks and refreshes).
  • Shield Spikes: When you successfully Block an attack, the attacker suffers 100% of the amount of the original attack as retributive damage. (On Critical Block: double damage).
  • Wall of Defense: You may Parry and Block against your flanks, albeit with a 10% penalty to rolls.

Morale
  • Mastery: For each talent you take in this tier, you gain +5% to Fortitude and Will saves, as well as Fast Healing 2%.
  • Blood Craze: Each time you take damage, you gain Fast Healing 2% for 5 rounds (stacks and refreshes, max 10%).
  • Enduring Rage: Each time you spend Rage to boost an attack's damage, there is a 5% chance per point of Rage spent that you will not lose any of the Rage spent.

Rank 3

Defensive Style
  • Mastery: For each talent you take in this tier, you gain Hardness 2%.
  • Hold Your Ground: You gain 50% resistance to push/pull/slide effects, stacking with that of armor. Any attempt to use such an effect on you in melee provokes an opportunity attack.
  • Iron Curtain: You are so massive, with your bulging muscles, spiked plate armor, and huge shield, that it is difficult to see past you. All creatures and objects in a short cone behind you have concealment relative to those in front of you (affects enemies only).
  • The Talent: When you activate The Maneuver, it applies to one attack per attacker threatening you, if they all take place before your next turn. After that, it goes on cooldown.

Paths

Armsman

Level Benefit

1

Intense Training

2

Blade Lore

3

Stance Dance

4

5

Improved Stances

6

7

8

9

10

Battle Trance

11

12

13

14

15

16

17

18

19

20

Intense Training

Each level, you gain an additional Fighter maneuver known, and an additional talent.

Blade Lore

As masters of weapon use, Armsmen are capable of getting more use from the magic of weapons than others. What is in any other hands a blade of minor enchantment might burst forth with great power in the hands of a Armsman.

Upon acquiring a weapon for the first time, you may choose one power of each rank for which you qualify; that weapon now gains those powers, but only when wielded by you. Another Armsmanwielding the same weapon may actually use different powers.

Sometimes, the powers are similar to enchantments already on the weapon; sometimes, they are so different as to seem contradictory. Such is the way of Blade Lore; only the wisest sword-sages know the full truth of the magical bond between warrior and weapon.

  • Frost Brand
    • Rank 1: While you wield the blade, a pall of frost extends from your sword hand across your body. You gain 10% weapon resistance. On a Heroic Strike, the weapon also inflicts half base damage as ongoing frost damage for 3 rounds, plus a 20% movement penalty per point of Rage consumed (Fort ends).
    • Rank 2: While wielding the blade, each time you start your turn you gain Absorb 100% (all), limit equal to the weapon's base non-critical damage. The effect lasts 3 rounds, stacks and refreshes.
    • Rank 3: blee
  • Thunder Brand
    • Rank 1: The weapon's electromagnetic charge attracts it to enemy armor, granting +10% hit and +20% Armor Penetration. On a Heroic Strike, you inflict 1 stack of Static Charge per point of Rage expended. Whenever a creature with Static Charge moves 1 square, he suffers lightning damage equal to half the weapon's base non-critical damage (per stack). The debuff lasts for 2 rounds, stacks and refreshes.
    • Rank 2: When you charge with the weapon, you do not provoke attacks of opportunity, and your movement rate is doubled. At the end of the charge, you inflict double normal weapon damage, plus half base weapon damage per square moved as lightning damage.
    • Rank 3: Blee
  • Fire Brand: etc

Stance Dance

Normally, a Fighter may switch stances only once per round. However, an Armsman may do so twice per round.

Improved Stances

Replaces normal stance benefits as follows:

  • Offensive Stance: Gain +40% Hit Power, +20% Crit Chance, and +80% Crit Power, as well as +6 movement. You gain +1 Rage every time you spend an action to attack.
  • Defensive Stance: Gain +20% Dodge, Parry, Block, and Soak, and +50% Hit Points. Your attacks of opportunity (including Riposte) gain +200% damage. You gain +1 Rage every time you are hit for damage.
  • Group Stance: Your melee attacks become a chain 2. You gain 1 square of reach. You may use active defenses against your flanks. At the start of each round, you gain +1 Rage for every enemy threatening you.

Battle Trance

For up to 1 rounds per day per rank of Armsman, you may activate Battle Trance.

During a Battle Trance:

  • You gain +50% to Parry, and can Parry in all arcs.
  • You gain +50% to Hit and +100% to Haste.
  • Each point of Rage spent counts for double when making Heroic Strikes.
  • You are immune to movement-impairing, loss-of-control, and death effects.
  • Your Current and Max HP triple. (And the end of the duration, they are both reduced to 1/3).
  • You may spend 1 point of Rage instead of a Hero Point to take an immediate action, as long as it is a basic or Fighter maneuver. Each time you use this, you increase the cost of successive uses by 1 point.

Barbarian

Bonus Skills
Knowledge (nature), Perception (Wis), Search (Int), Survival (Wis).
Level Benefit

1

Berserker Rage

2

Earthkin

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

Berserker Rage

All Fighters rage, but Barbarians are all the rage.

At will, you may enter a state of Berserker Rage, wherein the following is true:

  • Each round, you gain +1 Rage, but suffer 1 Fatigue.
  • You gain +25% to Str and Con for the duration.
  • You are immune to fear, and gain +20% to Will vs any emotion or fatigue effects.
  • You are immune to pain-based effects. You may act while disabled or dying with no penalty.

Fatigue does nothing until it exceeds either your Strength or Con score (whichever is lower), at which point you become fatigued (50% movement penalty, -20% hit and hit power). At 200% of the lowest score, you become exhausted (-50% hit, hit power, haste). At 300%, you pass out.

Fatigue goes away only with rest, at a rate of 10% of your maximum per hour of sleep.

Earthkin

You are a creature of the earth, at home in nature. You gain the following:

  • You are immune to the effects of natural exposure in your home climate.
  • You may ignore up to 25% movement penalty from terrain; at level 5, this increases to 50%.

Having spent your life outdoors, on the hoof, you are of a quick step:

  • Gain +1 movement per rank of Barbarian.

Being a thick-skinned type, you are used to the slings and arrows of the natural world, but unused to wearing bulky armor.

  • Gain +5% to Soak per Barbarian level, max 25%.
  • This bonus is lost when wearing armor heavier than leather or hide.

Artifighter

Level Benefit

1

Infusions

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

Infusions

Your powers are known as "infusions".

  • They are quasi-magical in nature.
    • This means that, although they rely on quasi-magical properties (such as the energy contained within phlogiston), they are not full magical effects, and cannot be dispelled, disjoined, or suppressed by antimagic.
  • They augment existing items.
    • Rather than replacing your worn and held items, infusions augment them.
    • For example, you can infuse any belt with the Invisibility Belt infusion, granting the belt the power of that infusion, without losing any powers the belt already had.
  • You gain free knowledge of two infusions per level.
    • You may purchase knowledge of more infusions at the going rate for scrolls.
    • Whenever you gain knowledge of an infusion, it may either be one of the ones already created below, or a custom-made infusion (see Creating Your Own Infusions).

Rank 1 Infusions

Assault
  • Fire Bullet: Augments a missile attack; adds 100% of base damage as fire damage.
  • Burning Bullet: Augments a missile attack; adds 50% of base damage as fire damage, plus same ongoing for 3 rounds.
  • Flame Strike Bullet: Recharge 33%, std, medium range, circle 3; heavy fire damage, plus same next turn. (Blast x2, -1 cooldown, +1 area, -1 delay). Not an augment.

Debilitation
  • Transmogrification Ray: Recharge 33%, swift, medium range; subject is polymorphed into a useless animal. Fort ends, damage ends. (Seed: Transform)
  • Web Launcher: Encounter, swift, long range, circle 6, 3 rds; subjects suffer 50% movement penalty while inside area. (Snare, +1 for area, -1 for cooldown)

Defense
  • Invisibility Belt: Encounter, swift; you become invisible until you attack or suffer damage, or until 5 rounds have passed. (Seed: Invisibility, no extras).
  • Mirror Image Generator: Encounter, swift, 5 rds; you create 4 illusionary duplicates of yourself, which duplicate your motions, so as to confuse your enemies. The images have 1 hp each, and are immune to area effects. (Seed: Duplication, +2 for extra images, -1 for Reduce, -1 for non-independent images)

Rank 2

Assault
  • Exploder Bullet: At-will, std, medium range; medium fire damage in a burst 3.

Rank 3

Defense
  • Invisibility Belt, mk 3: At-will, swift; you become invisible until you attack or suffer damage, or until 5 rounds have passed. (Seed: Invisibility, Reduce Cooldown x2).
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