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Special Abilities

Abilities are unique traits that your Anomalous may have.  They allow your character to be extra-good at a specific skill, raising the cap of the skill in question!  They can either be inherited from the parents or chosen upon birth/creation.  Abilities raise the cap level of a particular skill above the others but cannot be changed once chosen, so choose carefully.  Only one Ability may be chosen per character.  Remember, some skills may afford your character better status in a certain herd!

:new: Hihiri Ability Update!
  • All Hihiri - existing and upcoming - will be able to start with a Secondary Ability!  No extra charge!
  • All existing Hihiri - both Starter and In-Game Born - may note the group to choose their Secondary Ability and have it applied to their character.
  • If you have applied a Secondary Ability token to your Hihiri character, guess what!?  Your character is now the proud owner of an incredible Tertiary Ability!  Please note the group to decide what the third ability will be.  Secondary Ability tokens can be used to apply a third ability to a Hihiri Starter/Foal.
  • Hihiri foals born in-game will be able to inherit any two abilities from their parents in any combination.  For example, if the sire has Stonewall and Mage while the dam has Fortitude and Medic, your foal can inherit any two abilities in any combo (ie, Stonewall and Fortitude, Mage and Medic, Stonewall and Mage, etc).  Foals born to a parent with a Tertiary Ability will be rolled to determine if they inherit this third ability or not.  Foals born to two parents with Tertiary Abilities will automatically get a Tertiary Ability themselves!

Bloodhounds are the best sniffers of Anomalous!  Those with this ability make fantastic trackers, capable of finding even the faintest trace of a living creature that has moved through an area.  Bloodhounds are prized in the Linx herd.
+10 Stamina Skill Cap (ie, 110 instead of 100; keep build caps in consideration!)

Equids blessed with this adaptation are said to have the best eyesight in Anomalous!  They can see over far greater distances than those without the Hawkeye adaptation and see the world in far greater detail.  Very useful for scouting or hunting.  May or may not have a nictitating membrane.  Hawkeyes are prized in the Nombeko herd.
+10 to Agility Skill Cap (ie, 110 instead of 100; keep build caps in consideration!)

Those with the Fleetfoot Ability are much faster than those without.  Fleets are often known as the fastest members of the herd.  It is a particularly useful gift for those who have to hunt or run for a living!
+15 Agility Skill Cap (ie, 115 instead of 100; keep build caps in consideration!)

If there were ever an endurance race across Anomalous, it would be more than likely that someone with the Fortitude ability would be the winner!  Those with this ability can travel the farthest distances without getting tired or fight the longest in battle.  It is particularly useful for anyone who travels great distances on the daily or those who fight for a living.
+15 Stamina Skill Cap (ie, 115 instead of 100; keep build caps in consideration!)

The mage ability gifts the owner of this ability with a better understanding of magic!  Those with Mage seem to be able to sense when magic is being used around them, when an area is cursed with dark magic, and pick up on magical lessons more quickly than others.  Mages often make wonderful magic tutors, as they know how to better explain magic to their students.
+15 Magic Skill Cap(ie, 115 instead of 100)
+2 Magic Bonus to anyone they tutor!

Herbs and tinctures come easily to medics!  Medics naturally seem to understand the various uses of plants and learn what they do not know quickly.  Medics are often master potion makers, capable of making strong healing concoctions and the best teas around.  Those with this ability have an innate ability to detect whether or not a plant is poisonous.  Medics often make the best medical teachers, as they know how to better explain herbs and their properties to their students.
+15 Herbs/Medicine Skill Cap (ie, 115 instead of 100)
+2 Herb/Medicine Bonus to anyone they tutor!

The tanks of Anomalous, Stonewalls are the strongest of the strong!  Not many can best a Stonewall in battle… except maybe another Stonewall!  A veritable brick wall, those with this ability make excellent guards or warriors and excel in fields that require brute strength.
+15 Strength Skill Cap (ie, 115 instead of 100; keep build caps in consideration!)
Add a Comment:
Cactus-sis Featured By Owner May 27, 2017  Hobbyist Digital Artist
Quick question about the Mage ability! If applied to a character with two magic strains, does the new skill cap apply for only one of the magic strains or both?
lilfawns Featured By Owner May 31, 2017   Digital Artist
Sorry for the late response, but yes, it would apply to both strains! 
TsonianFieldsRanch Featured By Owner Mar 1, 2017  Hobbyist General Artist
I really wanna make a bloodhound shark Anomalous now. >.>
strideroo Featured By Owner Mar 4, 2017  Hobbyist Digital Artist
TsonianFieldsRanch Featured By Owner Mar 5, 2017  Hobbyist General Artist
I'm trying to get the designs down! XD I have two characters I wanna make myself, and also I want to try for that purple baby in the adoption center. XD
strideroo Featured By Owner Mar 8, 2017  Hobbyist Digital Artist
Good luck!
PrimalInstincts Featured By Owner Jan 13, 2016  Hobbyist Digital Artist
I approve of this message XD
strideroo Featured By Owner Jan 15, 2016  Hobbyist Digital Artist
Add a Comment:

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Submitted on
January 13, 2016


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