Specialized Guerilla Fight Commando: (1) Detoxicated
Alternative Truth Information Campaign: (1) Detoxicated,
Assassinate: Hassan: ()
Spiraling Missile: ()
Siege Slings: ()
Coordination Drills: Combat Training Specializations: (5) MoP, Kashyyk, Happerry, Flazeo25, TricMagic
Platoon Drills: Teamwork and Synergy: ()
Legbreakers: (3) Happerry, Rockeater, TricMagic
Keeper Combat Classes: ()
Ordered Mutagenic Drafts: (3) MoP, Kashyyk, Rockeater
Whispers of Desire : (0)
Projections of Desire : (0)
Siren Gift:(1) Flazeo25
Ethereal Conduit: ()
They tend to be less common due to demanding an expensive lifestlye. Also annoyed at myself.
Ethereal ConduitA variant of Ethereal Armament, this spell enhances a weapon/item/armor in the user's hand by infusing it with energy. This can double the effective ability of said weapon, acting as if two were overlaid in the same position, a ghostly echo. Additional effects depend on the usage. For swords like the Warcasters use, it can go from increased sharpness from the overlay. For shields, it can boost their effectiveness at blocking physical attacks While heavy weapons could boost the weight of their blows against targets.
However, the true value is to the Archers. With this spell, they can increase the range of their recurve bows, at the cost of also proportionally increasing the draw strength needed to fire them.
Ethereal Conduit boosts a single nature of an target through the overlay, and has a number of uses. However, like Ethereal Armament, it cannot go beyond the caster's range, require they keep hold of the item lest the spell end. But for Archer Uruks, this spell is Evil-sent for granting them the ability to fight at greater ranges.
This spell effectively boosts a single aspect of a target through overlaying. I'd still like to get an INF option that would be more permanent against good agents though.
Eh, whatever...