Skills
Skill
|
Stat Cost
|
Range & Area
|
Duration
|
Check Roll
|
Effects
|
Requirements
|
|---|---|---|---|---|---|---|
| Diagonal Strike | 4 Power | 1 space in front affecting 1 target | instant | Normal Athletics | Hit the target in a diagonal motion, including the target's head with your nunchucks dazing the target for 1d4 rounds. | Switch Hit |
| Diagnose | N/A | +5 to Mental Check to determine status condition so you can provide the right care. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
|||
| Detection Sense | 2 Soul | self | 1 hour | Normal Perceive | You will know that someone or something has detected your presence. This prevents you from being ambushed. | Cover Tracks |
| Detect Motive | 5 Soul | +10 to Detect to determine one's motive. |
Level 1: +10; 5 Soul Level 2: +20; 10 Soul Level 3: +30; 15 Soul Level 4: +40; 20 Soul |
|||
| Detect Lies | 5 Soul |
Can tell if someone is lying to you by making a Perceive check with a +10 to Perceive. Neutral Alignment |
Level 1: +10; 5 Soul Level 2: +20; 10 Soul Level 3: +30; 15 Soul Level 4: +40; 20 Soul |
|||
| Detect Empowerment | 5 Endurance | Increase Detect by 10% of Luck for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
|||
| Detect Empowerment | 5 Soul | Increase Detect by 10% of Perceive for 1d6 rounds. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
|||
| Design Improvement | N/A | Lets you improve blueprints based on level of mastery. |
Level 1: Level 1 improvement Level 2: Level 2 improvement Level 3: Level 3 improvement Level 4: Level 4 improvement |
|||
| Design Improvement | N/A | 1 item | 1 hour | Normal Insight | Lets you improve blueprints. Each improvement is a skill check and must get approval. | Item Combination and Basic Crafting |
| Demonic Transformation | 40 Soul | Changes you into a terrigying demon allowing double use of all dark knight skills and double attacks for 1d6 rounds. | N/A | |||
| Demonic Protection | 10 Soul | A demon of Xodod protects you and allies from 4d20 damage and counters half damage. |
Level 1: 4d20; 10 Soul Level 2: 8d20; 20 Soul Level 3: 12d20; 30 Soul Level 4: 16d20; 40 Soul |
|||
| Demonic Grace | 15 Soul | Resist, Agility, Save, and Defense stats increased by 10% for 1d6 rounds. |
Level 1: 10%; 15 Soul Level 2: 20%; 30 Soul Level 3: 30%; 45 Soul Level 4: 40%; 60 Soul |
|||
| Deflect Hit Chance | 5 Endurance | 10% chance to deflect hit with shield or weapon when blocking or parryiong, receiving no armor damage. Instead the hit just is pushed away from you. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
|||
| Deflect Hit | 2 Power | self | instant | Normal React - 2 | This skill is used with Block or Parry. If you successfully use Block or Parry, you can use this skill to deflect the hit away from you. You need to also roll Critical with this, if you succeed your critical check and there is anyone next to you, the hit is deflected to that target. Otherwise, you simply take no damage. | Block or Parry |
| Deflect 1-Target Spell | 5 Soul | 10% chance to deflect a 1 target spell with shield or weapon when blocking or parrying, receiving no armor damage. Instead the spell just is pushed away from you. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
|||
| Deflect 1-Target Spell | 4 Soul | self | instant | Hard Arcana | This skill is used with Runic Block. If you successfully use Runic Block, you can use this skill to deflect the spell away from you. You need to also roll Critical with this, if you succeed your critical check and there is anyone next to you, the spell is deflected to that target. Otherwise, you simply take no damage. | Runic Block |
| Defensive Empowerment | 5 Soul | Increases the effectiveness of defensive skills by 20% for 1d10 rounds for self or 1 ally. |
Level 1: 20%; 1d10; 5 Soul Level 2: 40%; 2d10; 10 Soul Level 3: 60%; 3d10; 15 Soul Level 4: 80%; 4d10; 20 Soul |
|||
| Defense Proficiency | N/A | Increase Defense while in Defensive Stance by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your Defense with is 10, this skill will make it 11. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
|||
| Defense Empowerment | 5 Endurance | Increase defense by 10% of Speed for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
|||
| Defense Empowerment | N/A | self | 1d4 rounds | Easy Defense | +1 to Immunity, Endure, and Defense traits | N/A |
| Death's Opera | 5 Soul | Add 5% chance of instant death to all targets affected by Sickening Tones. |
Level 1: 5%; 5 Soul Level 2: 10%; 10 Soul Level 3: 15%; 15 Soul Level 4: 20%; 20 Soul |
|||
| Daze or Stun Defense | N/A | 10% chance of immunity to daze or stun per level of mastery. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
|||
| Daze or Stun Defense | 4 Power | self | instant | Normal Defense | This skill causes you to not be affected by the daze or stun status effects. | Poison or Sickness Defense |
| Darkness Sprint | N/A |
Dark Elves are masters at moving quickly in the darkness. Their movements are increased in dark environments. If they sprint when in dark environments, their movements are doubled. World: + 1d10 at night Battle: +4 in darkness or at night Adventure Actions: +5 if no light |
Level 1:
Level 2:
Level 3:
Level 4:
|
|||
| Dark Rage | 25 Soul | Double the effects of Rage Attack against enemies with a positive alignment. | N/A | |||
| Dance Training | N/A | Causes your dancing skills to cost 25% less Endurance to use. | N/A: only one level | |||
| Damaging Shrill | 3 Soul | Also cause Runic Energy + 1d8 damage with Sickening Tones. |
Level 1: 1d8; 3 Soul Level 2: 2d8; 6 Soul Level 3: 3d8; 9 Soul Level 4: 4d8; 12 Soul |
|||
| Damage Absorb | 5 Endurance | Absorb 5% of the physical damage that gets through your armor. That will reduce the damage that gets through by 5%. That 5% is applied to your next melee strike, whether it successfully hits or not, thus not only reducing your damage taking but also increasing the damage you deal. |
Level 1: 5%; 5 Endurance Level 2: 10%; 10 Endurance Level 3: 15%; 15 Endurance Level 4: 20%; 20 Endurance |
|||
| Dagger Berserk | 10 Endurance | Dark Elves are masters of the dagger, and can use daggers better than most other races. As long as the dark elf wields a dagger, he or she can use this ability. With this skill you need to make a Speed Check with a 5 point bonus. If successful, you get 1d4 extra attacks with your dagger, no melee power added however. |
Level 1: +5, 1d4, 10 Endurance Level 2: +10, 2d4, 20 Endurance Level 3: +15, 3d4, 30 Endurance Level 4: +20, 4d4, 40 Endurance |
|||
| Cursed Knight | N/A | Your attacks are permanently increased by your morality dark points + 10% as a percentage. So if you have 5 dark points this would increase your attacks by 15%. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
|||
| Cursed Ground Tango | 25 Endurance | Anyone in a 3x3 space area around you will suffer your Runic Energy worth of Vitality damage with each space they move for 1d6 rounds. | N/A: only one level | |||
| Cursed Aura | N/A | Self and allies in a 2x2 area around you have any damage received reduced by 10% if it is dealt by an attacker with more light morality points than dark morality points. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
|||
| Curse of Tongues | 40 Soul |
Causes enemies in a 3x3 area around you to be unable to move and have half evade and runic speed for 1d3 rounds. Neutral Alignment |
N/A: only one level | |||
| Critical Shot | N/A | Allows for a Luck Chance +5 per level of mastery to add ammo attack value twice. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
|||
| Critical Chi | N/A | Any Critical Hit with an attack that uses Chi also adds double Runic Energy. | N/A: only one level | |||
| Critical Chi | 4 Soul | self | 1d6 rounds | Hard Focus | Increase Critical trait by Focus trait and critical damage is increased by focus as well. | Inner Chi |
| Critical Chance | 10 Endurance | Allows for critical hits with a crossbow and long guns. Without this skill, crossbows or long guns wouldn't have the ability to make critical hits. The critical hit damage of a crossbow or long gun will be double ammo damage. | N/A: only one level | |||
| Cries of the Damned | 15 Soul |
Component Cost: 2 Ghost Orchids and 1 Skull Cap Mushroom With this summon you call upon the spirit realm asking for help. What replies are the damned and lost souls trapped within the Shadow Realm who have long lost their sanity. Their cries and moans affect all but the arcessomancer, causing all to need to make will checks. Those who fail to make will checks will be stunned for the first round and be inflicted with fear for the duration of the summon. The arcessomancer can help his or her allies to avoid this fate by spending an extra 20 Soul per ally they wish to protect. This summon lasts for 1d4 rounds. |
N/A | |||
| Creature Transformation | 20 Soul | Allows you to transform into your bonded creature for 1d6 rounds (battle) or 1 hour (out of battle). | N/A | |||
| Creature Lore | N/A | This skill grants you the knowledge of the creature you are looking at and how to identify them and their variants. With this skill you will know the creature's stats, skills, behavior, and more. | N/A: only one level | |||
| Creature Bonding | 10 Soul | Bond tamed creature to make creature a permanent companion. Limit of 2. | N/A: only one level | |||
| Creature Bonding | N/A | tamed creature | permanent | Hard Influence | This skill allows you to bond with the creature you tamed in battle, allowing you to keep that creature as your familiar after battle. The number of creatures you can bond with is equal to your Nature score. So if you have a Nature of 3, you can bond with 3 creatures. You can only have one creature or familiar out with you at a time, and can swap between them at will as a support action. | Druid's Companion |
| Create Potions | N/A | Lets you create potions based on your level of mastery. |
Level 1: Level 1 potions Level 2: Level 2 potions Level 3: Level 3 potions Level 4: Level 4 potions |
|||
| Create Novice Potions | N/A | self | instant | Normal Insight | Allows you to create novice potions. | Create Basic Potions |
| Create Novice Arcane Potions | 6 Soul | self | instant | Normal Arcana -2 | Allows you to create novice arcane potions. | Create Basic Arcane Potions and Create Novice Potions |
| Create Medicines | N/A | Lets you create medicines based on your level of mastery. |
Level 1: Level 1 medicines Level 2: Level 2 medicines Level 3: Level 3 medicines Level 4: Level 4 medicines |
|||
| Create Magical Totem | 10 Soul | Create a magical totem. This ability allows you to transform something you already possess into a magical totem. The totem decreases the casting costs of any spell you are casting by 1 and the stat cost by 10%. However, the totem has only as much Soul that you put into it. The totem will lose the spell's Soul cost in Soul each time you cast a spell while holding the totem, and once the Soul cost is depleted, the totem becomes a normal object again, no longer providing its effect. To create a totem, simply hold the object you wish to enchant and spend your Soul into it, 10 Soul at a time, until you are satisfied. Every 10 Soul spent takes 1 minute of game time. This ability can't be used in combat. This is best used when using spells you've already mastered from your rune stones. | N/A: only one level | |||
| Create Better Potions | N/A | self | instant | Normal Insight -2 | Allows you to create better potions | Create Novice Potions |
| Create Better Arcane Potions | 8 Soul | self | instant | Hard Arcana | Allows you to create better arcane potions. | Create Novice Arcane Potions and Create Better Potions |
| Create Basic Potions | N/A | self | instant | Easy Insight | Allows you to create basic potions. | N/A |
| Create Basic Arcane Potions | 4 Soul | self | instant | Normal Arcana | Allows you to create basic arcane potions | Create Basic Potions |
| Create Arcane Potions | N/A | Lets you combine spell components into your potions to make magical potions. Follows the same rules as Spell Crafting, meaning that you would need to have higher levels of this skill to us different components. |
Level 1: Level 1 complexity Level 2: Level 2 complexity Level 3: Level 3 complexity Level 4: Level 4 complexity |
|||
| Create Advanced Potions | N/A | self | instant | Hard Insight | Allows you to create advanced potions. | Create Better Potions |
| Crafting | N/A | Lets you create weapons, armor, and other items based on level of mastery. |
Level 1: Level 1 crafting Level 2: Level 2 crafting Level 3: Level 3 crafting Level 4: Level 4 crafting |
|||
| Cover Tracks | N/A | area as you walk | instant | Easy Deception | You are able to cover your tracks so that you cannot be followed. | N/A |
| Counterfeiting | N/A | Make convincing copies of objects, documents, or money. 10 penalty to other's perceive to notice. |
Level 1: -10 Level 2: -20 Level 3: -30 Level 4: -40 |
|||
| Conversion | 5 Soul |
The SA Cost of the skill is used to give the target 2 moral points to the alignment of your choice per level of mastery. You can place those moral points in light, dark, order, or chaos. The rate is 5 SA = 2 moral points. Neutral Alignment |
Level 1: 5 Soul = 2 moral points Level 2: 5 Soul = 4 moral points Level 3: 5 Soul = 6 moral points Level 4: 5 Soul = 8 moral points |
|||
| Control Defense | N/A | 5% chance of immunity to possession or control per level of mastery. |
Level 1: 5% Level 2: 10% Level 3: 15% Level 4: 20% |
|||
| Computer Use | N/A | +5 to Mental per level for using computers and computer like interfaces. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
|||
| Compound Magic | 25 Soul | Combine 2 spells, using only the casting speed of the slowest spell (the spell with the highest casting speed). | N/A | |||
| Combo Guard | 2 Power | self | instant | Hard Defense | You use this skill with the Guard skill. This allows you to use your skills to aid in guarding your friends. You have the first skill for free, and can make normal react checks for each additional skill you wish to use. | Guard |
| Combat Empowerment | 5 Soul | Increases the damage of offensive skills by 20% for 1d10 rounds for self or 1 ally. |
Level 1: 20%; 1d10; 5 Soul Level 2: 40%; 2d10; 10 Soul Level 3: 60%; 3d10; 15 Soul Level 4: 80%; 4d10; 20 Soul |
|||
| Coercion | 5 Soul | 15% chance to convince another enemy target that is in hearing and sight range and is able to hear to pay you for protection at an amount that is equal to the target's health. You do not have to provide this protection once it is paid for. |
Level 1: 15%; 5 Soul Level 2: 30%; 10 Soul Level 3: 45%; 15 Soul Level 4: 60%; 20 Soul |
|||
| Chop Defense | N/A | +2 to defense against chop attacks per level of mastery. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
|||
| Chop Defense | N/A | self | instant | Easy Defense | Increase armor's defense by 2 against chopping attacks. | N/A |
| Choke Hold | 6 Power | weapon range affecting 1 target | instant | Normal Athletics -2 | Whip skill that has you lasso your whip around the target's neck and pull it tightly before releasing. This causes the target to black out, being knocked out for 1 round. | Leg Trip |
| Child of Magic | N/A | This skill allows you to have the effects of a protection, armor, or status effect, or weapon spell on you for an extended period of time. This spell takes all of your Soul from you to power the protection spell. The spell then takes its cost from that pool every other round. You could use this spell to give you Scorched Aura or Sun's whip, for example, with the spell's cost slowly taking from the pool every other round instead of from you. Once you've used this skill, you can restore your Soul through use of a potion and continue to cast other spells and such. Once the pool of Soul is depleted, the effect of the spell is gone. | N/A: only one level | |||
| Chi Runic Defense | 4 Soul | self | 1d6 rounds | Hard Focus | Increase spirit trait by 1 and armor spirit by spirit trait score for defending against magical attacks. | Chi Defense |
| Chi Heal | 8 Soul | Self Heal by Runic Energy per level of mastery |
Level 1: 1 x Runic Energy; 8 Soul Level 2: 2 x Runic Energy; 16 Soul Level 3: 3 x Runic Energy; 24 Soul Level 4: 4 x Runic Energy; 32 Soul |
|||
| Chi Heal | 4 Soul | self | instant | Normal Focus -2 | Heal your Vitality by your Focus trait. | Chi Defense |
| Chi Guard | 8 Soul | Generates a 3x3 space aura using your chi energy that increases the defense of any in that area by 20% of your Runic Energy for 1d4 rounds. |
Level 1: 20%; 8 Soul Level 2: 40%; 16 Soul Level 3: 60%; 24 Soul Level 4: 80%; 32 Soul |
|||
| Chi Guard | 4 Soul | 1 ally next to you | instant | Hard Focus | Increase your nearby ally's armor defense by your focus score when they are being attacked. | Chi Defense |
| Chi Energy Field | N/A | Produces a 4x4 space aura around you that increases spent stat by x 1.3 and divides it among all targets in the area. This is an instant skill, the amount of stat points spent is up to the user as is the type and can be Vitality, Soul, or Endurance, however those points come from the user's current stat points. |
Level 1: x 1.3 Level 2: x 1.6 Level 3: x 1.9 Level 4: x 2.2 |
|||
| Chi Energy | 6 Soul | self | instant | Hard Focus | Restore Power by Focus trait. | Chi Heal |
| Chi Element | 15 Soul |
A 3x3 space aura around the user that causes effects based on the user's element.
|
Level 1: Fire 10, Earth 20%, Air 15%, Water 10, Life 15%, Death 1d20, Time 15%, Space 10%; 15 Soul Level 2: Fire 20, Earth 40%, Air 30%, Water 20, Life 30%, Death 2d20, Time 30%, Space 20%; 30 Soul Level 3: Fire 30, Earth 60%, Air 45%, Water 30, Life 45%, Death 3d20, Time 45%, Space 30%; 45 Soul Level 4: Fire 40, Earth 70%, Air 60%, Water 40, Life 60%, Death 4d20, Time 60%, Space 40%; 60 Soul |
|||
| Chi Drain | 15 Soul | Generates a 3x3 space aura using your chi energy that drains any within the aura's Vitality by 20% of your Runic Energy. The drained Vitality is returned to you. The aura lasts for 1d4 rounds. |
Level 1: 20%; 15 Soul Level 2: 40%; 30 Soul Level 3: 60%; 45 Soul Level 4: 80%; 60 Soul |
|||
| Chi Drain | 6 Soul | self | instant | Hard Focus | Drain focus trait score amount of vitality from attacked target to restore your vitality with. | Chi Heal |
| Chi Defense | 5 Soul | Increases defense by 10% of Runic Energy for that instance. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
|||
| Chi Defense | 2 Soul | self | 1d6 rounds | Normal Focus | Increase defense trait by 1 and armor defense by focus score. For physical damages and attacks only. | Meditation |
| Chi Aura | 15 Soul | Produces a 3x3 space aura that gives the effects of Gift of Tongues to allies and Curse of Tongues to enemies, increased by x 1.25. You can only give the effect of the skill if you already have the skill. |
Level 1: x 1.25; 15 Soul Level 2: x 1.5; 30 Soul Level 3: x 1.75; 45 Soul Level 4: x 2; 60 Soul |
|||
| Chi Arcobatics | 2 Soul | self | 1d6 rounds | Normal Focus | Increase Acrobatics by Focus. | Meditation |
| Chi Acrobatics | 5 Soul | Uses Chi to increase Agility by 10% for 1 day. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
|||
| Change Size | 5 Soul | This skill allows the fae to shrink, return to normal height, or grow. |
Level 1: Shrink by 15% normal height, increasing Evade and decreasing Strength by 5 or Grow by 15% greater than normal height decreasing Evade and increasing Strength by 5; 5 Soul Level 2: Shrink by 30% normal height, increasing Evade and decreasing Strength by 10 or Grow by 30% greater than normal height decreasing Evade and increasing Strength by 10; 10 Soul Level 3: Shrink by 45% normal height, increasing Evade and decreasing Strength by 15 or Grow by 45% greater than normal height decreasing Evade and increasing Strength by 15; 15 Soul Level 4: Shrink by 60% normal height, increasing Evade and decreasing Strength by 20 or Grow by 60% greater than normal height decreasing Evade and increasing Strength by 20; 20 Soul |
|||
| Chain Natural Healing | N/A | Applies Natural Healing to allies that are 1 space away. Chain healing to allies 1 space away from affected ally per level. Basically at level 1 any ally that is next to you will get natural healing as well, at level 2 any ally that is next to the affected ally will also get natural healing, and so forth. |
Level 1: ally 1 space from you Level 2: ally 1 space from affected ally of level 1 Level 3: ally 1 space from affected ally of level 2 Level 4: ally 1 space from affected ally of level 3 |
|||
| Cataclysm's Call | 30 Soul |
Component Cost: 2 Dragon's Eyes, 2 Chaos Hyrda Claws, 1 Chaos Hydra Heart, and 1 Chaos Hydra Scale With this powerful summon you call upon all of the spirits whose lives were lost through cataclysm. All at once the terrible and frightful energy of all those lost during a terrible global tragedy rushes the battlefield. Roll 1d6. The number rolled is how many 1d6's each enemy target must roll, rolling 6 on one is instant death. If no 6's are rolled, total the number rolled and multiply your Runic Energy against that for damage that cannot be protected against dealt to that target's HP. |
N/A | |||
| Cat Leap | 2 Power | self | instant | Normal Acrobatics | Cathars, like their feline cousins, are able to leap to greater heights and across greater distances. Normally to jump up is half your movement range and to leap across is half your movement range. With this skill, you can jump up or across double your movement range. | N/A |
| Casting Strike | 5 Soul | Can cast a spell with casting speed of 1 or less per level with your attack. Spell stat cost is still spent and must be rolled for, however this adds the spell to your attack effectively allowing you to cast a spell with your attack action and still able to cast a spell during your magic action. |
Level 1: Runic Casting Speed 1 or less; 5 Soul Level 2: Runic Casting Speed 2 or less; 10 Soul Level 3: Runic Casting Speed 3 or less; 15 Soul Level 4: Runic Casting Speed 4 or less; 20 Soul |
|||
| Casting Strike | 4 Soul | 1 ally | 1d6 rounds | Normal Arcana | Cast an offensive spell on the weapon of your ally. Whenever your ally makes a critical hit with that weapon, the spell will cast. | Spell Slinger |
| Casting Out Strike | N/A | Critical Hit instantly frees target of possession. | N/A | |||
| Carving | N/A | Lets you carve wood, bone, and stone materials with a knife, dagger, or any other blade. | N/A: only one level | |||
| Carry | 1 Power | self | 1 hour | Normal Athletics | Increase weight limit by 50% for 1 hour. | N/A |
| Cantata For Battle | 5 Soul | Grants everyone in a 3x3 space area around you +1d10 to Melee, Bow, Throw and Runic Energy for 1d6 rounds. |
Level 1: 1d10; 5 Soul Level 2: 2d10; 10 Soul Level 3: 3d10; 15 Soul Level 4: 4d10; 20 Soul |
|||
| Calming Aura | 10 Soul |
Removes and prevents the effects of rage or fear from self and allies in a x1x area for 10 SA. Neutral Alignment |
N/A: only one level | |||
| Bullet Defense | N/A | Increase defense by +2 against piercing "bullet" attack from guns. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
|||
| Bullet Defense | N/A | +2 to defense against bullet attacks per level of mastery. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
|||
| Brutal Thrust | 8 Power | weapon range affecting 1 target | instant | Hard Athletics | This is a brutal attack skill that stuns the target for 1 round, does double offensive power +3 damage, does 1d4 bleeding damage per round until healed, and does a minimal of 1 + 1d4 damage instead of 1 damage. | Thrusting Attack |
| Brutal Assault | 8 Power | weapon range affecting 1 target | instant | Hard Critical | This is a brutal attack skill that stuns the target for 1 round, 10% chance for double damage, and it deals double offensive damage + 1d6. Impossible React Check for an extra hit causing weapon damage only. | Rage |
| Breath Holding | 5 Endurance | Can hold breath for 1d4 +1 minutes, the 1d4 increases with level of mastery. Basically, with this skill you could hold your breath from 2 minutes to 5 minutes, at the first level of mastery. |
Level 1: 1d4; 5 Endurance Level 2: 2d4; 10 Endurance Level 3: 3d4; 15 Endurance Level 4: 4d4; 20 Endurance |
|||
| Breath Defense | N/A | +2 to spirit against breath attacks per level of mastery. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
|||
| Break Chance | 8 Endurance | 5% chance to break the attacker's weapon when you are parrying with your weapon. A penalty may be applied if the attacker's weapon is stronger than your weapon, just like a bonus may be applied if your weapon is stronger than the attacker's weapon. There will always at least be a chance with this skill. |
Level 1: 5%; 8 Endurance Level 2: 10%; 16 Endurance Level 3: 15%; 24 Endurance Level 4: 20%; 32 Endurance |
|||
| Brace Others | 2 Power | 1 ally within movement range | instant | Normal Brace | This skill allows you to brace your ally that you can reach should your ally receive an attack that would move them or knock them down. With this skill you add your brace score +1 to your ally's brace score, making it easier for them to succeed on their brace check. | Stand Your Ground |
| Bow Empowerment | 5 Endurance | Increase Bow Power by 10% of Perceive for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
|||
| Bow Drawing | 10 Endurance | Increases the range of your bow by 1d6. Also increases your hit chance by 5 and damage by 1d6. |
Level 1: 1d6, 5, 1d6; 10 Endurance Level 2: 2d6, 10, 2d6; 20 Endurance Level 3: 3d6, 15, 3d6; 30 Endurance Level 4: 4d6, 20, 4d6; 40 Endurance |
|||
| Bow Drawing | 3 Power | self | instant | Normal Athletics | Increase bow range by 1d6, increase focus by 1 and damage by +1. | Aiming |
| Bow & Arrow Proficiency | N/A | Increases the attack value of your bow or crossbow by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your attack value with your weapon is 10, this skill will make it 11. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
|||
| Blood Empowering | 2 Soul | Dwarves can use their blood to empower their talisman. This allows them to give their talisman extra Soul at that moment to increase a spell's effects. With every 2 Soul you can increase a spells healing or damaging power by 1, if using a totem. | N/A: only one level | |||
| Blood Empowering | Spent Vitality | self | instant | Easy Endure | With this skill the rune elf can empower his or her spell with their very life force. For every 1 Vitality spent, the damaging or healing power of the spell increases by 1. | be a dwarf |
| Block or Parry Chance | 5 Endurance | First digit of Speed + 20 per level of mastery chance to block or parry. So if your Speed is 68, at level 1 this skill will give you a 26% chance to block or parry. That means you'd have to roll 26 or less. If you have this at level 4, that would give you an 86% chance, meaning you'd have to roll 86 or less. |
Level 1: 20, 5 Endurance Level 2: 40, 10 Endurance Level 3: 60, 15 Endurance Level 4: 80, 20 Endurance |
|||
| Block or Parry | 1 Power | self | instant | Easy Defense | Block or parry an attack with your weapon or shield, subtracting the weapon's damage value by your block or parry value. If your block or parry value is greater, you take no damage. | N/A |
| Blind Throw | 3 Soul | weapon range affecting 1 target | instant | Normal Insight | Able to attack target you cannot see with a thrown weapon. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack. | Aiming |
| Blind Throw | 3 Soul | weapon range affecting 1 target | instant | Normal Insight | Able to attack target you cannot see with a thrown weapon. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack. | Aiming |
| Blind Shot | 3 Soul | +5 to Luck to hit the target without rolling for hit chance. Basically, with this skill you can shoot and hit the target even if you can't clearly see the target. You can also hit the target even if your hit chance falls under the target's evade. |
Level 1: +5; 3 Soul Level 2: +10; 6 Soul Level 3: +15; 9 Soul Level 4: +20; 12 Soul |
|||
| Blind Shot | 3 Soul | weapon range affecting 1 target | instant | Normal Insight | Able to attack target you cannot see with projectile. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack. | Aiming |
| Blessed Knight | N/A | Your attacks are permanently increased by your morality light points + 10% as a percentage. So if you have 5 light points this would increase your attacks by 15%. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
|||
| Blessed Aura | N/A | Self and allies in a 2x2 area around you have any damage received reduced by 10% if it is dealt by an attacker with more dark morality points than light morality points. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
|||
| Blend | 10 Soul | Allows the wood elf to blend in with natural environments, giving targets a -15 penalty to their perception to find you. |
Level 1: -15; 10 Soul Level 2: -30; 20 Soul Level 3: -45; 30 Soul Level 4: -60; 40 Soul |
|||
| Black Flame | 20 Soul |
Component Cost: 2 Black Rose Petals and 1 Fire Lichen With this summon you plead to the powers of Xodod to help you in combat. You are granted a powerful magical projectile to do so. This summon allows you to call forth small blasts of non-elemental xodod flame that you can hurl at your enemies. Each blast does 15d12 non-elemental magic damage increased by your runic energy. If you are a worshiper of Zodo, you get an additional 3d20 and an increase of 25% to your runic energy. You can use this as a support attack skills, spells, and actions for the next 1d8 rounds. This summon will increase your dark moral points by 1 for a maximum increase of 5. |
N/A | |||
| Biometric Locks | N/A | Able to disable or set biometric locks, must be used with Lock Picking and Electronic Locks. |
Level 1: level 1 biometric locks Level 2: level 2 biometric locks Level 3: level 3 biometric locks Level 4: level 4 biometric locks |
|||
| Binding of the Natural Spirits | 10 Soul | 20% chance to inflict 1d10 poison or remove poison by touch. |
Level 1: 20% chance, 1d10, 10 Soul Level 2: 40% chance, 2d10, 20 Soul Level 3: 60% chance, 3d10, 30 Soul Level 4: 80% chance, 4d10, 40 Soul |
|||
| Binding of the Natural Spirits | 4 Soul | touching range | instant | Normal Arcana | Inflict 1d4 poison or remove poison by touch. | Druid Speech |
| Better Runic Crafting | 8 Soul | self | 12 hours | Hard Arcana -2 | Allows you to craft better runic items. | Novice Runic Crafting and Advanced Crafting |
| Better Crafting | N/A | self | 6 hours | Normal Insight -2 | Allows you to craft better items. | Novice Crafting |
| Better Companion | N/A | Increases the companion benefits by 20% if they have a numerical value or performs the benefit 1 extra time if they do not have a numerical value. |
Level 1: 20% or +1 Level 2: 40% or +2 Level 3: 60% or +3 Level 4: 80% or +4 |
|||
| Berserker's Rampage | 10 Power | weapon's range affecting up to one target per attack | instant | Impossible React | This skill allows you to do quick and rapid hits with your weapon. You get 1d8 + 1 attacks, and can hit one target or spread your attacks to any targets you can reach with your weapon. You do not get to add offensive power to the attack, nor do you get to crit. | Extra Strike |
| Benevolent Blade | 6 Soul | 5 penalty to target Will Check to attack everytime target is hit by you with this effect. This effects the target for the target's round to attack. |
Level 1: 2 penalty; 6 Soul Level 2: 4 penalty; 12 Soul Level 3: 6 penalty; 18 Soul Level 4: 8 penalty; 24 Soul |
|||
| Benevolent Aura | 6 Soul | Produces a 2x2 aura around you that causes enemies in the affected area to require a will check with a 10 penalty to attack you and grants allies in the affected area a +10 to their will. |
Level 1: +10; 6 Soul Level 2: +20; 12 Soul Level 3: +30; 18 Soul Level 4: +40; 24 Soul |
|||
| Beast Tamer | 4 Power | weapon range affecting 1 target | instant | Normal Critical | Whip skill that forces the target into submission temporarily. Once hit the target will not attack you for 1d4 rounds. | Wrist Snap |
| Battle Waltz | 10 Endurance | Allows you to move with your dance, affecting a 3x3 area along your movement path. | N/A: only one level | |||
| Battle Tango | 25 Endurance | Doubles move range, waltz around battlefield doing all skills in skill chain but you must return to your starting place. This means you can move about the battle field at double your battle movement range, hitting every target with your full skill chain of attacks, however you have to end your movement where you started your movement. | N/A | |||
| Battle Rage | 3 Power | self | 1d4 rounds | Normal Critical | The cathar can go into a battle rage that increases all melee damages by an additional offensive power. However the cathar will be dazed for a time that is equal to the time spent in rage. So if the cathar is in battle rage for 3 rounds, the cathar will be dazed for the following 3 rounds. | N/A |
| Battle Mage | N/A | self | instant | Normal Arcana +1 | You can absorb 10% of the spell damage and use it to restore your Soul. | N/A |
| Battle Mage | N/A | self | instant | Normal Arcana +1 | You can absorb 10% of the spell damage and use it to restore your Soul. | N/A |
| Basic Swordplay | 2 Power | self | instant | Easy Stealth | Fancy and quick sword moves that are harder to detect. Increase Focus by 1 and aplly focus as a penalty to target's evade. | N/A |
| Basic Slashing Proficiency | N/A | self | 1d6 rounds | Normal Critical | Decreases target's evade by 1 and increases slashing damage by 1. | Must equip a slashing weapon. |
| Basic Runic Crafting | 4 Soul | self | 3 hours | Normal Arcana -2 | Allows you to craft basic runic items. | Arcane Materials and Novice Crafting |
| Basic Piercing Proficiency | N/A | self | 1d6 rounds | Normal Critical | Decreases target's evade by 1 and increases piercing damage by 1. | Must have a piercing weapon equipped. |
| Basic Crafting | N/A | self | 1 hour | Easy Insight | Allows you to create basic items. | N/A |
| Basic Chopping Proficiency | N/A | self | 1d6 rounds | Normal Critical | Decreases target's evade by 1 and increases chopping damage by 1. | Must equip axe or chopping weapon. |
| Basic Bludgeoning Proficiency | N/A | self | 1d6 rounds | Normal Critical | Decrease target's evade by 1 and increase bludgeoning damage by 1. | Must have a bludgeoning weapon equipped. |
| Basic Bashing Proficiency | N/A | self | 1d6 rounds | Normal Critical | Decrease target's evade by 1 and increase bashing damage by 1. | Must equip a bashing weapon. |
| Basic Attack | 2 Power | 1 target in weapon range | instant | Easy Athletics | Perform a basic attack skill with your weapon, increasing weapon damage by +1d4. | N/A |
| Bash Defense | N/A | +2 to defense against bash attacks per level of mastery. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
|||
| Bash Defense | N/A | self | instant | Easy Defense | Increase armor's defense by 2 against bashing attacks. | N/A |
| Bare Defense | 5 Endurance | Gives 1d12 as defense when defending. |
Level 1: 1d12; 5 Endurance Level 2: 2d12; 10 Endurance Level 3: 3d12; 15 Endurance Level 4: 4d12; 20 Endurance |
|||
| Backwards Waltz | 5 Endurance | 10% chance to cause targets in a 3x3 area around you to move opposite than intended for 1d6 rounds. This will 100% affect those who fell asleep to Lullaby when they wake up for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
|||
| Axe Berserk | 10 Endurance | Dwarfs are masters of the axe, and can use the axe better than most other races. As long as the Dwarf wields an axe, he or she can use this ability. With this skill you need to make a Speed Check with a 5 point bonus. If successful, you get 1d4 extra swings with your axe, no melee power added however. |
Level 1: +5, 1d4, 10 Endurance Level 2: +10, 2d4, 20 Endurance Level 3: +15, 3d4, 30 Endurance Level 4: +20, 4d4, 40 Endurance |
|||
| Awareness First Aid | 10 Soul | Heal 1d6 Awareness with First Aid. |
Level 1: 1d6; 10 Soul Level 2: 2d6; 20 Soul Level 3: 3d6; 30 Soul Level 4: 4d6; 40 Soul |
|||
| Avian Kinship | N/A | Birds in the area will treat you as friend and not attack you. Luck chance for aid from area birds. | N/A: only one level | |||
| Aura Weapon | 2 Soul | Absorbs 20% of damage dealt to restore Vitality. |
Level 1: 20%; 2 Soul Level 2: 40%; 4 Soul Level 3: 60%; 6 Soul Level 4: 80%; 8 Soul |
|||
| Aura Vacuum | 2 Soul | Absorbs 20% of damage dealt to restore Vitality. |
Level 1: 20%; 2 Soul Level 2: 40%; 4 Soul Level 3: 60%; 8 Soul Level 4: 80%; 10 Soul |
|||
| Aura of Lust | N/A | Adds seduction effect to singing or dancing, affecting a 3x3 area around you. | N/A: only one level | |||
| Attention Lock | N/A | +10 to Influence to cause all drawn enemies to stay locked onto you for 1d6 rounds. |
Level 1: +10 Level 2: +20 Level 3: +30 Level 4: +40 |
|||
| Attention Lock | 8 Soul | 1 target | 1d6 +1 rounds | Impossible Intimidate | This skill forces you to be the target's only target for the duration. The target can only target you and is so focused on you that your allies get a +1 to their hit chances. | Frustrate |
| Attack Type Proficiency - Thief | N/A |
Increase Hit Chance by 10% with attack type per level. The Attack Types are:
Each attack type is its on skill and you would have to level up each one individually. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
|||
| Attack Type Proficiency | N/A |
Increase Hit Chance by 10% with attack type per level. The Attack Types are:
Each attack type is its on skill and you would have to level up each one individually. Just because you have an attack type slashing at level 3 you won't also have piercing at level 3. When you acquire piercing it will be at level 1. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
|||
| Attack & Retreat | 10 Endurance | -10 to target's React check allowing you to attack with stealth and then move. |
Level 1: -10; 10 Endurance Level 2: -20; 20 Endurance Level 3: -30; 30 Endurance Level 4: -40; 40 Endurance |
|||
| Assassination Blitz | 15 Endurance | Speed Check -10 to attack and attempt to kill all targets in move range using One Hit Kill. Penalty for speed check doubles per target (an additional -10 that is doubled per each additional target). |
Level 1: Speed Check -10; 15 Endurance Level 2: Speed Check -5; 30 Endurance Level 3: Speed Check; 45 Endurance Level 4: Speed Check +5; 60 Endurance |
|||
| Assassin | 5 Soul | Use with Stealth. 5% chance of instantly killing target when attacking with stealth. |
Level 1: 5%; 5 Soul Level 2: 10%; 10 Soul Level 3: 15%; 15 Soul Level 4: 20%; 20 Soul |
|||
| Assasination Hit | 8 Soul | weapon range affecting 1 target | instant | Impossible Critical | Hit kills target instantly | Stunning Hit |
| Arrow Rain | 8 Soul | 1/2 bow distance affecting a 3x3 space area | instant | Hard Hit Chance | You rapidly shoot up into the air at an angle 1d10 arrows that come raining down affecting a 3x3 space area. At least one target per arrow if enough arrows were shot, otherwise some targets might not be affected. If you shot more arrows than there are targets, the additional arrows will hit the ground. Each target gets a hard evade chance with your weapon penalty applied. | Precise Shot |
| Armor Tuck | 4 Power | self | instant | Normal Defense -1 | This skill allows you to tuck into your armor more, making you smaller and allowing the armor to cover more weak spots. This increases your Physical and Magical armor by 1d6 for that instance. | Shield Wall |
| Armor Proficiency | N/A |
+1 to Evade, +1 to Defense and Spirit per level of mastery when wearing the armor type you are proficient in. This skill also grants the ability to different armor types if you are proficient in them. The armor types are:
Each armor type is its own skill. |
Level 1: +1 Level 2: +2 Level 3: +3 Level 4: +4; removes any profession armor handicap |
|||
| Armor Hardening | 5 Soul | Dwarfs can use their great knowledge of armor and metals to temporarily increase the protective ability of their armor. By using this ability, the Dwarf can exchange Soul into a Flat defense or spirit rate of their choosing at a cost of 5 Soul per 1 defense or spirit point. The effect lasts for 6 rounds and this ability cannot be used again until the effect wears off. |
Level 1: 5 Soul to 1 Level 2: 5 Soul to 2 Level 3: 5 Soul to 3 Level 4: 5 Soul to 4 |
|||
| Aria of Blood | 4 Soul | Add to Sickening Tones and Damaging Shrill. Add Runic Energy to damage. Returns 10% to self and allies to heal Vitality. |
Level 1: 10%; 4 Soul Level 2: 20%; 8 Soul Level 3: 30%; 12 Soul Level 4: 40%; 16 Soul |
|||
| Area of Effect Defense | N/A | +5 to Defense and Spirit against explosions and other area of effect attacks. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
|||
| Arcane Recreation | 5 Soul |
Component Cost: 1 Purple Haze Lily and ½ pound Falgaa Bird Meat With this summon you call upon the power of creation to make things new again. With each use of this summon, any one item no larger than 3 feet by 3 feet is made new again, fully restored. This includes armor and weapons. For larger objects, continual uses of this summon will be required. |
N/A | |||
| Arcane Materials | N/A | Lets you increase one value of material at a rate of +1 per 10 character points. |
Level 1: +1 per 10 character points Level 2: +2 per 10 character points Level 3: +3 per 10 character points Level 4: +4 per 10 character points |
|||
| Arcane Materials | Spent Soul | 1 item in hand | instant | Normal Arcana | You can increase one value of a material at a rate of +1 for every 4 Soul spent. | Material Identify |
| Arcane Crafting | N/A | Lets you add spell components to your items to make magical items based on level of mastery. Follows the same rules as Spell Crafting, meaning that you would need to have higher levels of this skill to us different components. |
Level 1: Level 1 complexity Level 2: Level 2 complexity Level 3: Level 3 complexity Level 4: Level 4 complexity |
|||
| Appraisal | 5 Soul | Identify the value of an item by sight. | N/A: only one level | |||
| Apply Curse | 25 Soul | This skill allows you to apply any curses you have learned onto objects. Objects must be able to be held or equipped in some fashion. | N/A | |||
| Answers The Divine | 30 Soul |
Component Cost: 10 Kymara's Tear Tulips and 5 Morning Glories You summon the divine god or goddess that you worship and that being appears on the battlefield. The god or goddess will grant you one wish that will only last the duration of the battle and then disappears. The wish can be anything but will disappear once the battle is over. |
N/A | |||
| Animal Talk | N/A | self | instant | Easy Nature | Able to communicate with animals and understand them. | N/A |
| Animal Magicks | N/A | Allows you to learn and master skills and spells that your bonded creature would have. | N/A | |||
| Anima Stone Theory | 10 Soul | This ability allows you to create an Anima Stone in the same way you might create a rune stone. You can also bond with and use Amina Stones. |
Level 1: Blood Stones; 10 Soul Level 2: Bestia Stones; 20 Soul Level 3: Angelus and Daemon Stones; 30 Soul Level 4: Aduro and Umbra Stones; 40 Soul |
|||
| Angerian Embrace | Amount of stat given or 2 Soul | touching range | instant | Normal Arcana -1 | The skill allows the angerian to embrace the target. Doing so, the angerian can give the target Vitality, Soul, or Power from its own stats. Or, the angerian can take 2d4 of Vitality, Soul, or Power from the target to replenish his or her stats. | N/A |
| Anger | N/A | +5 to Influence to cause your attack to anger target so that target can only attack you. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
|||
| Anger | 2 Soul | any enemy targets within a 3x3 space area | instant | Normal Intimidate | This skill is Taunt as an area affect. All enemy targets in the area of affect must make a normal focus check or they will have no choice but to attack you their next round. | Taunt |
| Angelic Summoning | 25 Soul |
Component Cost: 2 Kymara's Tear Tulips and 3 vials of Bog Dragon's Blood With this mighty summon you call upon holy seraphim to come and assist you and your allies in battle. A powerful seraphim comes forth to fight along side you and your allies. Each round the seraphim will melee attack an enemy of your choice or blast holy light at all enemy targets. The melee attack deals 6d% damage. The holy light will do 5d% magic damage to normal targets or 8d% magic damage to the undead or targets with dark alignment. OAfter 1d8 rounds the seraphim will disappear. If you are not of a light alignment the summon will not work. |
N/A | |||
| Ancient Summoning | 25 Soul |
Component Cost: 2 Dragon's Eyes and 3 vials of Bog Imp's Blood With this mighty summon you call upon the ancient spirits to come and assist you and your allies in battle. A great and terrible ancient chimera comes forth from the spirit realm to fight along side you and your allies. Each round the chimera will melee attack an enemy of your choice or blow spiritual flame at all enemy targets. The melee attack 4d% damage per hit. The spiritual flame will do 3d% + 20 magic damage. Once the summon's duration is over, the ancient beast will disappear. |
N/A | |||
| Ancestral Rage | 15 Soul |
Component Cost: 3 Fire Lichen With this summon you call forth the spirits of your ancestors to help you in battle. The ancestors are enraged at those who dare to attack you, and rush forth across the battlefield doing 3d% increased by your Runic Energy magical damage to every enemy target. If you are a vigilant observer of your ancestors and they are proud of you, your Runic Energy will be doubled for this attack. |
N/A | |||
| Ancestral Protection | 20 Soul |
Component Cost: 3 Imp Skulls With this summon you call forth the spirit of your ancestors to protect you and your friends. For 1d6 rounds, all physical damage dealt to you and your friends is reduced by 30% and it is redirected back at the attacker so that the attacker receives half the damage it causes. |
N/A | |||
| Ancestral Empowerment | 10 Soul |
Component Cost: 1 Arrow Root and 1 Blue Grass With this summon you call upon the spirit of your ancestors to empower you. They do so by making it easier for you to use your skills. You are given a +10 bonus to your skill, spell, and stat checks, -10 penalty if you have angered your ancestors. Once the summon's duration of 1d8 rounds is done, you return to normal. |
N/A | |||
| Ancestral Blessing | 5 Soul |
Component Cost: 1 Faded Hope Willow Leaf With this summon you summon the spirits of your ancestors to aid you. Their spiritual energy washes over you increasing your Melee, Bow, Throw Powers and Fortitude by 25% temporarily. If you are not observant of your ancestors or have dishonored your family, the boost is half that. |
N/A | |||
| Alla Breve Aria | 4 Endurance | Increases movement rates by 20% for those immediately around you (1x1 space area) for 1 hour. |
Level 1: 20%; 4 Endurance Level 2: 40%; 8 Endurance Level 3: 60%; 12 Endurance Level 4: 80%; 16 Endurance |
|||
| Alchemical Immunity | N/A | 15% chance to be immune to the potion used against you. |
Level 1: 15% Level 2: 30% Level 3: 45% Level 4: 60% |
|||
| Alchemical Identify | 5 Soul | +10 to Perceive to identify a potion and its properties. |
Level 1: +10; 5 Soul Level 2: +20; 10 Soul Level 3: +30; 15 Soul Level 4: +40; 20 Soul |
|||
| Alchemical Application | N/A | Apply potion to weapon giving weapon its effects. | N/A: only one level | |||
| Airship Repair | N/A | Able to use repair skill to repair airships. | N/A: only one level | |||
| Airship Operation | N/A | Able to drive and operate airships. | N/A: only one level | |||
| Aiming | N/A | self | instant | Easy Perceive | Roll a 1d6 along with your Focus Check when making a focused attack. | N/A |
| Aiming | N/A | self | instant | Easy Perceive | Roll a 1d6 along with your Focus Check when making a focused attack. | N/A |
| AI Theory | N/A | +5 to Mental per level to program artificial intelligence protocols. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
|||
| Agility Empowerment | 5 Endurance | Increase Agility by 10% of Speed for 1d6 rounds. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
|||
| Agile Speed | 12 Soul | Increase Speed by 10% of Agility for 1d4 rounds. |
Level 1: 10%; 12 Soul Level 2: 20%; 24 Soul Level 3: 30%; 36 Soul Level 4: 40%; 48 Soul |
|||
| Agile Reaction | 8 Soul | Increase React by 10% of Agility for 1d4 rounds. |
Level 1: 10%; 8 Soul Level 2: 20%; 16 Soul Level 3: 30%; 24 Soul Level 4: 40%; 32 Soul |
|||
| Agile Evasion | 5 Soul | Increase Evade by 10% of Agility for 1d4 rounds. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
|||
| Affect Reality | 2 Soul | self | instant | Normal Arcana | This skill allows the spirit elf to affect the physical world while in spirit form. Using this skill will allow the spirit elf to open doors and chests, set and disarm traps, cause physical damage, and anything else as if physical. However, any physical damages will be halved. | N/A |
| Affect Form | 2 Soul | self | until changed back | Normal Arcana | This skill allows the spirit elf to drop their physical form and become spiritual. Their physical form will disappear, and any clothing, weaponry, armor, or packs on them not enchanted to their element will drop to the floor. The spirit elf will then be a spirit, like any other spirit or wraith, and thus able to move about without any physical restrictions. However, each round (in battle) or each hour (out of battle) that the spirit elf remains in spirit form the spirit elf must make a mental check, with a penalty of 10 that increases by 10 for each round or hour after that, as well as spend 20% of their max Endurance. Skilled Concentration will cut the Endurance cost in half, and decrease the penalty by 5. Should Endurance drop to 0 or the spirit elf fail a mental check, the spirit elf will need to make 1 save check, and should that fail the spirit elf will be dead, only able to be restored by Miracle Summoning or Resurrection. When the spirit elf is ready to regain physical form, the spirit elf needs to use this skill again. The spirit elf cannot affect the physical world in this form. | N/A |
| Adventure Empowerment | 5 Endurance | Increase Adventurer Actions by 10% of Speed for 1d10 hours. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
|||
| Advanced Vehicle Repair | N/A | Able to use repair skills on Advanced vehicles. | N/A: only one level | |||
| Advanced Vehicle Operation | N/A | Able to drive and operate advanced vehicles. | N/A: only one level | |||
| Advanced Swordplay | 4 Power | self | instant | Normal Stealth | Fancy and fast sword moves that is harder to detect, decreasing target's Evade by 3. | Basic Swordplay |
| Advanced Slashing Proficiency | N/A | self | 1d6 rounds | Hard Critical | Increases Focus by 3 and slashing damage by 1d6. Causes 1d4 wound damage per round until healed. If unarmored causes 1 bleeding out damage until healed. | Novice Slashing Proficiency |
| Advanced Runic Crafting | 10 Soul | self | 16 hours | Impossible Arcana | Allows you to craft advanced runic items. | Better Runic Crafting |
| Advanced Piercing Proficiency | N/A | self | 1d6 rounds | Hard Critical | Increases Focus by 3 and piercing damage by 1d6. Minimum damage of attack to affect Vitality will be 1d6 damage instead of 1 damage. 1d4 bleeding out damage per round until healed. | Novice Piercing Proficiency |
| Advanced First Aid | 20 Soul | Heals broken bones, impalement, and other serious conditions with First Aid. | N/A: only one level | |||
| Advanced Crafting | N/A | self | 10 hours | Hard Insight | Allows you to craft advanced items. | Better Crafting |
| Advanced Chopping Proficiency | N/A | self | 1d6 rounds | Hard Critical | Increases Focus by 3 and chopping damage by 1d6. 1d6 bleeding out damage per round until healed. | Novice Chopping Proficiency |
| Advanced Bludgeoning Proficiency | N/A | self | 1d6 rounds | Hard Critical | Increases Focus by 3 and bludgeoning damage by 1d6. Dazes target for 1d4 rounds after stun. Knocks target to the ground. Stuns target for 1 round. 1d4 wound damage per round until cured. | Novice Bludgeoning Proficiency |
| Advanced Bashing Proficiency | N/A | self | 1d6 rounds | Hard Critical | Increases Focus by 3 and bashing damage by 1d8. Dazes target for 1d4 rounds following stun. Stuns target for 1 round. | Novice Bashing Proficiency |
| Acid Amplification | 5 Soul | Increase acid's effects by 15%. |
Level 1: 15%; 5 Soul Level 2: 30%; 10 Soul Level 3: 45%; 15 Soul Level 4: 60%; 20 Soul |
|||
| A Concert for Zodo | 8 Soul | Grants anyone in a 4x4 space area around you a 1d6 Soul and Runic Energy. It also grants runic elemental dominance against any other target, even if the other target is of the same element. If both targets have this effects, the dominance cancels out. The effects last for 1d6 rounds. |
Level 1: 1d6; 8 Soul Level 2: 2d6; 16 Soul Level 3: 3d6; 24 Soul Level 4: 4d6; 32 Soul |
|||
| 3-Hit Combo | 6 Power | weapon's range affecting 1-3 targets | instant | Hard React | Perform 3 attacks hitting up to 3 targets within weapon range. | 2-Hit Combo |
| 2-Hit Combo | 4 Power | weapon's range affecting 1-2 targets | instant | Normal React Check | Before 2 basic attacks at the same time affecting 1 to 2 targets that are within your melee weapon range. | Basic Attack |
| 2-Handed Proficiency | N/A | Increase Melee Power by 25% (x 1.25) for each level of mastery. This is an increase to the Melee Power for each hand. Since you are using a 2-handed weapon, you are already applying Melee Power twice. If your Melee Power is 12, this would be 12 x 1.25 = 15, so you'd use 15 + 15 + weapon attack value. |
Level 1: 25% (x1.25) Level 2: 50% (x1.5) Level 3: 75% (x1.75) Level 4: 100% (x2) |
|||
| +1d10 Damage | 2 Endurance | Increases the damage done by 1d10. If using a weapon, this is added to your weapon as extra attack value. If unarmed, it is added to your Melee Power. |
Level 1: 1d10; 2 Endurance Level 2: 2d10; 4 Endurance Level 3: 3d10; 6 Endurance Level 4: 4d10; 8 Endurance |


