Skills




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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
Dwarven Runes N/A Dwarves can use ylem stones to make small dwarven runes, with dwarven runic words etched into the stone. Unlike a traditional rune stone, these are much smaller and have very little real power. Instead they will have instant effects that are 20% as strong as the actual spell put into the stone. For example, you could make a dwarven healing rune that when pleaced on the head of the target would heal the target for 20% of what Essence Bolt would. Or perhaps a dwarven fire rune that when thrown at the target would do 20% of what firestreak would do. The upside here is that you can make 10 dwarven runes from one ylem, instead of just 1 rune stone, and these stones could be fashioned into things like arrow heads, or simply thrown or used quickly. Dwarven runes cannot be recharged however, and their use is 20% of that of a traditional rune stone. N/A: only one level
Sorcery N/A Allows use of alchemical ingredients for spell crafting. Refer to the rules for Sorcery.  N/A: only one level
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
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
Druid's Companion 4 Soul +5 to Will Check per level of mastery to temporarily tame a creature. You can only tame 1 creature per battle.

Level 1: +5; 4 SA; tame up to 1 creature
Level 2: +10; 8 SA; tame up to 2 creatures
Level 3: +15; 12 SA; tame up to 3 creatures
Level 4: +20; 16 SA; tame up to 4 creatures

The tame up to 2-4 creatures doesn't mean you can tame that many creatures with one use of the skill. Instead, you can use this skill to tame up to that many individual creatures over the course of the battle.

Other Sight 10 Soul Wood Elves are at one with nature. The wood elf can use his or her connection with nature and natural creatures to see through their eyes. The wood elf relaxes for a moment, going into a meditative state, searching for any natural, non-hostile creature. Once found, the wood elf can see through its eyes to see what it sees for up to ten minutes. This can only work on natural creatures such as birds, horses, rats, bats, and the like - nothing that can be considered unnatural, hostile, or found in the bestairy.  N/A: only one level
Silent Hunter N/A Wood Elves can slow down their movement to half movement (or each action is two adventure actions) so that they are not making any sound, no matter what they are walking on. In this way, the wood elf can easily sneak up on a target and ambush the target, assuming no one else is around the wood elf to alert the target. This would allow the wood elf to attack before the battle starts. N/A: only one level
Safe Footing N/A Ignore unstable terrain. Walking on loose rocks, floors that may collapse, or slippery ice may normally cause you difficulty. Not with this skill. With this skill you can walk on such surfaces as if it were normal ground. N/A: only one level
Tracking N/A Easily find and follow tracks up to 2 days old per level of mastery. Level 1: 2 days
Level 2: 4 days
Level 3: 6 days
Level 4: 8 days
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
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:

  • World: + 1d10 at night
  • Battle: +4 in darkness or at night
  • Adventure Actions: +5 if no light

Level 2:

  • World: + 2d10 at night
  • Battle: +8 in darkness or at night
  • Adventure Actions: +10 if no light

Level 3:

  • World: + 3d10 at night
  • Battle: +12 in darkness or at night
  • Adventure Actions: +15 if no light

Level 4:

  • World: + 4d10 at night
  • Battle: +16 in darkness or at night
  • Adventure Actions: +20 if no light
Shadow Hide N/A Dark Elves are at home in the shadows and can hide in them easily. When using Hide, if the place is low lit or they are in a shadowy area, other targets are unable to perceive them.  N/A: only one level
Shadow Warrior N/A Darkness is an ally to the dark elf. Whenever they are fighting in dark environments or at night, they receive a +5 to Melee Power, Throw Power, and Bow Power. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Hunting N/A +5 to Hit Targeting per level of mastery against selected enemy type. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Yeti Roar 5 Endurance Skill that lets the yeti let out a loud roar which unnerves the affected targets, causing them to need to make a will check with a 5 point penalty to attack or use any skills or spells against the yeti. The unnerving effect lasts for 2 rounds. Level 1: -5; 5 Endurance
Level 2: -10; 10 Endurance
Level 3: -15; 15 Endurance
Level 4: -20; 20 Endurance
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
Herbal Knowledge 5 Soul +10 to Perceive to identify a plant and its properties. Level 1: +10; 5 Soul
Level 2: +20; 10 Soul
Level 3: +30; 15 Soul
Level 4: +40; 20 Soul
Tone & Rhythm N/A Able to hold a beat and sing or play instruments. N/A: only one level
Alchemical Application N/A Apply potion to weapon giving weapon its effects. N/A: only one level
Disguise N/A Wear convincing disguises. 5 penalty to other's perceive to notice that it is indeed you.  Level 1: -5
Level 2: -10
Level 3: -15
Level 4: -20
Trap Knowledge 5 Soul Grants you knowledge of how traps work, giving you a +10 to Luck to disarm them. Because of this skill you understand traps better, this makes it more likely that you can disarm them without any issues thus the bonus. You still need to play out how you do so. Level 1: +10 to Luck to disarm traps safely; 5 Soul
Level 2: +20 to Luck to disarm traps safely; 10 Soul
Level 3: +30 to Luck to disarm traps safely; 15 Soul
Level 4: +40 to Luck to disarm traps safely; 20 Soul
Trap Setting 5 Soul Gives you +10 to Luck that your trap will work. Just because you set a trap doesn't mean that it will work or that the target will be caught by it. With this skill, you increase your odds that the trap will function as intended and that the target will be affected or caught by it. This is largely used out of battle, as you wouldn't have time to set a trap in battle, however, if you set the trap before battle and the trap is in the battle field, this skill's effect still plays out. You need to have the materials for the trap at hand, design the trap, and describe it and your intended effects. Level 1: +10 to Luck; 5 Soul
Level 2: +20 to Luck; 10 Soul
Level 3: +30 to Luck; 15 Soul
Level 4: +40 to Luck; 20 Soul
Sense Alignment 5 Soul

Can sense alignment of target within 10 feet of you. If a priest of Taal double the range and target can't mask alignment.

Neutral Alignment

N/A: only one level
Intimidation 5 Soul

Makes you appear more intimidating giving you an extra 3 to Influence and targets a -3 penalty to Will when using Glamour.

Neutral Alignment

Level 1: +3, -3; 5 Soul
Level 2: +6, -6; 10 Soul
Level 3: +9, -9; 15 Soul
Level 4: +12, -12; 20 Soul
Magic Absorb 5 Soul Absorb 5% of the magical damage that gets through your armor. That will reduce the damage that gets through by 5%. That 5% is applied to your next spell cast or any attack that uses Runic Energy, whether it successfully hits or not, thus not only reducing your damage taking but also increasing the damage you deal, or healing power.  Level 1: 5%; 5 Soul
Level 2: 10%; 10 Soul
Level 3: 15%; 15 Soul
Level 4: 20%; 20 Soul
+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
Dual Wielding Proficiency N/A By default you do not add Melee Power to your second hand when you are dual wielding. This skill allows you to add some melee power to the weapon in your second hand, making it more powerful.  Level 1: Add 1/2 Melee Power to 2nd Hand
Level 2: Add full Melee Power to 2nd Hand
Vitality Empowerment 5 Endurance Increase Vitality by 10% of Strength for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Increased Critical N/A This skill increases the chance that your hit will be a critical hit by +5. This is an instant effect that only applies when used. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Melee Empowerment 5 Endurance Increase Melee Power by 10% of Strength for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Melee Proficiency N/A Increase Melee Power by 10%. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Special Weapon Damage N/A

Critical Hit automatically inflicts special weapon damage based on the weapon attack type.

Special Weapon Damages:

  • Slashing: 1d6 Bleeding damage per round until healed
  • Piercing: Wounds which causes 1d4 bleeding damage per round until healed and increases damage dealt to HP by 1d10 per hit when wound is struck
  • Chopping: 1d10 Bleeding damage per round until healed and 10% chance of severing a limb
  • Bashing: Daze for 1d6 rounds decreasing hit chance in half, stun for 1 round, 20% chance of knocking target out

Weapons may also have special weapon damages listed that can apply here.

Increase dice rolls by 1 for inflicted status effects per level. For example, level 2 slashing will cause 2d6 bleeding damage and level 3 piercing will cause 3d4 bleeding damage and 3d10 wound damage.
Weapon Proficiency N/A

Increase the attack value of your chosen weapon type by 10% per level. Warriors can learn to use any weapon type, but you are limited to 3. Your choices are:

  • Daggers
  • Swords
  • Scythes
  • Axes
  • Clubs & Hammers
  • Rods & Staffs
  • Spears & Pole Arms
  • Whips
  • Unconventional Weapons

Each weapon type is its own skill and must be acquired and leveled up separately.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
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
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
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
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
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
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
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%
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%
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 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
Disarm Chance 5 Endurance 10% chance to disarm attacker with weapon when parrying. Acquiring this skill requires Block or Parry Proficiency and is a part of that skill chain. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Vitality Empowerment 5 Endurance Increase Vitality by 10% of Fortitude for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Knock Down Defense N/A 10% chance of immunity to knock down per level of mastery. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Mortal Guard N/A Increases Vitality Save by 5 per level of mastery. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Pierce Defense N/A +2 to defense against pierce attacks per level of mastery. This means that your armor will reduce pierce damage by 2 more.  Level 1: +2
Level 2: +4
Level 3: +6
Level 4: +8
Poison or Sickness Defense N/A 15% chance of immunity to poison or sickness per level of mastery. Level 1: 15%
Level 2: 30%
Level 3: 45%
Level 4: 60%
Reactive Guard N/A +5 to React Check to guard ally in move range when ally is attacked. This is a permanent effect. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Resistance Empowerment 5 Endurance Increase Resistance by 10% of Fortitude for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Runic Block 5 Soul Allows for block value using shields to be used to block magic. N/A: only one level
Runic Defense N/A Increase Spirit while in Defensive Stance by 10% per level of mastery. This is not a flat increase, but a percentage increase.  Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Self Defense Techniques 5 Soul +2 to Evade, Defense, and Resist per level of mastery for 1d4 rounds. Level 1: +2, 1d4 rounds; 5 Soul
Level 2: +4, 2d4 rounds; 10 Soul
Level 3: +6, 3d4 rounds; 15 Soul 
Level 4: +8, 4d4 rounds; 20 Soul
Slash Defense N/A +2 to defense against slash attacks per level of mastery. Level 1: +2
Level 2: +4
Level 3: +6
Level 4: +8
Power Empowerment 5 Endurance Increase Power by 10% of Strength for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Power Empowerment 5 Endurance Increase 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
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
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%
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 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
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
Dual Guns Proficiency N/A Allows for using skills with hand gun in second hand. This can only be used with hand guns. Basically, this allows you to have a hand gun in each hand. Normally you would only be able to use the gun skills with the hand gun in your prominent hand, however with this skill you can also use those skills with the gun in your off hand. N/A: only one level
Extra Arrow 5 Endurance Increases the shot by 1 arrow per level of mastery, losing 5 per arrow to your Hit Chance. So if you have and use Level 3 of this skill, you will shoot 4 arrows at once, but your hit chance will have a -20 penalty.  Level 1: 1 extra arrow; 5 Endurance
Level 2: 2 extra arrow; 10 Endurance
Level 3: 3 extra arrow; 15 Endurance
Extra Piercing 5 Endurance Increases Piercing Rate by 5. Level 1: +5; 5 Endurance
Level 2: +10; 10 Endurance
Level 3: +15; 15 Endurance
Level 4: +20; 20 Endurance
Free Reload N/A Get 1 free reload of your long gun every other turn. This lets you load your rifle or shot gun without spending your support action to do so. N/A: only one level
Hit Targeting Empowerment 5 Endurance Increase Hit Targeting 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
Inflict Wounds - Bow N/A Critical hit with bow & arrow or crossbow inflicts 1d6 bleeding wound damage, non stacking. Level 1: 1d6+1
Level 2: 2d6+1
Level 3: 3d6+1
Level 4: 4d6+1
Inflict Wounds - Long Guns N/A Critical hit with long gun inflicts 1d12 bleeding wound damage, non stacking. Level 1: 1d12
Level 2: 2d12
Level 3: 3d12
Level 4: 4d12
Long Gun Proficiency N/A Increases the attack value of your long gun 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%
Mortal Shot 10 Soul 5% chance per level of shot killing target. Level 1: 5%; 10 Soul
Level 2: 10%; 20 Soul
Level 3: 15%; 30 Soul
Level 4: 20%; 40 Soul
Phantom Hunter 3 Soul Increase damage done against spirits by 25% per level of mastery. Level 1: 25%; 3 Soul
Level 2: 50%; 6 Soul
Level 3: 75%; 9 Soul
Level 4: 100%; 12 Soul
Point Blank 4 Soul No need to roll to hit target if within 1 space of target. Total damage is increased by 10% per level of mastery. Level 1: 10%; 4 Soul
Level 2: 20%; 8 Soul
Level 3: 30%; 16 Soul
Level 4: 40%; 20 Soul
Puck Shot 10 Soul Roll hit chance to bounce projectile off one target or obstacle to hit another in range. Basically, if you have the range of 12 for your projectile weapon, you fire at one target 8 spaces away. There's another target that is 4 spaces from that target, still within the total 12 of your weapon. You would roll hit chance on that target as well, and if you succeed, your ammo will bounce off the first target and hit the second target. Same damage will be dealt to both targets.  N/A: only one level
Richochet Projectile 6 Soul Puck Shot + 1 extra target within 6 spaces per level of mastery. Hit Chance drops by 5 per target. Level 1: +1 target; 6 Soul
Level 2: +2 targets; 12 Soul
Level 3: +3 targets; 18 Soul
Level 4: +4 targets; 24 Soul
Throw Power Empowerment 5 Endurance Increase Throw 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
Inflict Daze or Stun N/A With this skill, every time you make a critical hit you have a 10% chance to daze the target for 1 round and a 5% chance to stun the target for 1 round. Basically, if you manage a critical hit, you will roll to see if you daze the target or stun your target. A dazed target will lose the ability to defend the rest of that round, and will have to make a 20 penalty on hit chance during its attack round. A stunned target will not be able to act for that round. If you stun your target you cannot also daze your target. Level 1: 10% / 5%
Level 2: 20% / 10%
Level 3: 30% / 15%
Level 4: 40% / 20%
Inner Chi 5 Soul Add Runic Energy to Attack. Adds runic energy once per level of mastery. Level 1: Runic Energy + Attack; 5 Soul
Level 2: Runic Energy x 2 + Attack; 10 Soul
Level 3: Runic Energy x 3 + Attack; 15 Soul
Level 4: Runic Energy x 4 + Attack; 20 Soul
Martial Arts Proficiency N/A Increase Melee Power by 10%. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Martial Attack Proficiency N/A

Increase Hit Chance by 10% with attack type per level.

The Attack Types are:

  • Punching
  • Kicking
  • Grappling
  • Bashing

Each martial attack type is its own skill and you would have to level up each one individually. Just because you have an attack type punching at level 3 you won't also have grappling at level 3. When you acquire grappling it will be at level 1.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Martial Conditioning N/A Increase Fortitude by 5 permanently as a modifier. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Martial Weapon Proficiency N/A

Increases the attack value of your martial arts weapon 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. 

The Martial Arts Weapons are:

  • Unarmed
  • Katana
  • Nunchucks
  • Rods

Each weapon type is its on skill and you would have to level up each one individually. Just because you have an weapon type unarmed at level 3 you won't also have nunchucks at level 3. When you acquire nunchucks it will be at level 1.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Meditation N/A Recover 10% of max stats in 1 hour. Double focus for rest of day. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
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
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 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
Critical Chi N/A Any Critical Hit with an attack that uses Chi also adds double Runic Energy.  N/A: only one level
Dual Fist / Throw Proficiency N/A By default you do not add Melee Power or Throw Power to your second hand when you are using both hands to punch or throw. This skill allows you to add some melee power or throw to your second hand when punching or throwing, thusly allowing you to punch and throw effectively with both hands.   Level 1: Add 1/2 Melee or Throw Power to 2nd Hand
Level 2: Add full Melee or Throw Power to 2nd Hand
Empower Chi 5 Soul Increase Chi's Runic Energy by 1d10. This is only for when using Inner Chi. Level 1: 1d10; 5 Soul
Level 2: 2d10; 10 Soul
Level 3: 3d10; 15 Soul
Level 4: 4d10; 20 Soul
Endure N/A Increase Resist by 5 permanently as a modifier. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Endurance Empowerment 5 Soul Increase Endurance by 10% of Fortitude for 1d6 rounds. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul
Extra Attack 5 Endurance With this skill you get one extra martial arts attack. That extra strike is only 1/2 melee power.  Level 1: 1 extra attack; 5 Endurance
Level 2: 2 extra attacks; 10 Endurance
Level 3: 3 extra attacks; 15 Endurance
Level 4: 4 extra attacks; 20 Endurance
Vitality Empowerment 5 Endurance Increase Vitality by 10% of Fortitude for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Attack Type Proficiency - Thief N/A

Increase Hit Chance by 10% with attack type per level.

The Attack Types are:

  • Slashing
  • Piercing

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%
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
Evade Empowerment 5 Endurance Increase Evade 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
Extra Throw 5 Endurance With this skill you get one extra toss with your weapon. That extra strike does not include any throw power.  Level 1: 1 extra toss; 5 Endurance
Level 2: 2 extra tosses; 10 Endurance
Level 3: 3 extra tosses; 15 Endurance
Level 4: 4 extra tosses; 20 Endurance
Hide in Plain Sight 4 Soul Hide out in the open. -5 to enemy's perceive. Level 1: -5; 4 Soul
Level 2: -10; 8 Soul
Level 3: -15; 12 Soul
Level 4: -20; 16 Soul
Pick Locks 4 Soul Pick Locks using lockpicks. Level of mastery determines the difficulty level of the lock that you can pick. You must roll a 1d6 with every use of this skill, with a 6 = broken lock pick. Level 1: Level 1 lock; 4 Soul
Level 2: Level 2 lock; 8 Soul
Level 3: Level 3 lock; 12 Soul
Level 4: Level 4 lock; 16 Soul
Pick Pocket 2 Soul Lift money or other bagged items from target without getting noticed. +5 to Luck Check. Level 1: +5; 2 Soul
Level 2: +10; 4 Soul
Level 3: +15; 6 Soul
Level 4: +20; 8 Soul
Sneak 4 Endurance Move about without being noticed once you've already hidden. -5 to enemy's perceive.  Level 1: -5; 4 Endurance
Level 2: -10; 8 Endurance
Level 3: -15; 12 Endurance
Level 4: -20; 16 Endurance
Targeted Throw N/A Increase Hit Targeting by 5 with each level of mastery. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Weapon Proficiency N/A

Increase the attack value of your chosen weapon type by 10% per level.

The Weapon Types are:

  • Daggers
  • Snares
  • Throwing Weapons

Each attack type is its on skill and you would have to level up each one individually. Just because you have a weapon type daggers at level 3 you won't also have throwing weapons at level 3. When you acquire throwing weapons it will be at level 1.

Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
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
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
Elemental Awakening 10 Soul

Allows you to create and awaken an elemental representative of your element.

  • Level 1: Runic Elemental
  • Level 2: Runic Construct
  • Level 3: Runic Avatar
Level 1: Runic Elemental; 10 Soul
Level 2: Runic Construct; 20 Soul
Level 3: Runic Avatar; 30 Soul
Elemental Blood N/A Soul regenerates by your amount of Runic Energy per level of mastery per round or hour. Level 1: 30%
Level 2: 60%
Level 3: 90%
Level 4: 120%
Magic Break N/A Allows you to throw up to 25% of Soul per level to break a spell lock or trap. Level 1: 25%
Level 2: 50%
Level 3: 75%
Level 4: 100%
Magic Channeling N/A Increase spell damage by extra runic energy for each casting round added. If the spell calls for 1 casting round and you increase it to 2, you get to double your runic energy into the spell.  N/A: only one level
Magic Grace N/A Causes spells that affect everyone in an area to not harm allies or benefit enemies. N/A: only one level
Magic Ink 8 Soul Allows for writing spell scrolls. The spells written on these scrolls can be used as if they were from rune stones, however they will be 75% as effective. You must have mastered the spell from a rune stone before you can write it into a scroll. N/A: only one level
Magic Mirror 10 Soul Reflects 10% of the spell back at the target. Level 1: 10%; 10 Soul
Level 2: 20%; 20 Soul
Level 3: 30%; 30 Soul
Level 4: 40%; 40 Soul
Magic Theory N/A +1d8 to Runic Energy per level of mastery. Level 1: 1d8
Level 2: 2d8
Level 3: 3d8
Level 4: 4d8
Piercing Spell 4 Soul Causes spells to pierce 5% per level beyond spirit and affect Vitality. Level 1: 5%; 4 Soul
Level 2: 10%; 8 Soul
Level 3: 15%; 12 Soul
Level 4: 20%; 16 Soul
Quick Cast 8 Soul Allows you to quickly cast an additional instant or 1 round cast spell with no runic energy added. Level 1: 1 extra cast; 8 Soul
Level 2: 2 extra casts; 16 Soul
Level 3: 3 extra casts; 24 Soul
Level 4: 4 extra casts; 32 Soul
Rune Stone Theory N/A

Create rune stones and use rune stones more effectively, including applying effects before mastery.

Basically, with this skill you can do the following:

  • Create Rune Stones: you can create a rune stone using a spell line that you have mastered. You must have the spell line mastered before creating a new rune stone with that line.
  • Improved Rune Stone Use: Spells within your rune stone will use 20% less SA from the stone, and don't worry it won't take that extra cost from you either. Furthermore, you can add 1/2 your character point rate to the spell mastery if you fail at the spell.
  • Apply Non-mastered Effects: You will be able to use the rune stone effect on your weapons or armor as long as you have access to that spell it is connected to in the spell line. You won't have to wait for that spell to be mastered to have access to that affect.
N/A: only one level
Rune Tattooing 15 Soul Tattoo that increases Runic Stats by 5 each per level of mastery, except casting speed. This is Runic Energy and Spirit. The Tattoo is permanent once made. Level 1: +5; 15 Soul
Level 2: +10; 30 Soul
Level 3: +15; 45 Soul
Level 4: +20; 60 Soul
Soul Empowerment 5 Endurance Increase Soul by 10% of Mental for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Runic Speed Empowerment 5 Endurance Increase Runic Speed by 1 for 1d6 rounds. Level 1: +1; 5 Endurance
Level 2: +2; 10 Endurance
Level 3: +3; 15 Endurance
Level 4: +4; 20 Endurance
Spell Bomb 10 Soul Changes a single target spell into a spell that affects all surrounding spaces around the target. N/A: only one level
Spell Modification N/A Modify and upgrade mastered spells using spell components. You can use this with Spell Modification Components as is. N/A: only one level
Spell Necessity N/A Allows you to use Vitality to fuel spell if you do not have enough Soul. Basically, without this skill, if you used a spell that cost 10 Soul and you only had 5, the other 5 would come from your Awareness. With this skill that other 5 would come from your Vitality.  N/A: only one level
Spell Slinger N/A Increase Hit Chance of spell by 10% per level of mastery. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Splitting Magic 4 Soul Causes a single target spell to split to an additional nearby target spell (within 5 spaces) per level of mastery. Level 1: +1 target; 4 Soul
Level 2: +2 target; 8 Soul
Level 3: +3 target; 12 Soul
Level 4: +4 target; 16 Soul
Staggering Spell 4 Soul 10% per level of mastery to daze the hit target for 1 round. Level 1: 10%; 4 Soul
Level 2: 20%; 8 Soul
Level 3: 30%; 12 Soul
Level 4: 40%; 16 Soul
Advanced First Aid 20 Soul Heals broken bones, impalement, and other serious conditions with First Aid. N/A: only one level
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
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
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
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
Equip Potion N/A This allows you to always have a potion in hand as long as you have enough of that potion without having to waste your support action to get another potion.  N/A: only one level
Fast Potion N/A Can use +1 potion per level of mastery as a support move. Level 1: +1 potions
Level 2: +2 potions
Level 3: +3 potions
Level 4: +4 potions
Fatigue First Aid 10 Soul Heal 1d6 Fatigue with First Aid. Level 1: 1d6; 10 Soul
Level 2: 2d6; 20 Soul
Level 3: 3d6; 30 Soul
Level 4: 4d6; 40 Soul
First Aid 5 Soul Heal wounds and restore 1d8 Vitality. Level 1: 1d8; 5 Soul
Level 2: 2d8; 10 Soul
Level 3: 3d8; 15 Soul
Level 4: 4d8; 20 Soul
Item Rationing N/A Get +1 extra use from a single potion per level of mastery. Level 1: +1 use
Level 2: +2 uses
Level 3: +3 uses
Level 4: +4 uses
Mix Potions N/A Lets you mix a number of potions based on mastery to make a new combined potion. Level 1: Mix 2 potions
Level 2: Mix 3 potions
Level 3: Mix 4 potions
Level 4: Mix 5 potions
Power First Aid 15 Soul Heal 1d10 Power with First Aid. Level 1: 1d10; 15 Soul
Level 2: 2d10; 30 Soul
Level 3: 3d10; 45 Soul
Level 4: 4d10; 60 Soul
Potion Administration N/A Increases potion's effects when using it by 25%. Level 1: 25%
Level 2: 50%
Level 3: 75%
Level 4: 100%
Potion Save 10 Soul +10 to react to use Vitality restoring potion before killing blow can kill you.  Level 1: +10; 10 Soul
Level 2: +20; 20 Soul
Level 3: +30; 30 Soul
Level 4: +40; 40 Soul
Resuscitation 20 Soul Able to restore target to consciousness using First Aid as long as Vitality remains above -10. N/A: only one level
Treat Burns 12 Soul Able to treat up to 4 levels of burns without meds Level 1: 1d4; 12 Soul
Level 2: 1d6; 24 Soul
Level 3: 1d8; 36 Soul
Level 4: 1d10; 48 Soul
Treat Poison 8 Soul Able to treat up to 4 levels of poison without meds. Level 1: 1d4 Poisons; 8 Soul
Level 2: 1d6 Poisons; 16 Soul
Level 3: 1d8 Poisons; 24 Soul
Level 4: 1d10 Poisons; 32 Soul
Treat Radiation 15 Soul Able to treat up to 4 levels of radiation poisoning without meds. Level 1: 1d10; 15 Soul
Level 2: 2d10; 30 Soul
Level 3: 3d10; 45 Soul
Level 4: 4d10; 60 Soul
Treat Visual Instability 5 Soul Able treat up to 3 levels of visual impairment without meds. Level 1: Visual Instability; 5 Soul
Level 2: Visual Distortion; 10 Soul
Level 3: Blindness; 15 Soul
Use Potion as Defense N/A Able to use a potion in defensive stance. N/A: only one level
Inner Knowledge 15 Soul Gives you a +10 to Mental per level of mastery for the day. Level 1: +10; 15 Soul
Level 2: +20; 30 Soul
Level 3: +30; 45 Soul
Level 4: +40; 60 Soul
Linguistics 5 Soul + 10 to Mental to understand, speak, and learn new languages. Each use of this skill gives you a 10% mastery of a new language. You can use this skill on a language until it gets to 100% mastered. Level 1: +10 Mental; 5 Soul
Level 2: +20 Mental; 10 Soul
Level 3: +30 Mental; 15 Soul
Level 4: +40 Mental; 20 Soul
Skill Focus 15 Soul Gives you a +10 chance to successfully perform your skill. If this means making a stat check, you will have a +10 bonus to making that stat check, for example. Level 1: +10; 15 Soul
Level 2: +20; 30 Soul
Level 3: +30; 45 Soul
Level 4: +40; 60 Soul
Study Session N/A Increase your End of Session bonus by 1d20 per level of mastery. Level 1: 1d20
Level 2: 2d20
Level 3: 3d20
Level 4: 4d20
Translate 5 Soul +10 to Mental to translate written foreign or obscure languages. Level 1: +10 Mental; 5 Soul
Level 2: +20 Mental; 10 Soul
Level 3: +30 Mental; 15 Soul
Level 4: +40 Mental; 20 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
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
Creature Bonding 10 Soul Bond tamed creature to make creature a permanent companion. Limit of 2. N/A: only one level
Dragon Kinship 20 Soul Gives you kinship with dragons that gives you certain benefits depending upon your level of mastery. Level 1: Dragon Speech; 20 Soul
Level 2: Luck Chance for Aid; 40 Soul
Level 3: Able to mount and ride for 1 trip a dragon; 60 Soul
Dragon Lore N/A With this skill you have knowledge of dragons and their customs. N/A: only one level
Druid Speech 10 Soul Your speech reduces the movement rate by 20% for 1d4 rounds and has a 10% chance to daze for 1 round any target within a 3x3 area, friend or foe. Level 1: 20%, 10% chance; 10 Soul
Level 2: 40%, 20% chance; 20 Soul
Level 3: 60%, 30% chance; 30 Soul
Level 4: 80%; 40% chance; 40 Soul
Familiar Growth N/A This skill allows you to spend character points into a familiar to boost their stats or skills.  N/A: only one level
Familiar Sync 10 Soul Able to sync with your natural familiar and have certain benefits depending upon level of mastery.  Level 1: Familiar's Sight; 10 Soul
Level 2: Become one with familiar; 20 Soul
Level 3: Switch places on map with familiar; 30 Soul
Level 4: Transform into familiar for 1 hour; 40 Soul
Natural Familiar 30 Soul Change 1 bonded creature into a spiritually linked creature that you can control. You can only have 1 natural familiar.  N/A: only one level
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
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
Identify Weak Points 5 Soul See weak points in target's armor increasing damage dealt by 10%. This can be combined with any attack skill chain.  Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul
Invention N/A Lets you create new designs from scratch. N/A: only one level
Material Identify 5 Soul +10 to Perceive to identify a material and its properties.  Level 1: +10; 5 Soul
Level 2: +20; 10 Soul
Level 3: +30; 15 Soul
Level 4: +40; 20 Soul
Repair 10 Endurance Repair an item by 25% per level of mastery, with the use of repair tools. Level 1: 25%; 10 Endurance
Level 2: 50%; 20 Endurance
Level 3: 75%; 30 Endurance
Level 4: 100%; 40 Endurance
Trained Endurance N/A Decrease Soul or Endurance cost of skill (not spell) by 10% per level of mastery. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
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
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
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
Aura of Lust N/A Adds seduction effect to singing or dancing, affecting a 3x3 area around you. N/A: only one level
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
Battle Waltz 10 Endurance Allows you to move with your dance, affecting a 3x3 area along your movement path. N/A: only one level
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
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
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
Dance Training N/A Causes your dancing skills to cost 25% less Endurance to use. N/A: only one level
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
False Love 8 Soul Adds 10% chance per affected target that they will kill themselves should you fall in battle.  Level 1: 10%; 8 Soul
Level 2: 20%; 16 Soul
Level 3: 30%; 24 Soul
Level 4: 40%; 32 Soul
Healing Tones 4 Soul adds 1d10 Vitality restore to Relaxing Tones. Level 1: 1d10; 4 Soul
Level 2: 2d10; 8 Soul
Level 3: 3d10; 12 Soul
Level 4: 4d10; 16 Soul
Joasri’s Dance 6 Endurance 10% chance to effect those in a 3x3 area around you causing them to have to make luck checks for their spells to work intended for the next 1d6 rounds. This will not affect those who fell asleep to lullaby. Level 1: 10%; 6 Endurance
Level 2: 20%; 12 Endurance
Level 3: 30%; 18 Endurance
Level 4: 40%; 24 Endurance
Kymara’s Solo 6 Soul Grants everyone in a 3x3 space around you a 1d20 modifier to Vitality and a +5 modifier to Vitality Save for 1 hour. Level 1: 1d20; 6 Soul
Level 2: 2d20; 12 Soul
Level 3: 3d20; 18 Soul
Level 4: 4d20; 24 Soul
*Saving Grace modifier doesn't increase...
Lullaby 4 Soul 30% chance to put targets in a 3x3 area around you to sleep, friend or foe. Level 1: 30%; 4 Soul
Level 2: 40%; 8 Soul
Level 3: 50%; 12 Soul
Level 4: 60%; 16 Soul
Musical Instruments 5 Soul Increases the effects of singing or dancing by your runic energy. N/A: only one level
Norvus’s Performance 5 Soul Grants anyone in 3x3 space area around you +2 to Defense and Spirit for 1d6 rounds. Level 1:  +2; 5 Soul
Level 2:  +4; 10 Soul
Level 3:  +6; 15 Soul
Level 4: +8; 20 Soul
Purifying Tones 5 Soul Adds poison, nausea, and sickness removal to Relaxing Tones. N/A: only one level
Relaxing Tones 4 Soul 80% chance to restore 1d10 Endurance to all in a 3x3 area around you. Level 1: 70%, 1d10; 4 Soul
Level 2: 60%, 2d10; 8 Soul
Level 3: 50%, 3d10; 12 Soul
Level 4: 40%, 4d10; 16 Soul
Restoring Tones 4 Soul Adds 1d8 Soul restore to Relaxing Tones. Level 1: 1d8; 4 Soul
Level 2: 2d8; 8 Soul
Level 3: 3d8; 12 Soul
Level 4: 4d8; 16 Soul
Runic Shuffle 10 Soul

Adds runic elemental effect to Tap Dance.

  • Earth: causes a tremor which knocks down all targets, friend or foe, on the battlefield and causes foes runic energy damage to Vitality
  • Air: creates a tempest around you which pushes back all targets 1d6 spaces; agility check to remain standing, runic soul damage to Vitality if pushed into something or if target falls
  • Water: fills affected's eyes with water requiring them to make perceive checks to attack for 1d4 rounds and causes runic energy damage to Vitality
  • Fire: causes burns to all enemy targets doing runic energy Vitality damage per round until cured
  • Life: restores 3d10 Vitality to all targets in the area, friend or foe, each round for 1d6 rounds;
  • Death: deals 1d12 points of poison damage to all targets in the area, friend or for, each round for 1d6 rounds;
  • Time: grants everyone in the area, friend or foe, an extra attack for 1d4 rounds;
  • Space: dazes all in the area, friend and foe, for 1 round.
N/A: only one level
Runic Sonata 10 Soul

Adds runic elemental effect to Sickening Tones.

  • Earth: causes a tremor which knocks down all targets, friend or foe, on the battlefield and causes foes runic energy damage to Vitality
  • Air: creates a tempest around you which pushes back all targets 1d6 spaces; agility check to remain standing, runic soul damage to Vitality if pushed into something or if target falls
  • Water: fills affected's eyes with water requiring them to make perceive checks to attack for 1d4 rounds and causes runic energy damage to Vitality
  • Fire: causes burns to all enemy targets doing runic energy Vitality damage per round until cured
  • Life: restores 3d10 Vitality to all targets in the area, friend or foe, each round for 1d6 rounds;
  • Death: deals 1d12 points of poison damage to all targets in the area, friend or for, each round for 1d6 rounds;
  • Time: grants everyone in the area, friend or foe, an extra attack for 1d4 rounds;
  • Space: dazes all in the area, friend and foe, for 1 round.
N/A: only one level
Seduced Haggle 5 Soul Causes the skill Haggle to always be successful against seduced targets. N/A: only one level
Sickening Tones 4 Soul 40% chance to decrease targets in a 3x3 area around you move by half and potential damage by 10%. Allies or enemies.  Level 1: 40%; 4 Soul
Level 2: 50%; 8 Soul
Level 3: 60%; 12 Soul
Level 4: 70%; 16 Soul
Soul Moves 4 Soul Adds Runic Energy as Vitality damage to affected targets of Tap Dance. N/A: only one level
Spector's Waltz 5 Soul Add 5% chance of instant death to all targets affected by Tap Dance. Level 1: 5%; 5 Soul
Level 2: 10%; 10 Soul
Level 3: 15%; 15 Soul
Level 4: 20%; 20 Soul
Tap Dance 4 Endurance 35% chance to inflict confusion on those in a 3x3 area around you, ally or enemy. Level 1: 35%; 4 Endurance
Level 2: 45%; 8 Endurance
Level 3: 55%; 12 Endurance
Level 4: 65%; 16 Endurance
Tone & Rhythm N/A Able to hold a beat and sing or play instruments. N/A: only one level
Voice Training N/A Causes your singing skills to cost 25% less Soul to use. N/A: only one level
Weapon Dance 5 Endurance Adds weapon attack to Tap Dance, hitting those around you. Do full weapon damage to all targets, ally or enemy, including melee power. This skill can only be used with melee weapons or punching or kicking.  N/A: only one level
Appraisal 5 Soul Identify the value of an item by sight. N/A: only one level
Disregard Tax N/A Automatically reduces the costs of all items by 20%. N/A: only one level
Energy Trade N/A Trade Soul, Endurance, or Power with an ally for equal amount in opposite stat. Must be next to ally you wish to trade with. Can be used with your supportive action in battle, or outside of battle. The trade is permanent. N/A: only one level
Identification 15 Soul +10 to Perceive to identify what an object is by sight and all of its properties. Level 1: +10 to Perceive; 15 Soul
Level 2: +20 to Perceive; 30 Soul
Level 3: +30 to Perceive; 45 Soul
Level 4: +40 to Perceive; 60 Soul
Identify Forgery or Counterfeit 10 Soul +10 to Perceive to identify if something is a forgery or counterfeit. Level 1: +10 to Perceive; 10 Soul
Level 2: +20 to Perceive; 20 Soul
Level 3: +30 to Perceive; 30 Soul
Level 4: +40 to Perceive; 40 Soul
Increase Resell Value N/A Increase resell value at 10% greater than purchase price. Level 1: 10% greater resell value
Level 2: 20% greater resell value
Level 3: 30% greater resell value
Level 4: 40% greater resell value
Increased Spoils N/A

Increase the end of session character point reward, found treasures, and any money found by 20%.

Please Note: You will not gain extra character points for using this skill.

Level 1: 20% increase
Level 2: 40% increase
Level 3: 60% increase
Level 4: 80% increase
Mark Up Value N/A Increase the sell value of an item by 1d20 as a percentage. Level 1: 1d20%
Level 2: 2d20%
Level 3: 3d20%
Level 4: 4d20%
Point Market N/A

Buy or sell character points in point markets. Buy 1 character point for 50 shillings. Sell 1 character point for 25 shillings. The worth of character points increases per level, so at level 4 you would get to buy 4 character points for 50 shillings or sell 0.25 character points for 25 shillings. You can use Haggle with this skill.

Please Note: You will not gain extra character points for using this skill.You will however gain the extra character points for using Haggle.

Level 1: Buy 1 cp for 50 shillings, sell 1 cp for 25 shillings
Level 2: Buy 2 cp for 50 shillings, sell 0.75 cp for 25 shillings (1 cp for 31.25)
Level 3: Buy 3 cp for 50 shillings, sell 0.5 cp for 25 shillings (1 cp for 37.50)
Level 4: But 4 cp for 50 shillings, sell 0.25 cp for 25 shillings (1 cp for 43.75)
Resell for Cost N/A Resell item not damaged at purchase price. N/A: only one level
Store Master N/A Operate a store making Luck increased by 25% (Luck x 1.25) in shillings per game week. Level 1: Luck x 1.25
Level 2: Luck x 1.50
Level 3: Luck x 1.75
Level 4: Luck x 2
Wholesale N/A Reduces the total price by 20% if bought 10 or more items. Level 1: 20%
Level 2: 40%
Level 3: 60 %
Level 4: 80%
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
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
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
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
Exorcise 10 Soul

Allows you to free people from possessions by using your Will with a +10 bonus. If you are a priest of Kymara, increase your bonus with your Runic Soul.

Light Alignment

Level 1: +10; 10 Soul
Level 2: +20; 20 Soul
Level 3: +30; 30 Soul
Level 4: +40; 40 Soul
Fear 10 Soul

Causes targets to need to make a will check or run from you for 1d4 rounds. If you are a priest of Joasri, Spector, or Zodo, add your Runic Energy as a penalty to their will check.

Dark Alignment

N/A: only one level
Gift of Tongues 40 Soul

Grants self and those in a 3x3 area (allies and enemies) double of each action type (can attack twice, use two potions, move twice, etc), double runic speed, and double movement for 1d3 rounds. Double the duration if you are a priest of the Four Winds.

Light Alignment

N/A: only one level
Holy Hands 25 Soul

Either remove the effects of poison by touch or cause 1d6 Vitality poison (non-stacking) by touch. If you are a priest of Spector, the poisoning increases to 1d8.

Neutral Alignment

N/A: only one level
Inner Peace N/A

Grants you the benefits of rage and not the negatives when in rage. This skill doesn't give you the rage status effect. Instead, should you become enraged or get the rage status effect, because you possess this skill you will only get the benefits and not the negatives. If you are a Priest of Arameas, this becomes an aura effect, affecting yourself and anyone right next to you.

Neutral Alignment

N/A: only one level
Iron Will 15 Soul

+10 to Will and an extra +5 to Influence per level of mastery for 1 day.

Neutral Alignment

Level 1: +10, +5; 15 Soul
Level 2: +20, +10; 30 Soul
Level 3: +30, +15; 45 Soul
Level 4: +40, +20; 60 Soul
Laying Hands 5 Soul

You can harm or heal a target that you touch by your Runic Energy + 1d6. Double the effect if you are a priest of Nikolai.

Healing the target only is considered Light Alignment

Healing and Harming is considered Neutral Alignment

Level 1: 1d6; 5 Soul
Level 2: 2d6; 10 Soul
Level 3: 3d6; 15 Soul
Level 4: 4d6; 20 Soul
Misreading the Scriptures 10 Soul

Causes enemies in a 3x3 area around you to need to make a will check with a 5 penalty or be controlled by you for 1 round.

A priest of Joasri increases the penalty by 1d6. A priest of Zodo increases the penalty by 1d4 and the area of effect to 4x4.

Dark Alignment

Level 1: -5; 10 Soul
Level 2: -10; 20 Soul
Level 3: -15; 30 Soul
Level 4: -20; 40 Soul
Negative Energy 5 Soul

Causes enemies in a 3x3 area around you to have a 5 penalty to any skill roll or stat check. The area of effect lasts for 2 rounds. If you are a priest of Joasri increase the penalty by 1d4.

Dark Alignment

Level 1: -5; 5 Soul; 2 rounds
Level 2: -10; 10 Soul; 4 rounds
Level 3: -15; 15 Soul; 6 rounds
Level 4: -20; 20 Soul; 8 rounds
Positive Energy 5 Soul

Grants self and those in 3x3 area +5 to any skill roll or stat check while in the area of effect. The area of effect lasts for 1 round. If you are a priest of Nikolai increase the bonus by 1d4.

Light Alignment

Level 1: +5; 5 Soul; 1 round
Level 2: +10; 10 Soul; 2 rounds
Level 3: +15; 15 Soul; 3 rounds
Level 4: +20; 20 Soul; 4 rounds
Prayer 45 Soul

The effects of this skill depend largely upon your character's deity. This can only be used once a battle.

Arameas: targets with negative alignments will receive Runic Energy Vitality damage. Targets with positive alignments will restore Vitality, Soul, and Endurance by Runic Energy. Those with neutral alignments are ignored. Light Alignment

El Anon: You and your allies armor and weapons restored, enemies dazed for 1d6 rounds and you and allies will not have to roll to hit for 1d6 rounds. Neutral Alignment

Joasri: The great trickster responds by whispering into the minds of all but the priest, asking for a sacrifice of 100 vitality, allies and enemies. Those who refuse must make a will check. If they fail the will check, they begin to hallucinate and begin to attack themselves to try and rid themselves of the monsters they imagine are on them. The temptation then comes in the second round where they are promised that they would be cured of their fears if they would sacrifice 200 vitality. If they refuse, the will continue to attack themselves and hallucinate for two more rounds. Dark Alignment

Kymara: You and your allies Vitality, Soul, and Endurance is restored by 1.5 x your runic energy, any possessions, negative status effects, and mind control is removed as well. Ky'Yurei may (with luck check) embody the priest's weapon doubling its attack power and causing instant death to anyone of a negative alignment for 1d6 rounds. Light Alignment

Nikolai: Beams of light batter the battlefield and the enemies, appearing very much like lightning bolts. All enemies are dealt 12d% damage, though if they have reflective armor such as glass the light will be reflected harmlessly away. All enemies will also suffer visual instability for the remainder of the battle, having to make perception checks to move or act. The priest and his or her allies are unharmed. Light Alignment

Norvus: Spiritual energy washes over you increasing your Strength and Fortitude by your runic energy temporarily for 1d6 rounds. Neutral Alignment

Ova: You call upon the power of Ova to protect you and your friends. She does so by providing all of you a protective layer of magical tree bark which covers your abdomen, legs, chest, and arms. This natural armor gives you a Defense and Spirit of 1d% for 1d6 rounds. Neutral Alignment

Spector: You call upon the power of Spector, the god of death, asking for him to vanquish your enemies. His power comes onto the battlefield to judge your enemies. Each enemy must roll a 1d6. If they roll a 6, they are instantly killed. If they roll a 1, they are restored completely.  Any other number is multiplied by 1d20 (per target) and dealt against them as vitality damage. Neutral Alignment

The Four Winds: You call upon the power of the four winds to help you in combat. The four winds respond, with Eros giving your weapon an extra 1d% magic damage plus 1d10 stackable poison damage. Zephyr blesses your feet giving you double movement. Solara blesses your armor so that is neglects 20% of any physical or magical damage. Tyria increases your reflexes letting you make a second attack action. This all lasts for 1d6 rounds. Neutral Alignment

Zodo: Your weapon, whatever it may be, in empowered by the powers of the forsaken realm of Xodod and its destructive magic. Every attack you do with your weapon sends a black flame copy to every other enemy target, doing the same attack and same amount of damage. Furthermore, your weapon is coated in the non-elemental fires of Xodod, giving you an additional magic damage of 1d%. Once the duration of the summon is over, your weapon returns to normal. This lasts for 1d6 rounds. Dark Alignment

Taal: All enemy targets must roll a 1d6. If the target rolls a 6, the target falls instantly asleep, and is unable to awaken for a for 1d6 rounds, no matter what happens to the target. Light Alignment

N/A: only one level
Reading the Scriptures 30 Soul

Grants self and those in a 3x3 area immunity to any kind of control for 1d4 rounds. Double duration and area of effect if you are a priest of Kymara.

Light Alignment

N/A: only one level
Religious Might N/A

Damage done against opposite alignment targets doubled and always crit.

Either Light Alignment or Dark Alignment - cannot be neutral

N/A: only one level
Religious Sanctuary 10 Soul

Grants self and those in a 3x3 area +10 to Will against possession, fear, and rage for 1d4 rounds. If you are a priest of Kymara, increase the bonus by 1d6 and the area of effect by 1.

Neutral Alignment

Level 1: +10; 10 Soul
Level 2: +20; 20 Soul
Level 3: +30; 30 Soul
Level 4: +40; 40 Soul
Reviving Hands 10 Soul

15% chance to revive the recently incapacitated by touch. The target must have greater than -10 Vitality left and this skill must be used within 3 rounds of incapacitation to work. If used against the undead, including spirits, there is a 15% chance that the undead target will cease movement, basically being dead again. Increase chance by 5% of a priest of Nikolai.

Light Alignment

Level 1: 15%; 10 Soul
Level 2: 25%: 20 Soul
Level 3: 35%; 30 Soul
Level 4: 45%; 40 Soul
Sense Emotion 5 Soul

Can sense emotion of target within 10 feet of you. If a priest of Taal double the range, sense intent as well.

Neutral Alignment

N/A: only one level
Sigil Identify 10 Soul

Recognize and understand the meaning of a sigil and to what deity or religion it belongs to.

Neutral Alignment

N/A: only one level
Spirit Armor 10 Soul

Coats armor of self with spirit energy giving +5 Runic Spirit for 1d4 rounds. If a priest of Zodo increase spirit by 1d6.

Neutral Alignment

Level 1: +5; 10 Soul
Level 2: +10; 20 Soul
Level 3: +15; 30 Soul
Level 4: +20; 40 Soul
Spiritual Communication 2 Soul

Grants 1 minute to talk to any spirits in the area, whether they are good, neutral, or dangerous.

Neutral Alignment

N/A: only one level
Spiritual Glow 4 Soul

Gives the target a -5 Will penalty against you when you are using Glamour.

Neutral Alignment

Level 1: -5; 4 Soul
Level 2: -10; 8 Soul
Level 3: -15; 12 Soul
Level 4: -20; 16 Soul
Summoning 45 Soul

This powerful skill allows you to summon forth a spiritual being. Depending upon your Will check, the summoning can vary.

  • Spiritual Gift: Must roll Will or below. 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. All of your spells are reduced by 1 runic casting speed and you have a bonus of 5 to all skill, spell, and stat check rolls. After 1d10 hours you return to normal. Used once per day.
  • Spiritual Attack: Must roll Will -5 or below. 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 5d% magical damage to every enemy target. Used once per battle.
  • Spiritual Summon: Must roll Will-15 or below. 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 is 3d% melee damage per hit with three hits for a total of 9d% damage, each hit can go to a different target. The spiritual flame will do 7d% magic damage. The duration of the summon is 1d8 rounds. Used once per battle.

Neutral Alignment

N/A: only one level
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
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
Horsemanship N/A x3 your move rate on a horse instead of x2. Basically riding a horse doubles your movement rate. With this skill however, you have greater control over a horse and can triple your movement rate. N/A: only one level
Ignore Traps 10 Soul Gives you a +10 to Luck that traps won't work on you. Let's say you accidentally set off a trap. With this skill, you have a chance that the trap simply won't work. You got lucky and ignored the trap. This skill takes effect over Trap Setting, so even if someone used Trap Setting with this skill you could still have the trap not work against you.  Level 1: +10 to Luck; 10 Soul
Level 2: +20 to Luck; 20 Soul
Level 3: +30 to Luck; 30 Soul
Level 4: +40 to Luck; 40 Soul
Lore 5 Soul Grants you knowledge of the basic lore of the area. With this skill you can know the basic history and folk tales of the area, granting you the knowledge a common citizen of the area would have. This could be useful for helping you to blend in as someone who lives there, or to give you some idea of what kind of dangers and rewards you might expect to find.  N/A - there's only 1 level.
Racial Lore 5 Soul Grants you knowledge of races you encounter and their customs. This skill won't teach you their language, but it will make you aware of how the race typically reacts with outsiders and their customs and beliefs, which could help you not to get on their bad side. N/A: only one level
Radiation Survival N/A 20% of Resistance to not be affected by radiation, increased by 10 per level of mastery Level 1: 20%
Level 2: 30%
Level 3: 40%
Level 4: 50%
Space Saving N/A Increase the storage space by 15% per level of mastery. This increases the space that your storage devices can hold, whether it be bag, belt, or pocket. This is not for liquid storage, only for dry storage. Basically, you have learned how to pak things tighter and make more use of the available space that you can store more.  Level 1: 15% increase in storage space. 
Level 2:  30% increase in storage space.
Level 3:  45% increase in storage space.
Level 4:  60% increase in storage space.
Survival Skills N/A Have the skills to make camp fires, purify water, and make basic shelter. Basically, you have the basic knowledge to survive in the wilds. This is very helpful if you do not have enough clean water, rations, and a tent. With this skill you can make a lean-to or other basic shelter that would provide the same benefits of a tent, be able to drink water from around you without worry (unless it is very acidic or toxic), forage for food, and well, make a fire for warmth, security, and cooking. N/A: only one level
Swimming While Armored 5 Endurance Lets you ignore armor weight while swimming. When you are swimming in deep water, if you are wearing armor, the GM may normally require you to make a strength check with some penalty to not sink. This skill allows you to ignore that and keep on swimming.  N/A: only one level
World Move Empowerment 5 Endurance Increase World Move Rate by 10% of Speed for 1 day. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 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
Double Attack 25 Endurance Able to attack twice a round. N/A: only one level
Double Movement 10 Endurance Able to move twice a round. N/A: only one level
Double Support 5 Endurance Able to do 2 supportive actions instead of 1. N/A
Enhanced Weapon Poisoning 10 Soul Increases the effects of potions applied to weapons by 15% per level of mastery. Level 1: 15%; 10 Soul
Level 2: 30%; 20 Soul
Level 3: 45%; 30 Soul
Level 4: 60%; 40 Soul
Hit Chance Empowerment N/A Increase Hit Chance by 10% of Speed for 1d6 rounds. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Ninja Reflexes N/A Increase Evade and Agility by 5 permanently as a modifier. However you cannot wear any armor. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Ninja Run 6 Endurance Run up walls or over water a distance of 1d6 per level of mastery. Level 1: 1d6; 6 Endurance
Level 2: 2d6; 12 Endurance
Level 3: 3d6; 18 Endurance
Level 4: 4d6; 24 Endurance
Ninja Speed N/A Increase Speed and React by 5 permanently as a modifier. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
React Empowerment N/A Increase React by 10% of Speed for 1d6 rounds. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Sleeper Strike 15 Soul Critical Hit inflicts Sleep on target. N/A
Speed Empowerment N/A Increase Speed by 10% of Speed for 1d6 rounds. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Stat Targeting N/A Allows for 10% of your attack to go against the target's Soul or Endurance per level of mastery. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Stealth 4 Endurance Use with Hide and Sneak. Attack without being noticed so that the enemy cannot defend or retaliate. -5 to enemy's perceive. Level 1: -5; 4 Endurance
Level 2: -10; 8 Endurance
Level 3: -15; 12 Endurance
Level 4: -20; 16 Endurance
Sure Hit 10 Soul 10% chance that you will hit regardless of the target's evade, per level of mastery. Level 1: 10%; 10 Soul
Level 2: 20%; 20 Soul
Level 3: 30%; 30 Soul
Level 4: 40%; 40 Soul
Weapon Mastery 4 Endurance

Increase attack value, hit chance, and critical by 10% with chosen weapon.

The Weapon Types are:

  • Nunchucks
  • Katanas
  • Throwing Weapons

Each attack type is its on skill and you would have to level up each one individually.

Level 1: 10%; 4 Endurance
Level 2: 20%; 8 Endurance
Level 3: 30%; 12 Endurance
Level 4: 40%; 16 Endurance
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
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
Elemental Status Effect 20 Soul

Causes a status effect based on your runic element when you crit.

  • Earth: Encumbered
  • Air: Anxiety
  • Water: Dehydration
  • Fire: Burns
  • Life: Dazed
  • Death: Fear
  • Time: Forgetfulness
  • Space: Confusion
N/A
Elemental Wave 4 Soul Attack sends out wave of runic energy that is 1 space on both sides dealing double runic energy damage. Level 1: 1 space on both sides; 4 Soul
Level 2: 2 spaces on both sides; 8 Soul
Level 3: 3 spaces on both sides; 12 Soul
Level 4: 4 spaces on both sides; 16 Soul
Magical Counter 10 Soul Allows your counter attack action to be a spell cast. N/A: only one level
Magical Hit Empowerment 10 Soul Increases Hit Chance by 10% of Mental for 1d6 rounds. Level 1: 10%; 10 Soul
Level 2: 20%; 20 Soul
Level 3: 30%; 30 Soul
Level 4: 40%; 40 Soul
Magical Vampirism 5 Soul 10% of spell damage done to the target's Vitality returns to the user to restore the user's Vitality. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul
Mana Armor 20 Soul Increases your Magical Protection by your Runic Energy for 1d6 rounds. N/A
Mana Shield 20 Soul Empowers your shield with your Runic Energy against magic attacks for 1d6 rounds. N/A
Mana Weapon 10 Soul Gives your weapon an edge with your elemental properties, adding Runic Energy + 1d20 to attack. Level 1: 1d20; 10 Soul
Level 2: 2d20; 20 Soul
Level 3: 3d20; 30 Soul
Level 4: 4d20; 40 Soul
Runic Critical N/A Increases Critical Hit damage by Runic Energy + 1d20 against element you are strong against. Level 1: +1d20
Level 2: +2d20
Level 3: +3d20
Level 4: +4d20
Runic Targeting N/A Increases Hit Targeting by 10% per level against elements you are strong against. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
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
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
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
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
Draw Attention N/A +10 to Influence to cause all enemies in 3x3 area to target only you for that round. Level 1: +10
Level 2: +20
Level 3: +30
Level 4: +40
Evasion Counter N/A +5 to React check to counter attack when you are attacked but not hit. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Frustrate N/A +5 to Luck to cause angered target to go into berserk for 1d4 rounds and only target you. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Influence Empowerment 5 Soul Increase Influence by 10% of Will for 1d6 rounds. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul
Initiative Empowerment 5 Soul Increase Initiative by 10% of Speed for 1d6 rounds. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul
Light Armor Mastery N/A +2 to Evade, +1 to Defense per level of mastery. Level 1: +2, +1
Level 2: +4, +2
Level 3: +6, +3
Level 4: +8, +4
React Empowerment 5 Endurance Increase React 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
Roll Counter N/A +10 to React Check to counter attack after performing a roll evasion. Level 1: +10
Level 2: +20
Level 3: +30
Level 4: +40
Roll Evasion 20 Endurance Allows you to slide and/or roll to behind the attacker when the attack is dodged. N/A
Side Step 10 Endurance Allows you to step to left or right at half battle movement rate for each dodged attack. N/A
Taunt N/A 10% chance that the targeted enemy attacker will target you only. The enemy has to be able to see and hear you. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Trick Hit N/A Deceive your target to hit decreasing target's evade by 5. Level 1: -5
Level 2: -10
Level 3: -15
Level 4: -20
Trickster 5 Soul +5 to Influence to cause target to think target's ally attacked him or her. Level 1: +5; 5 Soul
Level 2: +10; 10 Soul
Level 3: +15; 15 Soul
Level 4: +20; 20 Soul
Perceive Empowerment 5 Soul Increase Perceive 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
Precise Shot 5 Soul +5 to Hit Targeting per level. Level 1: +5; 5 Soul
Level 2: +10; 10 Soul
Level 3: +15; 15 Soul
Level 4: +20; 20 Soul
Revolver Proficiency N/A Increase attack value by 10% for revolvers. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Steady Hand 5 Endurance Decreases target's evade by 5 when using revolvers. Level 1: -5; 5 Endurance
Level 2: -10; 10 Endurance
Level 3: -15; 15 Endurance
Level 4: -20; 20 Endurance
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
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
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
Vitality Empowerment 5 Soul Increase Vitality by 10% of Fortitude for 1d6 rounds. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul
Inflict Wounds - Revolvers N/A Critical Hits inflicts 1d6 bleeding wound damage, non stacking. Level 1: 1d6
Level 2: 2d6
Level 3: 3d6
Level 4: 4d6