Skills




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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
Better Crafting N/A self 6 hours Normal Insight -2 Allows you to craft better items. Novice 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
Better Runic Crafting 8 Soul self 12 hours Hard Arcana -2 Allows you to craft better runic items. Novice Runic Crafting and Advanced Crafting
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
Occult Empowerment 5 Soul self 1 day Hard Insight Spirit guides empower your spells increasing your runic power by 1d20. However you must roll a 1d20 with all of your spell castings and if you roll a 1 it will do the opposite effect. Occult Aid
Occult Aid 4 Soul self 1 day Hard Insight A spirit guide will assist you by giving you a +1d4 to all of your checks. However at the end of the day you have to make an easy spiritual balance check. If you fail you will be possessed while you sleep and will not know what you did during the night.  Occult Guidance
Pick Magic Locks Soul cost depends on lock level touching range instant Arcana difficulty depending on lock You can pick magic locks with a lock pick. You will need to have possession of a lock pick. The difficulty depends on the level of the lock and range from Easy Lock to Impossible Lock with the Arcana check difficulty being the same as the lock level. 
Easy Magic Lock: Easy Arcana and 2 Soul
Normal Magic Lock: Normal Arcana and 4 Soul
Hard Magic Lock: Hard Arcana and 6 Soul
Impossible Magic Lock: Impossible Arcana and 8 Soul
Pick Locks
Pick Trapped Locks 8 Soul touching range instant Hard Luck You use this skill with your Pick Locks skill to pick a trapped lock without setting off the trap. If you are picking a normal lock that is trapped, use this skill first and then Pick Locks. If picking a magic lock that is trapped use this skill first then Pick Magic Locks. Once you use this skill you must then use the lock picking skill, even if you fail at this skill. If you succeed, the trap will not spring. However if you fail when you go to pick the lock the trap will spring. Pick Magic Locks
Splitting Magic 4 Soul self instant Hard Arcana Changes the single target spell causing it to split to affect 2 targets next to each other. Spell damage is halved among them. Piercing Spell
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
Powered Blow Power spent weapon range affecting 1 target instant Normal Focus -2 Increase the damage of your attack by spending Power into your attack. 2 Power = 1 extra damage. Power Rush
Powered Blow Power spent weapon range affecting 1 target instant Normal Focus -2 Increase the damage of your attack by spending Power into your attack. 2 Power = 1 extra damage. Power Rush
Extra Attack 8 Power self instant Impossible React Get a full extra attack that you can use, including using skills. Powered Blow
Rage Attack (monk) 8 Power 1 space in front affecting 1 target instant Impossible Critical Deal 1d6 focused punches on the one target. No critical attacks allowed.  Powered Blow
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
One Hit Toss 10 Soul throw range affecting 1 target instant Hard Critical -1 Roll a 1d6 with your throwing attack, a 6 = instant death of target. Precise Throw
Throwing Blitz 10 Soul throw range affecting at least 1 target per thrown weapon instant Hard React Throw 1d8 +1 throwing weapons at your target. You can use a different target per thrown weapon or throw all at one target.  Precise Throw
One Hit Toss 10 Soul throw range affecting 1 target instant Hard Critical -1 Roll a 1d6 with your throwing attack, a 6 = instant death of target. Precise Throw
Throwing Blitz 10 Soul throw range affecting at least 1 target per thrown weapon instant Hard React Throw 1d8 +1 throwing weapons at your target. You can use a different target per thrown weapon or throw all at one target.  Precise Throw
Ricochet Projectile 8 Soul weapon's range affecting many targets instant Hard Hit Chance, penalties add per target 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. Your first target gets a normal evade chance, each additional target gets a +2 bonus to evade which is increased by 2 per target so that the third target has a +4, the fourth a +6, and so on. If you succeed your ammo will bounce off the first target and hit the second target. Puck Shot
Extra Arrow 8 Soul self instant Hard Athletics Shoot 2 arrows at the same time. Quick Shot
Extra Strike 8 Power self instant Hard React With this skill you get one extra strike with your weapon.  Rage
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
Runic Tech Repair N/A 1 item 1 hour or more Normal Arcana You can repair runic tech as long as you have what you need to repair it with. Repair ability and Arcane Crafting ability
Purify Object 6 Soul touching range instant Normal Arcana -2 You can remove a curse from an object. A fail curses you.  Revoke Curse
Flip Kick 8 Power 1 space in front or behind you instant Impossible Athletics Flip in the air forwards or backwards performing a focused kick to the target's head, stunning the target for 1 round. You land on the other side of the target. Roundhouse Kick
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
Runic Block 2 Soul self instant Normal Arcana -1 With this skill you can block a spell with your shield. If the spell damage is equal to or less than your shield's block value, you take no damage. Otherwise you will decrease the spell damage by the shield's block value. Runic Defense
Runic Tech Upgrade N/A 1 item 1 hour Normal Arcane -2 With this skill you can upgrade your runic tech using new and better components. Runic Tech Combination and Design Improvement
Runic Tech Creation N/A 1 item 1 day or longer Hard Arcana With this skill you can create new runic tech, including components to upgrade runic tech. Runic Tech Upgrade and Invention
Shield Wall self self and any affected allies 1d4 rounds Normal Defense You hold your shield in front of you and duck behind it, making the shield like a wall. While behind the shield wall you cannot move, however any attacks that target you must first get past the shield wall. This increases your Physical and Magical Armor by 2, making it harder to hit you. If any of your allies use this with you and are next to you, a more secure wall is formed further increasing Physical and Magical armor by 1 for everyone involved.  Shield equipped
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
Sleeper Hit (thief) 4 Soul weapon range affecting 1 target instant Normal Critical Critical hit puts target to sleep until awakened. Silent Hit
Stealth Opportunity 2 Soul self instant Normal Stealth Allows you to move without causing an attack of opportunity. Also allows you to take an attack of opportunity when the target is not aware, increasing their evade chance difficulty up one level. In other words if it is a normal evade chance it becomes a hard evade chance. Silent Hit and Hide
Stunning Hit 6 Soul weapon range affecting 1 target instant Hard Critical Attack stuns target for 1 round. Sleeper Hit
Sly Intimidation N/A self instant Hard Deception Adds your Deception score to your Intimidate score, making it easier to intimidate your target.  Sly Deception
Sly Deception N/A self instant Normal Deception Adds your deception score to your deception score making it easier to deceive your target.  Sly Persuasion
Mortal Shot 10 Soul weapon range affecting 1 target instant Hard Critical -1 Roll a 1d6 with your shot, a 6 = instant death of target. Sniper Shot
Elemental Awakening 10 Soul self 1 day depends on level Allows you to create and awaken an elemental representative of your element.
Hard Arcana: Runic Elemental
Impossible Arcana: Runic Construct
Impossible Arcana -3: Runic Avatar
Soul Empowerment
Magic Mirror 10 Soul self instant Impossible Arcana Reflects 1d% percentage of the spell back at the spell caster. Soul Empowerment
Magical Thought 8 Soul self instant Impossible Insight With this skill you can wish for an effect to happen when spell casting. You must voice your wish and the GM could apply different penalties depending upon your wish.  Soul Empowerment
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
Piercing Spell 4 Soul self instant Normal Arcana The spell becomes piercing, ensuring an extra point of spell damage gets past the target's defenses so that the target will experience at least 2 damage to vitality instead of 1. Spell Slinger
Roundhouse Kick 6 Power a 1x1 space around you affecting all targets in those spaces instant Hard Athletics Preform Focused Kick to all spaces around you.  Split Kick
Spell Bomb 8 Soul self instant Impossible Arcana Makes the spell affect a 3x3 area. Any target in the area will get hit by the same spell and receive the same spell damage. Splitting Magic
Momentum Hit 4 Power 1/2 move range affecting 1 target instant Normal Athletics Run towards the target and swing at the target. The target will be moved in the direction of the swing the remainder of your movement range. The target will also be knocked down. Staggering Hit
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
Assasination Hit 8 Soul weapon range affecting 1 target instant Impossible Critical Hit kills target instantly Stunning Hit
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
Figure 8 10 Power a 1x1 space around you affecting all targets in those spaces instant Impossible Acrobatics Perform a complex move with your nunchucks hitting all spaces around you once. Each hit has a chance for critical damage. Each hit gets offensive power.  Switch Hit Punch
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
Lucky Throw 3 Soul self instant Normal Luck Decreases target's Evade by Luck score for the thrown attack. Throw Empowerment
Lucky Throw 3 Soul self instant Normal Luck Decreases target's Evade by Luck score for the thrown attack. Throw Empowerment
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
Haymaker 8 Power 1 space in front affecting 1 target instant Impossible Athletics A focused punch straight to the target's head. Increases damage of the attack by 1d4. Stuns the target for 1 round. A critical hit causes the target to also be dazed for the following 1d4 rounds.  Uppercut
Full Moon Attack 8 Power weapon range affecting all targets around you instant Hard Athletics Swing your weapon around in a complete circle, hitting every target that is in your weapon's range around you. Upward Momentum Swing
Powered Hit 1/2 Vitality 1 space in front affecting 1 target instant Normal Focus Pour all of yourself into your hit, increasing your damage by your secondary vitality gen dice.  Vitality Empowerment
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
Leg Trip 4 Power weapon range affecting 1 target instant Normal Athletics Whip skill that causes you to trip the target causing the target to be knocked down. Increases damage by 1. Wrist Snap
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.

Chi Element 15 Soul

A 3x3 space aura around the user that causes effects based on the user's element.

  • Fire: deals 10 + Runic Energy fire magic damage
  • Earth: increases defenses by 20%
  • Air: increases Evade by 15%
  • Water: deals 10 + Runic Energy water magic damage
  • Life: restores 15% Vitality
  • Death: deals 1d20 poison damage
  • Time: increases movement and react by 15%
  • Space: 10% chance to stun for 1 round.

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

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
Keen Sight Soul Spent self instant Normal Insight Plains Elves have amazing sight when they focus. They can see a mile away under the right conditions. With this skill, the plains elf can spend Soul to improve both their Perceive or their Evade Penalty to targets at a cost of 2 Soul for 1 bonus point.

N/A

Spirit's Shield 20 Soul Your shield is enhanced by your spirit allowing you to double the effects of Blessed Aura.

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
Elemental Cannon 5 Soul

Different effects depending upon runic element.

  • Earth: Runic Energy + 10 Earth Magic Damage, 10% chance over encumbered 1d6 rounds
  • Air: Runic Energy + 10 Air Magic Damage, 10% chance unable to use projectiles or throwing weapons 1d6 rounds
  • Water: Runic Energy + 10 Water Magic Damage, 10% chance sickness 1d6 rounds
  • Fire: Runic Energy + 10 Fire Magic Damage, 10% chance burns 1d6 rounds
  • Life: Runic Energy + 10 Life Magic Damage, 10% chance dazed 1d6 rounds
  • Death: Runic Energy + 10 Death Magic Damage, 10% chance 1d20 poison 1d6 rounds
  • Time: Runic Energy + 10 Time Magic Damage, 10% chance half movement rate and runic casting speed 1d6 rounds
  • Space: Runic Energy + 10 Space Magic Damage, 10% chance mental encumbrance 1d6 rounds
Level 1: +10, 10%; 5 Soul
Level 2: +20, 20%; 10 Soul
Level 3: +30, 30%; 15 Soul
Level 4: +40, 40%; 20 Soul
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
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
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 Rifle Theory N/A +1d8 to Runic Rifle attack value. Level 1: +1d8
Level 2: +2d8
Level 3: +3d8
Level 4: +4d8
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
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
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
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
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
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
Fake Alignment 5 Soul -10 to enemy's perceive and detect to be of a different moral alignment. Level 1: -10; 5 Soul
Level 2: -20; 10 Soul
Level 3: -30; 15 Soul
Level 4: -40; 20 Soul
Fake Element 5 Soul -10 to enemy's perceive and detect to appear to be of a different element. Level 1: -10; 5 Soul
Level 2: -20; 10 Soul
Level 3: -30; 15 Soul
Level 4: -40; 20 Soul
Fake Injury 5 Soul -10 to enemy's detect and perceive to fake a serious injury. Level 1: -10; 5 Soul
Level 2: -20; 10 Soul
Level 3: -30; 15 Soul
Level 4: -40; 20 Soul
Fake Status Effect 5 Soul -10 to enemy perceive and detect to appear to have a status effect, positive or negative. Level 1: -10; 5 Soul
Level 2: -20; 10 Soul
Level 3: -30; 15 Soul
Level 4: -40; 20 Soul
Fake Strength 5 Soul -10 to enemy perceive and detect to appear stronger than you are. Level 1: -10; 5 Soul
Level 2: -20; 10 Soul
Level 3: -30; 15 Soul
Level 4: -40; 20 Soul
Hide Motive 5 Soul -10 to enemy's Detect allowing you to better hide your motive. Level 1: -10; 5 Soul
Level 2: -20; 10 Soul
Level 3: -30; 15 Soul
Level 4: -40; 20 Soul
Play Dead 5 Soul -10 to enemy's perceive and detect to fake being dead. Level 1: -10; 5 Soul
Level 2: -20; 10 Soul
Level 3: -30; 15 Soul
Level 4: -40; 20 Soul
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
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
Extra Aimed Shot 8 Soul This skill allows for using the next shot with no hit chance loss, as long as you have a Rate of Fire that is greater than 1 with that gun. Level 1: 1 extra shot not hit chance loss; 8 Soul
Level 2: 2 extra shots not hit chance loss; 16 Soul
Level 3: 3 extra shots not hit chance loss; 24 Soul
Level 4: 4 extra shots not hit chance loss; 32 Soul
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
Power Blast 6 Soul Increase area of effect by 1 space per 6 Soul spent. Level 1: 1 space per 6 Soul
Level 2: 2 spaces per 6 Soul
Level 3: 3 spaces per 6 Soul
Level 4: 4 spaces per 6 Soul
Magical Thought 5 Soul This skill allows for wish manifestation within spell casting. Basically, the more skilled you are with this skill, the more likely it is that the spell will do something that reflects your wishes. If you want the healing spell to remove poison, for example, with this it is possible. If you want the healing spell to revive the incapacitated, it could happen. Want the basic fire spell to erupt and do double damage, possible with this. The GM can impose any penalties on top of the likelyhood of the wish happening. Level 1: 10% chance; 5 Soul
Level 2: 20% chance; 10 Soul
Level 3: 30% chance; 15 Soul
Level 4: 40% chance; 20 Soul
Runic Amplification 1 Soul Increase the charge attack value by 10%. Level 1: 10%; 1 Soul
Level 2: 20%; 2 Soul
Level 3: 30%; 3 Soul
Level 4: 40%; 4 Soul
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
Focus Empowerment 5 Endurance Increase Focus 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
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
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
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
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
Magical Components 5 Soul Allows for improving the effects of ingredients for sorcery by 10% of Runic Energy. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 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
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
Shuddering Blade 6 Soul 10% chance to cause Fear with each hit. Level 1: 10%; 6 Soul
Level 2: 20%; 12 Soul
Level 3: 30%; 18 Soul
Level 4: 40%; 24 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
Trade Death 10 Soul 15% chance to convince another enemy target that is in hearing and sight range and is able to hear to take the death blow in your place. Level 1: 15%; 10 Soul
Level 2: 30%; 20 Soul
Level 3: 45%; 30 Soul
Level 4: 60%; 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
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
Protection 10 Soul 15% chance to convince 1d6 of the enemy targets to protect you and fight for you for 1d6 rounds. Level 1: 15%; 1d6; 10 Soul
Level 2: 30%; 2d6; 20 Soul
Level 3: 45%; 3d6; 30 Soul
Level 4: 60%; 4d6; 40 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
Trade Hit 5 Soul 15% chance to convince another enemy target that is in hearing and sight range and is able to hear to take the attack dealt to your character in your place. Level 1: 15%; 5 Soul
Level 2: 30%; 10 Soul
Level 3: 45%; 15 Soul
Level 4: 60%; 20 Soul
Trade Status Effect or Benefit 5 Soul 15% chance to convince another enemy target that is in hearing and sight range and is able to hear to take the negative status effect meant for you in your place or to give you the positive status effect meant for it. Level 1: 15%; 5 Soul
Level 2: 30%; 10 Soul
Level 3: 45%; 15 Soul
Level 4: 60%; 20 Soul
Piercing Blast 5 Soul Runic Rifle blast ignores 15% of armor. Level 1: 15%; 5 Soul
Level 2: 30%; 10 Soul
Level 3: 45%; 15 Soul
Level 4: 60%; 20 Soul
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
Poison Amplification 5 Soul Increase poison's effects by 15%. Level 1: 15%; 5 Soul
Level 2: 30%; 10 Soul
Level 3: 45%; 15 Soul
Level 4: 60%; 20 Soul
Occult Empowerment N/A Spirit Guides assist you with spells increasing the effects of the spell you are wanting to cast by 15%. Level 1: 15%
Level 2: 30%
Level 3: 45%
Level 4: 60%
Divine Knight N/A Attacks against those with more dark morality points than light morality points is increased by 15% automatically. Level 1: 15%
Level 2: 30%
Level 3: 45%
Level 4: 60%
Fallen Knight N/A Attacks against those with more light morality points than dark morality points is increased by 15% automatically. Level 1: 15%
Level 2: 30%
Level 3: 45%
Level 4: 60%
Holy Ground N/A Those in a 3x3 area around you have chances for resistance increased by 15% against dark aligned attackers. Level 1: 15%
Level 2: 30%
Level 3: 45%
Level 4: 60%
Unholy Ground N/A Those in a 3x3 area around you have chances for resistance increased by 15% against light aligned attackers. Level 1: 15%
Level 2: 30%
Level 3: 45%
Level 4: 60%
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%
Rationing N/A Decrease skill or spell stat costs by 15% per level of mastery. Level 1: 15%
Level 2: 30%
Level 3: 45%
Level 4: 60%
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 Psychosis 15 Soul Able to treat up to 4 levels of mental issues without meds. Level 1: 1d10; 15 Soul
Level 2: 2d10; 30 Soul
Level 3: 3d10; 45 Soul
Level 4: 4d10; 60 Soul
Sustain Empowerment 5 Soul Increases the duration of any buff for self or allies by +1d3 per level. Level 1: 1d3+1; 5 Soul
Level 2: 2d3+1; 10 Soul
Level 3: 3d3+1; 15 Soul
Level 4: 4d3+1; 20 Soul
Dogma Defense 10 Soul Members of a church that you target as an enemy church or followers of a god that you declare as an enemy god cannot cause critical damage and effects for 1d4 rounds. Level 1: 1d4; 10 Soul
Level 2: 2d4; 20 Soul
Level 3: 3d4; 30 Soul
Level 4: 4d4; 40 Soul
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 - Revolvers N/A Critical Hits inflicts 1d6 bleeding wound damage, non stacking. Level 1: 1d6
Level 2: 2d6
Level 3: 3d6
Level 4: 4d6
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
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
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
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
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
Runic Empowerment 5 Soul Increases the effectiveness of magic 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
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
Spirit Blessing 20 Soul Grants self and allies 20% greater negative vitality range for 1d6 rounds. Level 1: 20%; 20 Soul
Level 2: 40%; 40 Soul
Level 3: 60%; 60 Soul
Level 4: 80%; 80 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
Elemental Focus 5 Soul Increases elemental effects of self and all allies who share same element or mirroed element by 20% for 1d6 rounds. Mirrored element are as follows: Earth : Life; Air : Death; Water : Time; Fire : Space. Level 1: 20%; 5 Soul
Level 2: 40%; 10 Soul
Level 3: 60%; 15 Soul
Level 4: 80%; 20 Soul
Elemental Protection 5 Soul Increases spirit of self and all allies who share same element or mirrored element by 20% for 1d6 rounds. Level 1: 20%; 5 Soul
Level 2: 40%; 10 Soul
Level 3: 60%; 15 Soul
Level 4: 80%; 20 Soul
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
Divination N/A Use of a spiritual pendulum or dowsing rods for finding things, people, locations, or answers to yes/no questions with 20% accuracy. Level 1: 20%
Level 2: 40%
Level 3: 60%
Level 4: 80%
Occult Aid N/A Spirit Guide assists you with Save Checks improving them by 20% for that instance. Level 1: 20%
Level 2: 40%
Level 3: 60%
Level 4: 80%
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%
Enchantment N/A Allows you to imbue elemental materials with spell effect, charges dependent upon level of mastery. Level 1: 25 charges
Level 2: 50 charges
Level 3: 75 charges
Level 4: 100 charges
Systems Repair 10 Soul Repair computer systems and networks by 25% per level of mastery. Level 1: 25%; 10 SA
Level 2: 50%; 20 SA
Level 3: 75%; 30 SA
Level 4: 100%; 40 SA
Electronics Repair 10 Soul Repair electronics by 25% per level of mastery. Level 1: 25%; 10 Soul
Level 2: 50%; 20 Soul
Level 3: 75%; 30 Soul
Level 4: 100%; 40 Soul
Invisibility 15 Soul Reduces enemies perceive by 30% when trying to detect you for 1d4 rounds. Level 1: 30%; 15 Soul
Level 2: 60%; 30 Soul
Level 3: 90%; 45 Soul
Level 4: 120%; 60 Soul
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
Occult Guidance 5 Soul Use of tarot cards for answers to questions with 30% accuracy. Level 1: 30%; 5 Soul
Level 2: 60%; 10 Soul
Level 3: 90%; 15 Soul
Level 4: 100%; 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
Powered Hit N/A Increase Melee Power at a cost of 4 Endurance for +1 to Melee Power for that instance. Level 1: 4 Endurance = +1 Melee Power
Level 2: 4 Endurance = +2 Melee Power
Level 3: 4 Endurance = +4 Melee Power
Level 4: 4 Endurance = +8 Melee Power
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
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
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
One Shot Kill 8 Soul This skill gives a 5% chance per level that the shot kills the target instantly. The chance is doubled if the target is not wearing armor. Level 1: 5%; 8 Soul
Level 2: 10%; 16 Soul
Level 3: 15%; 24 Soul
Level 4: 20%; 32 Soul
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
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
One Hit Kills 8 Soul When using daggers, swords, or throwing weapons, Critical Hit - 10 kills target. Level 1: Critical Hit - 10; 8 Soul
Level 2: Critical Hit - 5; 16 Soul
Level 3: Critical Hit; 24 Soul
Level 4: Critical Hit +5; 32 Soul
Red Smile 8 Soul Hit Target -20 to slice target's throat causing death. Critical hit removes the penalty but not the bonuses. Ineffective against targets with neck protection. Level 1: Hit Target -20; 8 Soul
Level 2: Hit Target -10; 16 Soul
Level 3: Hit Target; 24 Soul
Level 4: Hit Target +10; 32 Soul
Learn Curse N/A Learn how to do curses from cursed objects based on complexity. Once you learn the curse, you can perform the curse yourself albeit following any rules for doing so as given by your GM. Level 1: learn level 1 curse
Level 2: learn level 2 curse
Level 3: learn level 3 curse
Level 4: learn level 4 curse
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
Electronic Locks N/A Able to set electronic locks. Use with lock picking to crack electronic locks. Level 1: level 1 electronic locks
Level 2: level 2 electronic locks
Level 3: level 3 electronic locks
Level 4: level 4 electronic locks
Witch Runes 4 Soul Allows for doing different things with special runes. Witch Runes are special runes written with ylem ink and an alchemical ingredient or two. The ink can be mixed with up to 3 ingredients. The runes written hold a spell that is 1/2 as powerful as being cast, however once read the spell will take effect - no matter how many times it has been read or how long ago it was written. If the runes are still readable, the spell effect and half power will take place. The effect will be empowered by the ingredients containing the ingredients effects as well in the spell. These spells will not require a casting speed, just a reading speed which can be determined by the GM based on the complexities of the spell and what is going on. Furthermore this spell will not cost any stat points. Level 1: Read Witch Runes; 4 Soul
Level 2: Write Witch Runes; 8 Soul
Level 3: Empower Witch Runes; 12 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
Spell Cannon 5 Soul Shoot spell that casts upon impact as long as spell is Runic Casting Speed 1 or less. 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 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
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
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
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
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 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
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
Fast Use N/A Can use +1 medicine per level of mastery as a support move. Level 1: +1 medicine
Level 2: +2 medicine
Level 3: +3 medicine
Level 4: +4 medicine
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
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
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
Skilled Concentration 5 Soul +10 to Focus per level of mastery for that instance. Level 1: +10 Focus; 5 Soul
Level 2: +20 Focus; 10 Soul
Level 3: +30 Focus; 15 Soul
Level 4: +40 Focus; 20 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
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
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
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
Poker Face 5 Soul +10 to Luck to lie to someone and have them believe it. 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
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
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
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
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
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
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
Dogmatic Convictions 10 Soul +10 to Influence with each attack to make target of attack a temporary disciple. This basically inflicts the target with charm. Level 1: +10; 10 Soul
Level 2: +20; 20 Soul
Level 3: +30; 30 Soul
Level 4: +40; 40 Soul
Unshakable Convictions 10 Soul +10 to Will to not receive increased damage dealt by positive alignment targets. Level 1: +10; 10 Soul
Level 2: +20; 20 Soul
Level 3: +30; 30 Soul
Level 4: +40; 40 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
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
Shuddering 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
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
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
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
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:

  • Light Armor
  • Medium Armor
  • Heavy Armor

Each armor type is its own skill.

Level 1: +1
Level 2: +2
Level 3: +3
Level 4: +4; removes any profession armor handicap
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
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
Infallible Dogma N/A +20 to Will against any attempt to convert or alter religious belief. Level 1: +20
Level 2: +40
Level 3: +60
Level 4: +80
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
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
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
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
Heightened Senses 5 Soul +5 to Perceive and Detect for 1d4 hours Level 1: +5; 5 Soul
Level 2: +10; 10 Soul
Level 3: +15; 15 Soul
Level 4: +20; 20 Soul
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
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
Keep Self N/A +5 to Will against fear, rage, or loss of self for 1 hour. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
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
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
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
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
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
Martial Conditioning N/A Increase Fortitude by 5 permanently as a modifier. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Endure N/A Increase Resist by 5 permanently as a modifier. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
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
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
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 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
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
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
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
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
Hacking N/A +5 to Mental to hack programs and computers. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Programming N/A +5 to Mental per level to write working programs. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Reverse Engineering N/A +5 to Mental per level to reverse engineer a computer system to work for you. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Robotics N/A +5 to Mental per level for using robots and androids. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
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
Runic Tech Theory N/A +5 to Mental per level for understanding runic technology and their principles Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Runic Tech Repair N/A +5 to Mental per level for repairing runic technology with repair skills. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
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
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
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 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
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
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
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%
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
Swindle 5 Soul 10% bonus to Luck to fool or trick someone.  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
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
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
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
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
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
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
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
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
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
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
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
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
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
Magic Proficiency N/A Increase Runic Energy by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your Runic Energy is 10, this skill will make it 11.   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:

  • Slashing
  • Piercing
  • Chopping
  • Bashing

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%
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%
Melee Proficiency N/A Increase Melee Power by 10%. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
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%
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%
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%
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%
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%
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%
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 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%
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%
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%
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%
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%
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%
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%
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%
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%
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%