Skills
Skill
|
Stat Cost
|
Range & Area
|
Duration
|
Check Roll
|
Effects
|
Requirements
|
|---|---|---|---|---|---|---|
| Nature's Wrath | 20 Soul |
Component Cost: 1 Morning Glory and 1 Sun Flower With this summon you call upon the spirit of mother nature, Ova, to smite your enemies. She does so by calling up a great tornado. All enemy targets must make a strength check with the arcessomancer's runic soul as a penalty. If the targets fail, they are wiped clean from the battlefield and the area. If they succeed, they will take the arcessomancer's Runic Energy x 20 magic damage. |
N/A | |||
| Norvus & Ova | 30 Soul |
Component Cost: 3 Dragon's Eyes and 3 vials of Bog Imp's Blood With this you summon the god of the earth Norvus and the goddess of nature Ova. They join the battle, after each allies turn either Norvus or Ova will act. Norvus will repeat any attack increased by 20%. Ova will repeat any supportive action or spell increased by 20%. At the end of 1d6 rounds both will attack the enemies making them all roll for an instant death check (1d6 with 6 = death). |
N/A | |||
| Otherwordly Magic | 5 Soul |
Component Cost: 1 Black Rose Petal With this summon you call upon the magic of the other realms of existence to empower your own magic. With this your magic spells immediately become non-elemental and they do 25% more damage or have a 25% greater healing effect. Basically it is like your magic has become strong against every element, even your own. This removes the negatives against elements you are weak against and removes the chances of immunity. Once the summon's duration of 1d6 rounds is over, your magic returns to normal. |
N/A | |||
| Realm Reaching | 10 Soul |
Component Cost: 1 Specter Daisy and 1 vial Black Maple Sap With this summon you attempt to call forth a power from the Shadow Realm to aide you in combat. You reach forward, attempting to pull forth this power, but nothing comes forth. Instead, your very hands disappear into the Shadow Realm and reappear in the physical realm, multiplied to be in front of every enemy that is present on the battlefield. Your total melee damage is divided among all of the enemy targets but the shock of seeing your hand come out of no where has a 30% chance of dazing each enemy target for a round. There is a 10% chance that you and your allies will be dazed for a round from shock as well. |
N/A | |||
| Realm Traveler | 20 Soul |
Component Cost: 1 Black Lichen and 2 Purple Haze Lilies With this summon you call out to Nikolai for aide. He arrives upon the battlefield, ready and willing to help the arcessomancer, but is ever confused about who is the enemy. Each round of the summon he will approach a random single target and ask for 20 Soul. If the target agrees, the target will be left alone for that round. If the target refuses, Nikolai will attack the target, doing 4d% magical damage to the target instantly. After 1d6 rounds Nikolai will disappear. |
N/A | |||
| Riddles in the Light | 10 Soul |
Component Cost: 3 Bog Beacon Mushrooms With this summon you call upon the powers of the light realm for aide. The light responds, granting all of your allies a boost of double their melee power, throw power, bow power, and runic energy if you agree to sacrifice half of your melee, bow, throw powers, and runic energy. Those who are of a positive alignment, including enemies, will get a bonus of 20% to all main stats for the summon's duration. Once the summon's duration of 1d6 rounds is up, all return to normal. |
N/A | |||
| Season's Warrior | 25 Soul |
Component Cost: 1 Morning Glory, 1 Sun Flower, and 1 Moon Flower With this summon 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 1d20 non-stackable poison damage. Zephyr blesses your feet giving you double movement. Solara blesses your armor so that is neglects 30% of any physical or magical damage. Tyria increases your reflexes increasing your evade and react stats by 25%. If you are a worshiper of the winds, all the bonuses are increased by 50%. After 1d6 rounds you return to normal. |
N/A | |||
| Solara's Empowerment | 5 Soul |
Component Cost: 1 Fire Lichen With this summon you call upon the goddess of the south wind to aide you and your friends in battle. A gust of southern warm wind envelopes your party, making you all immune to emotional status effects. You and your allies also have your melee, and throw bonuses increased by 25% for the duration of the summon. If you are not a worshiper of the winds, there is a 30% chance that she will not answer your summon. Those with a dark alignment are ignored. The effects last for 1d4 rounds. |
N/A | |||
| Soul of Forsaken | 15 Soul |
Component Cost: 1 vial Manna Rose Nectar and 1 Zodo's Eye Orchid With this summon you call upon the dark power of Zodo to aide you and your allies in battle. He does so by empowering all of your and your friends weapons with a special dark power, as long as you and your allies have dark moral points. This dark power causes you to do 25% more damage against those with light moral points and double damage against those who are worshipers of El Anon. This summon works for anyone as long as they have at least one dark moral point, alignment classification doesn't matter. The increased damage works against anyone with any light moral points, even if they are neutral. The arcessomancer will have his or her dark moral points increase by one with each use of this summon, for a maximum increase of 5. After 1d4 rounds the weapons return to normal. |
N/A | |||
| Soul of Legend | 15 Soul |
Component Cost: 1 vial Manna Rose Nectar and 1 Kymara's Tear Tulip With this summon you call upon the divine power of Kymara to aide you and your allies in battle. She does so by empowering all of your and your friends weapons with a special holy power, as long as you and your allies have light moral points. This holy power causes you to do 25% more damage against those with dark moral points and double damage against the undead and demons. This summon works for anyone as long as they have at least one light moral point, alignment classification doesn't matter. The increased damage works against anyone with any dark moral points, even if they are neutral. The arcessomancer will have his or her light moral points increase by one with each use of this summon, for a maximum gain of 5. After 1d4 rounds the weapons return to normal. |
N/A | |||
| Spiritual Host | 20 Soul |
Component Cost: 2 Kymara Tear Tulips and 2 vials of Manna Rose Nectar With this summon you call upon the holy realm, inviting your body as a vessel for a holy being to use. A holy seraphim being takes possession, doubling your Vitality, Soul, Endurance, and Power. Your runic energy is also increased by 50% and your attacks do an extra 50% more damage to anything of a dark alignment. You are also immune to any status effects, positive or negative. The possession lasts for 1d8 rounds. |
N/A | |||
| The All Seeing | 30 Soul |
Component Cost: 4 Zodo's Eye Orchid, 2 Pig's Heart, 1 Dragon's Eye, and 2 vials of Magma Dragon's Blood With this mighty summon you plead to Zodo for assistance. The Soul of Zodo responds, creating a great distended eye high above the area. This summon's uses depend upon the situation. If it is out of battle while exploring, the Eye of Zodo will grant the arcessomancer a view of the entire level of the area he or she is at, showing treasures, paths, and any possible dangers. If it is in battle, the Eye of Zodo will disclose all information about every enemy target to the arcessomancer. It will further cause great fear in every target, decreasing all of their attacks by half and making them avoid the arcessomancer at any cost. |
N/A | |||
| The White Firmament | 30 Soul |
Component Cost: 2 Moon Flowers, 1 Chaos Hydra Tongue, 1 Bog Dragon Tongue, and 2 vials of Bog Dragon's Blood The beings of light from the realm of light descend upon the battlefield. They whisper into everyone's ears except the arcessomancer. Allies must make a will check while enemies must also make a will check but have your runic energy as a penalty. If they succeed, nothing happens. If they fail, their soul gladly leaves their body and they are dead. |
N/A | |||
| Trickster's Gambit | 30 Soul |
Component Cost: 2 Spotted Mold and 1 Faded Hope Willow Leaf With this summon you call upon the power of the lord of shadows, Joasri, in your moment of need. Joasri leaves it all to chance, coating everyone on the battlefield with his power. Everyone including you must roll a 1d6. Whoever rolls anything except 5 or 6 will have their Vitality fully restored and their Soul and Endurance restored by 30% of their max Soul and Endurance. Whoever rolls 5 or 6 though are instantly killed. This affects everyone, allies, enemies, and yourself. |
N/A | |||
| Tyra's Blessing | 20 Soul |
Component Cost: 2 Manna Rose Petals With this summon you call upon the goddess of the northern wind to aide you and your allies. She does so by increasing your attack and defense actions of you and your allies by 2, regardless of alignment. If you are a worshiper of the winds, she grants you an addition attack and defense action. Because Tyria is neutral, she takes some pitty on the enemies, doubling their battle movement rates, tripling them if they worship the winds. Once the duration of the summon is over, all returns to normal. |
N/A | |||
| Whispers of the Dark | 10 Soul |
Component Cost: 2 Black Rose Petals With this summon you call out into the spirit realm, begging any who might be listening for aid. Voices begin to whisper to everyone on the battlefield, telling them things that could either increase or decrease their attacking power. The arcessomancer will get an increase of 50% to melee, throw, bow power and runic energy regardless. Everyone else must make a luck check, with the allies of the arcessomancer getting a 20 point bonus. If they succeed at the luck check, they get the same 50% bonus to their melee, throw, bow power and runic energy. If they fail, their melee, throw, bow power and runic energy is cut in half. Once the summon's duration of 1d4 rounds ends, all returns to normal. |
N/A | |||
| Wind's Reckoning | 30 Soul |
Component Cost: 2 Moon Flowers, 1 Chaos Hydra Tongue With this powerful summon you call upon the power of the 4 Winds to stop your enemies. Everyone who is not a worshiper of the winds, including the arcessomancer, must roll a 1d6. Rolling a 5 or 6 freezes the target in place for 1d3 rounds, making the target unable to move or act. Rolling a 3 or 4 damages the target by 8d% magic damage. Rolling anything else spares the target. If anyone is a worshiper of the winds, they are immediately spared. |
N/A | |||
| Xodod's Gift | 25 Soul |
Component Cost: 2 Zodo's Eye Orchids and 2 vials of Bog Imp's Blood With this summon you call upon the powers of Xodod to help you in combat. You are given a mighty gift as a response. 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 3d%. After 1d6 rounds your weapon returns to normal. |
N/A | |||
| Zephyr's Enchantment | 10 Soul |
Component Cost: 1 Yellow Cap Mushroom With this summon you call upon the god of the west wind to aide you and your friends in battle. A gust of energizing wind flows from the west and envelops the party, doubling everyone of a neutral or positive alignment's battle movement, giving those of a dark alignment a decrease by half if they are in your party. It also grants everyone in the party an additional attack action regardless of alignment. If you are a worshiper of the winds, you will also get an additional move action. After 1d4 rounds, you all return to normal. |
N/A | |||
| Elemental Creations | N/A | All items you use or create are increased by your Runic Energy. | N/A | |||
| Elemental Imbuing | 20 Soul | Allows you to give material the element of spell stored in rune stone at the cost of the rune stone. | N/A | |||
| Runic Carvings | N/A | Apply Rune Tattoo to elemental construct. | N/A | |||
| Runic Item Empowerment | N/A | All items you use or create are increased by your mental as a percentage. | N/A | |||
| Runic Profession | N/A | Grants elemental construct a profession to learn skills from. | N/A | |||
| Targeting | 25 Soul | Double the effects of Hit Targeting Empowerment. | N/A | |||
| Thief Shot | N/A | Allows using Thief and Assassin skills with Hunter skills. | N/A | |||
| Forced Illusion | 25 Endurance | Move so fast that you seem to split in 2, giving you double use of all actions for that 1 round. This means you can attack twice, move twice, do supportive actions twice, and be able to cast 2 spells or have double your runic speed to cause a spell to cast faster. | N/A | |||
| Inciteful Energy | 30 Soul | Causes all within a 3x3 space area around you to be berserked, the area lasts for 1d4 rounds. | N/A | |||
| Invoked Spirit | N/A | Allows you to use your moral points as a bonus against targets of an opposite alignment. This can be an opposite if either of your alignments. For example, If you are lawful good, you could use this against a target who is chaotic good since chaotic is the opposite of lawful. If both alignments are opposite of yours, such as you being lawful good and the target being chaotic evil, then you will apply this skill's effect twice. The moral points you add is a combination of all moral points, and it does not decrease your moral points. | N/A | |||
| Warped Space | 30 Soul |
Removes the use of 2 random action types from all targets that are in a 3x3 space area around you. This area of effect lasts for 1d3 rounds and those targets suffer the loss of 2 random action types each round they are in that area, with the action types being chosen by a 1d4 rolled twice each round.
|
N/A | |||
| Money Laundering | N/A | Able to reprocess stolen money as legal money. | N/A | |||
| Rip Off | 25 Soul | Sell any item for double what it is worth. | N/A | |||
| Sell Damaged Item | 20 Soul | Sell damaged item as if it was not damaged. You can use this skill with the Resell for Cost skill and Increase Resell Value skill for a skill chain. | N/A | |||
| Animal Magicks | N/A | Allows you to learn and master skills and spells that your bonded creature would have. | N/A | |||
| Creature Transformation | 20 Soul | Allows you to transform into your bonded creature for 1d6 rounds (battle) or 1 hour (out of battle). | N/A | |||
| Identify Curse | 10 Soul | Allows you to identify any curse and its properties by sight. | N/A | |||
| Battle Tango | 25 Endurance | Doubles move range, waltz around battlefield doing all skills in skill chain but you must return to your starting place. This means you can move about the battle field at double your battle movement range, hitting every target with your full skill chain of attacks, however you have to end your movement where you started your movement. | N/A | |||
| Compound Magic | 25 Soul | Combine 2 spells, using only the casting speed of the slowest spell (the spell with the highest casting speed). | N/A | |||
| Elemental Dominance | 5 Soul | Treat a target's element as if it was weak to your element for 1d4 rounds. | N/A | |||
| Power Augmentation | N/A | Spend character points to increase total power of skill or spell for that instance, as a percentage. If you spent 10 character points into that skill or spell when using it with this skill, you would increase its point value by 10%. | N/A | |||
| Basic Attack | 2 Power | 1 target in weapon range | instant | Easy Athletics | Perform a basic attack skill with your weapon, increasing weapon damage by +1d4. | N/A |
| Basic Swordplay | 2 Power | self | instant | Easy Stealth | Fancy and quick sword moves that are harder to detect. Increase Focus by 1 and aplly focus as a penalty to target's evade. | N/A |
| Increased Offense | N/A | self | 1d6 rounds | Easy Focus | Increase your Offensive Power by 1d6 | N/A |
| Staggering Hit | 2 Power | weapon range affecting 1 target | instant | Easy Critical | Hit dazes the target for 1 round. | N/A |
| Guard | 2 Power | any ally in move range | instant | Easy React | This skill allows you to defend an ally from attack. You use this skill when a nearby ally, one that you can reach with one movement action, is being attacked. | N/A |
| Stand Your Ground | 2 Power | self | 1d6 rounds | Easy Brace |
Unable to be knocked down or moved when standing still. |
N/A |
| Runic Tech Combination | 1 Soul | self | instant | Easy Arcana |
This skill allows you to combine two or more runic tech items to make a new runic tech item, the check roll difficulty depends on how many items are combined:
|
N/A |
| Limb Transformation | 2 Soul | self | until changed back | Easy Arcana -2 | With this skill the talusian can change his or her limbs into things such as wings or fins or the like. They can even change the length and height up to double or half the original size. | N/A |
| Minor Physical Alterations | 1 soul | self | until changed back | Easy Arcana | With this skill the talusian can alter his or her face, eye color, skin color, hair color, and hair length. | N/A |
| Polymorphing | 5 Soul | self | until changed back | Hard Arcana -1 | With this skill you can change your form to any non-living thing that you know well enough. You have to make a Normal Perceive check to learn the form. This is for non-living forms only. The size cannot be greater than double your original size or less than half your original size. | N/A |
| Set Trap | N/A | area in front of you | until trap is sprung | Easy Stealth | You can set traps. You will need to design your trap and have the needed materials. | N/A |
| Bash Defense | N/A | self | instant | Easy Defense | Increase armor's defense by 2 against bashing attacks. | N/A |
| Block or Parry | 1 Power | self | instant | Easy Defense | Block or parry an attack with your weapon or shield, subtracting the weapon's damage value by your block or parry value. If your block or parry value is greater, you take no damage. | N/A |
| Chop Defense | N/A | self | instant | Easy Defense | Increase armor's defense by 2 against chopping attacks. | N/A |
| Defense Empowerment | N/A | self | 1d4 rounds | Easy Defense | +1 to Immunity, Endure, and Defense traits | N/A |
| Distraction | 1 Soul | any within a 3x3 space area | instant | Normal Perform +1 | Targets in affected area must make normal focus check to not lose concentration, or their spells they are casting will fail to cast. | N/A |
| Guard | 1 Power | movement range affecting 1 ally | instant | Easy React | This skill allows you to defend an ally from attack. You use this skill when a nearby ally, one that you can reach with one movement action, is being attacked. | N/A |
| Pierce Defense | N/A | self | instant | Easy Defense | Increase armor's defense by 2 against Piercing attacks. | N/A |
| Poison or Sickness Defense | 2 Soul | self | instant | Easy Defense | This skill allows you to not be affected by the poison or sickness status effects. | N/A |
| Runic Defense | 1 Soul | self | instant | Easy Arcana -2 | With this skill you can defend against a magical attack. You add your arcana score to your armor's defense. | N/A |
| Slash Defense | N/A | self | instant | Easy Defense | Increase armor's defense by 2 against slashing attacks. | N/A |
| Stand Your Ground | 1 Power | self | 1d4 rounds | Easy Brace | Unable to be knocked down or moved when standing still. | N/A |
| Taunt | N/A | 1 target | instant | Easy Intimidate | This skill forces the target to make a normal Focus or otherwise it must attack you its next round. | N/A |
| Use Others as Shield | N/A | self and any nearby target | instant | Normal React | Allows you to quickly move behind anyone else, friend or foe, making them take the hit instead. | N/A |
| Use Potion as Defense | N/A | self | instant | Easy React | Allows you to use potion as a defense action. | N/A |
| Vitality Empowerment | 2 Soul | self | 1d6 rounds | Normal Defense | Allows you to temporarily increase your Vitality by your secondary Gen Dice. | N/A |
| Aiming | N/A | self | instant | Easy Perceive | Roll a 1d6 along with your Focus Check when making a focused attack. | N/A |
| Druid Speech | 2 Soul | a 3x3 space area around you | instant | Easy Arcana | Your speech reduces the movement rate by 1/2 for 1d4 rounds and has a 10% chance to daze for 1 round any target within a 3x3 area, friend or foe. | N/A |
| Identify Curse | N/A | 1 target in sight | instant | Easy Insight | You can tell if something or someone is cursed and know what the curse is. | N/A |
| Focused Kick | 2 Power | 1 space in front affecting 1 target | instant | Easy Focus | A forward kick dealing 1d6 + Focus + Offensive Power damage. | N/A |
| Focused Punch | 2 Power | 1 space in front affecting 1 target | instant | Easy Focus | A forward punch dealing 1d4 + Focus + Offensive Power damage. | N/A |
| Increased Offense | N/A | self | 1d6 rounds | Easy Focus | Increase your Offensive Power by 1d6 | N/A |
| Meditation | N/A | self | 1 hour | N/A | Recover secondary gen dice worth of Vitality, Power, and Soul with just one hour of rest. Increase Focus for next hour by +2. | N/A |
| Pin Target | 4 Power | 1 target within 1/2 movement range | 1d4 rounds | Normal Athletics | Jump onto target knocking target down. Hold target to the ground by being on top of target for the duration. Each round the target may make a hard athletics check to overpower you and escape your pin. | N/A |
| Vitality Empowerment | 2 Soul | self | 1d6 rounds | Easy Focus | Increase Vitality by 1d10. | N/A |
| Cover Tracks | N/A | area as you walk | instant | Easy Deception | You are able to cover your tracks so that you cannot be followed. | N/A |
| Disarm Traps | 2 Soul | 1 trapped area near you | instant | Easy Luck | You can safely disarm most normal traps. | N/A |
| Fast Talk (thief) | 2 Soul | 1 target | instant | Easy Deception | You can talk your way out of most situations. Different penalties apply depending upon circumstances. With this skill your words confuse the target unless the target makes a Normal Mental Balance check, allowing you to convince the target to leave you be. | N/A |
| Pick Locks | N/A | touching range | instant | Luck difficulty depending upon lock | You can pick 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 Luck check difficulty being the same as the lock level. | N/A |
| Silent Hit | 2 Soul | self | instant | Easy Deception | This skill allows you to attack and not be detected. This gives the target a -5 to evade. | N/A |
| Sly Persuasion | N/A | self | instant | Easy Deception | Adds your Deception score to Persuade to make it easier to persuade the target. | N/A |
| Battle Mage | N/A | self | instant | Normal Arcana +1 | You can absorb 10% of the spell damage and use it to restore your Soul. | N/A |
| Divination | 2 Soul | self | 1 hour | Easy Insight | +2 to Insight when using tools of divination. | N/A |
| Learn Curse | 2 Soul | self | instant | Easy Arcana | With this skill you can learn one curse of a cursed object. You must first experience the curse. | N/A |
| Magic Sense | N/A | a room or 100x100 square foot area | instant | Easy Arcana | Allows you to sense magic and its element. You can sense the magic in a room or 100x100 square foot area. | N/A |
| Spell Slinger | 2 Soul | self | instant | Easy Arcana | Turns your spell into a fast spell, decreasing the target's evade by 2. | N/A |
| Basic Crafting | N/A | self | 1 hour | Easy Insight | Allows you to create basic items. | N/A |
| Create Basic Potions | N/A | self | instant | Easy Insight | Allows you to create basic potions. | N/A |
| Material Identify | N/A | 1 item in sight | instant | Easy Perceive | You can identify what a material is and its properties. | N/A |
| Fly | 1 Power | self | 1 movement | Normal Acrobatics +1 | This skill allows for flyinng at 3 x movement rate. If you are carrying more than 75% of your weight limit then you cannot fly. | Must have wings |
| Empathic Combat | N/A | self | 1d6 rounds | Normal Focus | This skill allows for your emotions to fuel your melee damage. If you attack an enemy with a melee attack, including melee attack skills, and are filled with anger, your character's Offensive Power will be increased by 1d6 for that attack. If your character has opposite feelings, such as happiness when melee attacking an enemy and this ability, the attack simply won't do any damage. | Must have the Empathy talent |
| Empathic Combat | N/A | self | 1d6 rounds | Normal Focus | This skill allows for your emotions to fuel your melee damage. If you attack an enemy with a melee attack, including melee attack skills, and are filled with anger, your character's Offensive Power will be increased by 1d6 for that attack. If your character has opposite feelings, such as happiness when melee attacking an enemy and this ability, the attack simply won't do any damage. | Must have the Empathy talent |
| Basic Piercing Proficiency | N/A | self | 1d6 rounds | Normal Critical | Decreases target's evade by 1 and increases piercing damage by 1. | Must have a piercing weapon equipped. |
| Basic Bludgeoning Proficiency | N/A | self | 1d6 rounds | Normal Critical | Decrease target's evade by 1 and increase bludgeoning damage by 1. | Must have a bludgeoning weapon equipped. |
| Wrist Snap | 2 Power | weapon range affecting 1 target | instant | Easy Acrobatics | Basic whip attack skill that adds an additional 1d4 to the attack. | Must equip whip |
| Projectile Proficiency | N/A | self | instant | Normal Crit | Increases Focus by 1 and projectile weapon damage by 1. | Must equip projectile weapon |
| Basic Chopping Proficiency | N/A | self | 1d6 rounds | Normal Critical | Decreases target's evade by 1 and increases chopping damage by 1. | Must equip axe or chopping weapon. |
| Basic Slashing Proficiency | N/A | self | 1d6 rounds | Normal Critical | Decreases target's evade by 1 and increases slashing damage by 1. | Must equip a slashing weapon. |
| Basic Bashing Proficiency | N/A | self | 1d6 rounds | Normal Critical | Decrease target's evade by 1 and increase bashing damage by 1. | Must equip a bashing weapon. |
| Upward Momentum Swing | 6 Power | weapon range affecting 1 target | instant | Normal Athletics -2 | Swing upward at the target, knocking the target upward and backwards 1d4 spaces. The target is knocked down and knocked out for 1d4 rounds. | Momentum Hit |
| Chi Arcobatics | 2 Soul | self | 1d6 rounds | Normal Focus | Increase Acrobatics by Focus. | Meditation |
| Chi Defense | 2 Soul | self | 1d6 rounds | Normal Focus | Increase defense trait by 1 and armor defense by focus score. For physical damages and attacks only. | Meditation |
| Inner Chi | 2 Soul | self | 1d6 rounds | Normal Focus | Increase all of your damage you deal by your focus score. | Meditation |
| Arcane Materials | Spent Soul | 1 item in hand | instant | Normal Arcana | You can increase one value of a material at a rate of +1 for every 4 Soul spent. | Material Identify |
| Mana Shield | 6 Soul | self | 1d6 rounds | Hard Arcana | You create a shield of pure arcana. It has a block value that is your Arcana + 1d4. You can use normal blocking skills with it. | Mana Weapon |
| Mana Armor | 8 Soul | self | 1d6 rounds | Impossible Arcana | This skill coats you with arcana. Your Magical armor is increased by your Arcana while your physical armor is increased by 1. You also gain a +1 to armor spirit. | Mana Shield |
| Magic Break | Spent Soul | 1 target | instant | Normal Arcana | With this skill you throw Soul at any ongoing magic, be it an enchantment, lock, or door, with the intent to break it. Every 2 Soul decreases the spell's energy by 1. Once it is reduced to 0 it is broken. | Magic Sense |
| Soul Empowerment | N/A | self | 1d6 rounds | Hard Arcana | Increase Soul by 1d20. | Magic Break |
| Magic Redirect | N/A | target of spell | instant | Normal Focus | You can add all of the absorbed spell damage you gained using Magic Absorb into your one target offensive spell. | Magic Absorb |
| Thrusting Attack | 6 Power | weapon range affecting 1 target | instant | Normal Athletics -2 | When you use this skill you thrust your weapon into the enemy, inflicting double offensive power damage + 1. | Lunging Attack |
| Precise Throw | 4 Soul | throw range affecting 1 target | instant | Normal Perceive -2 | Your throw is true and precise, finding the weak point in the target's armor. Target's evade is decreased by 1d20 and your damage is increased by 1d6. | Lucky Throw |
| Precise Throw | 4 Soul | throw range affecting 1 target | instant | Normal Perceive -2 | Your throw is true and precise, finding the weak point in the target's armor. Target's evade is decreased by 1d20 and your damage is increased by 1d6. | Lucky Throw |
| Precise Shot | 4 Soul | weapon range affecting 1 target | instant | Normal Perceive -2 | Your shot is true and precise, finding the weak point in the target's armor. Target's evade is decreased by 1d20 and your damage is increased by 1d6. | Lucky Shot |
| Choke Hold | 6 Power | weapon range affecting 1 target | instant | Normal Athletics -2 | Whip skill that has you lasso your whip around the target's neck and pull it tightly before releasing. This causes the target to black out, being knocked out for 1 round. | Leg Trip |
| Switch Hit Punch | 8 Power | 1 space in front affecting 1 target | instant | Hard Athletics | Perform an empowered Switch Hit attack, increasing its attack power by 1d4, followed by a punch. The switch hit with your nunchucks gets its own offensive power and the punch is simply an additional offensive power. | Left Right Smash |
| Hexing | 4 Soul | 1 item in hand | instant | Normal Arcana | With this skill you can apply any curse that you have learned to an item, cursing said item. | Learn Curse |
| Mortal Guard | 8 Soul | self | instant | Impossible Defense | This skill allows you to ignore instant death attacks. | Knock Down Defense |
| Design Improvement | N/A | 1 item | 1 hour | Normal Insight | Lets you improve blueprints. Each improvement is a skill check and must get approval. | Item Combination and Basic Crafting |
| Critical Chi | 4 Soul | self | 1d6 rounds | Hard Focus | Increase Critical trait by Focus trait and critical damage is increased by focus as well. | Inner Chi |
| Ninja Run | 4 Soul | self | instant | Hard Focus | Able to run up a wall or across a body of water for that movement instance. | Inner Chi |
| Power Rush | 4 Soul | self | 1d6 rounds | Normal Focus | Increase your Power by 1d6. | Increased Offense |
| Power Rush | 4 Soul | self | 1d6 rounds | Normal Focus | Increase your Power by 1d6. | Increased Offense |
| Special Weapon Damage | N/A |
Critical Hit automatically inflicts special weapon damage based on the weapon attack type. Special Weapon Damages:
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. | |||
| Revoke Curse | 4 Soul | touching range | instant | Normal Arcana | You can remove the curse from a person. A critical fail curses you. | Identify Curse |
| Druid's Companion | 3 Soul | 1 target within 6 spaces | until end of battle | Normal Influence -2 | Tame creature to fight for you for the duration of the battle. | Identify Animal |
| Hide In Plain Sight | 2 Soul | self | instant | Normal Stealth -2 | Allows you to make yourself seem small and hide out in the open. By becoming still, no one seems to notice you unless they stumble upon you or make a Normal Perceive check on you. If you move or make a sound you are no longer hiding. | Hide |
| Remove Curse | 6 Soul | 1 item in touching range | instant | Hard Arcana | You can remove 1 curse from a cursed item. | Hexing |
| Runic Guard | 2 Soul | 1 ally within movement range | instant | Hard Defense | With this skill you can defend an ally against a magical attack. You can use Combo Guard with this skill. | Guard and Runic Defense |
| Combo Guard | 2 Power | self | instant | Hard Defense | You use this skill with the Guard skill. This allows you to use your skills to aid in guarding your friends. You have the first skill for free, and can make normal react checks for each additional skill you wish to use. | Guard |
| Twin Moon Attack | 10 Power | weapon range affecting all targets around you | instant | Impossible Athletics | Swing your weapon around you twice, hitting every target around you in range twice. | Full Moon Attack |
| Attention Lock | 8 Soul | 1 target | 1d6 +1 rounds | Impossible Intimidate | This skill forces you to be the target's only target for the duration. The target can only target you and is so focused on you that your allies get a +1 to their hit chances. | Frustrate |
| Eye Gouger | 4 Power | 1 space in front affecting 1 target | instant | Normal Hit Chance | A directed hit to one of the target's eyes with 2 fingers which deals 1d3 damage but also causes visual instability for 1d4 rounds. A critical hit will cause blindness for 1d4 rounds followed by visual instability for 1d4 rounds. | Focused Punch |
| Split Kick | 4 Power | 1 target 1 space to the left and 1 target 1 space to the right | instant | Normal Athletics | Jump in the air, performing Focused Kick to both the left and right of you. | Focused Kick |
| Plausible Deniability | 4 Soul | self | 1 hour | Normal Deception | Increases Deception by 2 to make it easier to deceive others. | Fast Talk skill |
| Familiar Transform | 10 Soul | self | 1d10 rounds | Impossible Nature | You transform into a carbon copy of your familiar, having your familiar's stats and skills as well as your skills. | Familiar Swap |
| Familiar Swap | 8 Soul | self and familiar | instant | Hard Nature -2 | You can swap places with your familiar. | Familiar Sight |
| Familiar's Sacrifice | 8 Soul | self and familiar | instant | Hard React -2 | Upon an attack that would kill you your familiar will die in your place. | Familiar Counter |
| Uppercut | 6 Power | 1 space in front affecting 1 target | instant | Hard Athletics | A directed focused punch that comes up from underneath the target's jaw. Increases damage of the attack by 1 and knocks the target down. A critical hit causes stun for 1 round. | Eye Gouger |
| Berserker's Rampage | 10 Power | weapon's range affecting up to one target per attack | instant | Impossible React | This skill allows you to do quick and rapid hits with your weapon. You get 1d8 + 1 attacks, and can hit one target or spread your attacks to any targets you can reach with your weapon. You do not get to add offensive power to the attack, nor do you get to crit. | Extra Strike |
| Switch Hit | 2 Power | 1 space in front affecting 1 target | instant | Easy Athletics | Hit target with a basic attack using nunchucks, quickly switching hands, decreasing target's evade by 2 and increasing the damage you deal by 1. | Equip Nunchucks |
| Enchantment | Soul Spent | 1 item in hand | instant | Hard Arcana | Allows you to imbue materials that have already received elemental imbuing with a spell effect. Charges are double to the Soul spent. If you spend 10 Soul it has 20 charges. You can use this skill on an enchanted item to increase or replenish its charges. | Elemental Imbuing |
| Creature Bonding | N/A | tamed creature | permanent | Hard Influence | This skill allows you to bond with the creature you tamed in battle, allowing you to keep that creature as your familiar after battle. The number of creatures you can bond with is equal to your Nature score. So if you have a Nature of 3, you can bond with 3 creatures. You can only have one creature or familiar out with you at a time, and can swap between them at will as a support action. | Druid's Companion |
| Familiar Counter | N/A | tamed creature | instant | Hard React | When attacked you can have your familiar counter attack for you. | Druid's Companion |
| Familiar Sight | 4 Soul | tamed creature | up to 1 hour | Hard Nature | This skill allows you to see through the eyes of your familiar (tamed creature). Careful, you will not see through your own eyes. | Druid's Companion |
| Binding of the Natural Spirits | 4 Soul | touching range | instant | Normal Arcana | Inflict 1d4 poison or remove poison by touch. | Druid Speech |
| Occult Guidance | 3 Soul | self | instant | Normal Insight | Able to use tarot cards to gain answers and predictions. You will use the card whether you fail the skill or succeed, however only a success will grant accurate answers. Still, you must be careful because even when accurate you never know what kind of entity is answering you. | Divination |
| Disarm Magic Trap | 4 Soul | 1 trapped area near you | instant | Normal Arcana | You can safely disarm most magical traps. Penalties apply depending upon the complexity of the trap. | Disarm Trap |
| Left Right Smash | 6 Power | 1 target 1 space to the left and 1 target 1 space to the right | instant | Normal Acrobatics -2 | Hit to both the left and right of you with your nunchucks increasing the damage by 1d4. | Diagonal Strike |
| Invention | N/A | 1 item | 1 day or longer | Normal Insight -2 | Lets you create new designs from scratch. The more difficult the design, the more penalties to the skill check. All designs must meet GM approval. | Design Improvement and Novice Crafting |
| Knock Down Defense | 6 Soul | self | instant | Hard Defense | This skill causes you to not be affected by the Knock Down status effect. | Daze or Stun Defense |
| Create Better Potions | N/A | self | instant | Normal Insight -2 | Allows you to create better potions | Create Novice Potions |
| Create Better Arcane Potions | 8 Soul | self | instant | Hard Arcana | Allows you to create better arcane potions. | Create Novice Arcane Potions and Create Better Potions |
| Create Advanced Potions | N/A | self | instant | Hard Insight | Allows you to create advanced potions. | Create Better Potions |
| Create Basic Arcane Potions | 4 Soul | self | instant | Normal Arcana | Allows you to create basic arcane potions | Create Basic Potions |
| Create Novice Potions | N/A | self | instant | Normal Insight | Allows you to create novice potions. | Create Basic Potions |
| Create Novice Arcane Potions | 6 Soul | self | instant | Normal Arcana -2 | Allows you to create novice arcane potions. | Create Basic Arcane Potions and Create Novice Potions |
| Detection Sense | 2 Soul | self | 1 hour | Normal Perceive | You will know that someone or something has detected your presence. This prevents you from being ambushed. | Cover Tracks |
| Twin Dragon | 8 Power | weapon's range affecting 1-2 targets | instant | Hard React | Whip skill that has you snapping your whip out hard and fast twice, allowing you to hit one target twice or two separate targets. Both attacks damages are increased by 1d6. Both have critical chances. Both have offensive power added. | Choke Hold |
| Chi Drain | 6 Soul | self | instant | Hard Focus | Drain focus trait score amount of vitality from attacked target to restore your vitality with. | Chi Heal |
| Chi Energy | 6 Soul | self | instant | Hard Focus | Restore Power by Focus trait. | Chi Heal |
| Inciteful Energy | 8 Soul | self | 1d6 rounds | Hard Focus -2 | Inflict berserk on yourself, causing you to do double damage and increasing your critical trait by 4. However you are unable to use items or spells and cannot retreat or defend. | Chi Energy |
| Chi Guard | 4 Soul | 1 ally next to you | instant | Hard Focus | Increase your nearby ally's armor defense by your focus score when they are being attacked. | Chi Defense |
| Chi Heal | 4 Soul | self | instant | Normal Focus -2 | Heal your Vitality by your Focus trait. | Chi Defense |
| Chi Runic Defense | 4 Soul | self | 1d6 rounds | Hard Focus | Increase spirit trait by 1 and armor spirit by spirit trait score for defending against magical attacks. | Chi Defense |
| Enchanting | 6 Soul | 1 ally | 1 day | Hard Arcana | Enchant your ally with your runic element. Your ally will get a +1 to arcana and a +1d4 to runic power. Your ally will also gain your elemental bonuses to defense and offense, but none of the weaknesses. | Casting Strike |
| Lucky Shot | 3 Soul | self | instant | Normal Luck | Decreases target's Evade by Luck score for the shot. | Bow Empowerment |
| Quick Shot | 5 Power | self | instant | Normal React -2 | Get an extra shot with no skills used. | Bow Drawing |
| Staggering Shot | 5 Power | weapon range affecting 1 target | instant | Normal Critical -2 | Dazes the target for 1d4 rounds. | Bow Drawing |
| Trick Shot | 5 Soul | weapon range affecting 1 target | instant | Normal Deception -2 | Trick your target with a shot that seems aimed elsewhere. This catches the target off guard, increasing their evade chance difficulty up one level. In other words if it is a normal evade chance it becomes a hard evade chance. | Bow Drawing |
| Deflect Hit | 2 Power | self | instant | Normal React - 2 | This skill is used with Block or Parry. If you successfully use Block or Parry, you can use this skill to deflect the hit away from you. You need to also roll Critical with this, if you succeed your critical check and there is anyone next to you, the hit is deflected to that target. Otherwise, you simply take no damage. | Block or Parry |
| Disarm | 4 Power | self | instant | Normal Athletics -2 | This skill can be used when you successfully use Block or Parry. If you succeed with Block or Parry, use this skill and if successful you cause the target that is attacking you to drop its weapon. | Block or Parry |
| Trick Throw | 5 Soul | throw range affecting 1 target | instant | Normal Deception -2 | Trick your target with a thrown attack that seems aimed elsewhere. This catches the target off guard, increasing their evade chance difficulty up one level. In other words if it is a normal evade chance it becomes a hard evade chance. | Blind Throw |
| Trick Throw | 5 Soul | throw range affecting 1 target | instant | Normal Deception -2 | Trick your target with a thrown attack that seems aimed elsewhere. This catches the target off guard, increasing their evade chance difficulty up one level. In other words if it is a normal evade chance it becomes a hard evade chance. | Blind Throw |
| Puck Shot | 6 Soul | weapon's range affecting 1-2 targets | instant | Normal Hit Chance, -2 for second 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.The first target gets a normal evade chance, the second target gets an evade chance with a +2 bonus. If you hit, you succeed and your ammo will bounce off the first target and hit the second target. Same damage will be dealt to both targets. | Blind Shot |
| Sniper Shot | 6 Soul | weapon range affecting 1 target | instant | Normal Hit Chance -2 |
+1 automatically for damage; You can aim for parts on the target. Arms: critical hit causes target to drop weapon or shield Legs: critical hit causes target loss of hit leg, decreasing move by half, if both are hit then target cannot move Torso: critical hit causes extra 1d6 damage Head: critical hit stuns target 1d3 rounds All locations inflict wounds on that location. |
Blind Shot |
| Advanced Runic Crafting | 10 Soul | self | 16 hours | Impossible Arcana | Allows you to craft advanced runic items. | Better Runic Crafting |
| Advanced Crafting | N/A | self | 10 hours | Hard Insight | Allows you to craft advanced items. | Better Crafting |
| Runic Absorbtion | Soul Spent | self | instant | Easy Arcana | The rune dwarf can absorb some of the magic that gets past his or her armor. The rune dwarf does this by spending Soul. For every 1 soul spent, 10% of the spell damage can be absorbed, up to 70%. That absorbed damage is then converted into extra runic power at a 2 absorbed damage equals 1 runic power rate, which will be used with the next spell the dwarf casts, or will disappear at the end of battle, which ever comes first. | Be a rune dwarf. |
| Dwarven Axe Berserker | 4 Power | self | instant | Normal React -2 |
Dwarfs are masters of the axe, and can use the axe better than most other races. As long as the Dwarf wields an axe, he or she can use this skill. If used successfully, you get 1d4 extra swings with your axe, no offensive power added however. |
be a dwarf and weild an axe |
| Dwarven Hammer Berserker | 4 Power | self | instant | Normal React -S |
Dwarfs are masters of the hammer, and can use hammers and mallets better than most other races. As long as the Dwarf wields a hammer, he or she can use this ability. If used successfully, you get 1d4 extra swings with your hammer, no offensive power added however. |
be a dwarf and use a hammer or mallet |
| Dwarven Armor Empowerment | Soul Spent | any armor touched | 1d6 rounds | Normal Arcana |
Dwarfs can use their great knowledge of armor and metals to temporarily increase the protective ability of their armor. By using this ability, the Dwarf can exchange Soul into Defense at a cost of 3 Soul per 1 defense. The effect lasts for 1d6 rounds and this ability cannot be used again until the effect wears off. |
be a dwarf |
| Dwaven Tuck | N/A | self | instant | Easy Defense | When in defensive stance, the dwarf can sacrifice his or her movement action for the next round and pull him or herself in even further, tucking into the dwarf's armor. This will increase the dwarf's Armor Defense and Armor Spirit by 20% for the duration of the defensive round. | be a dwarf |
| Dwarven Forge | 2 Soul | 1 weapon | permanent effect | Normal Insight | Dwarves are masters of the forge. They can work their material in ways that seem supernatural to some. A dwarf can take any already completed weapon or armor and rework its properties. With this a dwarf can exhange armor spirit for armor defense or armor defense for armor spirit at a 1 to 1 ratio. If it is a weapon, they can trade parry with attack value at a 1:1 ratio. If the dwarf wants to reverse the change, the dwarf would simply reuse this skill, with that intention. The limit is 25 points per attribute. It takes 1 mintue per point change - can only spend up to 25 minutes so only up to 25 points | be a dwarf |
| Blood Empowering | Spent Vitality | self | instant | Easy Endure | With this skill the rune elf can empower his or her spell with their very life force. For every 1 Vitality spent, the damaging or healing power of the spell increases by 1. | be a dwarf |
| Magic Absorb | 20% of damage as Soul | self | instant | Normal Focus | You can absorb the damage of the spell that would affect your vitality to be released with Magic Redirect skill. You must release the spell damage before the end of battle or it will fade away. The absorbed damage will not affect your Vitality, instead 20% of it will go against your Soul for each round that you hold on to it. | Battle Mage |
| Magic Counter | cost of spell | self | instant | Normal React | You can counter attack a target that has attacked you, whether it be by melee, range, or spell, with an attack spell of your own. You must be able to cast that spell instantly. | Battle Mage |
| Magical Vampirism | N/A | self | instant | Normal Arcana | With this skill 10% of the spell damage you cause can be used to restore your Vitality. | Battle Mage |
| Mana Weapon | 4 Soul | self | 1d6 rounds | Normal Arcana | You create a weapon of pure arcana as either a sword or staff. It has an attack range of 1. Its attack value is your runic power + 1d4. You can use any bashing or slashing attack skills with it. You apply your elemental affects to attack when attacking with it. You will also add your offensive power when attacking with it. It has no block or parry value. | Battle Mage |
| Spell Aid | 2 Soul | 1 ally | instant | Normal React | If an ally is casting a spell, you can aide that ally in their spell casting. Doing so you increase their Arcana by 1d4 and Runic Power by your Arcana for that cast. | Battle Mage |
| Advanced Swordplay | 4 Power | self | instant | Normal Stealth | Fancy and fast sword moves that is harder to detect, decreasing target's Evade by 3. | Basic Swordplay |
| Novice Slashing Proficiency | N/A | self | 1d6 rounds | Normal Critical -2 | Decreases target's evade by 1 and increases slashing damage by 1d4. Causes 1 wound damage per round until healed. | Basic Slashing Proficiency |
| Novice Runic Crafting | 6 Soul | self | 8 hours | Hard Arcana | Allows you to craft novice runic items | Basic Runic Crafting and Better Crafting |
| Novice Piercing Proficiency | N/A | self | 1d6 rounds | Normal Critical -2 | Decreases target's evade by 1 and increases piercing damage by 1d4. Minimum damage of attack to affect Vitality will be 1d4 damage instead of 1 damage. If unarmored, 1 bleeding out damage per round until healed. | Basic Piercing Proficiency |
| Novice Crafting | N/A | self | 3 hours | Normal Insight | Allows you to craft novice items. | Basic Crafting |
| Novice Chopping Proficiency | N/A | self | 1d6 rounds | Normal Critical -2 | Decreases target's evade by 1 and increases chopping damage by 1d4. 1d4 bleeding out damage per round until healed. | Basic Chopping Proficiency |
| Novice Bludgeoning Proficiency | N/A | self | 1d6 rounds | Normal Critical -2 | Decreases target's evade by 1 and increases bludgeoning damage by 1d4. Dazes target for 1d4 rounds. Critical knocks target to the ground. 10% chance to knock air out of target rendering target stunned for 1 round. | Basic Bludgeoning Proficiency |
| Novice Bashing Proficiency | N/A | self | 1d6 rounds | Normal Critical -2 | Decreases target's evade by 1 and increases bashing damage by 1d6. Dazes target for 1d4 rounds. | Basic Bashing Proficiency |
| Lunging Attack | 4 Power | movement range affecting 1 target | instant | Normal Athletics | When using this skill you rush the target, knocking the target back 1d4 spaces. The target is dazed for 1 round due to being disoriented. You do normal damage + 1 with this attack. | Basic Attack |
| 2-Hit Combo | 4 Power | weapon's range affecting 1-2 targets | instant | Normal React Check | Before 2 basic attacks at the same time affecting 1 to 2 targets that are within your melee weapon range. | Basic Attack |
| Elemental Weapon | 4 Soul | self | 1d6 rounds | Normal Arcana | This skill allows you to imbue your attacks with your runic element. This allows you to add your runic power to your attacks. However runic elemental strengths and weaknesses apply, giving the target a chance to be immune to your attack if the target's element is strong against yours, or giving you the added damage if your element is strong against the target's. | Basic Attack |
| Leaping Attack | 4 Power | 1/2 move range affecting 1 target | instant | Normal Acrobatics | Leap in the air and come down hard at the target in an attack, striking the target's head. If the target is not wearing a helmet then no armor defense can be used. A critical hit here will knock the target out for 1d4 rounds. +1 extra damage. | Basic Attack |
| Basic Runic Crafting | 4 Soul | self | 3 hours | Normal Arcana -2 | Allows you to craft basic runic items. | Arcane Materials and Novice Crafting |
| Elemental Imbuing | 4 Soul | 1 item in hand | instant | Normal Arcana -2 | Allows you to give material the element of a spell stored in a rune stone at the cost of that rune stone. | Arcane Materials |
| Identify Animal | 2 Soul | 1 target in sight | instant | Normal Nature | Identify animal, beast type, and vitality. | Animal Talk |
| Frustrate | 4 Soul | any enemy targets within a 3x3 space area | 1d4 rounds | Hard Intimidate | All targets in the affected area must make a hard mental balance check. If they fail they will be berserk for 1d4 rounds, and you can be their only target for the next round. | Anger |
| Blind Shot | 3 Soul | weapon range affecting 1 target | instant | Normal Insight | Able to attack target you cannot see with projectile. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack. | Aiming |
| Blind Throw | 3 Soul | weapon range affecting 1 target | instant | Normal Insight | Able to attack target you cannot see with a thrown weapon. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack. | Aiming |
| Bow Drawing | 3 Power | self | instant | Normal Athletics | Increase bow range by 1d6, increase focus by 1 and damage by +1. | Aiming |
| Blind Throw | 3 Soul | weapon range affecting 1 target | instant | Normal Insight | Able to attack target you cannot see with a thrown weapon. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack. | Aiming |
| Rage Attack | 6 Power | 1 target in weapon range | instant | Normal Critical -2 | Attack 1d4 + 1 times causing full weapon damage with melee power damage each hit. No critical hits can be dealt with this skill. Must make a normal mental balance check afterwards to see if inflicted with rage. | Advanced Swordplay |
| Master Slashing Proficiency | N/A | self | 1d6 rounds | Impossible Critical | Decreases target's evade by 2 and slashing damage by 1d8. Causes 1d6 wound damage per round until healed. If unarmored causes 1d4 bleeding out damage until healed. | Advanced Slashing Proficiency |
| Master Piercing Proficiency | N/A | self | 1d6 rounds | Impossible Critical | Decreases target's evade by 2 and piercing damage by 1d8. Minimum damage of attack to affect Vitality will be 1d8 damage instead of 1 damage. 1d6 bleeding out damage per round until healed. | Advanced Piercing Proficiency |
| Master Chopping Proficiency | N/A | self | 1d6 rounds | Impossible Critical | Decreases target's evade by 2 and chopping damage by 1d8. 1d8 bleeding out damage per round until healed. 10% chance of amputation if striking a limb. | Advanced Chopping Proficiency |
| Master Bludgeoning Proficiency | N/A | self | 1d6 rounds | Impossible Critical | Decreases target's evade by 2 and bludgeoning damage by 1d8. Dazes target for 1d4 rounds after stun. Knocks target to the ground. Stuns target for 1d3 rounds. 1d6 wound damage per round until cured. | Advanced Bludgeoning Proficiency |
| Master Bashing Proficiency | N/A | self | 1d6 rounds | Impossible Critical | Decreases target's evade by 2 and bashing damage by 1d10. Dazes target for 1d4 rounds following stun. Stuns target for 1d3 rounds. 20% chance to break bone of location hit. | Advanced Bashing Proficiency |
| Nature's Nurturing | 4 Soul | self | 1 day | Normal Nature | You will regain 1d4 Vitality, Soul, and Power every hour or every round in battle as long as you are in a natural place. | 3 ranger skills and 2 ranger abilities |
| 3-Hit Combo | 6 Power | weapon's range affecting 1-3 targets | instant | Hard React | Perform 3 attacks hitting up to 3 targets within weapon range. | 2-Hit Combo |


