Skills




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+1d10 Damage 2 Endurance Increases the damage done by 1d10. If using a weapon, this is added to your weapon as extra attack value. If unarmed, it is added to your Melee Power.  Level 1: 1d10; 2 Endurance
Level 2: 2d10; 4 Endurance
Level 3: 3d10; 6 Endurance
Level 4: 4d10; 8 Endurance
2-Handed Proficiency N/A Increase Melee Power by 25% (x 1.25) for each level of mastery. This is an increase to the Melee Power for each hand. Since you are using a 2-handed weapon, you are already applying Melee Power twice. If your Melee Power is 12, this would be 12 x 1.25 = 15, so you'd use 15 + 15 + weapon attack value.  Level 1: 25% (x1.25)
Level 2: 50% (x1.5)
Level 3: 75% (x1.75)
Level 4: 100% (x2)
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
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
A Concert for Zodo 8 Soul Grants anyone in a 4x4 space area around you a 1d6 Soul and Runic Energy. It also grants runic elemental dominance against any other target, even if the other target is of the same element. If both targets have this effects, the dominance cancels out. The effects last for 1d6 rounds. Level 1: 1d6; 8 Soul
Level 2: 2d6; 16 Soul
Level 3: 3d6; 24 Soul
Level 4: 4d6; 32 Soul
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
Advanced Bashing Proficiency N/A self 1d6 rounds Hard Critical Increases Focus by 3 and bashing damage by 1d8. Dazes target for 1d4 rounds following stun. Stuns target for 1 round. Novice Bashing Proficiency
Advanced Bludgeoning Proficiency N/A self 1d6 rounds Hard Critical Increases Focus by 3 and bludgeoning damage by 1d6. Dazes target for 1d4 rounds after stun. Knocks target to the ground. Stuns target for 1 round. 1d4 wound damage per round until cured. Novice Bludgeoning Proficiency
Advanced Chopping Proficiency N/A self 1d6 rounds Hard Critical Increases Focus by 3 and chopping damage by 1d6. 1d6 bleeding out damage per round until healed.  Novice Chopping Proficiency
Advanced Crafting N/A self 10 hours Hard Insight Allows you to craft advanced items. Better Crafting
Advanced First Aid 20 Soul Heals broken bones, impalement, and other serious conditions with First Aid. N/A: only one level
Advanced Piercing Proficiency N/A self 1d6 rounds Hard Critical Increases Focus by 3 and piercing damage by 1d6. Minimum damage of attack to affect Vitality will be 1d6 damage instead of 1 damage. 1d4 bleeding out damage per round until healed.  Novice Piercing Proficiency
Advanced Runic Crafting 10 Soul self 16 hours Impossible Arcana Allows you to craft advanced runic items. Better Runic 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
Advanced Swordplay 4 Power self instant Normal Stealth Fancy and fast sword moves that is harder to detect, decreasing target's Evade by 3. Basic Swordplay
Advanced Vehicle Operation N/A Able to drive and operate advanced vehicles. N/A: only one level
Advanced Vehicle Repair N/A Able to use repair skills on Advanced vehicles. N/A: only one level
Adventure Empowerment 5 Endurance Increase Adventurer Actions by 10% of Speed for 1d10 hours. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Affect Form 2 Soul self until changed back Normal Arcana This skill allows the spirit elf to drop their physical form and become spiritual. Their physical form will disappear, and any clothing, weaponry, armor, or packs on them not enchanted to their element will drop to the floor. The spirit elf will then be a spirit, like any other spirit or wraith, and thus able to move about without any physical restrictions. However, each round (in battle) or each hour (out of battle) that the spirit elf remains in spirit form the spirit elf must make a mental check, with a penalty of 10 that increases by 10 for each round or hour after that, as well as spend 20% of their max Endurance. Skilled Concentration will cut the Endurance cost in half, and decrease the penalty by 5. Should Endurance drop to 0 or the spirit elf fail a mental check, the spirit elf will need to make 1 save check, and should that fail the spirit elf will be dead, only able to be restored by Miracle Summoning or Resurrection. When the spirit elf is ready to regain physical form, the spirit elf needs to use this skill again. The spirit elf cannot affect the physical world in this form. N/A
Affect Reality 2 Soul self instant Normal Arcana This skill allows the spirit elf to affect the physical world while in spirit form. Using this skill will allow the spirit elf to open doors and chests, set and disarm traps, cause physical damage, and anything else as if physical. However, any physical damages will be halved. N/A
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
Agile Reaction 8 Soul Increase React by 10% of Agility for 1d4 rounds. Level 1: 10%; 8 Soul
Level 2: 20%; 16 Soul
Level 3: 30%; 24 Soul
Level 4: 40%; 32 Soul
Agile 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
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
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
Aiming N/A self instant Easy Perceive Roll a 1d6 along with your Focus Check when making a focused attack.  N/A
Aiming N/A self instant Easy Perceive Roll a 1d6 along with your Focus Check when making a focused attack.  N/A
Airship Operation N/A Able to drive and operate airships. N/A: only one level
Airship Repair N/A Able to use repair skill to repair airships. N/A: only one level
Alchemical Application N/A Apply potion to weapon giving weapon its effects. N/A: only one level
Alchemical Identify 5 Soul +10 to Perceive to identify a potion and its properties. Level 1: +10; 5 Soul
Level 2: +20; 10 Soul
Level 3: +30; 15 Soul
Level 4: +40; 20 Soul
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%
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
Ancestral Blessing 5 Soul

Component Cost: 1 Faded Hope Willow Leaf

With this summon you summon the spirits of your ancestors to aid you. Their spiritual energy washes over you increasing your Melee, Bow, Throw Powers and Fortitude by 25% temporarily. If you are not observant of your ancestors or have dishonored your family, the boost is half that.

N/A
Ancestral Empowerment 10 Soul

Component Cost: 1 Arrow Root and 1 Blue Grass

With this summon you call upon the spirit of your ancestors to empower you. They do so by making it easier for you to use your skills. You are given a +10 bonus to your skill, spell, and stat checks, -10 penalty if you have angered your ancestors. Once the summon's duration of 1d8 rounds is done, you return to normal.

N/A
Ancestral Protection 20 Soul

Component Cost: 3 Imp Skulls

With this summon you call forth the spirit of your ancestors to protect you and your friends. For 1d6 rounds, all physical damage dealt to you and your friends is reduced by 30% and it is redirected back at the attacker so that the attacker receives half the damage it causes.

N/A
Ancestral Rage 15 Soul

Component Cost: 3 Fire Lichen

With this summon you call forth the spirits of your ancestors to help you in battle. The ancestors are enraged at those who dare to attack you, and rush forth across the battlefield doing 3d% increased by your Runic Energy magical damage to every enemy target. If you are a vigilant observer of your ancestors and they are proud of you, your Runic Energy will be doubled for this attack.

N/A
Ancient Summoning 25 Soul

Component Cost: 2 Dragon's Eyes and 3 vials of Bog Imp's Blood

With this mighty summon you call upon the ancient spirits to come and assist you and your allies in battle. A great and terrible ancient chimera comes forth from the spirit realm to fight along side you and your allies. Each round the chimera will melee attack an enemy of your choice or blow spiritual flame at all enemy targets. The melee attack 4d% damage per hit. The spiritual flame will do 3d% + 20 magic damage. Once the summon's duration is over, the ancient beast will disappear.

N/A
Angelic Summoning 25 Soul

Component Cost: 2 Kymara's Tear Tulips and 3 vials of Bog Dragon's Blood

With this mighty summon you call upon holy seraphim to come and assist you and your allies in battle. A powerful seraphim comes forth to fight along side you and your allies. Each round the seraphim will melee attack an enemy of your choice or blast holy light at all enemy targets. The melee attack deals 6d% damage. The holy light will do 5d% magic damage to normal targets or 8d% magic damage to the undead or targets with dark alignment. OAfter 1d8 rounds the seraphim will disappear. If you are not of a light alignment the summon will not work.

N/A
Anger N/A +5 to Influence to cause your attack to anger target so that target can only attack you. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Anger 2 Soul any enemy targets within a 3x3 space area instant Normal Intimidate This skill is Taunt as an area affect. All enemy targets in the area of affect must make a normal focus check or they will have no choice but to attack you their next round.  Taunt
Angerian Embrace Amount of stat given or 2 Soul touching range instant Normal Arcana -1 The skill allows the angerian to embrace the target. Doing so, the angerian can give the target Vitality, Soul, or Power from its own stats. Or, the angerian can take 2d4 of Vitality, Soul, or Power from the target to replenish his or her stats. N/A
Anima Stone Theory 10 Soul This ability allows you to create an Anima Stone in the same way you might create a rune stone. You can also bond with and use Amina Stones.  Level 1: Blood Stones; 10 Soul
Level 2: Bestia Stones; 20 Soul
Level 3: Angelus and Daemon Stones; 30 Soul
Level 4: Aduro and Umbra Stones; 40 Soul
Animal Magicks N/A Allows you to learn and master skills and spells that your bonded creature would have. N/A
Animal Talk N/A self instant Easy Nature Able to communicate with animals and understand them. N/A
Answers The Divine 30 Soul

Component Cost: 10 Kymara's Tear Tulips and 5 Morning Glories

You summon the divine god or goddess that you worship and that being appears on the battlefield. The god or goddess will grant you one wish that will only last the duration of the battle and then disappears. The wish can be anything but will disappear once the battle is over.

N/A
Apply Curse 25 Soul This skill allows you to apply any curses you have learned onto objects. Objects must be able to be held or equipped in some fashion. N/A
Appraisal 5 Soul Identify the value of an item by sight. N/A: only one level
Arcane Crafting N/A Lets you add spell components to your items to make magical items based on level of mastery. Follows the same rules as Spell Crafting, meaning that you would need to have higher levels of this skill to us different components. Level 1: Level 1 complexity
Level 2: Level 2 complexity
Level 3: Level 3 complexity
Level 4: Level 4 complexity
Arcane Materials N/A Lets you increase one value of material at a rate of +1 per 10 character points. Level 1: +1 per 10 character points
Level 2: +2 per 10 character points
Level 3: +3 per 10 character points
Level 4: +4 per 10 character points
Arcane Materials Spent Soul 1 item in hand instant Normal Arcana You can increase one value of a material at a rate of +1 for every 4 Soul spent. Material Identify
Arcane Recreation 5 Soul

Component Cost: 1 Purple Haze Lily and ½ pound Falgaa Bird Meat

With this summon you call upon the power of creation to make things new again. With each use of this summon, any one item no larger than 3 feet by 3 feet is made new again, fully restored. This includes armor and weapons. For larger objects, continual uses of this summon will be required.

N/A
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
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
Armor Hardening 5 Soul Dwarfs can use their great knowledge of armor and metals to temporarily increase the protective ability of their armor. By using this ability, the Dwarf can exchange Soul into a Flat defense or spirit rate of their choosing at a cost of 5 Soul per 1 defense or spirit point. The effect lasts for 6 rounds and this ability cannot be used again until the effect wears off. Level 1: 5 Soul to 1
Level 2: 5 Soul to 2
Level 3: 5 Soul to 3
Level 4: 5 Soul to 4
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
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
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
Assasination Hit 8 Soul weapon range affecting 1 target instant Impossible Critical Hit kills target instantly Stunning Hit
Assassin 5 Soul Use with Stealth. 5% chance of instantly killing target when attacking with stealth. Level 1: 5%; 5 Soul
Level 2: 10%; 10 Soul
Level 3: 15%; 15 Soul
Level 4: 20%; 20 Soul
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
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
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%
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%
Attention Lock N/A +10 to Influence to cause all drawn enemies to stay locked onto you for 1d6 rounds. Level 1: +10
Level 2: +20
Level 3: +30
Level 4: +40
Attention Lock 8 Soul 1 target 1d6 +1 rounds Impossible Intimidate This skill forces you to be the target's only target for the duration. The target can only target you and is so focused on you that your allies get a +1 to their hit chances.  Frustrate
Aura of Lust N/A Adds seduction effect to singing or dancing, affecting a 3x3 area around you. N/A: only one level
Aura Vacuum 2 Soul Absorbs 20% of damage dealt to restore Vitality. Level 1: 20%; 2 Soul
Level 2: 40%; 4 Soul
Level 3: 60%; 8 Soul
Level 4: 80%; 10 Soul
Aura 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
Avian Kinship N/A Birds in the area will treat you as friend and not attack you. Luck chance for aid from area birds. N/A: only one level
Awareness First Aid 10 Soul Heal 1d6 Awareness with First Aid. Level 1: 1d6; 10 Soul
Level 2: 2d6; 20 Soul
Level 3: 3d6; 30 Soul
Level 4: 4d6; 40 Soul
Axe Berserk 10 Endurance Dwarfs are masters of the axe, and can use the axe better than most other races. As long as the Dwarf wields an axe, he or she can use this ability. With this skill you need to make a Speed Check with a 5 point bonus. If successful, you get 1d4 extra swings with your axe, no melee power added however.  Level 1: +5, 1d4, 10 Endurance
Level 2: +10, 2d4, 20 Endurance
Level 3: +15, 3d4, 30 Endurance
Level 4: +20, 4d4, 40 Endurance
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
Bare Defense 5 Endurance Gives 1d12 as defense when defending.  Level 1: 1d12; 5 Endurance
Level 2: 2d12; 10 Endurance
Level 3: 3d12; 15 Endurance
Level 4: 4d12; 20 Endurance
Bash Defense N/A +2 to defense against bash attacks per level of mastery. Level 1: +2
Level 2: +4
Level 3: +6
Level 4: +8
Bash Defense N/A self instant Easy Defense Increase armor's defense by 2 against bashing attacks. N/A
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 Bashing Proficiency N/A self 1d6 rounds Normal Critical Decrease target's evade by 1 and increase bashing damage by 1. Must equip a bashing weapon.
Basic Bludgeoning Proficiency N/A self 1d6 rounds Normal Critical Decrease target's evade by 1 and increase bludgeoning damage by 1. Must have a bludgeoning weapon equipped.
Basic 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 Crafting N/A self 1 hour Easy Insight Allows you to create basic items. N/A
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 Runic Crafting 4 Soul self 3 hours Normal Arcana -2 Allows you to craft basic runic items. Arcane Materials and Novice Crafting
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 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
Battle Mage N/A self instant Normal Arcana +1 You can absorb 10% of the spell damage and use it to restore your Soul. N/A
Battle Mage N/A self instant Normal Arcana +1 You can absorb 10% of the spell damage and use it to restore your Soul. N/A
Battle Rage 3 Power self 1d4 rounds Normal Critical The cathar can go into a battle rage that increases all melee damages by an additional offensive power. However the cathar will be dazed for a time that is equal to the time spent in rage. So if the cathar is in battle rage for 3 rounds, the cathar will be dazed for the following 3 rounds. N/A
Battle Tango 25 Endurance Doubles move range, waltz around battlefield doing all skills in skill chain but you must return to your starting place. This means you can move about the battle field at double your battle movement range, hitting every target with your full skill chain of attacks, however you have to end your movement where you started your movement. N/A
Battle Waltz 10 Endurance Allows you to move with your dance, affecting a 3x3 area along your movement path. N/A: only one level
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
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
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
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
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
Better Crafting N/A self 6 hours Normal Insight -2 Allows you to craft better items. Novice Crafting
Better Runic Crafting 8 Soul self 12 hours Hard Arcana -2 Allows you to craft better runic items. Novice Runic Crafting and Advanced Crafting
Binding of the Natural Spirits 10 Soul 20% chance to inflict 1d10 poison or remove poison by touch. Level 1: 20% chance, 1d10, 10 Soul
Level 2: 40% chance, 2d10, 20 Soul
Level 3: 60% chance, 3d10, 30 Soul
Level 4: 80% chance, 4d10, 40 Soul
Binding of the Natural Spirits 4 Soul touching range instant Normal Arcana Inflict 1d4 poison or remove poison by touch. Druid Speech
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
Black Flame 20 Soul

Component Cost: 2 Black Rose Petals and 1 Fire Lichen

With this summon you plead to the powers of Xodod to help you in combat. You are granted a powerful magical projectile to do so. This summon allows you to call forth small blasts of non-elemental xodod flame that you can hurl at your enemies. Each blast does 15d12 non-elemental magic damage increased by your runic energy. If you are a worshiper of Zodo, you get an additional 3d20 and an increase of 25% to your runic energy. You can use this as a support attack skills, spells, and actions for the next 1d8 rounds. This summon will increase your dark moral points by 1 for a maximum increase of 5.

N/A
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
Blessed Aura N/A Self and allies in a 2x2 area around you have any damage received reduced by 10% if it is dealt by an attacker with more dark morality points than light morality points. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Blessed Knight N/A Your attacks are permanently increased by your morality light points + 10% as a percentage. So if you have 5 light points this would increase your attacks by 15%. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Blind Shot 3 Soul +5 to Luck to hit the target without rolling for hit chance. Basically, with this skill you can shoot and hit the target even if you can't clearly see the target. You can also hit the target even if your hit chance falls under the target's evade.  Level 1: +5; 3 Soul
Level 2: +10; 6 Soul
Level 3: +15; 9 Soul
Level 4: +20; 12 Soul
Blind Shot 3 Soul weapon range affecting 1 target instant Normal Insight Able to attack target you cannot see with projectile. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack. Aiming
Blind Throw 3 Soul weapon range affecting 1 target instant Normal Insight Able to attack target you cannot see with a thrown weapon. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack. Aiming
Blind Throw 3 Soul weapon range affecting 1 target instant Normal Insight Able to attack target you cannot see with a thrown weapon. This can be used when the target is out of sight range, obscured due to weather or lack of lighting, hidden, or you have a status effect obscuring vision thus removing those penalties for this attack. Aiming
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
Block or Parry Chance 5 Endurance First digit of Speed + 20 per level of mastery chance to block or parry. So if your Speed is 68, at level 1 this skill will give you a 26% chance to block or parry. That means you'd have to roll 26 or less. If you have this at level 4, that would give you an 86% chance, meaning you'd have to roll 86 or less.  Level 1: 20, 5 Endurance
Level 2: 40, 10 Endurance
Level 3: 60, 15 Endurance
Level 4: 80, 20 Endurance
Blood Empowering 2 Soul Dwarves can use their blood to empower their talisman. This allows them to give their talisman extra Soul at that moment to increase a spell's effects. With every 2 Soul you can increase a spells healing or damaging power by 1, if using a totem.  N/A: only one level
Blood Empowering Spent Vitality self instant Easy Endure With this skill the rune elf can empower his or her spell with their very life force. For every 1 Vitality spent, the damaging or healing power of the spell increases by 1.  be a dwarf
Bow & Arrow Proficiency N/A Increases the attack value of your bow or crossbow by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your attack value with your weapon is 10, this skill will make it 11.  Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Bow Drawing 10 Endurance Increases the range of your bow by 1d6. Also increases your hit chance by 5 and damage by 1d6.  Level 1: 1d6, 5, 1d6; 10 Endurance
Level 2: 2d6, 10, 2d6; 20 Endurance
Level 3: 3d6, 15, 3d6; 30 Endurance
Level 4: 4d6, 20, 4d6; 40 Endurance
Bow Drawing 3 Power self instant Normal Athletics Increase bow range by 1d6, increase focus by 1 and damage by +1. Aiming
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
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
Break Chance 8 Endurance 5% chance to break the attacker's weapon when you are parrying with your weapon. A penalty may be applied if the attacker's weapon is stronger than your weapon, just like a bonus may be applied if your weapon is stronger than the attacker's weapon. There will always at least be a chance with this skill. Level 1: 5%; 8 Endurance
Level 2: 10%; 16 Endurance
Level 3: 15%; 24 Endurance
Level 4: 20%; 32 Endurance
Breath Defense N/A +2 to spirit against breath attacks per level of mastery. Level 1: +2
Level 2: +4
Level 3: +6
Level 4: +8
Breath Holding 5 Endurance Can hold breath for 1d4 +1 minutes, the 1d4 increases with level of mastery. Basically, with this skill you could hold your breath from 2 minutes to 5 minutes, at the first level of mastery.  Level 1: 1d4; 5 Endurance
Level 2: 2d4; 10 Endurance
Level 3: 3d4; 15 Endurance
Level 4: 4d4; 20 Endurance
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
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
Bullet Defense N/A Increase defense by +2 against piercing "bullet" attack from guns. Level 1: +2
Level 2: +4
Level 3: +6
Level 4: +8
Bullet Defense N/A +2 to defense against bullet attacks per level of mastery. Level 1: +2
Level 2: +4
Level 3: +6
Level 4: +8
Calming Aura 10 Soul

Removes and prevents the effects of rage or fear from self and allies in a x1x area for 10 SA.

Neutral Alignment

N/A: only one level
Cantata For Battle 5 Soul Grants everyone in a 3x3 space area around you +1d10 to Melee, Bow, Throw and Runic Energy for 1d6 rounds. Level 1: 1d10; 5 Soul
Level 2: 2d10; 10 Soul
Level 3: 3d10; 15 Soul
Level 4: 4d10; 20 Soul
Carry 1 Power self 1 hour Normal Athletics Increase weight limit by 50% for 1 hour. N/A
Carving N/A Lets you carve wood, bone, and stone materials with a knife, dagger, or any other blade. N/A: only one level
Casting Out Strike N/A Critical Hit instantly frees target of possession. N/A
Casting Strike 5 Soul Can cast a spell with casting speed of 1 or less per level with your attack. Spell stat cost is still spent and must be rolled for, however this adds the spell to your attack effectively allowing you to cast a spell with your attack action and still able to cast a spell during your magic action. Level 1: Runic Casting Speed 1 or less; 5 Soul
Level 2: Runic Casting Speed 2 or less; 10 Soul
Level 3: Runic Casting Speed 3 or less; 15 Soul
Level 4: Runic Casting Speed 4 or less; 20 Soul
Casting Strike 4 Soul 1 ally 1d6 rounds Normal Arcana Cast an offensive spell on the weapon of your ally. Whenever your ally makes a critical hit with that weapon, the spell will cast.  Spell Slinger
Cat Leap 2 Power self instant Normal Acrobatics Cathars, like their feline cousins, are able to leap to greater heights and across greater distances. Normally to jump up is half your movement range and to leap across is half your movement range. With this skill, you can jump up or across double your movement range. N/A
Cataclysm's Call 30 Soul

Component Cost: 2 Dragon's Eyes, 2 Chaos Hyrda Claws, 1 Chaos Hydra Heart, and 1 Chaos Hydra Scale

With this powerful summon you call upon all of the spirits whose lives were lost through cataclysm. All at once the terrible and frightful energy of all those lost during a terrible global tragedy rushes the battlefield. Roll 1d6. The number rolled is how many 1d6's each enemy target must roll, rolling 6 on one is instant death. If no 6's are rolled, total the number rolled and multiply your Runic Energy against that for damage that cannot be protected against dealt to that target's HP.

N/A
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
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
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
Chi Arcobatics 2 Soul self 1d6 rounds Normal Focus Increase Acrobatics by Focus. Meditation
Chi Aura 15 Soul Produces a 3x3 space aura that gives the effects of Gift of Tongues to allies and Curse of Tongues to enemies, increased by x 1.25. You can only give the effect of the skill if you already have the skill. Level 1: x 1.25; 15 Soul
Level 2: x 1.5; 30 Soul
Level 3: x 1.75; 45 Soul
Level 4: x 2; 60 Soul
Chi Defense 5 Soul Increases defense by 10% of Runic Energy for that instance. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul
Chi Defense 2 Soul self 1d6 rounds Normal Focus Increase defense trait by 1 and armor defense by focus score. For physical damages and attacks only. Meditation
Chi Drain 15 Soul Generates a 3x3 space aura using your chi energy that drains any within the aura's Vitality by 20% of your Runic Energy. The drained Vitality is returned to you. The aura lasts for 1d4 rounds. Level 1: 20%; 15 Soul
Level 2: 40%; 30 Soul
Level 3: 60%; 45 Soul
Level 4: 80%; 60 Soul
Chi Drain 6 Soul self instant Hard Focus Drain focus trait score amount of vitality from attacked target to restore your vitality with. Chi Heal
Chi 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

Chi Energy 6 Soul self instant Hard Focus Restore Power by Focus trait. Chi Heal
Chi Energy Field N/A Produces a 4x4 space aura around you that increases spent stat by x 1.3 and divides it among all targets in the area. This is an instant skill, the amount of stat points spent is up to the user as is the type and can be Vitality, Soul, or Endurance, however those points come from the user's current stat points. Level 1: x 1.3
Level 2: x 1.6
Level 3: x 1.9
Level 4: x 2.2
Chi Guard 8 Soul Generates a 3x3 space aura using your chi energy that increases the defense of any in that area by 20% of your Runic Energy for 1d4 rounds. Level 1: 20%; 8 Soul
Level 2: 40%; 16 Soul
Level 3: 60%; 24 Soul
Level 4: 80%; 32 Soul
Chi Guard 4 Soul 1 ally next to you instant Hard Focus Increase your nearby ally's armor defense by your focus score when they are being attacked. Chi Defense
Chi Heal 8 Soul Self Heal by Runic Energy per level of mastery Level 1: 1 x Runic Energy; 8 Soul
Level 2: 2 x Runic Energy; 16 Soul
Level 3: 3 x Runic Energy; 24 Soul
Level 4: 4 x Runic Energy; 32 Soul
Chi Heal 4 Soul self instant Normal Focus -2 Heal your Vitality by your Focus trait. Chi Defense
Chi 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
Child of Magic N/A This skill allows you to have the effects of a protection, armor, or status effect, or weapon spell on you for an extended period of time. This spell takes all of your Soul from you to power the protection spell. The spell then takes its cost from that pool every other round. You could use this spell to give you Scorched Aura or Sun's whip, for example, with the spell's cost slowly taking from the pool every other round instead of from you. Once you've used this skill, you can restore your Soul through use of a potion and continue to cast other spells and such. Once the pool of Soul is depleted, the effect of the spell is gone. N/A: only one level
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
Chop Defense N/A +2 to defense against chop attacks per level of mastery. Level 1: +2
Level 2: +4
Level 3: +6
Level 4: +8
Chop Defense N/A self instant Easy Defense  Increase armor's defense by 2 against chopping attacks. N/A
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
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
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
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
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
Control Defense N/A 5% chance of immunity to possession or control per level of mastery. Level 1: 5%
Level 2: 10%
Level 3: 15%
Level 4: 20%
Conversion 5 Soul

The SA Cost of the skill is used to give the target 2 moral points to the alignment of your choice per level of mastery. You can place those moral points in light, dark, order, or chaos. The rate is 5 SA = 2 moral points.

Neutral Alignment

Level 1: 5 Soul = 2 moral points
Level 2: 5 Soul = 4 moral points
Level 3: 5 Soul = 6 moral points
Level 4: 5 Soul = 8 moral points
Counterfeiting N/A Make convincing copies of objects, documents, or money. 10 penalty to other's perceive to notice. Level 1: -10
Level 2: -20
Level 3: -30
Level 4: -40
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
Crafting N/A Lets you create weapons, armor, and other items based on level of mastery. Level 1: Level 1 crafting
Level 2: Level 2 crafting
Level 3: Level 3 crafting
Level 4: Level 4 crafting
Create Advanced Potions N/A self instant Hard Insight Allows you to create advanced potions. Create Better Potions
Create Arcane Potions N/A Lets you combine spell components into your potions to make magical potions. Follows the same rules as Spell Crafting, meaning that you would need to have higher levels of this skill to us different components. Level 1: Level 1 complexity
Level 2: Level 2 complexity
Level 3: Level 3 complexity
Level 4: Level 4 complexity
Create Basic Arcane Potions 4 Soul self instant Normal Arcana Allows you to create basic arcane potions Create Basic Potions
Create Basic Potions N/A self instant Easy Insight Allows you to create basic potions. N/A
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 Better Potions N/A self instant Normal Insight -2 Allows you to create better potions Create Novice Potions
Create Magical Totem 10 Soul Create a magical totem. This ability  allows you to transform something you already possess into a magical totem. The totem decreases the casting costs of any spell you are casting by 1 and the stat cost by 10%. However, the totem has only as much Soul that you put into it. The totem will lose the spell's Soul cost in Soul each time you cast a spell while holding the totem, and once the Soul cost is depleted, the totem becomes a normal object again, no longer providing its effect. To create a totem, simply hold the object you wish to enchant and spend your Soul into it, 10 Soul at a time, until you are satisfied. Every 10 Soul spent takes 1 minute of game time. This ability can't be used in combat. This is best used when using spells you've already mastered from your rune stones. N/A: only one level
Create Medicines N/A Lets you create medicines based on your level of mastery. Level 1: Level 1 medicines
Level 2: Level 2 medicines
Level 3: Level 3 medicines
Level 4: Level 4 medicines
Create Novice Arcane Potions 6 Soul self instant Normal Arcana -2 Allows you to create novice arcane potions. Create Basic Arcane Potions and Create Novice Potions
Create Novice Potions N/A self instant Normal Insight Allows you to create novice potions. Create Basic Potions
Create Potions N/A Lets you create potions based on your level of mastery. Level 1: Level 1 potions
Level 2: Level 2 potions
Level 3: Level 3 potions
Level 4: Level 4 potions
Creature Bonding 10 Soul Bond tamed creature to make creature a permanent companion. Limit of 2. N/A: only one level
Creature Bonding N/A tamed creature permanent Hard Influence This skill allows you to bond with the creature you tamed in battle, allowing you to keep that creature as your familiar after battle. The number of creatures you can bond with is equal to your Nature score. So if you have a Nature of 3, you can bond with 3 creatures. You can only have one creature or familiar out with you at a time, and can swap between them at will as a support action.  Druid's Companion
Creature Lore N/A This skill grants you the knowledge of the creature you are looking at and how to identify them and their variants. With this skill you will know the creature's stats, skills, behavior, and more. N/A: only one level
Creature Transformation 20 Soul Allows you to transform into your bonded creature for 1d6 rounds (battle) or 1 hour (out of battle). N/A
Cries of the Damned 15 Soul

Component Cost: 2 Ghost Orchids and 1 Skull Cap Mushroom

With this summon you call upon the spirit realm asking for help. What replies are the damned and lost souls trapped within the Shadow Realm who have long lost their sanity. Their cries and moans affect all but the arcessomancer, causing all to need to make will checks. Those who fail to make will checks will be stunned for the first round and be inflicted with fear for the duration of the summon. The arcessomancer can help his or her allies to avoid this fate by spending an extra 20 Soul per ally they wish to protect. This summon lasts for 1d4 rounds.

N/A
Critical Chance 10 Endurance Allows for critical hits with a crossbow and long guns. Without this skill, crossbows or long guns wouldn't have the ability to make critical hits. The critical hit damage of a crossbow or long gun will be double ammo damage.  N/A: only one level
Critical Chi N/A Any Critical Hit with an attack that uses Chi also adds double Runic Energy.  N/A: only one level
Critical Chi 4 Soul self 1d6 rounds Hard Focus Increase Critical trait by Focus trait and critical damage is increased by focus as well. Inner Chi
Critical 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
Curse of Tongues 40 Soul

Causes enemies in a 3x3 area around you to be unable to move and have half evade and runic speed for 1d3 rounds.

Neutral Alignment

N/A: only one level
Cursed Aura N/A Self and allies in a 2x2 area around you have any damage received reduced by 10% if it is dealt by an attacker with more light morality points than dark morality points. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Cursed Ground Tango 25 Endurance Anyone in a 3x3 space area around you will suffer your Runic Energy worth of Vitality damage with each space they move for 1d6 rounds. N/A: only one level
Cursed Knight N/A Your attacks are permanently increased by your morality dark points + 10% as a percentage. So if you have 5 dark points this would increase your attacks by 15%. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Dagger Berserk 10 Endurance Dark Elves are masters of the dagger, and can use daggers better than most other races. As long as the dark elf wields a dagger, he or she can use this ability. With this skill you need to make a Speed Check with a 5 point bonus. If successful, you get 1d4 extra attacks with your dagger, no melee power added however.  Level 1: +5, 1d4, 10 Endurance
Level 2: +10, 2d4, 20 Endurance
Level 3: +15, 3d4, 30 Endurance
Level 4: +20, 4d4, 40 Endurance
Damage Absorb 5 Endurance Absorb 5% of the physical damage that gets through your armor. That will reduce the damage that gets through by 5%. That 5% is applied to your next melee strike, whether it successfully hits or not, thus not only reducing your damage taking but also increasing the damage you deal.  Level 1: 5%; 5 Endurance
Level 2: 10%; 10 Endurance
Level 3: 15%; 15 Endurance
Level 4: 20%; 20 Endurance
Damaging Shrill 3 Soul Also cause Runic Energy + 1d8 damage with Sickening Tones. Level 1: 1d8; 3 Soul
Level 2: 2d8; 6 Soul
Level 3: 3d8; 9 Soul
Level 4: 4d8; 12 Soul
Dance Training N/A Causes your dancing skills to cost 25% less Endurance to use. N/A: only one level
Dark Rage 25 Soul Double the effects of Rage Attack against enemies with a positive alignment. N/A
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
Daze or Stun Defense N/A 10% chance of immunity to daze or stun per level of mastery. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%
Daze or Stun Defense 4 Power self instant Normal Defense This skill causes you to not be affected by the daze or stun status effects. Poison or Sickness Defense
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
Defense Empowerment 5 Endurance Increase defense by 10% of Speed for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Defense Empowerment N/A self 1d4 rounds Easy Defense +1 to Immunity, Endure, and Defense traits N/A
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%
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
Deflect 1-Target Spell 5 Soul 10% chance to deflect a 1 target spell with shield or weapon when blocking or parrying, receiving no armor damage. Instead the spell just is pushed away from you. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul
Deflect 1-Target Spell 4 Soul self instant Hard Arcana This skill is used with Runic Block. If you successfully use Runic Block, you can use this skill to deflect the spell away from you. You need to also roll Critical with this, if you succeed your critical check and there is anyone next to you, the spell is deflected to that target. Otherwise, you simply take no damage. Runic Block
Deflect Hit 2 Power self instant Normal React - 2 This skill is used with Block or Parry. If you successfully use Block or Parry, you can use this skill to deflect the hit away from you. You need to also roll Critical with this, if you succeed your critical check and there is anyone next to you, the hit is deflected to that target. Otherwise, you simply take no damage. Block or Parry
Deflect 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
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
Demonic Protection 10 Soul A demon of Xodod protects you and allies from 4d20 damage and counters half damage. Level 1: 4d20; 10 Soul
Level 2: 8d20; 20 Soul
Level 3: 12d20; 30 Soul
Level 4: 16d20; 40 Soul
Demonic Transformation 40 Soul Changes you into a terrigying demon allowing double use of all dark knight skills and double attacks for 1d6 rounds. N/A
Design Improvement N/A Lets you improve blueprints based on level of mastery. Level 1: Level 1 improvement
Level 2: Level 2 improvement
Level 3: Level 3 improvement
Level 4: Level 4 improvement
Design Improvement N/A 1 item 1 hour Normal Insight Lets you improve blueprints. Each improvement is a skill check and must get approval. Item Combination and Basic Crafting
Detect Empowerment 5 Endurance Increase Detect by 10% of Luck for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance
Detect Empowerment 5 Soul Increase Detect by 10% of Perceive for 1d6 rounds. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul
Detect Lies 5 Soul

Can tell if someone is lying to you by making a Perceive check with a +10 to Perceive. 

Neutral Alignment

Level 1: +10; 5 Soul
Level 2: +20; 10 Soul
Level 3: +30; 15 Soul
Level 4: +40; 20 Soul
Detect 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
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
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
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
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
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
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
Disarm Traps 2 Soul 1 trapped area near you instant Easy Luck You can safely disarm most normal traps. N/A
Disguise N/A Wear convincing disguises. 5 penalty to other's perceive to notice that it is indeed you.  Level 1: -5
Level 2: -10
Level 3: -15
Level 4: -20
Disregard Tax N/A Automatically reduces the costs of all items by 20%. N/A: only one level
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
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
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%
Divination 2 Soul self 1 hour Easy Insight +2 to Insight when using tools of divination. N/A
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%
Divine Protection 10 Soul A holy spirit protects self and all allies for a total of 1d% damage. Level 1: 1d%; 10 Soul
Level 2: 2d%: 20 Soul
Level 3: 3d%; 30 Soul
Level 4: 4d%; 40 Soul
Dogma N/A If the enemy targets you, the enemy must make a will check at 15% penalty to attack you instead of itself. So if the enemy's will is 100, the enemy must roll 85 or less. If they enemy's will is 25, the enemy must roll 22 or less. The penalty is doubled if the person is a servant of Taal. N/A: only one level
Dogma Certainty N/A Your church sets your alignment, not society. N/A
Dogma Crusade N/A Members of a church that you target as an enemy church or followers of a god that you declare as an enemy god always receive critical damage and effects. N/A
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
Dogma Over Faith N/A Worshipers of opposing gods are seen as opposing alignment even if this is not true. N/A
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
Double Attack 25 Endurance Able to attack twice a round. N/A: only one level
Double Movement 10 Endurance Able to move twice a round. N/A: only one level
Double Support 5 Endurance Able to do 2 supportive actions instead of 1. N/A
Dragon Kinship 20 Soul Gives you kinship with dragons that gives you certain benefits depending upon your level of mastery. Level 1: Dragon Speech; 20 Soul
Level 2: Luck Chance for Aid; 40 Soul
Level 3: Able to mount and ride for 1 trip a dragon; 60 Soul
Dragon Lore N/A With this skill you have knowledge of dragons and their customs. N/A: only one level
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
Druid Speech 10 Soul Your speech reduces the movement rate by 20% for 1d4 rounds and has a 10% chance to daze for 1 round any target within a 3x3 area, friend or foe. Level 1: 20%, 10% chance; 10 Soul
Level 2: 40%, 20% chance; 20 Soul
Level 3: 60%, 30% chance; 30 Soul
Level 4: 80%; 40% chance; 40 Soul
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
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.

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
Dual Fist / Throw Proficiency N/A By default you do not add Melee Power or Throw Power to your second hand when you are using both hands to punch or throw. This skill allows you to add some melee power or throw to your second hand when punching or throwing, thusly allowing you to punch and throw effectively with both hands.   Level 1: Add 1/2 Melee or Throw Power to 2nd Hand
Level 2: Add full Melee or Throw Power to 2nd Hand
Dual Guns Proficiency N/A Allows for using skills with hand gun in second hand. This can only be used with hand guns. Basically, this allows you to have a hand gun in each hand. Normally you would only be able to use the gun skills with the hand gun in your prominent hand, however with this skill you can also use those skills with the gun in your off hand. N/A: only one level
Dual Wielding Proficiency N/A By default you do not add Melee Power to your second hand when you are dual wielding. This skill allows you to add some melee power to the weapon in your second hand, making it more powerful.  Level 1: Add 1/2 Melee Power to 2nd Hand
Level 2: Add full Melee Power to 2nd Hand
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
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 Forge 5 Soul and 2 Endurance 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 spirit for defense or defense for 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 N/A: only one level
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
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 Prospector N/A Dwarves are naturals at prospecting for new mines. They can easily sense the mineral or ore that they are looking for if they are nearby it. The dwarf simply needs to think on the type of ore he or she is looking for and if the dwarf is within 50 feet the dwarf will have a distinct ringing in the ears sensation, which will get louder as the dwarf gets closer. If the dwarf is a geomancer, multiply the range by the dwarf's runic energy. N/A: only one level
Dwarven Runes N/A Dwarves can use ylem stones to make small dwarven runes, with dwarven runic words etched into the stone. Unlike a traditional rune stone, these are much smaller and have very little real power. Instead they will have instant effects that are 20% as strong as the actual spell put into the stone. For example, you could make a dwarven healing rune that when pleaced on the head of the target would heal the target for 20% of what Essence Bolt would. Or perhaps a dwarven fire rune that when thrown at the target would do 20% of what firestreak would do. The upside here is that you can make 10 dwarven runes from one ylem, instead of just 1 rune stone, and these stones could be fashioned into things like arrow heads, or simply thrown or used quickly. Dwarven runes cannot be recharged however, and their use is 20% of that of a traditional rune stone. N/A: only one level
Dwarven Tuck N/A 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 Defense and Spirit by 20% for the duration of the defensive round. Level 1: 20%
Level 2: 40%
Level 3: 60%
Level 4: 80%
Dwarven Will 10 Soul Dwarves claim to be of strong will, ones who will not be tricked or ensnared so easily. When a dwarf is fighting for self control, the dwarf gets +15 to Will for a Will Check. This can be used anytime a will check is needed. Level 1: 15; 10 Soul
Level 2: 30; 20 Soul
Level 3: 45; 30 Soul
Level 4: 50; 40 Soul
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
Ectoplasmal Flood 25 Soul

Component Cost: 4 vials of Ectoplasm

With this summon you call upon the spiritual realm for help in battle. The spirit realm opens up and a wave of ectoplasm rolls across the battlefield, doing instantly 2d% + 4d20 magic damage to all enemy targets and poisoning them for 1d20 Vitality poison damage. You and your allies are safely enclosed in spiritual bubbles until the flood is gone.

N/A
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
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
Elemental Awakening 10 Soul

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

  • Level 1: Runic Elemental
  • Level 2: Runic Construct
  • Level 3: Runic Avatar
Level 1: Runic Elemental; 10 Soul
Level 2: Runic Construct; 20 Soul
Level 3: Runic Avatar; 30 Soul
Elemental 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
Elemental Blood N/A Soul regenerates by your amount of Runic Energy per level of mastery per round or hour. Level 1: 30%
Level 2: 60%
Level 3: 90%
Level 4: 120%
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
Elemental Creations N/A All items you use or create are increased by your Runic Energy. N/A
Elemental Dominance 5 Soul Treat a target's element as if it was weak to your element for 1d4 rounds. N/A
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 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
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
Elemental Potions N/A All potions you use or create are increased by your runic energy. N/A
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
Elemental Status Effect 20 Soul

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

  • Earth: Encumbered
  • Air: Anxiety
  • Water: Dehydration
  • Fire: Burns
  • Life: Dazed
  • Death: Fear
  • Time: Forgetfulness
  • Space: Confusion
N/A
Elemental Wave 4 Soul Attack sends out wave of runic energy that is 1 space on both sides dealing double runic energy damage. Level 1: 1 space on both sides; 4 Soul
Level 2: 2 spaces on both sides; 8 Soul
Level 3: 3 spaces on both sides; 12 Soul
Level 4: 4 spaces on both sides; 16 Soul
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
Emotional Witch N/A Witches spells are affected by their emotional state. If a witch is angry their spells do 50% more damage. If a witch is worried, their healing spells do 50% more healing, and so forth. N/A
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
Empower Chi 5 Soul Increase Chi's Runic Energy by 1d10. This is only for when using Inner Chi. Level 1: 1d10; 5 Soul
Level 2: 2d10; 10 Soul
Level 3: 3d10; 15 Soul
Level 4: 4d10; 20 Soul
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
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
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
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
Endure N/A Increase Resist by 5 permanently as a modifier. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20
Energy Enrichment N/A

Able to spend stat points into potions to increase their effect.

  • 1 Vitality spent = 2 Vitality restore in potion
  • 1 Soul spent = 2 Soul restore in potion
  • 1 Endurance spent = 2 Endurance restore in potion
Level 1: 2 stat restore in potion
Level 2: 4 stat restore in potion
Level 3: 6 stat restore in potion
Level 4: 8 stat restore in potion
Energy Trade N/A Trade Soul, Endurance, or Power with an ally for equal amount in opposite stat. Must be next to ally you wish to trade with. Can be used with your supportive action in battle, or outside of battle. The trade is permanent. N/A: only one level
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
Equip Medicine N/A This allows you to always have a medicine in hand as long as you have enough of that medicine without having to waste your support action to get another medicine.  N/A: only one level
Equip Potion N/A This allows you to always have a potion in hand as long as you have enough of that potion without having to waste your support action to get another potion.  N/A: only one level
Eros's Curse 15 Soul

Component Cost: 1 vial Black Viper Blood and 1 Viper Grass

With this summon you call upon the power of the god of the east wind to aide you in battle. A harsh wind blows from the east and envelopes the enemy. For the duration of the summon, the enemies must make 1d6 rolls with each hit, with rolling a 5 or 6 causing them to damage themselves instead of their target. Eros is a dark and bitter wind. If you are of a light alignment, there is a 30% chance he might ignore you and a 5% chance he might affect you or any of your light alignment allies with the power of this summon as well. Otherwise if you are light alignment you will receive 1 dark morality point. This summon lasts for 1d6 rounds.

N/A
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
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
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
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
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 Arrow 8 Soul self instant Hard Athletics Shoot 2 arrows at the same time. Quick Shot
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
Extra Attack 8 Power self instant Impossible React Get a full extra attack that you can use, including using skills. Powered Blow
Extra Piercing 5 Endurance Increases Piercing Rate by 5. Level 1: +5; 5 Endurance
Level 2: +10; 10 Endurance
Level 3: +15; 15 Endurance
Level 4: +20; 20 Endurance
Extra Strike 8 Power self instant Hard React With this skill you get one extra strike with your weapon.  Rage