skills home
Skill | Stat Cost | Description | Level Effects | Cost to Acquire |
---|---|---|---|---|
Battle Mage | N/A | While in a defensive stance, 5% of spell damage is absorbed and used to restore Soul. |
Level 1: 5% Level 2: 10% Level 3: 15% Level 4: 20% |
This is a Tier 1 skill Level 1: 25/50 |
Runic Drain | N/A | Rune Elves can drain Soul from any rune stone that is in their hands to restore their Soul with. They can choose to drain only a little or all of it. | N/A: only one level |
This is a Tier 1 skill Level 1: acquired |
Soul Enrichment | N/A | Rune Elves can increase the spell casting time by 1 to add 1/2 their Mental as a flat bonus to their Runic Energy. | N/A: only one level |
This is a Tier 2 skill Level 1: acquired |
Hunting | N/A | +5 to Hit Targeting per level of mastery against selected enemy type. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
This is a Tier 1 skill Level 1: 25/50 |
Joint Attack | N/A | Canids are hyper loyal to their pack of friends and adventurers, to the point that they desire to assist them. Should the target an ally is attacking be within weapon range, this skill gives the canid a +15 to React for a chance to attack the target at the same time as his or her ally does. Should the react check be successful, this skill gives the canid one physical attack. The canid can use one attack skill or attack skill chain and can use melee, throw, or ranged attacks. Melee, Throw, or Bow power does apply as does a crit chance. |
Level 1: +15 Level 2: +30 Level 3: +45 Level 4: +60 |
This is a Tier 2 skill Level 1: acquired |
Scent Tracking | N/A | The canid has a greatly enhanced sense of smell. When tracking they can use their sense of smell and get a +15 to their Perceive during the time they are tracking. This allows them to be hyper aware of hidden dangers and enemies, allowing them to track with their nose to the ground and not be ambushed. |
Level 1: +15 Level 2: +30 Level 3: +45 Level 4: +60 |
This is a Tier 1 skill Level 1: acquired Level 2: 50/100 Level 3: 75/150 Level 4: 100/200 |
The Natural Bard | N/A | Fae's are natural bards. They increase the effects of their dancing and singing skills by 25%. |
Level 1: 25% Level 2: 50% Level 3: 75% Level 4: 100% |
This is a Tier 1 skill Level 1: acquired |
Tone & Rhythm | N/A | Able to hold a beat and sing or play instruments. | N/A: only one level |
This is a Tier 1 skill Level 1: 25/50 |
Alchemical Application | N/A | Apply potion to weapon giving weapon its effects. | N/A: only one level |
This is a Tier 1 skill Level 1: 25/50 |
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 |
This is a Tier 1 skill Level 1: 25/50 |
Tricky Goblin | N/A | If the goblin is next to another ally or enemy target when the goblin makes a successful luck check, the goblin will duck behind that target and that target will get hit instead. Penalties or bonuses may apply to the luck check depending upon the situation and the goblin must be able to easily reach the target he or she wishes to duck behind using 1/2 of Leap stat. | N/A: only one level |
This is a Tier 2 skill Level 1: acquired |
Blood Lettings | N/A | The Namara can cut itself, and apply its blood to any weapon, giving the weapon a poisoning effect of 1d8 Vitality per round. Since each Namaran is different, it is impossible to gain immunity to this type of poisoning. |
Level 1: 1d8 Level 2: 2d8 Level 3: 3d8 Level 4: 4d8 |
This is a Tier 1 skill Level 1: acquired |
Solar Revival | N/A | When within sunlight, Namarans will continously regain 1d4 Vitality per round (in battle) or 1d20 Vitality per hour (out of battle). |
Level 1: 1d4, 1d20 Level 2: 2d4, 2d20 Level 3: 3d4, 3d20 Level 4: 4d4, 4d20 |
This is a Tier 2 skill Level 1: acquired |
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 |
This is a Tier 1 skill Level 1: 25/50 |
Increased Critical | N/A | This skill increases the chance that your hit will be a critical hit by +5. This is an instant effect that only applies when used. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
This is a Tier 5 skill Level 1: 125/250 |
Melee Proficiency | N/A | Increase Melee Power by 10%. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
This is a Tier 1 skill Level 1: 25/50 |
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. |
This is a Tier 4 skill Level 1: 100/200 |
Weapon Proficiency | N/A |
Increase the attack value of your chosen weapon type by 10% per level. Warriors can learn to use any weapon type, but you are limited to 3. Your choices are:
Each weapon type is its own skill and must be acquired and leveled up separately. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
This is a Tier 3 skill Level 1: 75/150 |
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 |
This is a Tier 6 skill Level 1: 150/300 |
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 |
This is a Tier 4 skill Level 1: 100/200 |
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 |
This is a Tier 6 skill Level 1: 150/300 |
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 |
This is a Tier 3 skill Level 1: 75/150 |
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% |
This is a Tier 5 skill Level 1: 125/250 |
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% |
This is a Tier 3 skill Level 1: 75/150 |
Knock Down Defense | N/A | 10% chance of immunity to knock down per level of mastery. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
This is a Tier 4 skill Level 1: 100/200 |
Mortal Guard | N/A | Increases Vitality Save by 5 per level of mastery. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
This is a Tier 1 skill Level 1: 25/50 |
Pierce Defense | N/A | +2 to defense against pierce attacks per level of mastery. This means that your armor will reduce pierce damage by 2 more. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
This is a Tier 5 skill Level 1: 125/250 |
Poison or Sickness Defense | N/A | 15% chance of immunity to poison or sickness per level of mastery. |
Level 1: 15% Level 2: 30% Level 3: 45% Level 4: 60% |
This is a Tier 2 skill Level 1: 50/100 |
Reactive Guard | N/A | +5 to React Check to guard ally in move range when ally is attacked. This is a permanent effect. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
This is a Tier 1 skill Level 1: 25/50 |
Runic Defense | N/A | Increase Spirit while in Defensive Stance by 10% per level of mastery. This is not a flat increase, but a percentage increase. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
This is a Tier 2 skill Level 1: 50/100 |