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Skill
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Stat Cost
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Description
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Level Effects
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Cost to Acquire
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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 |
This is a Tier 2 skill Level 1: 50/100 |
Nature's Armor | 10 Soul |
Component Cost: 2 Almonds With this summon you call upon the power of Ova to protect you and your friends. She does so by providing all of you a protective layer of magical tree bark which covers your abdomen, legs, chest, and arms. This natural armor gives you a defense and spirit of 15 The armor falls off and disappears after 1d4 rounds. |
N/A |
Component Cost: 2 Almonds With this summon you call upon the power of Ova to protect you and your friends. She does so by providing all of you a protective layer of magical tree bark which covers your abdomen, legs, chest, and arms. This natural armor gives you a defebse and spirit of 15 The armor falls off and disappears after 1d4 rounds. |
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 |
This is a Tier 2 skill Level 1: 50/100 |
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 |
This is a Tier 2 skill Level 1: 50/100 |
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 |
This is a Tier 2 skill Level 1: 50/100 |
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 |
This is a Tier 2 skill Level 1: 50/100 |
Hired Goons | 10 Soul | 1d6 thugs will join the battle on your side, dealing 2d20 melee damage each for that instance. |
Level 1: 1d6; 10 Soul Level 2: 2d6; 20 Soul Level 3: 3d6; 30 Soul Level 4: 4d6; 40 Soul |
This is a Tier 1 skill Level 1: 25/50 |
Protection | 10 Soul | 15% chance to convince 1d6 of the enemy targets to protect you and fight for you for 1d6 rounds. |
Level 1: 15%; 1d6; 10 Soul Level 2: 30%; 2d6; 20 Soul Level 3: 45%; 3d6; 30 Soul Level 4: 60%; 4d6; 40 Soul |
This is a Tier 5 skill Level 1: 125/250 |
Trade Death | 10 Soul | 15% chance to convince another enemy target that is in hearing and sight range and is able to hear to take the death blow in your place. |
Level 1: 15%; 10 Soul Level 2: 30%; 20 Soul Level 3: 45%; 30 Soul Level 4: 60%; 40 Soul |
This is a Tier 6 skill Level 1: 150/300 |
Identify Curse | 10 Soul | Allows you to identify any curse and its properties by sight. | N/A |
This is a Tier 1 skill Level 1: 25/50 |
Medicine Save | 10 Soul | +10 to react to use Vitality restoring medicine before killing blow can kill you. |
Level 1: +10; 10 Soul Level 2: +20; 20 Soul Level 3: +30; 30 Soul Level 4: +40; 40 Soul |
This is a Tier 4 skill Level 1: 100/200 |
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 |
This is a Tier 1 skill Level 1: 25/50 |
Systems Repair | 10 Soul | Repair computer systems and networks by 25% per level of mastery. |
Level 1: 25%; 10 SA Level 2: 50%; 20 SA Level 3: 75%; 30 SA Level 4: 100%; 40 SA |
This is a Tier 1 skill Level 1: 25/50 |
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 |
This is a Tier 1 skill Level 1: acquired |
Hammer Berserk | 10 Endurance | 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. With this skill you need to make a Speed Check with a 5 point bonus. If successful, you get 1d4 extra swings with your hammer, 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 |
This is a Tier 2 skill Level 1: acquired |
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 |
This is a Tier 2 skill Level 1: acquired |
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 |
This is a Tier 3 skill Level 1: 75/150 |
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 |
This is a Tier 3 skill Level 1: 75/150 |
Repair | 10 Endurance | Repair an item by 25% per level of mastery, with the use of repair tools. |
Level 1: 25%; 10 Endurance Level 2: 50%; 20 Endurance Level 3: 75%; 30 Endurance Level 4: 100%; 40 Endurance |
This is a Tier 1 skill Level 1: 25/50 |
Battle Waltz | 10 Endurance | Allows you to move with your dance, affecting a 3x3 area along your movement path. | N/A: only one level |
This is a Tier 1 skill Level 1: 25/50 |
Double Movement | 10 Endurance | Able to move twice a round. | N/A: only one level |
This is a Tier 3 skill Level 1: 75/150 |
Side Step | 10 Endurance | Allows you to step to left or right at half battle movement rate for each dodged attack. | N/A |
This is a Tier 4 skill Level 1: 100/200 |
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 |
This is a Tier 5 skill Level 1: 125/250 |
Full Moon Swing | 10 Endurance | Hit targets in weapon range around self with same attack dealing same damage, extra strikes added per level. |
Level 1: 1 full moon strike; 10 Endurance Level 2: 2 full moon strikes; 20 Endurance Level 3: 3 full moon strikes; 30 Endurance Level 4: 4 full moon strikes; 40 Endurance |
This is a Tier 5 skill Level 1: 125/250 |
Runic Amplification | 1 Soul | Increase the charge attack value by 10%. |
Level 1: 10%; 1 Soul Level 2: 20%; 2 Soul Level 3: 30%; 3 Soul Level 4: 40%; 4 Soul |
This is a Tier 6 skill Level 1: 150/300 |