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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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Slash Defense | N/A | +2 to defense against slash attacks per level of mastery. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
This is a Tier 2 skill Level 1: 50/100 |
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% |
This is a Tier 2 skill Level 1: 50/100 |
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 |
This is a Tier 2 skill Level 1: 50/100 |
Free Reload | N/A | Get 1 free reload of your long gun every other turn. This lets you load your rifle or shot gun without spending your support action to do so. | N/A: only one level |
This is a Tier 5 skill Level 1: 125/250 |
Inflict Wounds - Bow | N/A | Critical hit with bow & arrow or crossbow inflicts 1d6 bleeding wound damage, non stacking. |
Level 1: 1d6+1 Level 2: 2d6+1 Level 3: 3d6+1 Level 4: 4d6+1 |
This is a Tier 6 skill Level 1: 150/300 |
Inflict Wounds - Long Guns | N/A | Critical hit with long gun inflicts 1d12 bleeding wound damage, non stacking. |
Level 1: 1d12 Level 2: 2d12 Level 3: 3d12 Level 4: 4d12 |
This is a Tier 6 skill Level 1: 150/300 |
Long Gun Proficiency | N/A | Increases the attack value of your long gun by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your attack value with your weapon is 10, this skill will make it 11. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
This is a Tier 2 skill Level 1: 50/100 |
Inflict Daze or Stun | N/A | With this skill, every time you make a critical hit you have a 10% chance to daze the target for 1 round and a 5% chance to stun the target for 1 round. Basically, if you manage a critical hit, you will roll to see if you daze the target or stun your target. A dazed target will lose the ability to defend the rest of that round, and will have to make a 20 penalty on hit chance during its attack round. A stunned target will not be able to act for that round. If you stun your target you cannot also daze your target. |
Level 1: 10% / 5% Level 2: 20% / 10% Level 3: 30% / 15% Level 4: 40% / 20% |
This is a Tier 6 skill Level 1: 150/300 |
Martial Arts 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 |
Martial Attack Proficiency | N/A |
Increase Hit Chance by 10% with attack type per level. The Attack Types are:
Each martial attack type is its own skill and you would have to level up each one individually. Just because you have an attack type punching at level 3 you won't also have grappling at level 3. When you acquire grappling it will be at level 1. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
This is a Tier 3 skill Level 1: 75/150 |
Martial Conditioning | N/A | Increase Fortitude by 5 permanently as a modifier. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
This is a Tier 4 skill Level 1: 100/200 |
Martial Weapon Proficiency | N/A |
Increases the attack value of your martial arts weapon by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your attack value with your weapon is 10, this skill will make it 11. The Martial Arts Weapons are:
Each weapon type is its on skill and you would have to level up each one individually. Just because you have an weapon type unarmed at level 3 you won't also have nunchucks at level 3. When you acquire nunchucks it will be at level 1. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
This is a Tier 3 skill Level 1: 75/150 |
Meditation | N/A | Recover 10% of max stats in 1 hour. Double focus for rest of day. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
This is a Tier 1 skill Level 1: 25/50 |
Critical Chi | N/A | Any Critical Hit with an attack that uses Chi also adds double Runic Energy. | N/A: only one level |
This is a Tier 4 skill Level 1: 100/200 |
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 |
This is a Tier 1 skill Level 1: 25/50 |
Endure | N/A | Increase Resist by 5 permanently as a modifier. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
This is a Tier 3 skill Level 1: 75/150 |
Attack Type Proficiency - Thief | N/A |
Increase Hit Chance by 10% with attack type per level. The Attack Types are:
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% |
This is a Tier 2 skill Level 1: 50/100 |
Targeted Throw | N/A | Increase Hit Targeting by 5 with each level of mastery. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
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. The Weapon Types are:
Each attack type is its on skill and you would have to level up each one individually. Just because you have a weapon type daggers at level 3 you won't also have throwing weapons at level 3. When you acquire throwing weapons it will be at level 1. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
This is a Tier 3 skill Level 1: 75/150 |
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 |
This is a Tier 4 skill Level 1: 100/200 |
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% |
This is a Tier 5 skill Level 1: 125/250 |
Magic Break | N/A | Allows you to throw up to 25% of Soul per level to break a spell lock or trap. |
Level 1: 25% Level 2: 50% Level 3: 75% Level 4: 100% |
This is a Tier 2 skill Level 1: 50/100 |
Magic Channeling | N/A | Increase spell damage by extra runic energy for each casting round added. If the spell calls for 1 casting round and you increase it to 2, you get to double your runic energy into the spell. | N/A: only one level |
This is a Tier 3 skill Level 1: 75/150 |
Magic Grace | N/A | Causes spells that affect everyone in an area to not harm allies or benefit enemies. | N/A: only one level |
This is a Tier 6 skill Level 1: 150/300 |
Magic Theory | N/A | +1d8 to Runic Energy per level of mastery. |
Level 1: 1d8 Level 2: 2d8 Level 3: 3d8 Level 4: 4d8 |
This is a Tier 2 skill Level 1: 50/100 |
Rune Stone Theory | N/A |
Create rune stones and use rune stones more effectively, including applying effects before mastery. Basically, with this skill you can do the following:
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N/A: only one level |
This is a Tier 1 skill Level 1: 25/50 |
Spell Modification | N/A | Modify and upgrade mastered spells using spell components. You can use this with Spell Modification Components as is. | N/A: only one level |
This is a Tier 2 skill Level 1: 50/100 |
Spell Necessity | N/A | Allows you to use Vitality to fuel spell if you do not have enough Soul. Basically, without this skill, if you used a spell that cost 10 Soul and you only had 5, the other 5 would come from your Awareness. With this skill that other 5 would come from your Vitality. | N/A: only one level |
This is a Tier 2 skill Level 1: 50/100 |
Spell Slinger | N/A | Increase Hit Chance of spell by 10% per level of mastery. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
This is a Tier 2 skill Level 1: 50/100 |
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 |
This is a Tier 2 skill Level 1: 50/100 |