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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

Advanced First Aid 20 Soul Heals broken bones, impalement, and other serious conditions with First Aid. N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

Use Potion as Defense N/A Able to use a potion in defensive stance. N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

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

This is a Tier 2 skill

Level 1: 50/100

Aura of Lust N/A Adds seduction effect to singing or dancing, affecting a 3x3 area around you. N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

Resell for Cost N/A Resell item not damaged at purchase price. N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

Holy Hands 25 Soul

Either remove the effects of poison by touch or cause 1d6 Vitality poison (non-stacking) by touch. If you are a priest of Spector, the poisoning increases to 1d8.

Neutral Alignment

N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

Inner Peace N/A

Grants you the benefits of rage and not the negatives when in rage. This skill doesn't give you the rage status effect. Instead, should you become enraged or get the rage status effect, because you possess this skill you will only get the benefits and not the negatives. If you are a Priest of Arameas, this becomes an aura effect, affecting yourself and anyone right next to you.

Neutral Alignment

N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

Racial Lore 5 Soul Grants you knowledge of races you encounter and their customs. This skill won't teach you their language, but it will make you aware of how the race typically reacts with outsiders and their customs and beliefs, which could help you not to get on their bad side. N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

Double Support 5 Endurance Able to do 2 supportive actions instead of 1. N/A

This is a Tier 2 skill

Level 1: 50/100

Potion Craft N/A Allows use of alchemical potions for spell crafting, giving the spells the effects from the potions. N/A

This is a Tier 2 skill

Level 1: 50/100

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

This is a Tier 2 skill

Level 1: 50/100

Use Potion as Spell N/A Able to use a potion as a magic action. N/A

This is a Tier 2 skill

Level 1: 50/100

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

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

Money Laundering N/A Able to reprocess stolen money as legal money. N/A

This is a Tier 2 skill

Level 1: 50/100

Power Augmentation N/A Spend character points to increase total power of skill or spell for that instance, as a percentage. If you spent 10 character points into that skill or spell when using it with this skill, you would increase its point value by 10%. N/A

This is a Tier 2 skill

Level 1: 50/100

Use Medicine As Defense N/A Able to use a medicine in defensive stance. N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

Advanced Vehicle Operation N/A Able to drive and operate advanced vehicles. N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

Mech Suit Operation N/A Able to use mech suits N/A: only one level

This is a Tier 2 skill

Level 1: 50/100

Treat Visual Instability 5 Soul Able treat up to 3 levels of visual impairment without meds. Level 1: Visual Instability; 5 Soul
Level 2: Visual Distortion; 10 Soul
Level 3: Blindness; 15 Soul

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200

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%

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Intimidation 5 Soul

Makes you appear more intimidating giving you an extra 3 to Influence and targets a -3 penalty to Will when using Glamour.

Neutral Alignment

Level 1: +3, -3; 5 Soul
Level 2: +6, -6; 10 Soul
Level 3: +9, -9; 15 Soul
Level 4: +12, -12; 20 Soul

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Magic Absorb 5 Soul Absorb 5% of the magical damage that gets through your armor. That will reduce the damage that gets through by 5%. That 5% is applied to your next spell cast or any attack that uses Runic Energy, whether it successfully hits or not, thus not only reducing your damage taking but also increasing the damage you deal, or healing power.  Level 1: 5%; 5 Soul
Level 2: 10%; 10 Soul
Level 3: 15%; 15 Soul
Level 4: 20%; 20 Soul

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Throw Power Empowerment 5 Endurance Increase Throw Power by 10% of Strength for 1d6 rounds. Level 1: 10%; 5 Endurance
Level 2: 20%; 10 Endurance
Level 3: 30%; 15 Endurance
Level 4: 40%; 20 Endurance

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

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

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250