skills home

Skill Sort by Skill, Ascending Sort by Skill, Descending Stat Cost Sort by Stat Cost, Ascending Sort by Stat Cost, Descending Description Sort by Description, Ascending Sort by Description, Descending Level Effects Sort by Level Effects, Ascending Sort by Level Effects, Descending Cost to Acquire Sort by Cost to Acquire, Ascending Sort by Cost to Acquire, Descending
For the Pack shared stats Canids are a very communal, for the pack race, even if the 'pack' that they are traveling with does not consist of other canids. With this skill, the canid can share up to half of his or her Vitality, Soul, Endurance, or Power to any friend that the canid is traveling with. This skill can be used when or as needed as a supportive action. N/A: only one level

This is a Tier 1 skill

Level 1: acquired

Haggle N/A 1d10 as a percentage discount when buying items or services. 1d12 as a percentage increase in selling costs. Level 1: 1d10% buying; 1d12% selling
Level 2: 2d10% buying; 2d12% selling
Level 3: 3d10% buying; 3d12% selling
Level 4: 4d10% buying; 4d12% selling

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Study Habits N/A Increase your Character Point Rate by +0.15 per level of mastery. Level 1: Character Point Rate +0.15
Level 2: Character Point Rate +0.3
Level 3: Character Point Rate +0.45
Level 4: Character Point Rate +0.6

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Trade N/A Trade items of similar worth. N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

Magic Proficiency N/A Increase Runic Energy by 10% per level of mastery. This is a percentage increase, not a flat value increase. If your Runic Energy is 10, this skill will make it 11.   Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Magic Sense N/A Allows you to sense magic and its element. You can sense the magic in a room or 100x100 square foot area. N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

Magic Study N/A Grants +1d4 in Character Points per level of mastery for casting or attempting to cast spells. This only works for magic spells, not skills.  Level 1: 1d4
Level 2: 2d4
Level 3: 3d4
Level 4: 4d4

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Low Light Vision N/A Dwarves are used to working and living in areas of limited light, so while they can't fully see in the dark, they can see better than most. Their eyes quickly pick up the slightest light sources allowing them to make out basic details in shades of gray. N/A: only one level

This is a Tier 1 skill

Level 1:  acquired

Carving N/A Lets you carve wood, bone, and stone materials with a knife, dagger, or any other blade. N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

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

This is a Tier 1 skill

Level 1: acquired

Item Combination N/A Lets you combine a number of items based on mastery to make a new item. Level 1: Combine 2 items
Level 2: Combine 3 items
Level 3: Combine 4 items
Level 4: Combine 5 items

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

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)

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 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

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%

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

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%

This is a Tier 1 skill

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

Keep Self N/A +5 to Will against fear, rage, or loss of self for 1 hour. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Last Dwarf Standing N/A If the dwarf is the last one alive, the dwarf will get a bonus of 10 to his or her save check, and come back with 10% Vitality instead of just 1 Vitality. If the dwarf isn't the last one alive, the dwarf gets a second free savecheck. Save will always bring the shield dwarf back with 10% Vitality instead of 1 Vitality. Level 1: 10
Level 2: 20
Level 3: 30
Level 4: 40

This is a Tier 2 skill

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

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

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

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

This is a Tier 2 skill

Level 1: acquired

Sorcery N/A Allows use of alchemical ingredients for spell crafting. Refer to the rules for Sorcery.  N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

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

This is a Tier 1 skill

Level 1: 25/50

Aiming N/A Increase Hit Chance by 5%. This is a percentage, not a flat number. Level 1: 5%
Level 2: 10%
Level 3: 15%
Level 4: 20%

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Projectile Proficiency N/A Increases your chance to hit (Hit Chance) with a projectile weapon by 10%. This is a percentage increase, not a flat value increase. If your Hit Chance 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 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Silent Hunter N/A Wood Elves can slow down their movement to half movement (or each action is two adventure actions) so that they are not making any sound, no matter what they are walking on. In this way, the wood elf can easily sneak up on a target and ambush the target, assuming no one else is around the wood elf to alert the target. This would allow the wood elf to attack before the battle starts. N/A: only one level

This is a Tier 2 skill

Level 1: acquired

Navigation N/A Can find where you are and nearest town based on what you see. N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

Safe Footing N/A Ignore unstable terrain. Walking on loose rocks, floors that may collapse, or slippery ice may normally cause you difficulty. Not with this skill. With this skill you can walk on such surfaces as if it were normal ground. N/A: only one level

This is a Tier 1 skill

Level 1: 25/50

Tracking N/A Easily find and follow tracks up to 2 days old per level of mastery. Level 1: 2 days
Level 2: 4 days
Level 3: 6 days
Level 4: 8 days

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

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

This is a Tier 1 skill

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

Shadow Hide N/A Dark Elves are at home in the shadows and can hide in them easily. When using Hide, if the place is low lit or they are in a shadowy area, other targets are unable to perceive them.  N/A: only one level

This is a Tier 2 skill

Level 1: acquired

Shadow Warrior N/A Darkness is an ally to the dark elf. Whenever they are fighting in dark environments or at night, they receive a +5 to Melee Power, Throw Power, and Bow Power. Level 1: +5
Level 2: +10
Level 3: +15
Level 4: +20

This is a Tier 1 skill

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