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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

Throw Power Empowerment 5 Endurance Increase Throw Power by 10% of Perceive 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

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

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

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

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

This is a Tier 1 skill

Level 1: 25/50

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
Level 2: 175/350
Level 3: 200/400
Level 4: 250/450

Trade Hit 5 Soul 15% chance to convince another enemy target that is in hearing and sight range and is able to hear to take the attack dealt to your character in your place. Level 1: 15%; 5 Soul
Level 2: 30%; 10 Soul
Level 3: 45%; 15 Soul
Level 4: 60%; 20 Soul

This is a Tier 2 skill

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

Trade Status Effect or Benefit 5 Soul 15% chance to convince another enemy target that is in hearing and sight range and is able to hear to take the negative status effect meant for you in your place or to give you the positive status effect meant for it. Level 1: 15%; 5 Soul
Level 2: 30%; 10 Soul
Level 3: 45%; 15 Soul
Level 4: 60%; 20 Soul

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Trained Endurance N/A Decrease Soul or Endurance cost of skill (not spell) by 10% per level of mastery. 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

Translate 5 Soul +10 to Mental to translate written foreign or obscure languages. Level 1: +10 Mental; 5 Soul
Level 2: +20 Mental; 10 Soul
Level 3: +30 Mental; 15 Soul
Level 4: +40 Mental; 20 Soul

This is a Tier 2 skill

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

Trap Knowledge 5 Soul Grants you knowledge of how traps work, giving you a +10 to Luck to disarm them. Because of this skill you understand traps better, this makes it more likely that you can disarm them without any issues thus the bonus. You still need to play out how you do so. Level 1: +10 to Luck to disarm traps safely; 5 Soul
Level 2: +20 to Luck to disarm traps safely; 10 Soul
Level 3: +30 to Luck to disarm traps safely; 15 Soul
Level 4: +40 to Luck to disarm traps safely; 20 Soul

This is a Tier 1 skill

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

Trap Proof 10 Soul Being masters of trap setting and disarming, it should come as no surprise that the goblin can simply ignore and be ignored by most traps. By using this ability the goblin can ignore traps, with the level of trap depending upon level of mastery, without disarming it and without springing it. Level 1: Level 1 complexity; 10 Soul
Level 2: Level 2 complexity; 20 Soul
Level 3: Level 3 complexity; 30 Soul
Level 4: Level 4 complexity; 40 Soul

This is a Tier 2 skill

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

Trap Setting 5 Soul Gives you +10 to Luck that your trap will work. Just because you set a trap doesn't mean that it will work or that the target will be caught by it. With this skill, you increase your odds that the trap will function as intended and that the target will be affected or caught by it. This is largely used out of battle, as you wouldn't have time to set a trap in battle, however, if you set the trap before battle and the trap is in the battle field, this skill's effect still plays out. You need to have the materials for the trap at hand, design the trap, and describe it and your intended effects. Level 1: +10 to Luck; 5 Soul
Level 2: +20 to Luck; 10 Soul
Level 3: +30 to Luck; 15 Soul
Level 4: +40 to Luck; 20 Soul

This is a Tier 2 skill

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

Treat Burns 12 Soul Able to treat up to 4 levels of burns without meds Level 1: 1d4; 12 Soul
Level 2: 1d6; 24 Soul
Level 3: 1d8; 36 Soul
Level 4: 1d10; 48 Soul

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Treat Poison 8 Soul Able to treat up to 4 levels of poison without meds. Level 1: 1d4 Poisons; 8 Soul
Level 2: 1d6 Poisons; 16 Soul
Level 3: 1d8 Poisons; 24 Soul
Level 4: 1d10 Poisons; 32 Soul

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Treat Psychosis 15 Soul Able to treat up to 4 levels of mental issues without meds. Level 1: 1d10; 15 Soul
Level 2: 2d10; 30 Soul
Level 3: 3d10; 45 Soul
Level 4: 4d10; 60 Soul

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Treat Radiation 15 Soul Able to treat up to 4 levels of radiation poisoning without meds. Level 1: 1d10; 15 Soul
Level 2: 2d10; 30 Soul
Level 3: 3d10; 45 Soul
Level 4: 4d10; 60 Soul

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

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

Trick Hit N/A Deceive your target to hit decreasing target's evade by 5. Level 1: -5
Level 2: -10
Level 3: -15
Level 4: -20

This is a Tier 2 skill

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

Trickster 5 Soul +5 to Influence to cause target to think target's ally attacked him or her. Level 1: +5; 5 Soul
Level 2: +10; 10 Soul
Level 3: +15; 15 Soul
Level 4: +20; 20 Soul

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Trickster's Gambit 30 Soul

Component Cost: 2 Spotted Mold and 1 Faded Hope Willow Leaf

With this summon you call upon the power of the lord of shadows, Joasri, in your moment of need. Joasri leaves it all to chance, coating everyone on the battlefield with his power. Everyone including you must roll a 1d6. Whoever rolls anything except 5 or 6 will have their Vitality fully restored and their Soul and Endurance restored by 30% of their max Soul and Endurance. Whoever rolls 5 or 6 though are instantly killed. This affects everyone, allies, enemies, and yourself.

N/A

This is a Tier 6 skill

Level 1: 150/300

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

Tyra's Blessing 20 Soul

Component Cost: 2 Manna Rose Petals

With this summon you call upon the goddess of the northern wind to aide you and your allies. She does so by increasing your attack and defense actions of you and your allies by 2, regardless of alignment. If you are a worshiper of the winds, she grants you an addition attack and defense action. Because Tyria is neutral, she takes some pitty on the enemies, doubling their battle movement rates, tripling them if they worship the winds. Once the duration of the summon is over, all returns to normal.

N/A

This is a Tier 4 skill

Level 1: 100/200

Unholy Ground N/A Those in a 3x3 area around you have chances for resistance increased by 15% against light aligned attackers. Level 1: 15%
Level 2: 30%
Level 3: 45%
Level 4: 60%

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Unnatural Speed 5 Endurance With this ability the Plains Elf can spend Endurance to increase his or her movement rates for that movement.

Level 1: 

  • World: 5 Endurance = 10%
  • Adventure Actions: 5 Endurance = +5
  • Battle: 5 Endurance = +4

Level 2:

  • World: 5 Endurance = 20%
  • Adventure Actions: 5 Endurance = +10
  • Battle: 5 Endurance = +8

Level 3:

  • World: 5 Endurance = 30%
  • Adventure Actions: 5 Endurance = +15
  • Battle: 5 Endurance = +12

Level 4:

  • World: 5 Endurance = 40%
  • Adventure Actions: 5 Endurance = +20
  • Battle: 5 Endurance = +16

This is a Tier 2 skill

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

Unshakable Convictions 10 Soul +10 to Will to not receive increased damage dealt by positive alignment targets. 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
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Upward Swing 5 Endurance 20% chance to daze target for 1d4 rounds, 10% chance to knock out target for 1 round. Level 1: 20%; 10%; 5 Endurance
Level 2: 40%; 20%; 10 Endurance
Level 3: 60%; 30%; 15 Endurance
Level 4: 80%; 40%; 20 Endurance

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

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

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