Skills
Skill | Stat Cost | Description | Level Effects | Cost to Acquire |
---|---|---|---|---|
+1d10 Damage | 2 Endurance | Increases the damage done by 1d10. If using a weapon, this is added to your weapon as extra attack value. If unarmed, it is added to your Melee Power. |
Level 1: 1d10; 2 Endurance Level 2: 2d10; 4 Endurance Level 3: 3d10; 6 Endurance Level 4: 4d10; 8 Endurance |
This is a Tier 4 skill Level 1: 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 |
A Concert for Zodo | 8 Soul | Grants anyone in a 4x4 space area around you a 1d6 Soul and Runic Energy. It also grants runic elemental dominance against any other target, even if the other target is of the same element. If both targets have this effects, the dominance cancels out. The effects last for 1d6 rounds. |
Level 1: 1d6; 8 Soul Level 2: 2d6; 16 Soul Level 3: 3d6; 24 Soul Level 4: 4d6; 32 Soul |
This is a Tier 6 skill Level 1: 150/300 |
Acid Amplification | 5 Soul | Increase acid's effects by 15%. |
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 |
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 |
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 |
Advanced Vehicle Repair | N/A | Able to use repair skills on Advanced vehicles. | N/A: only one level |
This is a Tier 4 skill Level 1: 100/200 |
Adventure Empowerment | 5 Endurance | Increase Adventurer Actions by 10% of Speed for 1d10 hours. |
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 |
Affect Form | 20 Soul | This skill allows the spirit elf to drop their physical form and become spiritual. Their physical form will disappear, and any clothing, weaponry, armor, or packs on them not enchanted to their element will drop to the floor. The spirit elf will then be a spirit, like any other spirit or wraith, and thus able to move about without any physical restrictions. However, each round (in battle) or each hour (out of battle) that the spirit elf remains in spirit form the spirit elf must make a mental check, with a penalty of 10 that increases by 10 for each round or hour after that, as well as spend 20% of their max Endurance. Skilled Concentration will cut the Endurance cost in half, and decrease the penalty by 5. Should Endurance drop to 0 or the spirit elf fail a mental check, the spirit elf will need to make 1 save check, and should that fail the spirit elf will be dead, only able to be restored by Miracle Summoning or Resurrection. When the spirit elf is ready to regain physical form, the spirit elf needs to use this skill again. The spirit elf cannot affect the physical world in this form. | N/A: only one level |
This is a Tier 1 skill Level 1: acquired |
Affect Reality | 10 Soul | This skill allows the spirit elf to affect the physical world while in spirit form. Using this skill will allow the spirit elf to open doors and chests, set and disarm traps, cause physical damage, and anything else as if physical. However, any physical damages will be halved. | N/A: only one level |
This is a Tier 2 skill Level 1: 50/100 |
Agile Evasion | 5 Soul | Increase Evade by 10% of Agility for 1d4 rounds. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
This is a Tier 4 skill Level 1: 100/200 |
Agile Reaction | 8 Soul | Increase React by 10% of Agility for 1d4 rounds. |
Level 1: 10%; 8 Soul Level 2: 20%; 16 Soul Level 3: 30%; 24 Soul Level 4: 40%; 32 Soul |
This is a Tier 5 skill Level 1: 125/250 |
Agile Speed | 12 Soul | Increase Speed by 10% of Agility for 1d4 rounds. |
Level 1: 10%; 12 Soul Level 2: 20%; 24 Soul Level 3: 30%; 36 Soul Level 4: 40%; 48 Soul |
This is a Tier 6 skill Level 1: 150/300 |
Agility Empowerment | 5 Endurance | Increase Agility by 10% of Speed 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 1 skill Level 1: 25/50 |
AI Theory | N/A | +5 to Mental per level to program artificial intelligence protocols. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
This is a Tier 6 skill Level 1: 150/300 |
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 |
Alchemical Application | N/A | Apply potion to weapon giving weapon its effects. | N/A: only one level |
This is a Tier 1 skill Level 1: 25/50 |
Alchemical Identify | 5 Soul | +10 to Perceive to identify a potion and its properties. |
Level 1: +10; 5 Soul Level 2: +20; 10 Soul Level 3: +30; 15 Soul Level 4: +40; 20 Soul |
Level 1: 25/50 Level 2: 50/100 Level 3: 75/150 Level 4: 100/200 |
Alchemical Immunity | N/A | 15% chance to be immune to the potion used against you. |
Level 1: 15% Level 2: 30% Level 3: 45% Level 4: 60% |
This is a Tier 2 skill Level 1: 50/100 |
Alla Breve Aria | 4 Endurance | Increases movement rates by 20% for those immediately around you (1x1 space area) for 1 hour. |
Level 1: 20%; 4 Endurance Level 2: 40%; 8 Endurance Level 3: 60%; 12 Endurance Level 4: 80%; 16 Endurance |
This is a Tier 2 skill Level 1: 50/100 |
Ancestral Blessing | 5 Soul |
Component Cost: 1 Faded Hope Willow Leaf With this summon you summon the spirits of your ancestors to aid you. Their spiritual energy washes over you increasing your Melee, Bow, Throw Powers and Fortitude by 25% temporarily. If you are not observant of your ancestors or have dishonored your family, the boost is half that. |
N/A |
This is a Tier 1 skill Level 1: 25/50 |
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 |
Ancestral Protection | 20 Soul |
Component Cost: 3 Imp Skulls With this summon you call forth the spirit of your ancestors to protect you and your friends. For 1d6 rounds, all physical damage dealt to you and your friends is reduced by 30% and it is redirected back at the attacker so that the attacker receives half the damage it causes. |
N/A |
This is a Tier 4 skill Level 1: 100/200 |
Ancestral Rage | 15 Soul |
Component Cost: 3 Fire Lichen With this summon you call forth the spirits of your ancestors to help you in battle. The ancestors are enraged at those who dare to attack you, and rush forth across the battlefield doing 3d% increased by your Runic Energy magical damage to every enemy target. If you are a vigilant observer of your ancestors and they are proud of you, your Runic Energy will be doubled for this attack. |
N/A |
This is a Tier 3 skill Level 1: 75/150 |
Ancient Summoning | 25 Soul |
Component Cost: 2 Dragon's Eyes and 3 vials of Bog Imp's Blood With this mighty summon you call upon the ancient spirits to come and assist you and your allies in battle. A great and terrible ancient chimera comes forth from the spirit realm to fight along side you and your allies. Each round the chimera will melee attack an enemy of your choice or blow spiritual flame at all enemy targets. The melee attack 4d% damage per hit. The spiritual flame will do 3d% + 20 magic damage. Once the summon's duration is over, the ancient beast will disappear. |
N/A |
This is a Tier 5 skill Level 1: 125/250 |
Angelic Summoning | 25 Soul |
Component Cost: 2 Kymara's Tear Tulips and 3 vials of Bog Dragon's Blood With this mighty summon you call upon holy seraphim to come and assist you and your allies in battle. A powerful seraphim comes forth to fight along side you and your allies. Each round the seraphim will melee attack an enemy of your choice or blast holy light at all enemy targets. The melee attack deals 6d% damage. The holy light will do 5d% magic damage to normal targets or 8d% magic damage to the undead or targets with dark alignment. OAfter 1d8 rounds the seraphim will disappear. If you are not of a light alignment the summon will not work. |
N/A |
This is a Tier 5 skill Level 1: 125/250 |
Anger | N/A | +5 to Influence to cause your attack to anger target so that target can only attack you. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
This is a Tier 2 skill Level 1: 50/100 |
Angerian Embrace | Amount of stat given or 10 Soul | The skill allows the angerian to embrace the target. Doing so, the angerian can give the target Vitality, Soul, Endurance, or Power from its own stats. Or, the angerian can take 2d10 of Vitality, Soul, Endurance, or Power from the target to replenish his or her stats. | N/A: only one level |
This is a Tier 2 skill Level 1: acquired |
Anima Stone Theory | 10 Soul | This ability allows you to create an Anima Stone in the same way you might create a rune stone. You can also bond with and use Amina Stones. |
Level 1: Blood Stones; 10 Soul Level 2: Bestia Stones; 20 Soul Level 3: Angelus and Daemon Stones; 30 Soul Level 4: Aduro and Umbra Stones; 40 Soul |
This is a Tier 3 skill Level 1: 75/150 |
Animal Magicks | N/A | Allows you to learn and master skills and spells that your bonded creature would have. | N/A |
This is a Tier 4 skill Level 1: 100/200 |
Animal Talk | 5 Soul | Able to communicate with animals and understand them. | N/A: only one level |
This is a Tier 1 skill Level 1: 25/50 |
Answers The Divine | 30 Soul |
Component Cost: 10 Kymara's Tear Tulips and 5 Morning Glories You summon the divine god or goddess that you worship and that being appears on the battlefield. The god or goddess will grant you one wish that will only last the duration of the battle and then disappears. The wish can be anything but will disappear once the battle is over. |
N/A |
This is a Tier 6 skill Level 1: 150/300 |
Apply Curse | 25 Soul | This skill allows you to apply any curses you have learned onto objects. Objects must be able to be held or equipped in some fashion. | N/A |
This is a Tier 3 skill Level 1: 75/150 |
Appraisal | 5 Soul | Identify the value of an item by sight. | N/A: only one level |
This is a Tier 1 skill Level 1: 25/50 |
Arcane Crafting | N/A | Lets you add spell components to your items to make magical items based on level of mastery. Follows the same rules as Spell Crafting, meaning that you would need to have higher levels of this skill to us different components. |
Level 1: Level 1 complexity Level 2: Level 2 complexity Level 3: Level 3 complexity Level 4: Level 4 complexity |
This is a Tier 3 skill Level 1: 75/150 |
Arcane Materials | N/A | Lets you increase one value of material at a rate of +1 per 10 character points. |
Level 1: +1 per 10 character points Level 2: +2 per 10 character points Level 3: +3 per 10 character points Level 4: +4 per 10 character points |
This is a Tier 4 skill Level 1: 100/200 |
Arcane Recreation | 5 Soul |
Component Cost: 1 Purple Haze Lily and ½ pound Falgaa Bird Meat With this summon you call upon the power of creation to make things new again. With each use of this summon, any one item no larger than 3 feet by 3 feet is made new again, fully restored. This includes armor and weapons. For larger objects, continual uses of this summon will be required. |
N/A |
This is a Tier 1 skill Level 1: 25/50 |
Area of Effect Defense | N/A | +5 to Defense and Spirit against explosions and other area of effect attacks. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
This is a Tier 6 skill Level 1: 150/300 |
Aria of Blood | 4 Soul | Add to Sickening Tones and Damaging Shrill. Add Runic Energy to damage. Returns 10% to self and allies to heal Vitality. |
Level 1: 10%; 4 Soul Level 2: 20%; 8 Soul Level 3: 30%; 12 Soul Level 4: 40%; 16 Soul |
This is a Tier 4 skill Level 1: 100/200 |
Armor Hardening | 5 Soul | Dwarfs can use their great knowledge of armor and metals to temporarily increase the protective ability of their armor. By using this ability, the Dwarf can exchange Soul into a Flat defense or spirit rate of their choosing at a cost of 5 Soul per 1 defense or spirit point. The effect lasts for 6 rounds and this ability cannot be used again until the effect wears off. |
Level 1: 5 Soul to 1 Level 2: 5 Soul to 2 Level 3: 5 Soul to 3 Level 4: 5 Soul to 4 |
This is a Tier 2 skill Level 1: acquired |
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:
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 |
Assassin | 5 Soul | Use with Stealth. 5% chance of instantly killing target when attacking with stealth. |
Level 1: 5%; 5 Soul Level 2: 10%; 10 Soul Level 3: 15%; 15 Soul Level 4: 20%; 20 Soul |
This is a Tier 5 skill Level 1: 125/250 |
Assassination Blitz | 15 Endurance | Speed Check -10 to attack and attempt to kill all targets in move range using One Hit Kill. Penalty for speed check doubles per target (an additional -10 that is doubled per each additional target). |
Level 1: Speed Check -10; 15 Endurance Level 2: Speed Check -5; 30 Endurance Level 3: Speed Check; 45 Endurance Level 4: Speed Check +5; 60 Endurance |
This is a Tier 6 skill Level 1: 150/300 |
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 |
Attack Type Proficiency | 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. 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 |
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 |
Attention Lock | N/A | +10 to Influence to cause all drawn enemies to stay locked onto you for 1d6 rounds. |
Level 1: +10 Level 2: +20 Level 3: +30 Level 4: +40 |
This is a Tier 5 skill Level 1: 125/250 |
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 |
Aura Vacuum | 2 Soul | Absorbs 20% of damage dealt to restore Vitality. |
Level 1: 20%; 2 Soul Level 2: 40%; 4 Soul Level 3: 60%; 8 Soul Level 4: 80%; 10 Soul |
This is a Tier 3 skill Level 1: 75/150 |
Aura Weapon | 2 Soul | Absorbs 20% of damage dealt to restore Vitality. |
Level 1: 20%; 2 Soul Level 2: 40%; 4 Soul Level 3: 60%; 6 Soul Level 4: 80%; 8 Soul |
This is a Tier 3 skill Level 1: 75/150 |
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 |
Awareness First Aid | 10 Soul | Heal 1d6 Awareness with First Aid. |
Level 1: 1d6; 10 Soul Level 2: 2d6; 20 Soul Level 3: 3d6; 30 Soul Level 4: 4d6; 40 Soul |
This is a Tier 4 skill Level 1: 100/200 |
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 |
Backwards Waltz | 5 Endurance | 10% chance to cause targets in a 3x3 area around you to move opposite than intended for 1d6 rounds. This will 100% affect those who fell asleep to Lullaby when they wake up 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 3 skill Level 1: 75/150 |
Bare Defense | 5 Endurance | Gives 1d12 as defense when defending. |
Level 1: 1d12; 5 Endurance Level 2: 2d12; 10 Endurance Level 3: 3d12; 15 Endurance Level 4: 4d12; 20 Endurance |
This is a Tier 1 skill Level 1: 25/50 |
Bash Defense | N/A | +2 to defense against bash attacks per level of mastery. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
This is a Tier 4 skill Level 1: 100/200 |
Battle Mage | N/A | While in a defensive stance, 5% of spell damage is absorbed and used to restore Soul. |
Level 1: 5% Level 2: 10% Level 3: 15% Level 4: 20% |
This is a Tier 1 skill Level 1: 25/50 |
Battle Rage | 15 Endurance | With this skill the cathar can go into a battle rage that increases his or her attacks by 1 per level of mastery. These attacks do include melee power and crit chances, however these extra attacks are only basic attacks with no skill usage. This can only be performed with melee weapons or bare handed, and dual wielding or dual fists does apply. |
Level 1: +1 attack; 15 Endurance Level 2: +2 attacks; 30 Endurance Level 3: +3 attacks; 45 Endurance Level 4: +4 attacks; 60 Endurance |
This is a Tier 2 skill Level 1: acquired Level 2: 75/150 Level 3: 100/200 Level 4: 125/250 |
Battle Tango | 25 Endurance | Doubles move range, waltz around battlefield doing all skills in skill chain but you must return to your starting place. This means you can move about the battle field at double your battle movement range, hitting every target with your full skill chain of attacks, however you have to end your movement where you started your movement. | N/A |
This is a Tier 6 skill Level 1: 150/300 |
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 |
Benevolent Aura | 6 Soul | Produces a 2x2 aura around you that causes enemies in the affected area to require a will check with a 10 penalty to attack you and grants allies in the affected area a +10 to their will. |
Level 1: +10; 6 Soul Level 2: +20; 12 Soul Level 3: +30; 18 Soul Level 4: +40; 24 Soul |
This is a Tier 3 skill Level 1: 75/150 |
Benevolent Blade | 6 Soul | 5 penalty to target Will Check to attack everytime target is hit by you with this effect. This effects the target for the target's round to attack. |
Level 1: 2 penalty; 6 Soul Level 2: 4 penalty; 12 Soul Level 3: 6 penalty; 18 Soul Level 4: 8 penalty; 24 Soul |
This is a Tier 3 skill Level 1: 75/150 |
Better Companion | N/A | Increases the companion benefits by 20% if they have a numerical value or performs the benefit 1 extra time if they do not have a numerical value. |
Level 1: 20% or +1 Level 2: 40% or +2 Level 3: 60% or +3 Level 4: 80% or +4 |
This is a Tier 6 skill Level 1: 150/300 |
Binding of the Natural Spirits | 10 Soul | 20% chance to inflict 1d10 poison or remove poison by touch. |
Level 1: 20% chance, 1d10, 10 Soul Level 2: 40% chance, 2d10, 20 Soul Level 3: 60% chance, 3d10, 30 Soul Level 4: 80% chance, 4d10, 40 Soul |
This is a Tier 1 skill Level 1: 25/50 |
Biometric Locks | N/A | Able to disable or set biometric locks, must be used with Lock Picking and Electronic Locks. |
Level 1: level 1 biometric locks Level 2: level 2 biometric locks Level 3: level 3 biometric locks Level 4: level 4 biometric locks |
This is a Tier 2 skill Level 1: 50/100 |
Black Flame | 20 Soul |
Component Cost: 2 Black Rose Petals and 1 Fire Lichen With this summon you plead to the powers of Xodod to help you in combat. You are granted a powerful magical projectile to do so. This summon allows you to call forth small blasts of non-elemental xodod flame that you can hurl at your enemies. Each blast does 15d12 non-elemental magic damage increased by your runic energy. If you are a worshiper of Zodo, you get an additional 3d20 and an increase of 25% to your runic energy. You can use this as a support attack skills, spells, and actions for the next 1d8 rounds. This summon will increase your dark moral points by 1 for a maximum increase of 5. |
N/A |
This is a Tier 4 skill Level 1: 100/200 |
Blend | 10 Soul | Allows the wood elf to blend in with natural environments, giving targets a -15 penalty to their perception to find you. |
Level 1: -15; 10 Soul Level 2: -30; 20 Soul Level 3: -45; 30 Soul Level 4: -60; 40 Soul |
This is a Tier 2 skill Level 1: acquired |
Blessed Aura | N/A | Self and allies in a 2x2 area around you have any damage received reduced by 10% if it is dealt by an attacker with more dark morality points than light morality points. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
This is a Tier 4 skill Level 1: 100/200 |
Blessed Knight | N/A | Your attacks are permanently increased by your morality light points + 10% as a percentage. So if you have 5 light points this would increase your attacks by 15%. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
This is a Tier 4 skill Level 1: 100/200 |
Blind Shot | 3 Soul | +5 to Luck to hit the target without rolling for hit chance. Basically, with this skill you can shoot and hit the target even if you can't clearly see the target. You can also hit the target even if your hit chance falls under the target's evade. |
Level 1: +5; 3 Soul Level 2: +10; 6 Soul Level 3: +15; 9 Soul Level 4: +20; 12 Soul |
This is a Tier 2 skill Level 1: 50/100 |
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 |
Blood Empowering | 2 Soul | Dwarves can use their blood to empower their talisman. This allows them to give their talisman extra Soul at that moment to increase a spell's effects. With every 2 Soul you can increase a spells healing or damaging power by 1, if using a totem. | N/A: only one level |
This is a Tier 1 skill Level 1: acquired |
Blood Lettings | N/A | The Namara can cut itself, and apply its blood to any weapon, giving the weapon a poisoning effect of 1d8 Vitality per round. Since each Namaran is different, it is impossible to gain immunity to this type of poisoning. |
Level 1: 1d8 Level 2: 2d8 Level 3: 3d8 Level 4: 4d8 |
This is a Tier 1 skill Level 1: acquired |
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 |
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 |
Bow Empowerment | 5 Endurance | Increase Bow 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 1 skill Level 1: 25/50 |
Break Chance | 8 Endurance | 5% chance to break the attacker's weapon when you are parrying with your weapon. A penalty may be applied if the attacker's weapon is stronger than your weapon, just like a bonus may be applied if your weapon is stronger than the attacker's weapon. There will always at least be a chance with this skill. |
Level 1: 5%; 8 Endurance Level 2: 10%; 16 Endurance Level 3: 15%; 24 Endurance Level 4: 20%; 32 Endurance |
This is a Tier 5 skill Level 1: 125/250 |
Breath Defense | N/A | +2 to spirit against breath attacks per level of mastery. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
This is a Tier 6 skill Level 1: 150/300 |
Breath Holding | 5 Endurance | Can hold breath for 1d4 +1 minutes, the 1d4 increases with level of mastery. Basically, with this skill you could hold your breath from 2 minutes to 5 minutes, at the first level of mastery. |
Level 1: 1d4; 5 Endurance Level 2: 2d4; 10 Endurance Level 3: 3d4; 15 Endurance Level 4: 4d4; 20 Endurance |
This is a Tier 1 skill Level 1: 25/50 |
Bullet Defense | N/A | Increase defense by +2 against piercing "bullet" attack from guns. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
This is a Tier 6 skill Level 1: 150/300 |
Bullet Defense | N/A | +2 to defense against bullet attacks per level of mastery. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
This is a Tier 6 skill Level 1: 150/300 |
Calming Aura | 10 Soul |
Removes and prevents the effects of rage or fear from self and allies in a x1x area for 10 SA. Neutral Alignment |
N/A: only one level |
This is a Tier 1 skill Level 1: 25/50 |
Cantata For Battle | 5 Soul | Grants everyone in a 3x3 space area around you +1d10 to Melee, Bow, Throw and Runic Energy for 1d6 rounds. |
Level 1: 1d10; 5 Soul Level 2: 2d10; 10 Soul Level 3: 3d10; 15 Soul Level 4: 4d10; 20 Soul |
This is a Tier 4 skill Level 1: 100/200 |
Carry | 5 Endurance | Increase weight limit by 20% for 1 hour. |
Level 1: 20%; 5 Endurance Level 2: 40%; 10 Endurance Level 3: 60%; 15 Endurance Level 4: 80%; 20 Endurance |
This is a Tier 1 skill Level 1: 25/50 |
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 |
Casting Out Strike | N/A | Critical Hit instantly frees target of possession. | N/A |
This is a Tier 5 skill Level 1: 125/250 |
Casting Strike | 5 Soul | Can cast a spell with casting speed of 1 or less per level with your attack. Spell stat cost is still spent and must be rolled for, however this adds the spell to your attack effectively allowing you to cast a spell with your attack action and still able to cast a spell during your magic action. |
Level 1: Runic Casting Speed 1 or less; 5 Soul Level 2: Runic Casting Speed 2 or less; 10 Soul Level 3: Runic Casting Speed 3 or less; 15 Soul Level 4: Runic Casting Speed 4 or less; 20 Soul |
This is a Tier 4 skill Level 1: 100/200 |
Cat Leap | 5 Endurance | Cathars, like their feline cousins, are able to leap to greater heights and across greater distances. Normally to jump up is 0.25 your movement range and to leap across is 0.25 your movement range. With this skill, that is doubled with each level of mastery. Level 4 for example would let you leap your entire movement range. |
Level 1: +0.25; 5 Endurance Level 2: +0.5; 10 Endurance Level 3: +0.75; 15 Endurance Level 4: +1; 20 Endurance |
This is a Tier 1 skill Level 1: acquired |
Cataclysm's Call | 30 Soul |
Component Cost: 2 Dragon's Eyes, 2 Chaos Hyrda Claws, 1 Chaos Hydra Heart, and 1 Chaos Hydra Scale With this powerful summon you call upon all of the spirits whose lives were lost through cataclysm. All at once the terrible and frightful energy of all those lost during a terrible global tragedy rushes the battlefield. Roll 1d6. The number rolled is how many 1d6's each enemy target must roll, rolling 6 on one is instant death. If no 6's are rolled, total the number rolled and multiply your Runic Energy against that for damage that cannot be protected against dealt to that target's HP. |
N/A |
This is a Tier 6 skill Level 1: 150/300 |
Chain Natural Healing | N/A | Applies Natural Healing to allies that are 1 space away. Chain healing to allies 1 space away from affected ally per level. Basically at level 1 any ally that is next to you will get natural healing as well, at level 2 any ally that is next to the affected ally will also get natural healing, and so forth. |
Level 1: ally 1 space from you Level 2: ally 1 space from affected ally of level 1 Level 3: ally 1 space from affected ally of level 2 Level 4: ally 1 space from affected ally of level 3 |
This is a Tier 3 skill Level 1: 75/150 |
Change Size | 5 Soul | This skill allows the fae to shrink, return to normal height, or grow. |
Level 1: Shrink by 15% normal height, increasing Evade and decreasing Strength by 5 or Grow by 15% greater than normal height decreasing Evade and increasing Strength by 5; 5 Soul Level 2: Shrink by 30% normal height, increasing Evade and decreasing Strength by 10 or Grow by 30% greater than normal height decreasing Evade and increasing Strength by 10; 10 Soul Level 3: Shrink by 45% normal height, increasing Evade and decreasing Strength by 15 or Grow by 45% greater than normal height decreasing Evade and increasing Strength by 15; 15 Soul Level 4: Shrink by 60% normal height, increasing Evade and decreasing Strength by 20 or Grow by 60% greater than normal height decreasing Evade and increasing Strength by 20; 20 Soul |
This is a Tier 2 skill Level 1: acquired Level 2: 75/150 Level 3: 100/200 Level 4: 125/250 |
Chi Acrobatics | 5 Soul | Uses Chi to increase Agility by 10% for 1 day. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
This is a Tier 3 skill Level 1: 75/150 |
Chi Aura | 15 Soul | Produces a 3x3 space aura that gives the effects of Gift of Tongues to allies and Curse of Tongues to enemies, increased by x 1.25. You can only give the effect of the skill if you already have the skill. |
Level 1: x 1.25; 15 Soul Level 2: x 1.5; 30 Soul Level 3: x 1.75; 45 Soul Level 4: x 2; 60 Soul |
This is a Tier 6 skill Level 1: 150/300 |
Chi Defense | 5 Soul | Increases defense by 10% of Runic Energy for that instance. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
This is a Tier 2 skill Level 1: 50/100 |
Chi Drain | 15 Soul | Generates a 3x3 space aura using your chi energy that drains any within the aura's Vitality by 20% of your Runic Energy. The drained Vitality is returned to you. The aura lasts for 1d4 rounds. |
Level 1: 20%; 15 Soul Level 2: 40%; 30 Soul Level 3: 60%; 45 Soul Level 4: 80%; 60 Soul |
This is a Tier 4 skill Level 1: 100/200 |
Chi Element | 15 Soul |
A 3x3 space aura around the user that causes effects based on the user's element.
|
Level 1: Fire 10, Earth 20%, Air 15%, Water 10, Life 15%, Death 1d20, Time 15%, Space 10%; 15 Soul Level 2: Fire 20, Earth 40%, Air 30%, Water 20, Life 30%, Death 2d20, Time 30%, Space 20%; 30 Soul Level 3: Fire 30, Earth 60%, Air 45%, Water 30, Life 45%, Death 3d20, Time 45%, Space 30%; 45 Soul Level 4: Fire 40, Earth 70%, Air 60%, Water 40, Life 60%, Death 4d20, Time 60%, Space 40%; 60 Soul |
This is a Tier 5 skill Level 1: 125/250 |
Chi Energy Field | N/A | Produces a 4x4 space aura around you that increases spent stat by x 1.3 and divides it among all targets in the area. This is an instant skill, the amount of stat points spent is up to the user as is the type and can be Vitality, Soul, or Endurance, however those points come from the user's current stat points. |
Level 1: x 1.3 Level 2: x 1.6 Level 3: x 1.9 Level 4: x 2.2 |
This is a Tier 6 skill Level 1: 150/300 |
Chi Guard | 8 Soul | Generates a 3x3 space aura using your chi energy that increases the defense of any in that area by 20% of your Runic Energy for 1d4 rounds. |
Level 1: 20%; 8 Soul Level 2: 40%; 16 Soul Level 3: 60%; 24 Soul Level 4: 80%; 32 Soul |
This is a Tier 3 skill Level 1: 75/150 |
Chi Heal | 8 Soul | Self Heal by Runic Energy per level of mastery |
Level 1: 1 x Runic Energy; 8 Soul Level 2: 2 x Runic Energy; 16 Soul Level 3: 3 x Runic Energy; 24 Soul Level 4: 4 x Runic Energy; 32 Soul |
This is a Tier 5 skill Level 1: 125/250 |
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 |
Chop Defense | N/A | +2 to defense against chop attacks per level of mastery. |
Level 1: +2 Level 2: +4 Level 3: +6 Level 4: +8 |
This is a Tier 3 skill Level 1: 75/150 |
Coercion | 5 Soul | 15% chance to convince another enemy target that is in hearing and sight range and is able to hear to pay you for protection at an amount that is equal to the target's health. You do not have to provide this protection once it is paid for. |
Level 1: 15%; 5 Soul Level 2: 30%; 10 Soul Level 3: 45%; 15 Soul Level 4: 60%; 20 Soul |
This is a Tier 4 skill Level 1: 100/200 |
Combat Empowerment | 5 Soul | Increases the damage of offensive skills by 20% for 1d10 rounds for self or 1 ally. |
Level 1: 20%; 1d10; 5 Soul Level 2: 40%; 2d10; 10 Soul Level 3: 60%; 3d10; 15 Soul Level 4: 80%; 4d10; 20 Soul |
This is a Tier 2 skill Level 1: 50/100 |
Compound Magic | 25 Soul | Combine 2 spells, using only the casting speed of the slowest spell (the spell with the highest casting speed). | N/A |
This is a Tier 6 skill Level 1: 150/300 |
Computer Use | N/A | +5 to Mental per level for using computers and computer like interfaces. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
This is a Tier 1 skill Level 1: 25/50 |
Control Defense | N/A | 5% chance of immunity to possession or control per level of mastery. |
Level 1: 5% Level 2: 10% Level 3: 15% Level 4: 20% |
This is a Tier 5 skill Level 1: 125/250 |
Conversion | 5 Soul |
The SA Cost of the skill is used to give the target 2 moral points to the alignment of your choice per level of mastery. You can place those moral points in light, dark, order, or chaos. The rate is 5 SA = 2 moral points. Neutral Alignment |
Level 1: 5 Soul = 2 moral points Level 2: 5 Soul = 4 moral points Level 3: 5 Soul = 6 moral points Level 4: 5 Soul = 8 moral points |
This is a Tier 3 skill Level 1: 75/150 |
Counterfeiting | N/A | Make convincing copies of objects, documents, or money. 10 penalty to other's perceive to notice. |
Level 1: -10 Level 2: -20 Level 3: -30 Level 4: -40 |
This is a Tier 1 skill Level 1: 25/50 |
Crafting | N/A | Lets you create weapons, armor, and other items based on level of mastery. |
Level 1: Level 1 crafting Level 2: Level 2 crafting Level 3: Level 3 crafting Level 4: Level 4 crafting |
This is a Tier 2 skill Level 1: 50/100 |
Create Arcane Potions | N/A | Lets you combine spell components into your potions to make magical potions. Follows the same rules as Spell Crafting, meaning that you would need to have higher levels of this skill to us different components. |
Level 1: Level 1 complexity Level 2: Level 2 complexity Level 3: Level 3 complexity Level 4: Level 4 complexity |
This is a Tier 4 skill Level 1: 100/200 |
Create Magical Totem | 10 Soul | Create a magical totem. This ability allows you to transform something you already possess into a magical totem. The totem decreases the casting costs of any spell you are casting by 1 and the stat cost by 10%. However, the totem has only as much Soul that you put into it. The totem will lose the spell's Soul cost in Soul each time you cast a spell while holding the totem, and once the Soul cost is depleted, the totem becomes a normal object again, no longer providing its effect. To create a totem, simply hold the object you wish to enchant and spend your Soul into it, 10 Soul at a time, until you are satisfied. Every 10 Soul spent takes 1 minute of game time. This ability can't be used in combat. This is best used when using spells you've already mastered from your rune stones. | N/A: only one level |
This is a Tier 2 skill Level 1: 50/100 |
Create Medicines | N/A | Lets you create medicines based on your level of mastery. |
Level 1: Level 1 medicines Level 2: Level 2 medicines Level 3: Level 3 medicines Level 4: Level 4 medicines |
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 |
Creature Bonding | 10 Soul | Bond tamed creature to make creature a permanent companion. Limit of 2. | N/A: only one level |
This is a Tier 3 skill Level 1: 75/150 |
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 |
Creature Transformation | 20 Soul | Allows you to transform into your bonded creature for 1d6 rounds (battle) or 1 hour (out of battle). | N/A |
This is a Tier 5 skill Level 1: 125/250 |
Cries of the Damned | 15 Soul |
Component Cost: 2 Ghost Orchids and 1 Skull Cap Mushroom With this summon you call upon the spirit realm asking for help. What replies are the damned and lost souls trapped within the Shadow Realm who have long lost their sanity. Their cries and moans affect all but the arcessomancer, causing all to need to make will checks. Those who fail to make will checks will be stunned for the first round and be inflicted with fear for the duration of the summon. The arcessomancer can help his or her allies to avoid this fate by spending an extra 20 Soul per ally they wish to protect. This summon lasts for 1d4 rounds. |
N/A |
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 |
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 |
Critical Shot | N/A | Allows for a Luck Chance +5 per level of mastery to add ammo attack value twice. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
This is a Tier 5 skill Level 1: 125/250 |
Curse of Tongues | 40 Soul |
Causes enemies in a 3x3 area around you to be unable to move and have half evade and runic speed for 1d3 rounds. Neutral Alignment |
N/A: only one level |
This is a Tier 5 skill Level 1: 125/250 |
Cursed Aura | N/A | Self and allies in a 2x2 area around you have any damage received reduced by 10% if it is dealt by an attacker with more light morality points than dark morality points. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
This is a Tier 4 skill Level 1: 100/200 |
Cursed Ground Tango | 25 Endurance | Anyone in a 3x3 space area around you will suffer your Runic Energy worth of Vitality damage with each space they move for 1d6 rounds. | N/A: only one level |
This is a Tier 5 skill Level 1: 125/250 |
Cursed Knight | N/A | Your attacks are permanently increased by your morality dark points + 10% as a percentage. So if you have 5 dark points this would increase your attacks by 15%. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
This is a Tier 4 skill Level 1: 100/200 |
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 |
Damage Absorb | 5 Endurance | Absorb 5% of the physical damage that gets through your armor. That will reduce the damage that gets through by 5%. That 5% is applied to your next melee strike, whether it successfully hits or not, thus not only reducing your damage taking but also increasing the damage you deal. |
Level 1: 5%; 5 Endurance Level 2: 10%; 10 Endurance Level 3: 15%; 15 Endurance Level 4: 20%; 20 Endurance |
This is a Tier 1 skill Level 1: 25/50 |
Damaging Shrill | 3 Soul | Also cause Runic Energy + 1d8 damage with Sickening Tones. |
Level 1: 1d8; 3 Soul Level 2: 2d8; 6 Soul Level 3: 3d8; 9 Soul Level 4: 4d8; 12 Soul |
This is a Tier 3 skill Level 1: 75/150 |
Dance Training | N/A | Causes your dancing skills to cost 25% less Endurance to use. | N/A: only one level |
This is a Tier 1 skill Level 1: 25/50 |
Dark Rage | 25 Soul | Double the effects of Rage Attack against enemies with a positive alignment. | N/A |
This is a Tier 6 skill Level 1: 150/300 |
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:
Level 2:
Level 3:
Level 4:
|
This is a Tier 1 skill Level 1: acquired |
Daze or Stun Defense | N/A | 10% chance of immunity to daze or stun per level of mastery. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
This is a Tier 3 skill Level 1: 75/150 |
Death's Opera | 5 Soul | Add 5% chance of instant death to all targets affected by Sickening Tones. |
Level 1: 5%; 5 Soul Level 2: 10%; 10 Soul Level 3: 15%; 15 Soul Level 4: 20%; 20 Soul |
This is a Tier 6 skill Level 1: 150/300 |
Defense Empowerment | 5 Endurance | Increase defense by 10% of Speed 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 |
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 |
Defensive Empowerment | 5 Soul | Increases the effectiveness of defensive skills by 20% for 1d10 rounds for self or 1 ally. |
Level 1: 20%; 1d10; 5 Soul Level 2: 40%; 2d10; 10 Soul Level 3: 60%; 3d10; 15 Soul Level 4: 80%; 4d10; 20 Soul |
This is a Tier 3 skill Level 1: 75/150 |
Deflect 1-Target Spell | 5 Soul | 10% chance to deflect a 1 target spell with shield or weapon when blocking or parrying, receiving no armor damage. Instead the spell just is pushed away from you. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
This is a Tier 6 skill Level 1: 150/300 |
Deflect Hit Chance | 5 Endurance | 10% chance to deflect hit with shield or weapon when blocking or parryiong, receiving no armor damage. Instead the hit just is pushed away from you. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
This is a Tier 4 skill Level 1: 100/200 |
Demonic Grace | 15 Soul | Resist, Agility, Save, and Defense stats increased by 10% for 1d6 rounds. |
Level 1: 10%; 15 Soul Level 2: 20%; 30 Soul Level 3: 30%; 45 Soul Level 4: 40%; 60 Soul |
This is a Tier 5 skill Level 1: 125/250 |
Demonic Protection | 10 Soul | A demon of Xodod protects you and allies from 4d20 damage and counters half damage. |
Level 1: 4d20; 10 Soul Level 2: 8d20; 20 Soul Level 3: 12d20; 30 Soul Level 4: 16d20; 40 Soul |
This is a Tier 6 skill Level 1: 150/300 |
Demonic Transformation | 40 Soul | Changes you into a terrigying demon allowing double use of all dark knight skills and double attacks for 1d6 rounds. | N/A |
This is a Tier 6 skill Level 1: 150/300 |
Design Improvement | N/A | Lets you improve blueprints based on level of mastery. |
Level 1: Level 1 improvement Level 2: Level 2 improvement Level 3: Level 3 improvement Level 4: Level 4 improvement |
This is a Tier 3 skill Level 1: 75/150 |
Detect Empowerment | 5 Endurance | Increase Detect by 10% of Luck 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 3 skill Level 1: 75/150 |
Detect Empowerment | 5 Soul | Increase Detect by 10% of Perceive for 1d6 rounds. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
This is a Tier 2 skill Level 1: 50/100 |
Detect Lies | 5 Soul |
Can tell if someone is lying to you by making a Perceive check with a +10 to Perceive. Neutral Alignment |
Level 1: +10; 5 Soul Level 2: +20; 10 Soul Level 3: +30; 15 Soul Level 4: +40; 20 Soul |
This is a Tier 2 skill Level 1: 50/100 |
Detect Motive | 5 Soul | +10 to Detect to determine one's motive. |
Level 1: +10; 5 Soul Level 2: +20; 10 Soul Level 3: +30; 15 Soul Level 4: +40; 20 Soul |
This is a Tier 3 skill Level 1: 75/150 |
Diagnose | N/A | +5 to Mental Check to determine status condition so you can provide the right care. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
This is a Tier 1 skill Level 1: 25/50 |
Disarm Chance | 5 Endurance | 10% chance to disarm attacker with weapon when parrying. Acquiring this skill requires Block or Parry Proficiency and is a part of that skill chain. |
Level 1: 10%; 5 Endurance Level 2: 20%; 10 Endurance Level 3: 30%; 15 Endurance Level 4: 40%; 20 Endurance |
This is a Tier 4 skill Level 1: 100/200 |
Disguise | N/A | Wear convincing disguises. 5 penalty to other's perceive to notice that it is indeed you. |
Level 1: -5 Level 2: -10 Level 3: -15 Level 4: -20 |
This is a Tier 1 skill Level 1: 25/50 |
Disregard Tax | N/A | Automatically reduces the costs of all items by 20%. | N/A: only one level |
This is a Tier 1 skill Level 1: 25/50 |
Distraction | 4 Soul | 25% chance to distract target from casting spells, 10 penalty to their focus. |
Level 1: 25%, -10; 4 Soul Level 2: 50%, -20; 8 Soul Level 3: 75%, -30; 12 Soul Level 4: 100%, -40; 16 Soul |
This is a Tier 1 skill Level 1: 25/50 |
Divination | N/A | Use of a spiritual pendulum or dowsing rods for finding things, people, locations, or answers to yes/no questions with 20% accuracy. |
Level 1: 20% Level 2: 40% Level 3: 60% Level 4: 80% |
This is a Tier 2 skill Level 1: 50/100 |
Divine Knight | N/A | Attacks against those with more dark morality points than light morality points is increased by 15% automatically. |
Level 1: 15% Level 2: 30% Level 3: 45% Level 4: 60% |
This is a Tier 5 skill Level 1: 125/250 |
Divine Protection | 10 Soul | A holy spirit protects self and all allies for a total of 1d% damage. |
Level 1: 1d%; 10 Soul Level 2: 2d%: 20 Soul Level 3: 3d%; 30 Soul Level 4: 4d%; 40 Soul |
This is a Tier 6 skill Level 1: 150/300 |
Dogma | N/A | If the enemy targets you, the enemy must make a will check at 15% penalty to attack you instead of itself. So if the enemy's will is 100, the enemy must roll 85 or less. If they enemy's will is 25, the enemy must roll 22 or less. The penalty is doubled if the person is a servant of Taal. | N/A: only one level |
This is a Tier 6 skill Level 1: 150/300 |
Dogma Certainty | N/A | Your church sets your alignment, not society. | N/A |
This is a Tier 3 skill Level 1: 75/150 |
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 |
Dogma Defense | 10 Soul | Members of a church that you target as an enemy church or followers of a god that you declare as an enemy god cannot cause critical damage and effects for 1d4 rounds. |
Level 1: 1d4; 10 Soul Level 2: 2d4; 20 Soul Level 3: 3d4; 30 Soul Level 4: 4d4; 40 Soul |
This is a Tier 2 skill Level 1: 50/100 |
Dogma Over Faith | N/A | Worshipers of opposing gods are seen as opposing alignment even if this is not true. | N/A |
This is a Tier 1 skill Level 1: 25/50 |
Dogmatic Convictions | 10 Soul | +10 to Influence with each attack to make target of attack a temporary disciple. This basically inflicts the target with charm. |
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 |
Double Attack | 25 Endurance | Able to attack twice a round. | N/A: only one level |
This is a Tier 4 skill Level 1: 100/200 |
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 |
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 |
Dragon Kinship | 20 Soul | Gives you kinship with dragons that gives you certain benefits depending upon your level of mastery. |
Level 1: Dragon Speech; 20 Soul Level 2: Luck Chance for Aid; 40 Soul Level 3: Able to mount and ride for 1 trip a dragon; 60 Soul |
This is a Tier 4 skill Level 1: 100/200 |
Dragon Lore | N/A | With this skill you have knowledge of dragons and their customs. | N/A: only one level |
This is a Tier 3 skill Level 1: 75/150 |
Draw Attention | N/A | +10 to Influence to cause all enemies in 3x3 area to target only you for that round. |
Level 1: +10 Level 2: +20 Level 3: +30 Level 4: +40 |
This is a Tier 4 skill Level 1: 100/200 |
Druid Speech | 10 Soul | Your speech reduces the movement rate by 20% for 1d4 rounds and has a 10% chance to daze for 1 round any target within a 3x3 area, friend or foe. |
Level 1: 20%, 10% chance; 10 Soul Level 2: 40%, 20% chance; 20 Soul Level 3: 60%, 30% chance; 30 Soul Level 4: 80%; 40% chance; 40 Soul |
This is a Tier 1 skill Level 1: 25/50 |
Druid's Companion | 4 Soul | +5 to Will Check per level of mastery to temporarily tame a creature. You can only tame 1 creature per battle. |
Level 1: +5; 4 SA; tame up to 1 creature The tame up to 2-4 creatures doesn't mean you can tame that many creatures with one use of the skill. Instead, you can use this skill to tame up to that many individual creatures over the course of the battle. |
This is a Tier 3 skill Level 1: 75/150 |
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 |
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 |
Dual Wielding Proficiency | N/A | By default you do not add Melee Power to your second hand when you are dual wielding. This skill allows you to add some melee power to the weapon in your second hand, making it more powerful. |
Level 1: Add 1/2 Melee Power to 2nd Hand Level 2: Add full Melee Power to 2nd Hand |
This is a Tier 1 skill Level 1: 25/50 |
Dwarven Forge | 5 Soul and 2 Endurance | Dwarves are masters of the forge. They can work their material in ways that seem supernatural to some. A dwarf can take any already completed weapon or armor and rework its properties. With this a dwarf can exhange spirit for defense or defense for spirit at a 1 to 1 ratio. If it is a weapon, they can trade parry with attack value at a 1:1 ratio. If the dwarf wants to reverse the change, the dwarf would simply reuse this skill, with that intention. The limit is 25 points per attribute. It takes 1 mintue per point change - can only spend up to 25 minutes so only up to 25 points | N/A: only one level |
This is a Tier 2 skill Level 1: acquired |
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 |
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 |
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 |
Dwarven Will | 10 Soul | Dwarves claim to be of strong will, ones who will not be tricked or ensnared so easily. When a dwarf is fighting for self control, the dwarf gets +15 to Will for a Will Check. This can be used anytime a will check is needed. |
Level 1: 15; 10 Soul Level 2: 30; 20 Soul Level 3: 45; 30 Soul Level 4: 50; 40 Soul |
This is a Tier 2 skill Level 1: acquired |
Ectoplasmal Flood | 25 Soul |
Component Cost: 4 vials of Ectoplasm With this summon you call upon the spiritual realm for help in battle. The spirit realm opens up and a wave of ectoplasm rolls across the battlefield, doing instantly 2d% + 4d20 magic damage to all enemy targets and poisoning them for 1d20 Vitality poison damage. You and your allies are safely enclosed in spiritual bubbles until the flood is gone. |
N/A |
This is a Tier 5 skill Level 1: 125/250 |
Electronic Locks | N/A | Able to set electronic locks. Use with lock picking to crack electronic locks. |
Level 1: level 1 electronic locks Level 2: level 2 electronic locks Level 3: level 3 electronic locks Level 4: level 4 electronic locks |
This is a Tier 1 skill Level 1: 25/50 |
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 |
Elemental Awakening | 10 Soul |
Allows you to create and awaken an elemental representative of your element.
|
Level 1: Runic Elemental; 10 Soul Level 2: Runic Construct; 20 Soul Level 3: Runic Avatar; 30 Soul |
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 |
Elemental Cannon | 5 Soul |
Different effects depending upon runic element.
|
Level 1: +10, 10%; 5 Soul Level 2: +20, 20%; 10 Soul Level 3: +30, 30%; 15 Soul Level 4: +40, 40%; 20 Soul |
This is a Tier 4 skill Level 1: 100/200 |
Elemental Creations | N/A | All items you use or create are increased by your Runic Energy. | N/A |
This is a Tier 4 skill Level 1: 100/200 |
Elemental Dominance | 5 Soul | Treat a target's element as if it was weak to your element for 1d4 rounds. | N/A |
This is a Tier 3 skill Level 1: 75/150 |
Elemental Focus | 5 Soul | Increases elemental effects of self and all allies who share same element or mirroed element by 20% for 1d6 rounds. Mirrored element are as follows: Earth : Life; Air : Death; Water : Time; Fire : Space. |
Level 1: 20%; 5 Soul Level 2: 40%; 10 Soul Level 3: 60%; 15 Soul Level 4: 80%; 20 Soul |
This is a Tier 4 skill Level 1: 100/200 |
Elemental Imbuing | 20 Soul | Allows you to give material the element of spell stored in rune stone at the cost of the rune stone. | N/A |
This is a Tier 5 skill Level 1: 125/250 |
Elemental Potions | N/A | All potions you use or create are increased by your runic energy. | N/A |
This is a Tier 5 skill Level 1: 125/250 |
Elemental Protection | 5 Soul | Increases spirit of self and all allies who share same element or mirrored element by 20% for 1d6 rounds. |
Level 1: 20%; 5 Soul Level 2: 40%; 10 Soul Level 3: 60%; 15 Soul Level 4: 80%; 20 Soul |
This is a Tier 5 skill Level 1: 125/250 |
Elemental Status Effect | 20 Soul |
Causes a status effect based on your runic element when you crit.
|
N/A |
This is a Tier 5 skill Level 1: 125/250 |
Elemental Wave | 4 Soul | Attack sends out wave of runic energy that is 1 space on both sides dealing double runic energy damage. |
Level 1: 1 space on both sides; 4 Soul Level 2: 2 spaces on both sides; 8 Soul Level 3: 3 spaces on both sides; 12 Soul Level 4: 4 spaces on both sides; 16 Soul |
This is a Tier 4 skill Level 1: 100/200 |
Emotional Witch | N/A | Witches spells are affected by their emotional state. If a witch is angry their spells do 50% more damage. If a witch is worried, their healing spells do 50% more healing, and so forth. | N/A |
This is a Tier 5 skill Level 1: 125/250 |
Empower Chi | 5 Soul | Increase Chi's Runic Energy by 1d10. This is only for when using Inner Chi. |
Level 1: 1d10; 5 Soul Level 2: 2d10; 10 Soul Level 3: 3d10; 15 Soul Level 4: 4d10; 20 Soul |
This is a Tier 3 skill Level 1: 75/150 |
Enchantment | N/A | Allows you to imbue elemental materials with spell effect, charges dependent upon level of mastery. |
Level 1: 25 charges Level 2: 50 charges Level 3: 75 charges Level 4: 100 charges |
This is a Tier 6 skill Level 1: 150/300 |
Endurance Empowerment | 5 Soul | Increase Endurance by 10% of Fortitude for 1d6 rounds. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
This is a Tier 3 skill Level 1: 75/150 |
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 |
Energy Enrichment | N/A |
Able to spend stat points into potions to increase their effect.
|
Level 1: 2 stat restore in potion Level 2: 4 stat restore in potion Level 3: 6 stat restore in potion Level 4: 8 stat restore in potion |
This is a Tier 3 skill Level 1: 75/150 |
Energy Trade | N/A | Trade Soul, Endurance, or Power with an ally for equal amount in opposite stat. Must be next to ally you wish to trade with. Can be used with your supportive action in battle, or outside of battle. The trade is permanent. | N/A: only one level |
This is a Tier 3 skill Level 1: 75/150 |
Enhanced Weapon Poisoning | 10 Soul | Increases the effects of potions applied to weapons by 15% per level of mastery. |
Level 1: 15%; 10 Soul Level 2: 30%; 20 Soul Level 3: 45%; 30 Soul Level 4: 60%; 40 Soul |
This is a Tier 2 skill Level 1: 50/100 |
Equip Medicine | N/A | This allows you to always have a medicine in hand as long as you have enough of that medicine without having to waste your support action to get another medicine. | N/A: only one level |
This is a Tier 3 skill Level 1: 75/150 |
Equip Potion | N/A | This allows you to always have a potion in hand as long as you have enough of that potion without having to waste your support action to get another potion. | N/A: only one level |
This is a Tier 3 skill Level 1: 75/150 |
Eros's Curse | 15 Soul |
Component Cost: 1 vial Black Viper Blood and 1 Viper Grass With this summon you call upon the power of the god of the east wind to aide you in battle. A harsh wind blows from the east and envelopes the enemy. For the duration of the summon, the enemies must make 1d6 rolls with each hit, with rolling a 5 or 6 causing them to damage themselves instead of their target. Eros is a dark and bitter wind. If you are of a light alignment, there is a 30% chance he might ignore you and a 5% chance he might affect you or any of your light alignment allies with the power of this summon as well. Otherwise if you are light alignment you will receive 1 dark morality point. This summon lasts for 1d6 rounds. |
N/A |
This is a Tier 3 skill Level 1: 75/150 |
Evade Empowerment | 5 Endurance | Increase Evade by 10% of Luck 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 1 skill Level 1: 25/50 |
Evasion Counter | N/A | +5 to React check to counter attack when you are attacked but not hit. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
This is a Tier 3 skill Level 1: 75/150 |
Exorcise | 10 Soul |
Allows you to free people from possessions by using your Will with a +10 bonus. If you are a priest of Kymara, increase your bonus with your Runic Soul. Light Alignment |
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 |
Extra Aimed Shot | 8 Soul | This skill allows for using the next shot with no hit chance loss, as long as you have a Rate of Fire that is greater than 1 with that gun. |
Level 1: 1 extra shot not hit chance loss; 8 Soul Level 2: 2 extra shots not hit chance loss; 16 Soul Level 3: 3 extra shots not hit chance loss; 24 Soul Level 4: 4 extra shots not hit chance loss; 32 Soul |
This is a Tier 6 skill Level 1: 150/300 |
Extra Arrow | 5 Endurance | Increases the shot by 1 arrow per level of mastery, losing 5 per arrow to your Hit Chance. So if you have and use Level 3 of this skill, you will shoot 4 arrows at once, but your hit chance will have a -20 penalty. |
Level 1: 1 extra arrow; 5 Endurance Level 2: 2 extra arrow; 10 Endurance Level 3: 3 extra arrow; 15 Endurance |
This is a Tier 4 skill Level 1: 100/200 |
Extra Attack | 5 Endurance | With this skill you get one extra martial arts attack. That extra strike is only 1/2 melee power. |
Level 1: 1 extra attack; 5 Endurance Level 2: 2 extra attacks; 10 Endurance Level 3: 3 extra attacks; 15 Endurance Level 4: 4 extra attacks; 20 Endurance |
This is a Tier 6 skill Level 1: 150/300 |
Extra Piercing | 5 Endurance | Increases Piercing Rate by 5. |
Level 1: +5; 5 Endurance Level 2: +10; 10 Endurance Level 3: +15; 15 Endurance Level 4: +20; 20 Endurance |
This is a Tier 5 skill Level 1: 125/250 |
Extra Strike | 5 Endurance | With this skill you get one extra strike with your weapon. That extra strike does not include any melee power. |
Level 1: 1 extra strike; 5 Endurance Level 2: 2 extra strikes; 10 Endurance Level 3: 3 extra strikes; 15 Endurance Level 4: 4 extra strikes; 20 Endurance |
This is a Tier 6 skill Level 1: 150/300 |
Extra Throw | 5 Endurance | With this skill you get one extra toss with your weapon. That extra strike does not include any throw power. |
Level 1: 1 extra toss; 5 Endurance Level 2: 2 extra tosses; 10 Endurance Level 3: 3 extra tosses; 15 Endurance Level 4: 4 extra tosses; 20 Endurance |
This is a Tier 6 skill Level 1: 150/300 |
Fake Alignment | 5 Soul | -10 to enemy's perceive and detect to be of a different moral alignment. |
Level 1: -10; 5 Soul Level 2: -20; 10 Soul Level 3: -30; 15 Soul Level 4: -40; 20 Soul |
This is a Tier 6 skill Level 1: 150/300 |
Fake Element | 5 Soul | -10 to enemy's perceive and detect to appear to be of a different element. |
Level 1: -10; 5 Soul Level 2: -20; 10 Soul Level 3: -30; 15 Soul Level 4: -40; 20 Soul |
This is a Tier 5 skill Level 1: 125/250 |
Fake Injury | 5 Soul | -10 to enemy's detect and perceive to fake a serious injury. |
Level 1: -10; 5 Soul Level 2: -20; 10 Soul Level 3: -30; 15 Soul Level 4: -40; 20 Soul |
This is a Tier 5 skill Level 1: 125/250 |
Fake Status Effect | 5 Soul | -10 to enemy perceive and detect to appear to have a status effect, positive or negative. |
Level 1: -10; 5 Soul Level 2: -20; 10 Soul Level 3: -30; 15 Soul Level 4: -40; 20 Soul |
This is a Tier 4 skill Level 1: 100/200 |
Fake Strength | 5 Soul | -10 to enemy perceive and detect to appear stronger than you are. |
Level 1: -10; 5 Soul Level 2: -20; 10 Soul Level 3: -30; 15 Soul Level 4: -40; 20 Soul |
This is a Tier 3 skill Level 1: 75/150 |
Fallen Knight | N/A | Attacks against those with more light morality points than dark morality points is increased by 15% automatically. |
Level 1: 15% Level 2: 30% Level 3: 45% Level 4: 60% |
This is a Tier 5 skill Level 1: 125/250 |
False Love | 8 Soul | Adds 10% chance per affected target that they will kill themselves should you fall in battle. |
Level 1: 10%; 8 Soul Level 2: 20%; 16 Soul Level 3: 30%; 24 Soul Level 4: 40%; 32 Soul |
This is a Tier 2 skill Level 1: 50/100 |
Familiar Growth | N/A | This skill allows you to spend character points into a familiar to boost their stats or skills. | N/A: only one level |
This is a Tier 6 skill Level 1: 150/300 |
Familiar Sync | 10 Soul | Able to sync with your natural familiar and have certain benefits depending upon level of mastery. |
Level 1: Familiar's Sight; 10 Soul Level 2: Become one with familiar; 20 Soul Level 3: Switch places on map with familiar; 30 Soul Level 4: Transform into familiar for 1 hour; 40 Soul |
This is a Tier 5 skill Level 1: 125/250 |
Fast Potion | N/A | Can use +1 potion per level of mastery as a support move. |
Level 1: +1 potions Level 2: +2 potions Level 3: +3 potions Level 4: +4 potions |
This is a Tier 1 skill Level 1: 25/50 |
Fast Use | N/A | Can use +1 medicine per level of mastery as a support move. |
Level 1: +1 medicine Level 2: +2 medicine Level 3: +3 medicine Level 4: +4 medicine |
This is a Tier 1 skill Level 1: 25/50 |
Fatigue First Aid | 10 Soul | Heal 1d6 Fatigue with First Aid. |
Level 1: 1d6; 10 Soul Level 2: 2d6; 20 Soul Level 3: 3d6; 30 Soul Level 4: 4d6; 40 Soul |
This is a Tier 5 skill Level 1: 125/250 |
Fear | 10 Soul |
Causes targets to need to make a will check or run from you for 1d4 rounds. If you are a priest of Joasri, Spector, or Zodo, add your Runic Energy as a penalty to their will check. Dark Alignment |
N/A: only one level |
This is a Tier 3 skill Level 1: 75/150 |
First Aid | 5 Soul | Heal wounds and restore 1d8 Vitality. |
Level 1: 1d8; 5 Soul Level 2: 2d8; 10 Soul Level 3: 3d8; 15 Soul Level 4: 4d8; 20 Soul |
This is a Tier 1 skill Level 1: 25/50 |
Flood of Light | 25 Soul |
Component Cost: 2 Sun Flowers and 3 Morning Glories With this mighty summon you call upon the Light Realm for assistance. Brilliant white light floods the battlefield. All enemies are dealt 2d% damage and are blinded for 1d6 rounds. The arcessomancer and his or her allies are unharmed. |
N/A |
This is a Tier 5 skill Level 1: 125/250 |
Fly | 5 Endurance | This skill allows for flying at double running movement rates. If the character is carrying more than 50% of its weight limit, then the character cannot fly. | N/A - there's only 1 level. |
This is a Tier 1 skill Level 1: acquired |
Focus Empowerment | 5 Endurance | Increase Focus by 10% of Mental 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 1 skill Level 1: 25/50 |
For the Clan | 5 Endurance | Dwarves are loyal. They will defend their clan and their friends with fierce determination. Whenever their friends are attacking a target that is in range, the dwarf can make a reaction check with a 10 point bonus, or 20 point bonus by spending 10 SA. If the roll is a succeess, the dwarf will attack in unison with his or her ally, adding their damage to their ally's damage. | N/A: only one level |
This is a Tier 1 skill Level 1: acquired |
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 |
Forced Illusion | 25 Endurance | Move so fast that you seem to split in 2, giving you double use of all actions for that 1 round. This means you can attack twice, move twice, do supportive actions twice, and be able to cast 2 spells or have double your runic speed to cause a spell to cast faster. | N/A |
This is a Tier 3 skill Level 1: 75/150 |
Forgery | N/A | Make convincing false signatures. 10 penalty to other's perceive to notice. |
Level 1: -10 Level 2: -20 Level 3: -30 Level 4: -40 |
This is a Tier 1 skill Level 1: 25/50 |
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 |
Frustrate | N/A | +5 to Luck to cause angered target to go into berserk for 1d4 rounds and only target you. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
This is a Tier 3 skill Level 1: 75/150 |
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 |
Gift of Tongues | 40 Soul |
Grants self and those in a 3x3 area (allies and enemies) double of each action type (can attack twice, use two potions, move twice, etc), double runic speed, and double movement for 1d3 rounds. Double the duration if you are a priest of the Four Winds. Light Alignment |
N/A: only one level |
This is a Tier 5 skill Level 1: 125/250 |
Glamour | 5 Soul | Gives the illusion of good aura and grants a +5 to Influence for 1 hour. |
Level 1: +5; 5 Soul Level 2: +10; 10 Soul Level 3: +15; 15 Soul Level 4: +20; 20 Soul |
Level 1: 25/50 Level 2: 50/100 Level 3: 75/150 Level 4: 100/200 |
Hacking | N/A | +5 to Mental to hack programs and computers. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
This is a Tier 2 skill Level 1: 50/100 |
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 |
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 |
Haunting of the Lost | 5 Soul |
Component Cost: 1 Bog Beacon Mushroom With this summon you call upon the departed lost souls of the world to torment your enemies. Suddenly, your enemies begin hearing voices, feeling sudden temperature shifts, and seeing things which aren't there. This decreases their melee power by ½ for 1d4 rounds. |
N/A |
This is a Tier 1 skill Level 1: 25/50 |
Healing Tones | 4 Soul | adds 1d10 Vitality restore to Relaxing Tones. |
Level 1: 1d10; 4 Soul Level 2: 2d10; 8 Soul Level 3: 3d10; 12 Soul Level 4: 4d10; 16 Soul |
This is a Tier 5 skill Level 1: 125/250 |
Heightened Senses | 5 Soul | +5 to Perceive and Detect for 1d4 hours |
Level 1: +5; 5 Soul Level 2: +10; 10 Soul Level 3: +15; 15 Soul Level 4: +20; 20 Soul |
This is a Tier 1 skill Level 1: 25/50 |
Herbal Knowledge | 5 Soul | +10 to Perceive to identify a plant and its properties. |
Level 1: +10; 5 Soul Level 2: +20; 10 Soul Level 3: +30; 15 Soul Level 4: +40; 20 Soul |
This is a Tier 1 skill Level 1: 25/50 |
Hide | 2 Soul | Hide behind objects or in shadows. -10 to enemy's perceive per level. |
Level 1: -10; 2 Soul Level 2: -20; 4 Soul Level 3: -30; 6 Soul Level 4: -40; 8 Soul |
This is a Tier 1 skill Level 1: 25/50 |
Hide in Plain Sight | 4 Soul | Hide out in the open. -5 to enemy's perceive. |
Level 1: -5; 4 Soul Level 2: -10; 8 Soul Level 3: -15; 12 Soul Level 4: -20; 16 Soul |
This is a Tier 2 skill Level 1: 50/100 |
Hide Motive | 5 Soul | -10 to enemy's Detect allowing you to better hide your motive. |
Level 1: -10; 5 Soul Level 2: -20; 10 Soul Level 3: -30; 15 Soul Level 4: -40; 20 Soul |
This is a Tier 4 skill Level 1: 100/200 |
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 |
Hit Chance Empowerment | N/A | Increase Hit Chance by 10% of Speed for 1d6 rounds. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
This is a Tier 3 skill Level 1: 75/150 |
Hit Targeting Empowerment | 5 Endurance | Increase Hit Targeting 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 3 skill Level 1: 75/150 |
Holy Ground | N/A | Those in a 3x3 area around you have chances for resistance increased by 15% against dark aligned attackers. |
Level 1: 15% Level 2: 30% Level 3: 45% Level 4: 60% |
This is a Tier 5 skill Level 1: 125/250 |
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 |
Holy Rage | 25 Soul | Double the effects of Rage Attack against enemies of a negative alignment. | N/A |
This is a Tier 6 skill Level 1: 150/300 |
Horsemanship | N/A | x3 your move rate on a horse instead of x2. Basically riding a horse doubles your movement rate. With this skill however, you have greater control over a horse and can triple your movement rate. | N/A: only one level |
This is a Tier 1 skill Level 1: 25/50 |
Hunting | N/A | +5 to Hit Targeting per level of mastery against selected enemy type. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
This is a Tier 1 skill Level 1: 25/50 |
Identification | 15 Soul | +10 to Perceive to identify what an object is by sight and all of its properties. |
Level 1: +10 to Perceive; 15 Soul Level 2: +20 to Perceive; 30 Soul Level 3: +30 to Perceive; 45 Soul Level 4: +40 to Perceive; 60 Soul |
This is a Tier 1 skill Level 1: 25/50 |
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 |
Identify Forgery or Counterfeit | 10 Soul | +10 to Perceive to identify if something is a forgery or counterfeit. |
Level 1: +10 to Perceive; 10 Soul Level 2: +20 to Perceive; 20 Soul Level 3: +30 to Perceive; 30 Soul Level 4: +40 to Perceive; 40 Soul |
This is a Tier 1 skill Level 1: 25/50 |
Identify Weak Points | 5 Soul | See weak points in target's armor increasing damage dealt by 10%. This can be combined with any attack skill chain. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
This is a Tier 1 skill Level 1: 25/50 |
Ignore Traps | 10 Soul | Gives you a +10 to Luck that traps won't work on you. Let's say you accidentally set off a trap. With this skill, you have a chance that the trap simply won't work. You got lucky and ignored the trap. This skill takes effect over Trap Setting, so even if someone used Trap Setting with this skill you could still have the trap not work against you. |
Level 1: +10 to Luck; 10 Soul Level 2: +20 to Luck; 20 Soul Level 3: +30 to Luck; 30 Soul Level 4: +40 to Luck; 40 Soul |
This is a Tier 4 skill Level 1: 100/200 |
Inciteful Energy | 30 Soul | Causes all within a 3x3 space area around you to be berserked, the area lasts for 1d4 rounds. | N/A |
This is a Tier 5 skill Level 1: 125/250 |
Increase Resell Value | N/A | Increase resell value at 10% greater than purchase price. |
Level 1: 10% greater resell value Level 2: 20% greater resell value Level 3: 30% greater resell value Level 4: 40% greater resell value |
This is a Tier 3 skill Level 1: 75/150 |
Increased Critical | N/A | This skill increases the chance that your hit will be a critical hit by +5. This is an instant effect that only applies when used. |
Level 1: +5 Level 2: +10 Level 3: +15 Level 4: +20 |
This is a Tier 5 skill Level 1: 125/250 |
Increased Spoils | N/A |
Increase the end of session character point reward, found treasures, and any money found by 20%. Please Note: You will not gain extra character points for using this skill. |
Level 1: 20% increase Level 2: 40% increase Level 3: 60% increase Level 4: 80% increase |
This is a Tier 3 skill Level 1: 75/150 |
Infallible Dogma | N/A | +20 to Will against any attempt to convert or alter religious belief. |
Level 1: +20 Level 2: +40 Level 3: +60 Level 4: +80 |
This is a Tier 3 skill Level 1: 75/150 |
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 |
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 |
Inflict Wounds - Revolvers | N/A | Critical Hits inflicts 1d6 bleeding wound damage, non stacking. |
Level 1: 1d6 Level 2: 2d6 Level 3: 3d6 Level 4: 4d6 |
This is a Tier 6 skill Level 1: 150/300 |
Influence Empowerment | 5 Soul | Increase Influence by 10% of Will for 1d6 rounds. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
This is a Tier 2 skill Level 1: 50/100 |
Initiative Empowerment | 5 Soul | Increase Initiative by 10% of Speed for 1d6 rounds. |
Level 1: 10%; 5 Soul Level 2: 20%; 10 Soul Level 3: 30%; 15 Soul Level 4: 40%; 20 Soul |
This is a Tier 3 skill Level 1: 75/150 |
Inner Chi | 5 Soul | Add Runic Energy to Attack. Adds runic energy once per level of mastery. |
Level 1: Runic Energy + Attack; 5 Soul Level 2: Runic Energy x 2 + Attack; 10 Soul Level 3: Runic Energy x 3 + Attack; 15 Soul Level 4: Runic Energy x 4 + Attack; 20 Soul |
This is a Tier 2 skill Level 1: 50/100 |
Inner Knowledge | 15 Soul | Gives you a +10 to Mental per level of mastery for the day. |
Level 1: +10; 15 Soul Level 2: +20; 30 Soul Level 3: +30; 45 Soul Level 4: +40; 60 Soul |
This is a Tier 4 skill Level 1: 100/200 |
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 |
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 |
Invention | N/A | Lets you create new designs from scratch. | N/A: only one level |
This is a Tier 4 skill Level 1: 100/200 |
Invisibility | 15 Soul | Reduces enemies perceive by 30% when trying to detect you for 1d4 rounds. |
Level 1: 30%; 15 Soul Level 2: 60%; 30 Soul Level 3: 90%; 45 Soul Level 4: 120%; 60 Soul |
This is a Tier 6 skill Level 1: 150/300 |
Invoked Spirit | N/A | Allows you to use your moral points as a bonus against targets of an opposite alignment. This can be an opposite if either of your alignments. For example, If you are lawful good, you could use this against a target who is chaotic good since chaotic is the opposite of lawful. If both alignments are opposite of yours, such as you being lawful good and the target being chaotic evil, then you will apply this skill's effect twice. The moral points you add is a combination of all moral points, and it does not decrease your moral points. | N/A |
This is a Tier 3 skill Level 1: 75/150 |
Iron Will | 15 Soul |
+10 to Will and an extra +5 to Influence per level of mastery for 1 day. Neutral Alignment |
Level 1: +10, +5; 15 Soul Level 2: +20, +10; 30 Soul Level 3: +30, +15; 45 Soul Level 4: +40, +20; 60 Soul |
This is a Tier 3 skill Level 1: 75/150 |
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 |
Item Rationing | N/A | Get +1 extra use from a single potion per level of mastery. |
Level 1: +1 use Level 2: +2 uses Level 3: +3 uses Level 4: +4 uses |
This is a Tier 1 skill Level 1: 25/50 |
Joasri’s Dance | 6 Endurance | 10% chance to effect those in a 3x3 area around you causing them to have to make luck checks for their spells to work intended for the next 1d6 rounds. This will not affect those who fell asleep to lullaby. |
Level 1: 10%; 6 Endurance Level 2: 20%; 12 Endurance Level 3: 30%; 18 Endurance Level 4: 40%; 24 Endurance |
This is a Tier 4 skill Level 1: 100/200 |
Joint Attack | N/A | Canids are hyper loyal to their pack of friends and adventurers, to the point that they desire to assist them. Should the target an ally is attacking be within weapon range, this skill gives the canid a +15 to React for a chance to attack the target at the same time as his or her ally does. Should the react check be successful, this skill gives the canid one physical attack. The canid can use one attack skill or attack skill chain and can use melee, throw, or ranged attacks. Melee, Throw, or Bow power does apply as does a crit chance. |
Level 1: +15 Level 2: +30 Level 3: +45 Level 4: +60 |
This is a Tier 2 skill Level 1: acquired |
Keen Sight | 2 Soul | Plains Elves have amazing sight when they focus. They can see a mile away under the right conditions. With this skill, the plains elf can spend Soul to improve both their Perceive or their Hit Targeting. |
Level 1:
Level 2: This ability allows the plains elf to not only be able to see and follow the tracks, but also to be able to see the very scent trail of the target that they are tracking. This scent trails shows up like a line of colored smoke no matter how faint the scent might be.; 5 Soul |
This is a Tier 1 skill Level 1: acquired |
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 |
Knock Down Defense | N/A | 10% chance of immunity to knock down per level of mastery. |
Level 1: 10% Level 2: 20% Level 3: 30% Level 4: 40% |
This is a Tier 4 skill Level 1: 100/200 |
Kymara’s Solo | 6 Soul | Grants everyone in a 3x3 space around you a 1d20 modifier to Vitality and a +5 modifier to Vitality Save for 1 hour. |
Level 1: 1d20; 6 Soul Level 2: 2d20; 12 Soul Level 3: 3d20; 18 Soul Level 4: 4d20; 24 Soul *Saving Grace modifier doesn't increase... |
This is a Tier 5 skill Level 1: 125/250 |
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 |
Laying Hands | 5 Soul |
You can harm or heal a target that you touch by your Runic Energy + 1d6. Double the effect if you are a priest of Nikolai. Healing the target only is considered Light Alignment Healing and Harming is considered Neutral Alignment |
Level 1: 1d6; 5 Soul Level 2: 2d6; 10 Soul Level 3: 3d6; 15 Soul Level 4: 4d6; 20 Soul |
This is a Tier 1 skill Level 1: 25/50 |
Learn Curse | N/A | Learn how to do curses from cursed objects based on complexity. Once you learn the curse, you can perform the curse yourself albeit following any rules for doing so as given by your GM. |
Level 1: learn level 1 curse Level 2: learn level 2 curse Level 3: learn level 3 curse Level 4: learn level 4 curse |
This is a Tier 2 skill Level 1: 50/100 |
Light Armor Mastery | N/A | +2 to Evade, +1 to Defense per level of mastery. |
Level 1: +2, +1 Level 2: +4, +2 Level 3: +6, +3 Level 4: +8, +4 |
This is a Tier 2 skill Level 1: 50/100 |
Light's Providence | 15 Soul |
Component Cost: 3 Almonds With this summon you call for help to withstand possession and mind alteration, and that is what you gain. During the rest of the battle, you cannot be controlled. |
N/A |
This is a Tier 3 skill Level 1: 75/150 |
Linguistics | 5 Soul | + 10 to Mental to understand, speak, and learn new languages. Each use of this skill gives you a 10% mastery of a new language. You can use this skill on a language until it gets to 100% mastered. |
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 3 skill Level 1: 75/150 |
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 |
Lore | 5 Soul | Grants you knowledge of the basic lore of the area. With this skill you can know the basic history and folk tales of the area, granting you the knowledge a common citizen of the area would have. This could be useful for helping you to blend in as someone who lives there, or to give you some idea of what kind of dangers and rewards you might expect to find. | N/A - there's only 1 level. |
This is a Tier 1 skill Level 1: 25/50 |
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 |
Lullaby | 4 Soul | 30% chance to put targets in a 3x3 area around you to sleep, friend or foe. |
Level 1: 30%; 4 Soul Level 2: 40%; 8 Soul Level 3: 50%; 12 Soul Level 4: 60%; 16 Soul |
This is a Tier 2 skill Level 1: 50/100 |
Lunging Attack | N/A | Adds movement rate to attack allowing you to attack a target your movement rate away. | N/A |
This is a Tier 3 skill Level 1: 75/150 |
Maddening Temptation | 20 Soul |
Component Cost: 1 Snake Grass and 2 Black Lichen With this summon you call upon the lord of the shadow realm, Joasri, for help. The great trickster responds by whispering into the minds of all but the arcessomancer, asking for a sacrifice of 50 HP, allies and enemies. Those who refuse must make a will check. If they fail the will check, they begin to hallucinate and begin to attack themselves to try and rid themselves of the monsters they imagine are on them. The temptation then comes in the second round where they are promised that they would be cured of their fears if they would sacrifice 100 Vitality. If they refuse, the will continue to attack themselves and hallucinate for the next 3 rounds (4 rounds total). Allies can be spared if the arcessomancer spends double the stat and component costs. |
N/A |
This is a Tier 4 skill Level 1: 100/200 |
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 |
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 |