Skills home

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
Zephyr's Enchantment 2 Soul + 1 Yellow Cap Mushroom self and all allies self and all allies 1d6 rounds Eros's Curse

With this skill you call upon the god of the west wind to aide you and your friends in battle. A gust of energizing wind flows from the west and envelops the party, doubling everyones move rate. It also grants everyone in the party an additional 2 attack actions.

Religion -2
Xodod's Gift 6 Soul + 2 Zodo's Eye Orchids and 2 vials of Bog Imp's Blood self self 1d8 rounds Black Flame

With this skill you call upon the powers of Xodod to help you in combat. You are given a mighty gift as a response. Your weapon, whatever it may be, in empowered by the powers of the forsaken realm of Xodod and its destructive magic. Every attack you do with your weapon sends a black flame copy to every other enemy target, doing the same attack and same amount of damage. Furthermore, your weapon is coated in the non-elemental fires of Xodod, giving you an additional magic damage of 3d6.

Religion -5
Wrist Snap 2 Power whip's range 1 target instant Equip Whip This is a basic whip attack. It adds 1d4 to your whip attack. Athletics
Wall Jumping 2 Power self self instant Can jump to a wall and bounce off of it at an angle to reach a greater height. Can only do so once per jump. Acrobatics
Vitality Empowerment 2 Soul self self 1d4 rounds N/A This empowers your Vitality by 1d10. Survival
Use Potion as Defense N/A self self instant N/A This skill allows you to drink a potion as your defensive action. Medicine
Use Other's as Shield 1 Soul 1d4 1 target instant N/A If there is someone else that is within 1d4 spaces of you, you can use that person as a shield. That person will take the hit instead. The attacker can make a second hit chance with a penalty of 1d6 check to attack you instead. Deception
Upward Momentum Swing 5 Power weapon range 1 target instant Momentum Hit Your critical hit knocks the target unconscious for 1d4 rounds. Critical -3
Uppercut 5 Power 1 space 1 target infront of you instant Eye Gouger With this skill you perform an uppercut. This increases the attack by an extra offensive power. If you crit you knock the target out for 1d3 rounds. Athletics -4
Unbreakable Will 8 Soul + 3 Almonds self self duration of battle Iron Will

During the rest of the battle, you cannot be controlled.

Religion -2
Tyria's Blessing 2 Soul + 2 Manna Rose Petals battlefield battlefield 1d6 rounds Zephyr's Enchantment

With this skill 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. Because Tyria is neutral, she takes some pity on the enemies, doubling their battle movement rates.

Religion -2
Twin Moon Attack 10 Power weapon range all targets in range around you instant Full Moon Attack This is Full Moon Attack done twice. You swing your weapon around you twice hitting each target in range twice. You cannot apply Staggering Hit however. Critical -6
Twin Dragon 6 Power whips range 1-2 targets instant Equip Whip; Choke Hold This skill allows you to use Wrist Snap twice in one attack on one or two targets that are in range. React -5
Tricky Goblin 1 Power self self instant Goblin upon successful use can move 1d4 spaces in any direction to avoid an attack and cause instead the attack to hit whomever or whatever the goblin gets behind, or to miss altogether. Acrobatics +2
Trick Throw 4 Soul throw range 1 target instant Blind Throw This skill allows you to perform seemingly impossible throws, such as throwing when sliding down hill, or when leaping, or whatever. hit chance +1
Trick Shot 4 Soul weapon range 1 target instant Bow Drawing This skill allows you to perform seemingly impossible shots, such as shooting your bow when sliding down hill, or when leaping, or whatever. hit chance +1
Treat Visual Instability 2 Soul 1 target you touch 1 target you touch instant Diagnose This skill allows you to use your medicine check with a +2 bonus to treat someone's visual instability without the right potions, just with your knowledge of treating common status effects. Medicine +2
Treat Burns 2 Soul 1 target you can touch 1 target you can touch instant Diagnose This skill allows you to use your medicine check with a +2 bonus to treat someone's burns without the right potions, just with your knowledge of treating common status effects. Medicine +2
Translate N/A 1 piece of writing you can clearly see 1 piece of writing you can clearly see instant N/A This skill allows you to translate writing from a language you do not know to your language. The difficulty of the language determines if it is one of the following checks: easy, normal, hard, or impossible. Insight
Trade N/A self self instant N/A This skill allows you to trade. The difficulty in the trade determines if it is one of the following checks: easy, normal, hard, or impossible. Persuade
Thrusting Attack 5 Power movement range + weapons range 1 target instant Lunging Attack This skill allows you to thrust your piercing weapon or sword into the target by getting a running start and moving towards the target with your weapon. This increases the total damage of the attack by 15%. athletics -4
Throwing Blitz 6 Power throw range 1 target per weapon thrown, or just 1 target instant Precise Throw With this skill you can throw 1d6 weapons or objects. React -5
Throw Empowerment 1d4 Power self self 1d4 rounds N/A This skill increases your Throw Power by 1d4. Athletics
The All-Seeing 6 Soul + 1 Zodo's Eye Orchid, 1 Pig's Heart, 1 Dragon's Eye, and 2 vials of Red Dragon's Blood entire area or battlefield entire area or battlefield instant Soul of Forsaken and be a servant of Zodo

With this mighty skill you plead to Zodo for assistance. The Soul of Zodo responds, creating a great distended eye high above the area. This skill's uses depend upon the situation. If it is out of battle while exploring, the Eye of Zodo will grant the cleric a view of the entire level of the area he or she is at, showing treasures, paths, and any possible dangers. If it is in battle, the Eye of Zodo will disclose all information about every enemy target to the cleric. It will further cause great fear in every target, decreasing all of their move rates by half and making them avoid the cleric at any cost.

Religion -5
Teleportation Attack 1 Soul 1 target 1 target instant Teleport attack you perform to any target you can see; gain this skill at Level 4 Arcana -2
Taunt 1 Soul 1 target 1 target 1d4 rounds N/A If successful the target will only target you. Influence -1
Tap Dance 2 Power any in area a 3x3 space area around you 1d4 rounds (effect) N/A Inflicts confusion on any in the area, friend or foe. Perform
Swap for Support 2 Soul self self instant N/A This is a free action skill. It allows you to swap your move, attack, or magic action of an additional support action. Initiative
Swap for Movement 2 Soul self self instant Swap for Support This is a free action skill. It allows you to swap your attack, support, or magic action for an additional movement action. Initiative
Summoning 1d10 Soul any, all, self battlefield instant N/A

The effects of this skill depends upon the deity you serve:

  • Joasri: Everyone except the cleric must make a Mental Balance Check. Allies make an easy Mental Balance check while enemies make a normal Mental Balance check. Those who succeed have nothing happen. Those who fail are driven mad for 1d3 rounds which they spend screaming about hallucinations and unable to act.
  • Nikolai: All enemies are blinded by a super bright glaring light and must make hard perceive checks to move or attack. Should they fail they must make impossible brace checks to not fall down.
  • Norvus: Self and allies are granted 2d20 (each) extra physical protection for 1d6 rounds.
  • Ova: Self and allies are granted 1d8 poison sap on their skin that doesn't affect the protected for 1d6 rounds. They can apply this sap to their weapons or physically touch the targets to inflict them with 1d8 poison.
  • Spector: Everyone has to roll a 1d6, where 6 = instant death. Allies and self get 2 tries to not roll a 6. Furthermore any undead or spirits are instantly destroyed.
  • The Four Winds: Zephyr doubles all allies and self move rate, Eros gives all enemies 1d6 penalty to all checks, Tyria inflicts all enemies with sickness, Solara makes self and all allies immune to negative status effects. All of these effects happen and last for 1d6 rounds.

You can only have one successful summoning use a day.

Religion -8