Skills home

Skill Stat Cost Range Area Duration Requirements Effects Success Roll
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
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
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
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
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
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
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
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
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
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
Upward Momentum Swing 5 Power weapon range 1 target instant Momentum Hit Your critical hit knocks the target unconscious for 1d4 rounds. Critical -3
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
Use Potion as Defense N/A self self instant N/A This skill allows you to drink a potion as your defensive action. Medicine
Vitality Empowerment 2 Soul self self 1d4 rounds N/A This empowers your Vitality by 1d10. Survival
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
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
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
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