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- ===SKILLS===
- Skills determine your bonus HP, MP, resistances, melee and ranged attacks, types of attacks and special useable skills.
- At character creation, you can buy 8 skills total from all Starting Skill Trees you have chosen.
- Acquiring a new Skill Tree requires spending 5 skill points.
- Amount of skills is rather large, and divided into categories: AXES, MACES, SPEARS, ARCHERY, SWORDS, BODY, COMBAT, MYSTICISM, DIVINATION, BEASTCALL, WEATHERCRAFT
- Last three families have MP Cost label for spells.
- BODY: Basic attack bonuses, resistances and Health Points.
- HP Bonus I:
- Requirements: -
- Effects:
- Increases player's HP by +4.
- HP Bonus II:
- Requirements: HP Bonus I
- Effects:
- Increases player's HP by +4 (cumulative with previous HP Bonus).
- HP Bonus III:
- Requirements: HP Bonus II
- Effects:
- Increases player's HP by +4 (cumulative with previous HP Bonuses).
- HP Bonus IV:
- Requirements: HP Bonus III
- Effects:
- Increases player's HP by +4 (cumulative with previous HP Bonuses).
- HP Bonus V:
- Requirements: HP Bonus IV
- Effects:
- Increases player's HP by +3 (cumulative with previous HP Bonuses).
- HP Bonus VI:
- Requirements: HP Bonus V
- Effects:
- Increases player's HP by +3 (cumulative with previous HP Bonuses).
- HP Bonus VII:
- Requirements: HP Bonus VI
- Effects:
- Increases player's HP by +3 (cumulative with previous HP Bonuses).
- HP Bonus VIII:
- Requirements: HP Bonus VII
- Effects:
- Increases player's HP by +3 (cumulative with previous HP Bonuses).
- Impact Resistance:
- Requirements: HP Bonus III (one more for each Blade/Pierce Resistance that has been already bought)
- Effects:
- Increases player's Impact Resistance by +1.
- Blade Resistance:
- Requirements: HP Bonus III (one more for each Impact/Pierce Resistance that has been already bought)
- Effects:
- Increases player's Blade Resistance by +1.
- Pierce Resistance:
- Requirements: HP Bonus III (one more for each Blade/Impact Resistance that has been already bought)
- Effects:
- Increases player's Pierce Resistance by +1.
- Resistance to Elements:
- Requirements: HP Bonus V
- Effects:
- Raises player's Fire and Cold Resistances by +1. Also provides better protection against common cold and heatstroke and other temperature-related ailments.
- Brute:
- Requirements: -
- Effects:
- Boosts unarmed attack (1d4 Impact, melee) by +1 dmg.
- Fierce:
- Requirements: Brute, HP Bonus II
- Effects:
- Boosts unarmed attack by +1 dmg (cumulative with Brute).
- Beastly:
- Requirements: Fierce, HP Bonus IV
- Effects:
- Raises unarmed attack dice by 1.
- MYSTICISM: General spell-casting and Mana Points bonuses.
- MP Bonus I:
- Requirements: -
- Effects:
- Increases player's maximum MP by 2.
- MP Bonus II:
- Requirements: MP Bonus I
- Effects:
- Increases player's maximum MP by 2 (cumulative with previous MP bonus).
- MP Bonus III:
- Requirements: MP Bonus II
- Effects:
- Increases player's maximum MP by 3 (cumulative with previous MP bonuses).
- MP Bonus IV:
- Requirements: MP Bonus III
- Effects:
- Increases player's maximum MP by 3 (cumulative with previous MP bonuses).
- MP Bonus V:
- Requirements: MP Bonus IV
- Effects:
- Increases player's maximum MP by 4 (cumulative with previous MP bonuses).
- MP Bonus VI:
- Requirements: MP Bonus V
- Effects:
- Increases player's maximum MP by 6 (cumulative with previous MP bonuses).
- Energize:
- Requirements: MP Bonus II
- Effects:
- Player can use Energize to instantly recover 3 MP. This ability has 5 turn cooldown.
- Invocation I:
- Requirements: MP Bonus I, at least 3 spells obtained
- Effects:
- All MP-based attacks deal +1 damage. This does not apply to defensive spells and enchantments.
- Invocation II:
- Requirements: Invocation I, at least 5 spells obtained
- Effects:
- All MP-based attacks deal +1 damage (cumulative with previous bonus). This does not apply to defensive spells and enchantments.
- Invocation III:
- Requirements: Invocation II, at least 7 spells obtained
- Effects:
- All MP-based attacks deal +1 damage (cumulative with previous bonuses). This does not apply to defensive spells and enchantments.
- Invocation IV:
- Requirements: Invocation III, at least 10 spells obtained
- Effects:
- All MP-based attacks deal +1 damage (cumulative with previous bonuses). This does not apply to defensive spells and enchantments.
- Conjuration I:
- Requirements: MP Bonus III
- Effects:
- All lasting spells (summons, aspects, enchantments, defensive auras, etc) have their duration extended by 1 turn.
- Conjuration II:
- Requirements: Conjuration I
- Effects:
- All lasting spells (summons, aspects, enchantments, defensive auras, etc) have their duration extended by 1 turn (cumulative with previous bonus).
- Conjuration III:
- Requirements: Conjuration II
- Effects:
- All lasting spells (summons, aspects, enchantments, defensive auras, etc) have their duration extended by 1 turn (cumulative with previous bonuses).
- Attuned:
- Requirements: MP Bonus IV
- Effects:
- All spells of the player have their MP cost reduced by 1, to minimum of 1. Outside combat, allows the Player to detect magical phenomena and items at (very) short range.
- Svagard's Guard:
- Requirements: -
- Effects:
- Increases player's Arcane Resistance by +1.
- Svagard's Vigil:
- Requirements: Svagard's Guard, Attuned
- Effects:
- Increases player's Arcane Resistance by +1 (cumulative with Svagard's Guard).
- COMBAT: Extra melee combat bonuses and skills.
- Basic Fighter:
- Requirements: -
- Effects:
- +5% Evasion, All Melee weapons +5% Hit.
- Adept Fighter:
- Requirements: Basic Fighter, at least 1 weapon skill (Axes, Maces, Swords, Spears, Bows) at Skilled level.
- Effects:
- All Melee weapons +5% Hit, +1 damage.
- Melee Expert:
- Requirements: Adept Fighter, at least 1 weapon skill (Axes, Maces, Swords, Spears, Bows) at Talented level.
- Effects:
- All Melee weapons +5% Hit, +1 damage.
- Battlemaster:
- Requirements: Melee Expert, at least 1 weapon skill (Axes, Maces, Swords, Spears, Bows) at Mastery level.
- Effects:
- All Melee weapons +10% Hit, +1 dmg dice.
- Blocking Stance:
- Requirements: Basic Fighter
- Effects:
- Player can use Blocking Stance to gain +45% Evasion bonus instead of attacking for 1 Turn.
- Defender:
- Requirements: Blocking Stance
- Effects:
- Player can use Defender to defend one of his allies from all incoming attacks for 1 Turn.
- Skillful Dodging:
- Requirements: Basic Fighter
- Effects:
- +5% Evasion.
- Talented Dodging:
- Requirements: Skillful Dodging
- Effects:
- +5% Evasion.
- Masterful Dodging:
- Requirements: Talented Dodging
- Effects:
- +10% Evasion.
- Guidance:
- Requirements: Melee Expert
- Effects:
- Allies of the Player gain +10% Hit and +10% Evasion. Guidance does not stack, though they can overlap.
- Preemptive Strike:
- Requirements: Talented Dodging, Melee Expert
- Effects:
- When countering a melee attack, your counter comes before enemy attack. This skill activates only once per turn of combat.
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