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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.
- DIVINATION: Various little favors and insights and buffs.
- Momentous Portent:
- Requirements: -
- MP Cost: 0
- Effects:
- Targeted ally receives a very brief glimpse into his/her opponent's next move, increasing the ally's Hit and Evasion chances by 10% for the next attack/counter.
- Group Predictions:
- Requirements: Momentous Portent
- MP Cost: 2
- Effects:
- Identical to Momentous Portent, but affects all allies in battle, including the Diviner.
- Visions of Battlefield:
- Requirements: Momentous Portent
- MP Cost: 4
- Effects:
- Diviner's ally gains deep insight into the future of ongoing combat, granting him +15% Hit and Evasion bonuses for next 3 turns.
- Hunter's Instinct:
- Requirements: Momentous Portent
- MP Cost: 1
- Effects:
- Grants +30% Hit chance for Diviner's ally next attack.
- Feline Grace:
- Requirements: Momentous Portent
- MP Cost: 1
- Effects:
- Grants +30% Evasion chance for Diviner's ally next attack.
- Eyes of War:
- Requirements: Visions of Battlefield, Hunter's Instinct, Feline Grace
- MP Cost: 5
- Effects:
- Bestows a +40% Hit and Evasion bonus for Diviner's ally for next 3 Turns. Also, next attack by the Ally will automatically hit, no matter the skills and evasion of his/her enemy.
- Svagard's Coat:
- Requirements: -
- MP Cost: 2
- Effects:
- Layer of divine energy briefly surrounds Diviner's ally, increasing his/her Arcane, Fire and Cold resistances by 1 until next Turn.
- Aquamancy:
- Requirements: Svagard's Coat
- MP Cost: 2
- Effects:
- Watery liquid coats Diviner's ally, increasing his/her Fire resistance by 2 for next 3 Turns. Outside combat, this can be used to predict future with help of water (a pond, a running stream, etc).
- Pyromancy:
- Requirements: Svagard's Coat
- MP Cost: 2
- Effects:
- Thin sheet of flames envelops Diviner's ally, increasing his/her Cold resistance by 2 for next 3 Turns. Outside combat, this can be used to predict future with help of fire (a lit bonfire, etc).
- Ironskin:
- Requirements: Svagard's Coat
- MP Cost: 3
- Effects:
- Skin of Diviner's ally becomes metal-like, increasing his/her Impact, Pierce and Blade resistances by 1 for next 3 Turns.
- BEASTCALL: Buffing oneself with animal powers or summoning animals for help.
- Call of Spirit:
- Requirements: -
- MP Cost: 0
- Effects:
- The Beastcaller calls own spiritual animal to borrow some of its strength. This bestows +2 dmg to unarmed attack, and +5% Hit and Evasion bonus for next 3 turns. This will override any currently working Aspect that Beastcaller has.
- Raven Aspect:
- Requirements: Call of Spirit
- MP Cost: 1
- Effects:
- The Beastcaller calls upon Vauvak, the Lord of Ravens, to grant him/her his impeccable vision. Beastcaller's ranged attacks get +25% Hit bonus for next 5 turns. This will override any currently working Aspect that Beastcaller has.
- Call Raven:
- Requirements: Raven Aspect
- MP Cost: 2
- Effects:
- Vauvak hears Beastcaller's plea and sends forth a Raven to constantly annoy and distract the enemy, who gets -10% Hit and Evasion penalty unless he/she manages to smack (base 40% Hit chance) the Raven away, or till Raven goes away on his own after 6 Turns. Outside combat, the Raven can fly around the area and let the Beastcaller see through the Raven's eyes.
- Lynx Aspect:
- Requirements: Call of Spirit
- MP Cost: 2
- Effects:
- The Beastcaller calls upon Nynlla, the Lynx Queen, who bestows upon him/her the grace and hunting prowess of the Lynx. Beastcaller gains +10% Hit bonus to all attacks and +10% Evasion bonus for next 5 turns. This will override any currently working Aspect that Beastcaller has.
- Call Lynx:
- Requirements: Lynx Aspect
- MP Cost: 3
- Effects:
- Nynlla hears Beastcaller's begging and sends forth an agile Lynx (18 HP, 1d8 blade attack, natural 30% Evasion) to accompany the Beastcaller in combat for 6 turns. Outside combat, the Lynx can lead the Beastcaller out of a maze or similar 'lost in the woods' situation.
- Wolf Aspect:
- Requirements: Call of Spirit
- MP Cost: 3
- Effects:
- The Beastcaller calls upon Vareg, the King of Wolves, who bestows upon him/her the fierceness of the Wolf. Beastcaller's melee attacks gain +15% Hit and +3 damage bonus for next 5 turns. This will override any currently working Aspect that Beastcaller has.
- Call Wolf:
- Requirements: Wolf Aspect
- MP Cost: 5
- Effects:
- Vareg hears Beastcaller's voice and sends forth a fierce Wolf (22 HP, 2d6 blade attack, natural 10% Evasion) to accompany the Beastcaller in combat for 6 turns. Outside combat, the Wolf can help the Beastcaller communicate with feral wolves for various purposes.
- Bear Aspect:
- Requirements: Call of Spirit
- MP Cost: 4
- Effects:
- The Beastcaller calls upon Maukka, the Bear God, who bestows upon him/her the might of the Bear. Beastcaller's unarmed attack gains +2 dmg dices and he/she gets +1 to Impact, Blade and Cold Resistances for next 5 turns. This will override any currently working Aspect that Beastcaller has.
- Call Bear:
- Requirements: Bear Aspect
- MP Cost: 7
- Effects:
- Maukka hears Beastcaller's request and sends forth a mighty Bear (34 HP, 3d6 blade attack, 1/1/0/0/0/1 resistances) to accompany the Beastcaller in combat for 6 turns. Outside combat, the presence of the Bear might scare away lesser animal and some weak-willed humanoids, and sometimes even humans.
- Beast Ceremony:
- Requirements: All 4 animal Aspects (Raven, Lynx, Wolf, Bear)
- MP Cost: 50% of Maximum
- Effects:
- The Beastcaller performs the ritual that bestows powers of the spiritual beasts upon the Beastcaller and his allies for incoming combat. The Beastcaller's party gains +30% Hit to all attacks, +30% Evasion, and both their unarmed and weapon attacks gain +4 damage bonus, and all damage is reduced by 1 (after Resistances). This spell lasts 10 Turns of Combat. However, because the Beast Ceremony takes several minutes to complete, its impossible to perform it during combat.
- WEATHERCRAFT: Manipulating weather and elements for more or less devastating effects.
- Rain Call:
- Requirements: -
- MP Cost: 2
- Effects:
- It starts raining. Ranged attacks of all combatants receive -10% Hit penalty. Interrupts effects of a Heatwave.
- Mistcloak:
- Requirements: -
- MP Cost: 2
- Effects:
- Thick mist envelops the Caster or one of his/her ally, granting them a +10% Evasion bonus and +1 Cold Resistance for 5 Turns. If it is raining (naturally or otherwise), the Evasion bonus is doubled.
- Thunderstrike:
- Requirements: -
- MP Cost: 4
- Effects:
- A bolt of thunder flies from the Caster's hand and strikes the chosen target for 2d6 Arcane (ranged) damage.
- Stormshield:
- Requirements: Thunderstrike, Mistcloak
- MP Cost: 4
- Effects:
- A bubble of energy surrounds the target. Anyone attempting a melee attack against the Stormshielded person will receive 2d4 Arcane damage. Stormshield lasts 3 Turns.
- Thunderstorm:
- Requirements: Thunderstrike
- MP Cost: 9
- Effects:
- Numerous thunderbolts descend from the skies, striking all enemies for 2d6+2 Arcane damage. If it is raining, Thunderstorm's damage is boosted by 1 dice. This spell has 3 Turn cooldown.
- Heatwave:
- Requirements: -
- MP Cost: 2
- Effects:
- It gets very hot and dry around. All combatants receive -5% Evasion penalty. Heatwave dissipates Rainy weather, no matter if its natural or conjured rain.
- Heatstroke:
- Requirements: -
- MP Cost: 3
- Effects:
- Induces a heat stroke in the enemy, dealing 7 Fire damage without risk of counter. If Heatwave is occuring, Heatstroke deals 11 points of damage instead. This spell has 3 Turn cooldown.
- Fiery Blast:
- Requirements: Heatstroke
- MP Cost: 5
- Effects:
- Conjures a blast of fire that smites chosen enemy for 2d6+3 Fire (ranged) damage.
- Wall of Steam:
- Requirements: Rain Call, Heatwave
- MP Cost: 5
- Effects:
- Creates an explosion of steam, which then hides the Caster and his companions, halving enemy Hit chances (after Evasion) for all attacks for 3 Turns. Wall of Steam ends both Rain and Heatwave. This spell has 5 Turn cooldown.
- Wintertouch:
- Requirements: -
- MP Cost: 1
- Effects:
- A magical melee attack that deals 1d8 Cold damage.
- Icicle Blast:
- Requirements: Wintertouch
- MP Cost: 3
- Effects:
- Blasts all enemies with shards of ice for 1d6 Cold damage. If it's nighttime or if its Raining, Icicle Blast deals extra 3 damage (no cumulative bonus for both rain and nighttime).
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