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- Unlike normal DnD, skills aren't based on just a small number of stats, like five or six. Each small action has its own skill, so you have to choose wisely in want you want to get up in. However each skill falls into five categories, Vitality, Constitution, Awareness, Toughness and Dexterity.
- Use these to apply stats to your character.
- Vitality Stats
- HP Regen
- HP Amount/Cap
- HP Potion Strength
- Natural Regeneration
- Limb Strength
- Constitution Stats
- MP Regen
- MP Amount/Cap
- Intelligence
- Competence
- MP Potion Strength
- Casting Power
- Natural Recovery
- Casting Cost
- Awareness Stats
- Scent Tracking
- Visual Range
- Trap Detection
- Poison Detection
- Cloaking Sensory
- Motive Sensory
- Dodging (Pt. 1, actually seeing the attack in time to move out of the way. Can work on its own to simply avoid it)
- Hearing Range
- Toughness Stats
- Poison Resistance
- Flame Resistance
- Ice Resistance
- Atomization Resistance
- Earth Resistance
- Wind Resistance
- Shock Resistance
- Melee Strength
- Taking Hits
- Physical Prowess
- Armor Skills
- Dexterity Stats
- Running Reloads
- Archery Aim
- Throwing Weapons
- Dodging (Pt. 2, Being fast enough to strike back. Doesn't really work without Pt. 1 of dodging)
- Negating Reload Times
- Fast Talking (Bartering/Trading, Deception and Persuasion)
- Thievery (Lockpick, Pickpocket)
- Stealth (Hiding, remaining unseen, Bloodless Assassinations, Blending with the Crowd)
- Riding (Mounts and Beasts)
- Mobility (Climb, Speed, Evasion)
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