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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.
- AXES: Axe combat.
- Basic Axe Skill:
- Requirements: -
- Effects:
- Gives Axe (Blade, melee, 2d4) at character creation. Allows the player to use Axes.
- Novice Axeman:
- Requirements: Basic Axe Skill
- Effects:
- +2 damage when wielding Axes.
- Skilled Axeman:
- Requirements: Novice Axeman
- Effects:
- Axes get +5% Hit chance.
- Talented Axeman:
- Requirements: Skilled Axeman
- Effects:
- Axes get +2 damage.
- Axe Mastery:
- Requirements: Talented Axeman
- Effects:
- Axes get +5% Hit chance and +1 dmg dice.
- Axe Throwing Basics:
- Requirements: Basic Axe Skill
- Effects:
- Gives 3x Hatchet (Blade, melee/ranged, 1d8) at character creation. Allows the player to use Throwing Axes.
- Throwing Accuracy:
- Requirements: Axe Throwing Basics
- Effects:
- Throwing Axes get +5% Hit chance.
- Throwing Strength:
- Requirements: Axe Throwing Basics
- Effects:
- Throwing Axes get +2 damage.
- Throwing Expertise:
- Requirements: Throwing Accuracy, Throwing Strength
- Effects:
- Throwing Axes get +2 damage and +5% Hit chance.
- Cleave:
- Requirements: Novice Axeman
- Effects:
- Player can use Cleave to deal +50% damage with his currently wielded Axe, albeit at -30% penalty to Hit chance. This skill has 3 turn cooldown.
- Execution:
- Requirements: Talented Axeman
- Effects:
- Player can use Execution to instantly kill an enemy with 16HP or less, albeit with 65% chance of success. This skill has 5 turn cooldown.
- MACES: Swinging heavy blunt objects.
- Basic Mace Skill:
- Requirements: -
- Effects:
- Gives Club (Impact, melee, 1d6) at character creation. Allows the player to use Maces.
- Novice Maceman:
- Requirements: Basic Mace Skill
- Effects:
- +1 damage when wielding maces.
- Skilled Maceman:
- Requirements: Novice Maceman
- Effects:
- +10% Hit when wielding maces.
- Talented Maceman:
- Requirements: Skilled Maceman
- Effects:
- +10% Hit when wielding maces.
- Hard Clubbing:
- Requirements: Novice Maceman
- Effects:
- +1 damage when wielding maces.
- Heavy Clubbing:
- Requirements: Hard Clubbing
- Effects:
- +1 damage when wielding maces.
- Power Clubbing:
- Requirements: Heavy Clubbing
- Effects:
- +1 damage when wielding maces.
- Mace Mastery:
- Requirements: Talented Maceman, Power Clubbing
- Effects:
- +10% Hit and +1 dmg dice when wielding maces.
- BONK!:
- Requirements: Hard Clubbing
- Effects:
- A simple but effective attack with its damage increased by +1 dmg dice. This skill has 3 turn cooldown.
- CLONK!:
- Requirements: Skilled Maceman
- Effects:
- Strong swing with wielded blunt weapon that has 70% chance to knock the enemy and deny them their next action. This skill has 3 turn cooldown.
- Dual Clubbage:
- Requirements: Talented Maceman
- Effects:
- Swift clubbing attack that lets you hit twice. You can use this to attack same enemy twice or attack two different enemies. This skill has 3 turn cooldown.
- SWORDS: Sword fighting.
- Basic Sword Skill:
- Requirements: -
- Effects:
- Gives Short Sword (Blade, melee, 1d6) at character creation. Allows the player to use Swords.
- Novice Swordsman:
- Requirements: Basic Sword Skill
- Effects:
- Swords get +5% Hit chance.
- Skilled Swordsman:
- Requirements: Novice Swordsman
- Effects:
- Swords get +5% Hit chance.
- Talented Swordsman:
- Requirements: Skilled Swordsman
- Effects:
- Swords get +5% Hit chance.
- Hard Cut:
- Requirements: Novice Swordsman
- Effects:
- +1 damage when wielding Swords.
- Heavy Cut:
- Requirements: Hard Cut, Skilled Swordsman
- Effects:
- +1 damage when wielding Swords.
- Fencing Basics:
- Requirements: Basic Sword Skill
- Effects:
- +5% Evasion when wielding Swords.
- Fencing Adept:
- Requirements: Fencing Basics
- Effects:
- +5% Evasion when wielding Swords.
- Fencing Master:
- Requirements: Fencing Adept
- Effects:
- +5% Evasion when wielding Swords.
- Wind Strike:
- Requirements: Skilled Swordsman, Fencing Adept
- Effects:
- Player can use Wind Strike to perform a melee attack with currently equipped Sword, with +10% Hit chance, and said attack cannot be countered by any means. This skill has 3 turn cooldown.
- Sword Mastery:
- Requirements: Heavy Cut, Talented Swordsman
- Effects:
- Swords get +10% Hit chance and +1 dmg dice.
- SPEARS: Spear combat.
- Basic Spear Skill:
- Requirements: -
- Effects:
- Gives Spear (Pierce, melee, 2d4) at character creation. Allows the player to use Spears.
- Novice Spearman:
- Requirements: Basic Spear Skill
- Effects:
- Spears get +10% Hit chance.
- Skilled Spearman:
- Requirements: Novice Spearman
- Effects:
- Spears get +10% Hit chance
- Talented Spearman:
- Requirements: Skilled Spearman
- Effects:
- Spears get +10% Hit chance.
- Skillful Stabs:
- Requirements: Novice Spearman
- Effects:
- Spears get +1 damage.
- Expert Stabs:
- Requirements: Skillful Stabs
- Effects:
- Spears get +1 damage.
- Basic Javelin Skill:
- Requirements: Basic Spear Skill
- Effects:
- Gives 3x Javelin (Pierce, melee/ranged, 1d6) at character creation. Allows the player to use Javelins.
- Skilled Javelineer:
- Requirements: Basic Javelin Skill
- Effects:
- Javelins get +10% Hit chance.
- Talented Javelineer:
- Requirements: Skilled Javelineer
- Effects:
- Javelins get +10% Hit chance and +1 dmg dice.
- Power Thrust:
- Requirements: Skillful Stabs
- Effects:
- Player can use Power Thrust to attack one enemy; their Pierce resistance for this attack will be lowered to 0 if above it; Immunity will be lowered to +4 Resistance instead. This skill has 3 turn cooldown.
- Spear Mastery:
- Requirements: Expert Stabs, Talented Spearman
- Effects:
- Spears get +1 dmg dice.
- BOWS: Bow use.
- Basic Bow Skill:
- Requirements: -
- Effects:
- Gives Bow (ammo: Arrows) and 10x Arrow (Pierce, ranged, 1d6, [Bow]) at character creation. Allows the player to use Bows.
- Novice Bowman:
- Requirements: Basic Bow Skill
- Effects:
- Arrows get +1 damage.
- Skilled Bowman:
- Requirements: Novice Bowman
- Effects:
- Arrows get +1 damage.
- Talented Bowman:
- Requirements: Skilled Bowman
- Effects:
- Arrows get +1 damage.
- Skilled Eye:
- Requirements: Basic Bow Skill
- Effects:
- Arrows get +10% Hit chance.
- Uncanny Eye:
- Requirements: Skillful Eye
- Effects:
- Arrows get +10% Hit chance.
- Perfect Eye:
- Requirements: Uncanny Eye
- Effects:
- Arrows get +10% Hit chance.
- Rain of Arrows:
- Requirements: Talented Bowman
- Effects:
- Player can use Rain of Arrows to shoot up to 3 enemies at once with proper amount of ammo used up. This skill has 3 turn cooldown.
- Aimed Shot:
- Requirements: Skilled Eye
- Effects:
- Player can use Aimed Shot to shoot one enemy with +25% Hit chance. This skill has 3 turn cooldown.
- Marksmanship:
- Requirements: Perfect Eye
- Effects:
- Arrows have guaranteed 70% Hit chance.
- Bow Mastery:
- Requirements: Talented Bowman, Perfect Eye
- Effects:
- Arrows get +1 dmg dice.
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