Skills

 

Academic Skills

 
Artifacts
Determines a character's ability to effectively identify items and to successfully use a large number of magical items. Instruments, Gadgets, and thrown items are governed by their own skills.
Close Combat
Affects an attack's success when the character is fighting with close or extended weapon.
Communication
Influences an NPC's opinion of a character, quite possibly affecting his willingness to talk.
Critical Strike
The deadly skill and knowledge of the body that allows the character to strike a critical blow unarmed or with close and extended weapons resulting in the death of the opponent. This skill also applies to Thrown Criticals if the character possesses this special ability.
Dual Weapons
The ability to weild two weapons at once successfully and affects how well the character uses both weapons, not just the secondary weapon.
Engineering
The result of much education and a natural knack that determines a Gadgeteer's ability to build new items, merge existing items, and operate a variety of devices.
Mythology
The ability to recognize the true identies of monsters and to determine their characteristics.
Ranged Combat
Affects an attacks success when the character is fighting with any ranged combat weapons. For the Ranger, it determines the chance of a critical strike when using a bow or modern weapon. This skill also applies to Ranged Criticals with bows or modern weapons if the character possesses this special ability.
 
Skill
Primary Attribute
Secondary Attribute
Artifacts
Intelligence Senses
Close Combat
Senses Intelligence
Communication
Intelligence Senses
Critical Strike
Senses Speed
Dual Weapons
Dexterity Senses
Engineering
Intelligence Dexterity
Mythology
Senses Intelligence
Ranged Combat
Senses Intelligence
     

Magical Academic Skills

     
Magical Academic Skills heavily affects the learning of new spells and success of casting spells within their respective schools. To a lesser degree than the individual realm skills they also contribute spell points to each realm.
     
 Skill
 Primary Attribute
 Secondary Attribute
Alchemy
Dexterity Intelligence
Divinity
Piety none
Psionics
Senses Intelligence
Wizardry
Intelligence none
     

Magical Realm Skills

     
Realm Skills govern the ability to control and affect their respective realm successfully for magical incantation and heavily affects the success of a spell and the amount of spell points in the related Realm. To a lesser degree it affects a character's resistance to spells from the related realm.
     
Skill
 Primary Attribute 
Secondary Attribute
Air Magic
Intelligence Piety
Divine Magic
Intelligence Piety
Earth Magic
Intelligence Piety
Fire Magic
Intelligence Piety
Mental Magic
Intelligence Piety
Water Magic
Intelligence Piety
 

Expert Skills

 
These skills are "unlocked" once the character reaches 100 in their controlling attribute.
 
Skill (attrib)
Description
Eagle Eye (Sen)
The ability to successfully hit and to penetrate a creature with a ranged weapon.
Iron Skin (Vit)
A strengthened mental and physical will that allows the character to absorb damage, reducing actual physical damage done to him/her. This skill has no effect on magical damage however.
Iron Will (Pie)
A strengthened mental and physical will that increases the character's resistance to such things as magical spells and side effects of physical attacks such as paralysis and fear.
Power Cast (Int)
The ability to cast a spell with such force that it increases the original effectiveness and duration of the spell and makes it more difficult to resist.
Power Strike (Str)
Using any close combat weapon, the ability to strike a blow so hard that it has a greatly increased chance to hit and to penetrate.
Reflextion (Dex)
Increases the character's armor class by allowing the character to move so fast that a double image is created.
Snake Speed (Spd)
Allows characters to move with lightning reflexes increasing their personal initiative.
 

Physical Skills

Locks & Traps
The abillity to successfully inspect and disarm traps, as well as pick door locks.
Music
The ability to play enchanted musical instruments and bring forth from them different strengths of magical spells.
Pickpocket
The ability to pickpocket or shoplift items from unsuspecting NPCs.
Scouting
Determines the range at which a Ranger can search for hidden items and secret doors. Also affects the range the party will detect camouflaged monsters and those approaching from the sides or rear.
Stealth
The ability to conceal oneself from opponents and avoid their physical attacks, giving a bonus to armor class and makes one virtually invisible in hand-to-hand combat.
 
Skill
Primary Attribute 
Secondary Attribute
Locks & Traps
Dexterity Intelligence
Music
Dexterity Intelligence
Pickpocket
Dexterity Speed
Scouting
Senses Intelligence
Stealth
Dexterity Intelligence
 

Weapon Skills

All weapon skills determine the ability to hit and penetrate in combat with the associated weapon. Each weapon skill has controlling attributes which influence its effectiveness and the rate at which the skill increases with use. Each of the weapon skills and their controlling attributes is listed below.
 
Weapon Skill
Primary Attribute
Secondary Attribute
Axe
Strength Dexterity
Bow
Dexterity Strength
Dagger
Dexterity Speed
Mace & Flail
Strength Dexterity
Martial Arts
Dexterity Speed
Modern Weapon
Dexterity Speed
Polearm
Strength Dexterity
Shield
Strength Dexterity
Staff & Wand
Strength Dexterity
Sword
Strength Dexterity
Throwing & Sling
Dexterity Strength