Skills
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Academic Skills
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Artifacts
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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
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Affects an attack's success when the character is fighting with close
or extended weapon. |
Communication
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Influences an NPC's opinion of a character, quite possibly affecting
his willingness to talk. |
Critical Strike
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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
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The ability to weild two weapons at once successfully and affects how
well the character uses both weapons, not just the secondary weapon. |
Engineering
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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
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The ability to recognize the true identies of monsters and to determine
their characteristics. |
Ranged Combat
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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. |
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Skill
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Primary Attribute
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Secondary Attribute
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Artifacts
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Intelligence |
Senses |
Close Combat
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Senses |
Intelligence |
Communication
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Intelligence |
Senses |
Critical Strike
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Senses |
Speed |
Dual Weapons
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Dexterity |
Senses |
Engineering
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Intelligence |
Dexterity |
Mythology
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Senses |
Intelligence |
Ranged Combat
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Senses |
Intelligence |
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Magical Academic Skills
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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. |
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Skill
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Primary Attribute
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Secondary Attribute
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Alchemy
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Dexterity |
Intelligence |
Divinity
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Piety |
none |
Psionics
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Senses |
Intelligence |
Wizardry
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Intelligence |
none |
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Magical Realm Skills
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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. |
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Skill
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Primary Attribute
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Secondary Attribute
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Air Magic
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Intelligence |
Piety |
Divine Magic
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Intelligence |
Piety |
Earth Magic
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Intelligence |
Piety |
Fire Magic
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Intelligence |
Piety |
Mental Magic
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Intelligence |
Piety |
Water Magic
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Intelligence |
Piety |
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Expert Skills
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These skills are "unlocked" once the character reaches 100 in their
controlling attribute. |
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Skill (attrib)
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Description
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Eagle Eye (Sen)
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The ability to successfully hit and to penetrate a creature with a
ranged weapon. |
Iron Skin (Vit)
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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)
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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)
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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)
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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)
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Increases the character's armor class by allowing the character to
move so fast that a double image is created. |
Snake Speed (Spd)
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Allows characters to move with lightning reflexes increasing their
personal initiative. |
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Physical Skills
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Locks & Traps
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The abillity to successfully inspect and disarm traps, as well as pick
door locks. |
Music
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The ability to play enchanted musical instruments and bring forth from
them different strengths of magical spells. |
Pickpocket
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The ability to pickpocket or shoplift items from unsuspecting NPCs. |
Scouting
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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
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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. |
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Skill
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Primary Attribute
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Secondary Attribute
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Locks & Traps
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Dexterity |
Intelligence |
Music
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Dexterity |
Intelligence |
Pickpocket
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Dexterity |
Speed |
Scouting
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Senses |
Intelligence |
Stealth
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Dexterity |
Intelligence |
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Weapon Skills
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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. |
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Weapon Skill
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Primary Attribute
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Secondary Attribute
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Axe
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Strength |
Dexterity |
Bow
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Dexterity |
Strength |
Dagger
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Dexterity |
Speed |
Mace & Flail
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Strength |
Dexterity |
Martial Arts
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Dexterity |
Speed |
Modern Weapon
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Dexterity |
Speed |
Polearm
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Strength |
Dexterity |
Shield |
Strength |
Dexterity |
Staff & Wand |
Strength |
Dexterity |
Sword
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Strength |
Dexterity |
Throwing & Sling
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Dexterity |
Strength |
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