Skills & Abilities

A Skill is a Talent that can be used repeatedly without resting. Instead of purchasing multiple of the same Skill, you can upgrade its rank to increase its usefulness.

An Ability is an expendable Talent that refreshes after resting. You can purchase multiple of the same Ability to have multiple uses available before resting. Please refer to the chart below for the order of Ability purchases. 

Costs:

Rank I Skills - 5 XP

Rank II Skills - 10 XP

Rank III Skills - 15 XP

Rank I Abilities - 5 XP

Rank II Abilities - 5 XP

Rank III Abilities - 5 XP

Order of Ability Purchases:

Already Owned

Purchase First

Purchase Second

Purchase Third

                                                   R3                               R3     R3

                     R2                     R2     R2                     R2     R2     R2

R1        R1     R1        R1     R1     R1        R1     R1     R1     R1

Costs:

Rank I Skills - 5 XP

Rank II Skills - 10 XP

Rank III Skills - 15 XP

Rank I Abilities - 5 XP

Rank II Abilities - 5 XP

Rank III Abilities - 5 XP

Order of Ability Purchases:

Already Owned

Purchase First

Purchase Second

Purchase Third

                                                   R3                               R3     R3

                     R2                     R2     R2                     R2     R2     R2

R1        R1     R1        R1     R1     R1        R1     R1     R1     R1

Abbreviations:
HP - Health Points

DR - Damage reduction

DC - Damage cap

XP - Experience points

New characters begin with 15 XP, and most start with three of the skills/abilities in their base class. See the Classes page for descriptions of the base classes. A character’s first Weapon Dexterity is free.

Classless

 

Skills

 

Organic Crafting

The player can only craft in a town but can repair items on the road during rest. The player must experiment with all non-base materials prior to using them. Here you can find a list of obtainable modifications.

  • (Rank I) The player can extract 3 basic materials from a creature and can make and repair basic organic weapons and armor. The player may learn to craft 2 one-slot modifications and 1 two-slot modification.

  • (Rank II) The player can extract up to 5 items from a creature and can make and repair non-mythic organic weapons and armor. The player may learn to craft 2 additional one-slot modifications and 1 two-slot modification.

  • (Rank III) The player can extract all materials from any creature and can make and repair all organic weapons and armor if they have the materials. The player may learn to craft 4 additional one-slot modifications and 2 two-slot modifications. The player can create their own modification, subject to GM approval. 

 

Constitution

Adds to a player’s max carrying capacity.

  • (Rankless) The player gains 1 additional max carrying capacity (1 weight addition costs 2 XP).

 

Sense

When purchased the player selects 1 of 5 senses to be particularly good with. The player may focus for 10 seconds to use this skill.

  • Sight
  • Hearing
  • Taste
  • Smell
  • Touch

 

Smithing

Can only smith in a town. The player can repair items on the road during their rest action. The player must experiment with all non-base materials to learn how to use them. A list of Modifications is available. 

  • (Rank I) Allows the mining, smelting, smithing, and repair of bronze, iron, and steel weapons and armor. The player may choose two one-slot modifications and one two-slot modification.
  • (Rank II) Allows the mining, smelting, and smithing, of all non-mythic weapons and armor. The player may choose two additional one-slot modifications and one two-slot modification.
  • (Rank III) Allows the mining, smelting, and smithing, of all weapons and armor. The player may choose four additional one-slot modifications and two two-slot modifications. The player can make their own modification, subject to GM approval. 

 

Weapon Dexterity

Every class of weapon requires its own dexterity to use to its fullest extent.

 

Abilities

 

Magical Crafting

The player can produce magical scrolls or enchant magical gems that can be used to produce a variety of magical effects. This talent provides a number of magical points for each purchase per OOGD. These magical crafting points can be spent to recreate the effect of a spell using the costs shown below. Scrolls can only reproduce the effects of spells (or abilities for clerics and spellbinders) the player can access. Gemstones can be used to reproduce the effect of a spell for a reduced cost, or to produce the effect of a magical crafting recipe. Gemstones have a maximum number of magical crafting points that can be used on them. Magically crafted items disappear when used. To make a new recipe, players can create their own recipe once per event by including their intended creation during downtime. The GM will give the player an item card with the recipe at the next event.

  • Magical Crafting Points
    • You get a certain number of crafting points per out-of-game day per purchase.

    • (Rank I) +2

    • (Rank II) +3

    • (Rank III) +6

  • Magical Crafting Costs
    • Base: 0
    • R1 spell: +1 point cost 
    • R2 spell: +3 point cost 
    • R3 spell: +5 point cost
    • Faction: +1 point cost 
    • Tier 3: +2 point cost
    • Don’t Own: +Rank cost again -cost of highest rank owned. (So if a player has a R1 but wants to enchant a R3 onto a gem, they add an extra 4 points to the cost: 5 for the R3 minus 1 because they already have the first rank)
  • Magical Crafting Enchantment Max Cost
    • This is determined by the highest level the player has purchased since all the points are pooled together. 
    • (Rank I)
    • (Rank II) 12
    • (Rank III) Uncapped
  • Gem Types
    • All gems break after use
    • Rough: Max of 6 crafting points, reduce enchanting cost by 2
    • Dense: Max of 16 crafting points, reduce enchanting cost by 4
    • Pure: No max, reduce enchanting cost by 8

Cleric

 

Skills

 

Elixirs

Take a roleplay action to use. Elixirs can only be made in town.

  • (Rank I) The player can make Rank I elixirs if they have the materials. The player receives 2 random herbs or flowers OPOOGD.

  • (Rank II) The player can make Rank II elixirs if they have the materials. The player receives 4 random or 2 specific herbs or flowers OPOOGD.
  • (Rank III) The player can make Rank III elixirs if they have the materials. The player receives 8 random or 4 specific herbs or flowers OPOOGD.

 

Abilities

 

Heal

Each purchase adds points to a pool of Healing points. Self-targeted uses of Healing are half as effective, rounding down to a minimum of 1. Healing cannot be used on a target with 0 HP. (If healing self during the same encounter, cannot heal for 1 repeatedly)

  • (Rank I) The player gains 4 Healing points.
  • (Rank II) The player gains 8 Healing points.
  • (Rank III) The player gains 20 Healing points. The player can overheal a target up to 10 HP.

 

Mend

Each purchase adds points to a pool of Mending points. The player can mend any basic armor and can fix a basic weapon with 10 mending points. Self-targeted uses of Mending are half as effective, rounding down to a minimum of 1. (If mending self during the same encounter, cannot mend for 1 repeatedly)    

  • (Rank I) The player gains 4 Mending points. 
  • (Rank II) The player gains 8 Mending points.
  • (Rank III) The player gains 20 Mending points.

 

Renewing Ground

The player calls Renewing Ground and focuses for 5 seconds, during which they are shielded from any non-talent attacks. At the end of the focus, the player calls either “heal x” or “mend x” to heal or mend every ally in a 5’ radius. If the focus is interrupted, the talent is lost.

  • (Rank I) Heals or Mends for 2.
  • (Rank II) Heals or Mends for 4.
  • (Rank III) Heals or Mends for 6 to the entire party and may be immediately cast without focusing.

 

Shell

Gives a target a full-body non-regional shield over their armor.

  • (Rank I) Protects for 5.
  • (Rank II) Protects for 10.
  • (Rank III) Protects for 20.

     Soothsayer

 

*The player cannot target themselves with Soothsayer targeted talents

 

Abilities 

 

Born Anew

Revives an unconscious target.

  • (Rank I) Brings back an adventurer to 1 HP. 
  • (Rank II) Brings back anyone to 3 HP.
  • (Rank III) Brings back anything to 10 HP. Can overheal max HP to 10 for the rest of the encounter.

 

Invulnerability

The player calls invulnerability to a target within touch cast range and must focus while counting down for a duration. The target cannot receive damage during the duration of the player's countdown. If the target cannot hear the counting or the counting stops the effect ends and the talent is used.

  • (Rank I) The player counts down from 5
  • (Rank II) The player counts down from 10
  • (Rank III) The player counts down from 20

 

Metamorph

The player is stuck in place/in an object and cannot move, attack, or use talents (except during rank III) While metamorphed the object the caster inhabits slightly glows, and can still be heard.

  • (Rank I) Allows the player to transfer their mass into an inanimate organic object the size of the player or larger, as long as they’d like. While in this state they cannot take damage but are still susceptible to non-damaging effects.
  • (Rank II) Allows the player to transfer their mass into an approximately 2’ diameter, inanimate organic object for as long as they’d like, making them invulnerable to damage and effects.
  • (Rank III) Allows a player to transfer their mass into any object for as long as they’d like, making them invulnerable to damage and effects. The player can use talents while metamorphosed.

 

Restore

The player focuses for 5 seconds on a target within touch cast range. At the end of the focus, the player will restore the target’s talents. If they restore multiple of a talent, it must restore all of the same talent (i.e. you cannot split the restore between a rogue’s vanish and blind, they must select either of the two to restore 2 rank 1s of)

  • (Rank I) The player can restore 1 Rank 1 or 1 rankless talent of the target.
  • (Rank II) The player can restore 1 Rank 2, 2 Rank 1s, or 2 rankless talents of the target.
  • (Rank III) The player can restore 1 Rank 3, 2 Rank 2s, 3 Rank 1s, or 3 rankless talents of the target.

 

Safeguard

  • (Rankless) The player calls “safeguard” on a target. The target can then activate safeguard to return to the player by walking while invulnerable. If the target drops to 0HP and doesn't use Adrenaline, the talent activates automatically, sending the body to the Soothsayer unless movement is fully blocked.

Paladin

 

Skills

 

Protective Ward

The player may hand out wards to allies that are on the quest with them. The player cannot wear their own wards.

List of potential ward effects:

  • Truncate damage when any DP layer is reduced to 0
  • +3 HP
  • +3 AP
  • OPE the first Stun effect is reduced by 5 seconds per encounter
  • OPE the first Poison effect is negated 
  • OPE the player may reduce an instance of damage by 5

 

  • (Rank I) Allows the player to make 2 wards. All wards have a cornerstone effect of the player's choosing.
  • (Rank II) Allows the player to make a total of 3 wards. All wards gain a secondary effect that can be any from the list they can swap out before going on a quest. 
  • (Rank III) Allows the player to make a total of 4 wards. All wards gain a masterwork effect made by the player.

 

Unbreakable

Can spend 5 uninterrupted seconds enabling or disabling it.

  • (Rank I) Gives a DR1 and lowers the target’s swing by 1.
  • (Rank II) Gives a DR2 and lowers the target’s swing by 1. 
  • (Rank III) Gives a DR10 and lowers the target’s swing by 4. 

 

Abilities

 

Challenge

  • (Rank I) The player forces a target to only attack the player until the target or player dies or until the target is attacked by another ally.
  • (Rank II) The player forces all targets within a 5’ radius to only attack the player until the target or player dies or until the target(s) is attacked by another ally.
  • (Rank III) The player forces all targets to only attack the player until the target or player dies or until the target(s) is attacked by another ally.

 

Divert

Can redirect any talent used by an enemy on an ally to the player

  • (Rank I) The target must be in touch cast range.
  • (Rank II) The target may be anywhere. 
  • (Rank III) The target may be anywhere.  The enemy talent effect becomes 5 damage.

 

Protection

  • (Rank I) The player shields a target from any non-talent attack for 5 seconds.
  • (Rank II) The player shields a target from any non-talent attack for 10 seconds.
  • (Rank III) The player shields a target from any non-talent attack for 20 seconds.

Noble

 

Abilities

 

Charisma

Can be used with spoken words, to imply intent through a look, physical actions (i.e. a bow or while giving a target a flower.), or to give credibility to their party.

  • (Rank I) Makes a target inclined to believe or approve.
  • (Rank II) Makes a target strongly inclined to believe or approve.
  • (Rank III) Makes a target strongly compelled to believe or approve.

 

Decorum

  • (Rank I) The player can take back spoken words or grab the attention of a target.
  • (Rank II) The player can force two targets to stop fighting or grab the attention of a small group of people.
  • (Rank III) The player can take back any non-heinous action or make any-sized group of people stop and listen to you. 

 

Income 

  • (Rankless) The player's Ludus income is increased by 125 copper.

 

Tactician 

Must call out the name of a talent that the target has. The called ability must be the next talent used, or the use is lost. Cannot self-target.

  • (Rank I) he player can tell a party member to use one of their rank 1 abilities without consuming one of their uses of it.
  • (Rank II) The player can tell a party member to use one of their rank 2 abilities without consuming one of their uses of it.
  • (Rank III) The player can tell a party member to use one of their rank 3 abilities without consuming one of their uses of it.

 

Training

  • (Rankless) Allows the player to learn 1 rankless Warrior ability.

Knight

 

Skills

 

Advanced Training

  • (Rankless) Lets the player purchase one of the following Warrior Title at the cost of a skill
    • Armor Category Titles
    • Support Category Titles
    • Shield Fighter

 

Squire

  • (Rank I) Can carry up to 2 weight or 1 suit of armor and can change to that armor in 5 seconds.
  • (Rank II) Can carry up to 4 weight or 2 suits of armor and can change to that armor in 5 seconds.
  • (Rank III) Can carry up to 6 weight or 3 suits of armor and can change to that armor instantly.

 

Abilities

 

Hardened

This ability cannot stack with itself. Cannot stack with any other source of DR. It lasts until the end of the encounter.

  • (Rank I) Adds DR 1 to a target.
  • (Rank II) Adds DR 2 to a target.
  • (Rank III) Adds DR 2 to the Knight’s Team.

 

Morale

This ability cannot stack. Lasts until the end of the encounter.

  • (Rank I) Adds 5 HP to a target's max health.
  • (Rank II) Add 10 HP to a target's max health.
  • (Rank III) Adds 10 HP to the Knight’s Team’s max health.

 

War Cry

  • (Rank I) Adds 2 damage to the Knight’s Team’s next weapon attack.
  • (Rank II) Adds 3 damage to the Knight’s Team’s next weapon attack.
  • (Rank III) Adds 4 damage to the Knight’s Team’s next weapon attack.

Lord

 

*The player cannot target themselves with Lord targeted talents

 

Skills

 

Erudite

  • (Rank I) The player can pick 4 additional backgrounds.
  • (Rank II) The player can pick 6 additional backgrounds.
  • (Rank III) The player can call upon their scribe once an event to compile a wealth of information quickly (after one quest). Also allows the player 1 additional research topic between events. 

 

Languages

  • (Rank I) Understand all common spoken languages.
  • (Rank II) Speak all common spoken languages, as well as read and write in them.
  • (Rank III) Can understand and convey hidden intent and cultural nuance, can resist mental manipulation, and can read expressions.

 

Abilities

 

Guidance

Takes 5 uninterrupted seconds of explanation. The ability cannot be void-based, interplanar, or magical. The source of this ability cannot be from the player using Guidance. Any talent that has restrictions, the restrictions still apply to the target. A target can only have one unused ability from Guidance at a time. (You cannot stack uses of Guidance on a target)

  • (Rank I) The player can give a target a use of a rankless or rank 1 ability that has already been used during the encounter. The target’s next talent used must be the talent received by Guidance.
  • (Rank II) The player can give 2 targets a use of a rankless or rank 1, or give 1 target a use of a rank 2 ability that has already been used during the encounter.
  • (Rank III) The player can give up to 3 targets a use of a rankless or rank 1, 2 targets a use of a rank 2, or give 1 target a use of a rank 3 ability that has already been used during the encounter.

 

Rally

A target cannot have more than one Rally applied to them at a time. 

  • (Rank I) Can give +1 base damage towards a specified unit. When the specified unit dies, the effect is removed.
  • (Rank II) The player can give up to 3 targets +1 base damage towards a specified unit. When the specified unit dies, the effect is removed.
  • (Rank III) The player can give up to 3 targets +1 base damage for the encounter

 

Steward

  • (Rankless) With each purchase, the player can pick 1 use of any stewards to add to their retinue:
    • Combat Steward - The player can administer a non-equipment item to friendly targets during combat via point cast twice per steward. 
    • Armor Steward - The player can register a weapon or armor to the steward. The player can swap a target’s party member’s equipment with the registered equipment after a 5-second focus.
    • Mercantile Steward - Can purchase a copy of an item the player already has once per out-of-game day.

Ranger

 

*All throwing weapons deal 1 less damage if used with a talent. Unless otherwise clarified, Ranger, Marksmen, and Stalker skills and abilities must be used with ranged weapons.*

 

Skills

 

Fletching

The player can craft additional specialty ammunition. The amount of specialty ammunition they can bring on a quest depends on rank. They can also modify ranged weapons. 

  • Specialty Ammunition (These can be arrows, throwing weapons, or packets)
    • Explosive (3 damage in a 5’ radius)
    • Fire
    • Oil (5’ radius)
    • Water (5’ radius)
    • Noise maker
    • Concussive (5 second shaken effect)
    • Rope
    • Bleeder (Makes tracking easy)
  • (Rank I) The player may choose 1 specialty ammunition to take with them. The player may choose 1 1-slot modification to learn. The player can make basic ranged weapons given the appropriate materials. The player can apply poisons to ammunition after a roleplay action. 
  • (Rank II) The player may choose 3 specialty ammunition to take with them. The player may choose 1 1-slot and 1 2-slot modification to learn. The player can make advanced ranged weapons given the appropriate materials. The player can attach gems to ammunition after a roleplay action.
  • (Rank III) The player may choose 6 specialty ammunition to take with them. The player may choose 2 1-slot and 1 2-slot modification to learn. The player can make mythic ranged weapons given the appropriate materials.

 

Abilities

 

Point Blank

The player must be holding a ranged weapon, but does not use a physrep. The player point casts to a target within 7’.

  • (Rank I) The target stumbles and is shaken for 5 seconds.

  • (Rank II) The target stumbles and is shaken for 10 seconds.

  • (Rank III) The target stumbles and is shaken for 20 seconds.

 

Reveal

Affects all targets within a 10’ radius.

  • (Rankless) Can reveal an unseen, hidden, or disguised target, removing the effect that was obscuring them.

 

Stagger

The player must hit their target with a projectile

  • (Rank I) The target is pinned for 5 seconds.
  • (Rank II) The target is pinned for 10 seconds.
  • (Rank III) The target is pinned for 20 seconds.

 

Iaijutsu

Allows the player to halt combat with all targets within 5' and any vanishing targets in the encounter. Any targets outside of the talent’s range can’t attack targets within the talent’s range. The player may switch to or draw a weapon during an Iaijutsu. The ability ends after attacking.

  • (Rank I) The player can make one melee attack with planted feet.

  • (Rank II) The player may take two steps and attack once.

  • (Rank III) The player can either attack once for their damage and Knockdown, or may use any non-focused ability. The player may move anywhere within 5' of where they started the ability.

Marksman

 

Skills

 

Artillerist

The player gains bonus damage as long as they remain within a 5’ radius of the spot they fired from previously. The first attack in an encounter gains the bonus damage. The player must focus for 10 seconds if they want to change the location of the spot to a location further than 5’ from their current spot

  • (Rank I) Adds 1 base damage to the player’s ranged attacks.

  • (Rank II) Adds 2 base damage to the player’s ranged attacks.

  • (Rank III) Adds 4 base damage to the player’s ranged attacks.

 

Abilities

 

Sniper 

  • (Rank I) After focusing for 15 uninterrupted seconds, the player can point cast an attack and cannot miss their target. Cannot be stacked with other talents.

  • (Rank II) After focusing for 10 uninterrupted seconds, the player can point cast an attack and cannot miss their target. Cannot be stacked with other talents.

  • (Rank III) After focusing for 5 uninterrupted seconds, the player can point cast an attack or ability and cannot miss as long as they are aware of the target.

 

Deadeye

Can only be used with ranged weapons. Must be called before the first arrow is loosed. If blocked with a weapon or shield, damage is done to the arm.

  • (Rank I) The player's next attack is piercing.

  • (Rank II) The player's next two attacks are piercing.

  • (Rank III) The player's next three attacks, or all attacks until the player moves, are piercing.

 

Heavy Draw

  • (Rank I) The player makes a ranged attack for 4 additional damage.

  • (Rank II) The player makes a ranged attack for 8 additional damage.

  • (Rank III) The player makes a ranged attack for 12 additional damage.

 

Volley

Deals damage to all enemies in a 5' radius of the attack. Cannot be stacked with other talents.

  • (Rank I) Deals 6 damage.
  • (Rank II) Deals 9 damage.
  • (Rank III) Deals 12 damage.

Stalker

 

Skills

 

Adaptable

The player can set up traps out of combat preemptively on the ground, objects, or people. Traps cause additional effects or do additional damage depending on the setting. The player gets 2 additional damage on their first attack against a target caught in a trap.

  • (Rank I) 4 damage in a 5’ AoE or 8 damage to a single target
  • (Rank II) 8 damage in a 5’ AoE or 12 damage to a single target
  • (Rank III) 12 damage in a 5’ AoE or 16 damage to single target

The player gains an advantage depending on the type of environment. (Every encounter will fall under one of these environments.)

  • Open Area
    • (Rank I) +1 base damage to ranged attackers
    • (Rank II) +1 base damage to ranged attackers +1 DR
    • (Rank III) +2 base damage to ranged attackers +1 DR
  • Partial Cover
    • (Rank I) When attacked the player can use a Block and then become invisible for 2 seconds (once per target)
    • (Rank II) When attacked can use an ability or Block and then become invisible for 5 seconds (once per target)
    • (Rank III) When attacked can use an ability or Block and then become invisible for 10 seconds (once per target)
  • Close Quarters
    • Reduce damage to allies to 0 
    • (Rank I) Adds 1 base damage to the player’s first 3 melee attacks against each unique target
    • (Rank II) Adds 2 base damage on the player’s first 3 melee attacks against each unique target
    • (Rank III) Adds 3 base damage on the player’s first 3 melee attacks against each unique target

 

 

Agile

The player must be at least 5’ away from their last shot to gain the bonus.

  • (Rank I) Adds 1 base damage to the player’s ranged attacks.
  • (Rank II) Adds 2 base damage to the player’s ranged attacks.
  • (Rank III) Adds 4 base damage to the player’s ranged attacks.

 

Vigilant

  • (Rank I) The player will know if any Rank I Rogue talent is used near them. The player is aware if there is anything unseen nearby.
  • (Rank II) The player will know if any Rank 2 Rogue talent is used near them. The player can identify nearby danger. Gain +2 base damage on first hit against a detected target.
  • (Rank III) The player will know if any Rogue talents are used near them or if any talents are used for stealth or espionage within 10’ of them. The player can continue attacking a target that is Vanishing or Dashing, but the player must hold still while the target is moving. 

Abilities

 

Hide

Offensive actions, being seen while moving, or being run into breaks the Hide. Cannot be seen while holding still.

  • (Rank I) Allows the player to hide, preventing them from being seen. Moving breaks the Hide.
  • (Rank II) Allows the player to hide themselves and one other target as long as they are within touch-cast distance of the player, preventing them from being seen. The target will become visible if they are separated from the player. Moving while hidden hides the player's tracks.
  • (Rank III) Allows the player to hide up to 5 targets in a 5' radius, preventing them from being seen. Once the targets have been hidden, the player may move with one hidden target at a time. Anyone that moves without the player will break their hide. The player may use lower ranks of Hide for a Rank I Hide effect on a target. Moving while hidden hides the player's tracks.

 

Multi-Shot

Can only be used with ranged weapons. Can be used during a Vanish.

  • (Rank I) The player calls “multi-shot,” holding gameplay for the two closest targets in a 10’ cone. The player makes a single ranged attack against one target and deals the same damage to both targets if landed.
  • (Rank II) The player calls “multi-shot,” holding gameplay for the three closest targets in a 10’ cone. The player makes a single ranged attack against one target and deals the same damage to all three targets if landed.
  • (Rank III) The player calls “multi-shot,” holding gameplay for all targets in a 10’ cone. The player makes a single ranged attack against one target,  dealing the same damage to all targets if landed.

Rogue

 

Skills

 

Poison

Takes a roleplay action to apply. Cannot stack multiple. Any rank of poison can be applied with rank I poison. A player with Poison may choose when to use an applied poison. A player without this talent must use it on their next attack with the poisoned weapon. Poisons can only be made in town. 

  • (Rank I) Allows the player to make rank I poisons. Also gives 4 random herbs or fungi per event.
  • (Rank II) Allows the player to make rank II poisons. Also gives 8 random or 4 specific herbs or fungi per event.
  • (Rank III) Allows the player to make rank III poisons. Also gives 16 random or 8 specific herbs or fungi per event.

 

Abilities

 

Bag of Tricks

(Rankless) When used, the player may choose one of the following effects:

  • Combat
    • Bola - Ranged knock down
    • Caltrops - Stumble in a 5’ cone
    • Smoke Bomb - Blind in a 5’ radius for 3 seconds
    • Throwing Nail - Pin a person's foot for 5 seconds
  • Role Play
    • Grappling hook
    • Climbing claws
    • Weights
    • Powder
    • Sleeping gas (Causes a calm target to sleep instantly. The target wakes up after 30 seconds or upon physical contact.)

 

Blind

Must hit with a weapon or a spell packet.

  • (Rank I) Blinds the target for 5 seconds.
  • (Rank II) Blinds the target for 10 seconds.
  • (Rank III) Blinds the target for 20 seconds.

 

Disguise

Disguise lasts indefinitely, so long as a player does not take any offensive action, sleep, or choose to remove it.

  • (Rank I) After 10 seconds, the player can make themselves look like a random person with no affiliation to any group. 
  • (Rank II) After 10 seconds, the player can make themselves look like a random person with an affiliation to a group via symbol, uniform, etc.
  • (Rank III) The player can use previous ranks on team members. The player can disguise themself instantly and can perfectly resemble in all ways a specific person. Hostile action does not break this disguise.

 

Vanish

Takes effect instantaneously in-game, halting the movement of all other characters. The player cannot move through people or objects, or use any talents or items during the vanish. Taking or giving any offensive action breaks the vanish.

  • (Rank I) The player moves in a straight line. The player has 5 seconds to go as far as they want.
  • (Rank II) The player has up to 90-degree of rotation while moving. The player has 10 seconds to go as far as they want.
  • (Rank III) The player has full range of motion and can take another willing target. They have 15 seconds to go as far as they want.

Assassin

 

Skills

Assassinate

  • (Rank I) The player can instantly reduce a target's HP to 0 provided the target is not aware of the player's presence. This is audible to anyone within 10'.
  • (Rank II) Any time the player uses assassinate, it is completely silent. The player can hide unconscious targets instantly.
  • (Rank III) The player can assassinate multiple targets simultaneously. The player can use ranged weapons to perform assassinations as well. The player can regain the use of assassinate for an encounter if all parties that were aware of them have been killed.

 

Precision

Must use a one-handed weapon. The player can focus for 10 seconds to regain the effect.

  • (Rank I) Adds 1 base damage until the player is hit for the first time during an encounter. The effect resets after the encounter.
  • (Rank II) Adds 1 base damage until the player is hit for the first time during an encounter. The effect resets after the encounter. On the third successful hit the third hit deals +1 base damage.
  • (Rank III) Adds 2 base damage until the player is hit for the first time during an encounter. The effect resets after the encounter. On the third successful hit the third hit deals +2 base damage.

 

Abilities

 

Expose

  • (Rank I) Make the player’s or an ally's next instance of damage piercing.
  • (Rank II) Upon seeing the player’s or an ally's attack successfully land, make that instance of damage piercing.
  • (Rank III) The player selects a target. Either the player’s or an ally’s damage against the target is piercing for the encounter.

 

Ghost Blade

The player may mark a target by calling “Ghost Blade.” The mark is equal to the base damage of the melee or thrown attack. When the marked target attacks, blocks, uses or is affected by a talent, the player may call “Ghost Blade” to deal damage based on the mark. The target hit with the initial talent call takes damage to the last location hit when the ability was called on recast. 

  • (Rank I) Doubles the marks damage.
  • (Rank II) Triple the marks damage.
  • (Rank III) Triples the marks damage plus 10 or quadruple the marks damage and automatically redirects hits to the torso, excluding weapons and shields.

 

Invisibility

Taking any offensive action breaks the ability. Can instantly use another cast to maintain the invisibility. Can use “Shadow” during an invisibility on a target, following behind them, pausing the current invisibility countdown. While shadowing a target, if the target is in or enters combat, or is searched, the Shadow will break and the invisibility countdown will resume. You cannot Shadow a target that already has a Shadow.

  • (Rank I) Allows the player to be invisible for 15 seconds.
  • (Rank II) Allows the player to be invisible for 30 seconds.
  • (Rank III) Allows the player to be invisible and completely silent for an encounter. Can use previous ranks of invisibility on ally targets. Ally targets cannot use Shadow.

Thief

 

Skills

 

Skirmisher

  • (Rank I) Adds 1 to damage and 1 to DR for 1 hit. Resets on hitting a different enemy.
  • (Rank II) Adds 1 to damage and 1 to DR for 2 hits. Resets on hitting a different enemy.
  • (Rank III) Adds 2 to damage and 2 to DR for 2 hits. Resets on hitting a different enemy.

 

Sleight of Hand

Usable once per target.

  • (Rank I) Can pick 3 objects to pickpocket. Must guess all 3 objects correctly to succeed. Can only pickpocket coins. Allows the player to conceal up to 1 weight or up to 100 copper. Can pick locks in 30 seconds.

  • (Rank II) Can pick 3 objects to pickpocket. Must guess at least 2 correctly to succeed. Can pickpocket coins and any item that would fit in a purse or bag. Allows the player to conceal up to 2 weight, or up to 500 copper. Can pick locks in 15 seconds.

  • (Rank III) Can pick 3 objects to pickpocket. Must guess at least 1 correctly to succeed. Can pickpocket any item that is not equipped. Allows the player to conceal 3 weight, as well as any amount of copper. They can also conceal any parietal weight item on another target. Can pick locks in 5 seconds.

 

Abilities

 

Acrobatics

 

The player can jump and flip making them immune to damage and effects. Acrobatics can be used to jump over obstacles and remove collision damage. Can ignore traps and can attack or use an ability during each move

  • (Rank I) The player can move for 5 seconds.

  • (Rank II) The player can move 2 times in a row, 5 seconds each time.

  • (Rank III) The player can move 3 times in a row, 5 seconds each time.

 

Daze

Can be cast through a packet or weapon attack

  • (Rank I) The target is shaken for 5 seconds
  • (Rank II) The target is shaken for 10 seconds
  • (Rank III) The target is shaken for 20 seconds

 

Facade

Negates potentially combative encounters due to a failed action (sleight of hand or otherwise).

  • (Rank I) Allows the player to remove suspicion from themselves or to throw their voice to distract a target for 30 seconds.

  • (Rank II) Allows the player to completely remove suspicion from themselves, allowing them to re-attempt the failed action, or to throw their voice to distract two targets for 30 seconds.

  • (Rank III) Allows the player to remove suspicion from themselves and move a target's current suspicion elsewhere, or to throw their voice to distract six targets for 30 seconds.

Spellbinder

 

Unless clarified otherwise, talents can be cast with a weapon hit or spell packet.

 

Void (Innate)

Void is a reactionary ability that negates a magic spell that hits the Spellbinder. For an AOE spell, if the Spellbinder is the primary target or hit by the magic's thrown spell packet, they may void the entire spell. Otherwise they may void only the effect they themselves would have taken.

For every 10xp worth of Spellbinder/Harbinger/Sentinel talents purchased the Spellbinder gains 1 use of void, up to a maximum of 12 (upon 120 spent xp).
The player cannot use void on an ongoing spell that is effecting someone else.

Void refreshes like an ability. 

 

 

Abilities

 

Absorb

  • (Rankless) If the player is hit by a spell, the player absorbs the spell, voiding it and allowing the player to recast it. The player can throw or weapon-cast the spell, but it must be their next action. The player can choose to not Void the spell; if the spell is not voided, the absorbed spell can only be recast as a R1 version of the spell. 

 

Arcane Mark 

  • (Rankless) The player can weapon, packet, or touch cast an Arcane Mark onto 1 target at a time to link to them, causing them to act as a “magical” target to the player. The player can pointcast any single-target Spellbinder talent through the marked target, but using a talent breaks the link. Any time the player voids, a marked ally also voids at the same time--this does not break the link.

 

Jump

  • (Rankless) If affected by magic, a player can instantly teleport to anywhere between their current position and the magic's caster.

 

Phase

  • (Rank I) Damage from the player’s next 2 non-talent attacks go to the target's torso even if the player’s attacks make contact with a limb, weapon, or shield.

  • (Rank II) The player adds 1 damage to their next 2 non-talent attacks. Damage from the player’s next 2 non-talent attacks go to the target's torso even if the player’s attacks make contact with a limb, weapon, or shield.

  • (Rank III) The player adds 2 damage to their next 2 non-talent attacks. Damage from the player’s next 2 non-talent attacks go to the target's torso even if the player’s attacks make contact with a limb, weapon, or shield.

 

Vortex

The player must throw a packet to use Vortex. Physical obstructions (tree, wall, etc.) can stop a target from traveling to the location of the packet. If the target is hindered from reaching the packet location, they must remain against the obstruction for the amount of time normally required at the packet location.

  • (Rank I) All enemies within 5’ of where the packet lands are drawn to it. All affected targets are rooted for 2 seconds once they reach the packet location. 
  • (Rank II) All enemies within 10’ of where the packet lands are drawn to it. All affected targets are rooted for 2 seconds once they reach the packet location. 
  • (Rank III) All enemies within 20’ of where the packet lands are drawn to it. All affected targets are rooted for 2 seconds once they reach the packet location. 

Sentinel

 

Skills

 

Fortify 

Can be cast through a spell packet.

  • (Rank I) The player cannot deal damage for 5 seconds. During the focus the player negates the first non-talent weapon attack they receive. After the focus, if the player was hit by an enemy, their next attack is increased by 1 base damage.
  • (Rank II) The player cannot deal damage for 5 seconds. During the focus the player negates the first non-talent weapon attack they receive. After the focus, if the player was hit by an enemy, their next attack is increased by 2 base damage.
  • (Rank III) The player cannot deal damage for 5 seconds. During the focus the player negates the first 2 non-talent weapon attacks they receive. After the focus, if the player was hit by an enemy, their next attack is increased or by 3 base damage.

 

Void Casing
The player can choose to switch any number of their Void Casings between their AP and DR forms with a 5 second focus.

  • (Rank I) The player has 1 Void Casing that can either be 4 AP or 1 DR. 
  • (Rank II) The player has 2 Void Casings that can either be 6 AP or 1 DR each. 
  • (Rank III) The player has 3 Void Casings that can either be 8 AP or 1 DR each.

 

 

Abilities

 

 

Delirium

Delirium can be cast alone or in combination with other frenzies: If a frenzied target hits the player during a Fortify, the player gets a free use of Delirium toward that target (of the same rank of frenzy that is already on a target) after the Fortify focus time.

  • (Rank I) The target is frenzied for 5 seconds.
  • (Rank II) The target is frenzied for 10 seconds.
  • (Rank III) The target is frenzied for 20 seconds.

 

Rend

The player can cast Rend through a packet or weapon attack. This will be indicated by just pointing so the person hit knows where to go so the target doesn’t have to keep track of how many feet there are per rank

  • (Rank I) The target is pulled in a direct line towards the player while untargetable. They stop once they are within 5’ of the player or if they run into any obstacle. The target is pinned for 5 seconds.
  • (Rank II) The target is pulled in a line directed by the player while untargetable. They stop once they have traveled up to 10’ or if they run into any obstacle. The target is pinned for 5 seconds. The player may choose to use the Rank I effect instead.
  • (Rank III) The target is Jumped to where the player indicates within the encounter and is pinned for 5 seconds.

 

Void Rift
Targets in a Void Rift are untargetable, cannot move, cannot attack, cannot use talents, and cannot take damage.

  • (Rank I) The target is in the Rift for 5 seconds
  • (Rank II) The target is in the Rift for 10 seconds
  • (Rank III) The target is in the Rift for 20 seconds

Harbinger

 

Skills

Implode
Implode requires 4 stacks to activate. The player can only have stacks on 1 target at a time; if they choose to switch targets the stacks are reset to 0. Stacks can be added by basic attacking, throwing a spell packet, or successfully using a talent against the target. The player calls “implode” or “collapse” to point-cast the total damage. 

  • (Rank I) The player deals 2 damage to the target on activation.
  • (Rank II) The player deals 3 damage to the target on activation.
  • (Rank III) The player deals 6 damage to the target on activation.

 

Void Gate
The player creates and opens a Void Gate by placing a spell packet (the player does not need to focus for the initial creation and opening of a Gate). The player calls “Void Gate” to return to a Gate location and is untargetable while returning. Once the player returns to a Void Gate, the Gate closes. 

  • (Rank I) The player can have 1 Void Gate in an encounter. While standing near the Void Gate, the player may either focus for 10 seconds or use 1 Void to reopen the closed Gate.
  • (Rank II) The player can have 3 Void Gates in an encounter. While standing near the Void Gate,  the player may either focus for 10 seconds or use 1 Void to reopen a closed Gate.
  • (Rank III) The player can have 6 Void Gates in an encounter. While standing near the Void Gate, the player may either focus for 5 seconds or use 1 Void to reopen a closed Gate. 

 

Abilities

 

Distort

The player adds base damage to an ally target’s next 4 weapon attacks. Each successful weapon attack counts as a stack for implode.

  • (Rank I) +1 

  • (Rank II) +2

  • (Rank III) +3

 

Lockdown
The player forces a target to walk (the target cannot run). The target cannot use or be affected by any talents that would make them move or become untargetable. The player may use the effect on themselves to prevent any forced movement effects for the duration without the walking restriction.

  • (Rank I) The effect lasts 15 seconds.
  • (Rank II) The effect lasts 30 seconds.
  • (Rank III) The effect lasts 60 seconds.

 

Void Walk

The player can blink through a target they hit with a spell packet, pausing battle for the player and target. The player ends up 5’ away, directly opposite of the target.

  • (Rank I) Does 3 damage to the target.
  • (Rank II) Does 6 damage to the target.
  • (Rank III) Does 9 damage to the target.

Warrior

 

Abilities

 

Block

  • (Rankless) 2 uses per purchase. Allows the player to reduce a single instance of damage by 5 to a minimum 0.  Can only use 1 block per instance of damage.

 

Crushing Blow

  • (Rank I) The player can add 4 damage to their next swing.
  • (Rank II) The player can add 8 damage to their next swing.
  • (Rank III) The player can add 12 damage to their next swing.

 

Disarm

  • (Rankless) Must hit a weapon. The player forces their opponent to throw their weapon in the direction they were swinging. The player and their allies may not interact with the Disarmed weapon.

 

Gimp

  • (Rankless) Must hit a target’s leg. The target must drag the leg that was hit. 

 

Knockdown

  • (Rankless) Must hit the target’s leg. Forces the target to fall down. If the target can’t fall safely, they take a 5 second shaken effect.

Berserker

 

Skills

 

Adrenaline

Usable once per quest. The Player can activate whenever they want while above 0 HP or as soon as they hit 0 HP. If the player isn't in combat with an enemy for more than 5 seconds, they will either drop to 1 HP if activated when they have HP remaining or to 0 HP if activated when they hit 0 HP. The player sheds any remaining armor when going into this state. All Stun effects can be ignored for 3 HP. Can’t have more than 24 HP.  Can’t receive any positive or restorative effect from allies or use items other than weapons. Can’t receive any bonuses from anything other than warrior talents.

  • (Rank I) 6 HP + 2 HP on a KO (can stack)
  • (Rank II) 12 HP + 3 HP on a KO (can stack)
  • (Rank III) 18 HP + 4 HP on a KO (can stack)

 

Berserk

Whenever a target drops to 0 HP within 5 seconds of the player dealing damage to them. The player’s base damage increases by 1. 

  • (Rank I) Max additional base damage cap of 1. 
  • (Rank II) Max additional base damage cap of 2. 
  • (Rank III) Max additional base damage cap of 3. 

 

Abilities

 

Brace

  • (Rankless) Allows the player to reduce a single instance of damage by 15 to a minimum 0.  Can only use 1 Brace per instance of damage.

 

Brutal Swing

  • (Rank I) Make all target(s) within a 5’ cone take base swing damage.
  • (Rank II) Make all target(s) within a 5’ cone take base swing damage +2.
  • (Rank III) Make all target(s) within a 5’ cone take base swing damage x2 or a rankless or rank 1 talent.

 

Rage

The target stops if they hit something, taking standard collision damage.

  • (Rank I) Can slam a target 5’ in a direction.
  • (Rank II) Can slam a target 10’ in a direction.
  • (Rank III) Can slam a target 20' in a direction. The target knocks down any living being in their path.

Champion

 

Skills

Armor Piercer

  • (Rank I) After landing 5 successful attacks, the player's sixth attack against the same target is piercing.
  • (Rank II) After landing 4 successful attacks, the player's fifth attack against the same target is piercing.
  • (Rank III) After landing 4 successful attacks, the player's next attack is piercing. If the player doesn’t change targets, and lands an additional 3 successful attacks, the player's next attack is piercing, if the player lands an additional 2 successful attacks, the player's next attack is piercing, if the player lands an additional successful attack, the player's next attack is piercing, this repeats so every other attack is piercing.

 

Duelist

Whenever the player is hit by or blocks a talent from a target, or uses an ability against a target. The player can only have increased damage to 1 target at a time; if they choose to switch targets the increased damage is reset to 0. This damage increase goes away at the end of the encounter.

  • (Rank I) Base damage increase is capped at 1.
  • (Rank II) Base damage increase is capped at 2.
  • (Rank III) Base damage increase is capped at 3.

 

Parry-Riposte

If the player blocks a talent with their weapon/buckler from an enemy target they must call Parry, the player gets +2 bonus damage on their next attack.

  • (Rank I) +2 damage on next attack.

  • (Rank II) If the player blocks a non magic talent with their weapon/buckler, they may call parry to delay the effect. The player negates the effect as long as the riposte connects, if not they receive the original effect.

  • (Rank III) If the player blocks a non magic talent with their weapon/buckler, when they call parry they may riposte either the talent or extra damage to a target. If the attack would normally break the Champion's weapon, their weapon will not break if the riposte is successful.

 

Abilities

 

Counter

If the player has any stacks of duelist on a target that hits an ally, as long as the player has a counter available, they may use Counter for free on that target.

  • (Rankless) Allows the player to redirect a hit on an ally within touch cast range to themselves. The player's next attack must be to the target that attacked their ally. If the player hits the target that attacked the player’s ally successfully, the player doesn’t take the effect or damage. If the player fails to hit the target, they take the full effect and/or damage that cannot be Dodged.

 

Dodge

The player may use abilities during the Dodge, but cannot use regular weapon attacks. The player may choose to end the effect early.

  • (Rank I) The player can not be hit by single target attacks for 5 seconds.
  • (Rank II) The player can not be hit by single target attacks for 10 seconds.
  • (Rank III) The player can not be hit by single target attacks for 20 seconds.