Skills and Abilities

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A Player's Class determines the skills and abilities they have access to in most cases. Every player has access to Classless Talents in addition to those offered by their class.

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. Players call the name of the ability to use it.

Refer to the chart below for costs of purchasing a Skill and the order of Ability purchases. An associated in-game achievement is usually a prerequisite for purchasing a Rank 3 Talent.

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
Purchase Order Key:
Already Owned
Purchase First
Purchase Second
Purchase Third
Skill Purchase Order:
R1
R2
R3
Ability Purchase Order:
R1
R2
R1
R1
R3
R2
R2
R1
R1
R1
R3
R3
R2
R2
R2
R1
R1
R1
R1

Classless

Skills

Constitution

This skill costs 2 XP and can be purchased multiple times.

(Rankless) The player’s carrying capacity increases by 1 weight.

Equipment Crafting

(Crafting)

The player can craft equipment using materials they acquire in-game. The player can tell what Material Types a material is, but cannot tell what properties they have without experimentation. A purchase of this skill allows the player to craft within one Crafting Category using materials with one Material Type for 5 XP (for example, the player would purchase proficiency in Smithing Creature-type materials). Players can work together to combine their skill proficiencies. The Master Crafter skill costs 15 XP and can only be purchased after the player has spent 30 XP on Equipment Crafting. Master Crafter allows the player to work with multi-type materials that have only one Material Type the player is not proficient in.

  • Crafting Categories
    • There are three Crafting Categories: Smithing, Gilding, and Modifying.
    • Smithing
      • Smithing creates new pieces of equipment with the properties of the materials used.
    • Gilding
      • Gilding creates temporary effects on a piece of equipment based on the attributes of the materials used.
    • Modifying
      • Modifying adds modifications to or changes the modifications of an existing piece of equipment based on the properties of the materials used.
  • Materials and Material Types
    • There are five Material Types: Metal, Rock, Creature, Flora, and Aether.
  • For additional Equipment Crafting details, please see the Equipment Crafting Section.
HP

This skill can be purchased multiple times. This skill’s cost increases each time the player purchases it. The first purchase of HP costs 2 XP, and the cost incrementally increases by 1 XP for every HP purchased thereafter.

(Rankless) The player’s maximum HP increases by 1.

Sense

(Self)

This skill can be purchased once for each of the five main senses.

(Rankless) The player selects one sense to strengthen. To use this sense at heightened strength, the player must focus for 10 seconds.

Weapon Dexterity

In order for a player to use a weapon to its fullest extent, the player must have dexterity in that weapon class. Each weapon dexterity costs 5 XP and there is no limit to how many a player can purchase. A list of Weapon Dexterities can be found here.

Abilities

Magical Crafting

(Crafting)

The player can write magical scrolls or enchant magical gems that can be used to produce a variety of magical effects. This ability is only available to magical classes (Clerics, Spellbinders, and Wizards). This talent provides a number of crafting points for each purchase per event. These crafting points can be spent to recreate the effect of a magical ability by spending crafting points. Players can create their own recipe once per event by describing their intended effect as a downtime. The GMs may modify or alter the requested effect as they see fit. At the next event, the GMs will provide an item card with the magical crafting recipe. Once the player has a recipe, they can create that effect whenever they would like if they have the appropriate amount of crafting points. Crafting scrolls or enchanting gems must be done in town. For more details on acquiring gems or creating scrolls or enchantments, see the Magical Crafting Section.

  • Magical Crafting Points: The player gets crafting points per event per purchase.
    • (Rank I) 4 crafting points
    • (Rank II): 6 crafting points
    • (Rank III) 12 crafting points

Cleric

Skills

Elixirs

(Crafting)

Elixirs must be made in town. Elixirs take a roleplay action to consume, and any player can consume elixirs. See the Potion Crafting section for more details on acquiring plants, creating elixirs, and recipes.

(Rank I) The player can make Rank I elixirs if they have the materials.

(Rank II) The player can make Rank I and II elixirs if they have the materials. The player receives four random or two specific herbs or flowers per event. 

(Rank III) The player can make Rank I, II, and III elixirs if they have the materials. The player receives 12 random or six specific herbs or flowers per event.

Abilities

Mend

(Self, Reach)

Each purchase adds points to a pool of mending points. The player can restore the AP of any armor at a rate of 1 AP per mending point and can fix a weapon with 10 mending points. If Mend is used on armor the player is wearing it restores AP at a rate of 1 AP per 2 mending points. 

(Rank I) The player gains 4 mending points.

(Rank II) The player gains 8 mending points.

(Rank III) The player gains 20 mending points.

Remedy

(Reach)

(Rankless) The player removes a stun effect from a target. The player cannot use this ability on themself.

Renewing Ground

(Self AoE, R3 Encounter)

The player calls Renewing Ground and focuses for 5 seconds, during which they are immune to any non-talent attacks. At the end of the focus, the player calls “mend x” to restore AP to each ally in the area. If the focus is interrupted, the talent is consumed. The player may choose to add points from their mending point pool to increase the effect to up to double the original value.

(Rank I) The player restores 2 AP to all allies within 5’.

(Rank II) The player restores 4 AP to all allies within 5’.

(Rank III) The player restores 6 AP to all allies in the encounter. No focus is required.

Shell

(Self, Reach)

(Rank I) The player gives a target 5 SP.

(Rank II) The player gives a target 10 SP.

(Rank III) The player gives a target 20 SP. 

Paladin

Skills

Protective Ward

(Crafting, Reaction)

The player may hand out wards to allies that are on the quest with them. The player cannot wear their own wards. The player must have access to a crafting station to change the effect of a ward.

Ward Effects:

  • Truncate damage when any DP layer is reduced to 0. Truncation can only occur once for each item or talent use. This truncation is a form of damage reduction.
  • Adds 3 HP
  • Adds 3 AP
  • Once per encounter the first stun effect is reduced by 5 seconds per encounter
  • Once per encounter the first poison effect is negated 
  • Once per encounter the player may reduce an instance of damage by 5

(Rank I) Allows the player to make up to two wards. All wards have an effect from the list above. This effect can be changed, but both of the player’s wards must have the same effect.

(Rank II) Allows the player to make a total of three wards. The wards can have two effects from the list above. All three wards must have one effect from the list above in common, but can have a second effect from the list above that differs between wards. A ward cannot have multiple of the same effect.

(Rank III) Allows the player to make a total of four wards. All four wards must have one effect from the list above in common, but can have a second effect from the list above that differs between wards. Additionally, all wards gain a masterwork effect developed by the player. The masterwork effect is permanent and cannot be changed.

Unbreakable

(Self)

The player must focus for 5 seconds to activate or deactivate Unbreakable.

(Rank I) Gives the player a DR 1 and lowers the player’s base damage by 1.

(Rank II) Gives the player a DR 2 and lowers the player’s base damage by 1. 

(Rank III) Gives the player a DR 10 and lowers the player’s base damage by 4. 

Abilities

Challenge

(R1 Point, R2 Self AoE, R3 Encounter)

A challenged enemy can only make offensive actions that have the player as the (or an) intended target. A challenged enemy is no longer challenged if the player drops to 0 HP, if the enemy is damaged or effected by one of the player’s allies, if the player becomes immune to damage and effects by themselves or an ally, or if the player is avoiding combat.

(Rank I) The player challenges one enemy.

(Rank II) The player challenges all enemies in a 5’ radius.

(Rank III) The player challenges all enemies in the encounter. 

Divert

(R1 Limited Range Point, R2 and R3 Point, Reaction)

For multi-target talents, the damage and effect is only redirected or negated from one ally to the player.

(Rank I) The player redirects any talent used by an enemy on an ally to themself as long as the ally is within 5’ of them. 

(Rank II) The player redirects any talent used by an enemy on an ally to themselves. 

(Rank III) The player negates any talent used by an enemy on an ally. The player takes 5 piercing damage.

Protection

(Self, Reach)

(Rank I) The player makes a target immune to non-talent attacks for 5 seconds.

(Rank II) The player makes a target immune to non-talent attacks for 10 seconds.

(Rank III) The player makes a target immune to non-talent attacks for 20 seconds.

Soothsayer

Abilities

Born Anew

(Reach)

A target cannot be revived more than once per encounter.

(Rank I) The player revives an adventurer and restores 1 HP to them. 

(Rank II) The player revives any target and restores 3 HP to them.

(Rank III) The player revives anything and restores 10 HP to them. If the target has less than 10 maximum HP they get temporary HP, making their maximum HP 10 for the rest of the encounter.

Invulnerability

(Reach)

The player calls Invulnerability onto an ally or enemy within arm’s length and focuses while counting down for a duration. The target is immune to damage during the duration of the player's countdown. If the target cannot hear the counting or the counting stops, the Invulnerability breaks.

(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

(Self)

While metamorphosed, the player can still be heard, and the object the player inhabits glows slightly. If the player receives damage or an effect the metamorph breaks.

(Rank I) The player transfers their mass into an inanimate organic object the size of the player or larger for as long as they would like. While metamorphosed, the player cannot move, interact with objects, focus, attack, or use talents, but is immune to single-target damage and effects.

(Rank II) The player transfers their mass into an inanimate organic object with a diameter of 2’ for as long as they would like. While metamorphosed, the player cannot move, interact with objects, attack, focus, or use talents, but is immune to damage and effects.

(Rank III) The player transfers their mass into any object for as long as they would like. While metamorphosed, the player cannot move, interact with objects, attack, or focus, but is immune to damage and effects and is able to use talents.

Restore

(Reach)

The player focuses for 5 seconds on an ally or enemy within arm’s length. At the end of the focus, the target may restore uses of an ability. At the Rank II and III, if the target chooses an option that restores multiple of an ability, they must restore all of the same talent (e.g., at the Rank II, a Rogue target cannot split the Restore between a Vanish Rank I and Blind Rank I, they must restore two uses of either one or the other).

(Rank I) The target restores one Rank I or Rankless ability.

(Rank II) The target restores one use of a Rank II ability, or two uses of a Rank I or Rankless ability.

(Rank III) The target restores one use of a Rank III ability, or two uses of a Rank II ability, or three uses of a Rank I or Rankless ability.

Safeguard

(Reach)

(Rankless) The player calls Safeguard onto an ally or enemy. The target can then activate Safeguard to return to the player at any time during the encounter. The target must go directly back to the player, is immune to damage and effects, and cannot interact with objects, attack, or use talents until they reach the player. If the target falls unconscious the Safeguard activates automatically.

Noble

Abilities

Charisma

(Character Interaction)

Charisma makes the player highly persuasive or emphatic to a target or group of targets through spoken words, a look, or physical actions (i.e. a bow or handshake).

(Rank I) Makes the player very persuasive or emphatic, such that a target is inclined to believe or approve of the player’s stance.

(Rank II) Makes the player highly persuasive or emphatic, such that a target is strongly inclined to believe or approve of the player’s stance.

(Rank III) Makes the player exceptionally persuasive emphatic, such that a target is strongly compelled to believe or approve of the player’s stance.

Decorum

(Voice, Reaction)

The effectiveness of Decorum will vary depending on the context and targets.

(Rank I) The player can take back spoken words or grab the attention of a target.

(Rank II) The player can take back spoken words, force two targets to stop fighting, or grab the attention of a group of up to 16 people.

(Rank III) The player can take back any non-heinous action or make any-sized group of people stop and listen to the player.

Income

(Rankless) The player gets 125 iron per purchase of this ability at the beginning of each event.

Tactician

(Voice)

The player must call out the name of an ability that the target has. The called ability must be the next talent the target uses or they lose the free use. The use of Tactician is consumed regardless of whether the target utilizes the free use of the called ability or not. The player cannot target themself with Tactician.

(Rank I) The player tells an ally to use one of their Rankless or Rank I abilities, giving them a free use of that ability.

(Rank II) The player tells an ally to use one of their Rankless, Rank I, or Rank II abilities, giving them a free use of that ability. 

(Rank III) The player tells an ally to use one of their Rankless, Rank I, Rank II, or Rank III abilities, giving them a free use of that ability.

Training

(Rankless) The player selects one Rankless Warrior ability to purchase. Each player may only select one ability to train in but can purchase that ability multiple times.

Knight

Many Knight talents affect a group of people called a Team. At the beginning of a quest the player can form a Team that includes themselves and up to three other targets.

Skills

Advanced Training

Advanced Training allows the player to purchase a Warrior Title at the cost of a skill. The player can only pick from Shield Fighter, the armor category, or the support category.  

(Rank I) The player chooses the Rank I effect of a Warrior Title.

(Rank II) The player chooses (without the effects of the prior ranks of the Warrior Title) the Rank II or Rank I of a Warrior Title.

(Rank III) The player chooses (without the effects of the prior ranks of the Warrior Title) the Rank III, Rank II, or Rank I effect of a Warrior Title.

Squire

(Self)

The player employs a Squire that can carry some of their items. These items can be accessed at any time.

(Rank I) The Squire can carry up to 2 weight or one suit of armor and can change the player to that armor in 10 seconds.

(Rank II) The Squire can carry up to 4 weight or two suits of armor and can change the player to that armor in 5 seconds.

(Rank III) The Squire can carry up to 6 weight or three suits of armor and can change the player to that armor instantly.

Strategist

(Voice)

Strategy Points go away at the end of a quest.

  • The player earns Strategy Points when one of the following things happens:
    • A target uses an effect provided by one of the player’s abilities on someone other than the player (once per each use of the player’s abilities)
    • A member of the player’s Team drops a target to 0 HP
    • A member of the player’s Team has a talent used against them by an enemy
  • The player may spend Strategy Points on one of the following effects:
    • The player calls “Strategy: Defence” to give everyone on the player’s Team 3 SP.
    • The player calls “Strategy: Offense” to give everyone in the player’s Team 1 additional damage to their next three single-target attacks.
    • The player calls “Strategy: [player’s house bond name]” to give everyone on the player’s Team a use of their house bond even if they are not a member of the house.
    • The player calls “Strategy: Call to Arms” to allow all Team members other than the player to use a R1 or Rankless ability for free within the next 5 seconds.
    • The player can increase the Rank of a Tactician when used on a member of the player's Team.

(Rank I) Using a strategy costs 9 Strategy Points

(Rank II) Using a strategy costs 7 Strategy Points

(Rank III) Using a strategy costs 4 Strategy Points

Abilities

Morale

(Voice)

(Rank I) The next instance of damage a Teammate receives is reduced by 5. 

(Rank II) The next two instances of damage a Teammate receives are reduced by 5. 

(Rank III) The next three instances of damage a Teammate receives are reduced by 5.

Warcry

(Voice)

(Rank I) Adds 2 damage to each Team member's next single-target attack.

(Rank II) Adds 3 damage to each Team member's next single-target attack.

(Rank III) Adds 4 damage to each Team member's next single-target attack.

Lord

Skills

Erudite

(Rank I) The player gains four additional backgrounds of their choice.

(Rank II) The player gains six additional backgrounds of their choice.

(Rank III) The player calls upon their scribe once per event to compile a wealth of information. The scribe will take one quest’s worth of time to compile the information. The player can also research one additional topic between events. 

Languages

(Rank I) The player can understand all common spoken languages.

(Rank II) The player can read, write, and speak all common spoken languages.

(Rank III) The player can understand and convey hidden intent and cultural nuance and read expressions. They can resist nonmagic mental manipulation by consuming an equally ranked talent (Kin Attributes can be resisted for free).

Abilities

Guidance

(Voice)

The player can only give targets abilities that have already been used during the encounter by an ally or enemy. The player must focus for 5 seconds while explaining the ability to the target. The ability cannot be magical. A target can only receive one Guidance ability at a time. 

(Rank I) The player gives an ally or enemy one use of a Rankless or Rank I ability.

(Rank II) The player gives up to two allies or enemies one use of a Rankless or Rank I ability, or gives one target one use of a Rank II ability.

(Rank III) The player gives up to three allies or enemies one use of a Rankless or Rank I ability, or gives two targets one use of a Rank II ability, or gives one target one use of a Rank III ability. 

Rally

(Voice)

(Rank I) The player gives a target 1 additional base damage towards a specified target. When the specified target falls unconscious, the effect is removed.

(Rank II) The player gives up to three targets 1 additional base damage towards a specified target. When the specified target falls unconscious, the effect is removed.

(Rank III) The player gives up to three targets 1 additional base damage to all targets for the encounter.

Steward

(Point)

(Rankless) With each purchase the player can pick one use of any steward to add to their retinue:

  • Combat Steward: Twice per steward per quest, the player can administer a non-equipment item to allies during combat by pointing. 
  • Armor Steward: The player can register a weapon or armor to the steward before a quest. The player can swap an ally’s equipment with the registered equipment after a 5 second focus OPQ. The ally can refuse the swap. The ally’s original equipment can be taken back from the steward in town. Equipment a steward is holding cannot be accessed without using the steward during a quest. 
  • Mercantile Steward: The steward can procure a copy of a non-unique item the player already has for the player to purchase once per out-of-game day. The steward will take one quest’s worth of time to acquire the item.

Ranger

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

Skills

Fletching

(Ranged Weapon, Packet)

The player can craft or modify a basic wooden bow without materials. The player can craft ranged weapons if they have the materials. The player can craft additional specialty ammunition before a quest. 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 (damages structures)
    • Fire
    • Oil (5’ radius)
    • Water (5’ radius)
    • Noise maker
    • Sleep (Puts a non-combat target to sleep for 30s)
    • Rope
    • Bleeder (Makes tracking easy)

(Rank I) The player may choose one specialty ammunition to take with them. The player may choose one one-slot modification to learn. The player can apply poisons to ammunition after a roleplay action. 

(Rank II) The player may choose three specialty ammunition to take with them. The player may choose one one-slot and one two-slot modification to learn. The player can attach gems to ammunition after a roleplay action.

(Rank III) The player may choose six specialty ammunition to take with them. The player may choose two one-slot and one two-slot modification to learn.

Abilities

Iajutsu

(Self AoE)

Iaijutsu allows the player to halt combat with all relevant nearby targets and any vanishing targets in the encounter. Iaijutsu can be called during a Vanish. Any targets outside of the Iaijutsu’s range can’t attack targets within the Iaijutsu’s range. The player may switch to or draw a weapon during an Iaijutsu and make an attack—they can make no other actions. Attempting to hit a target breaks the Iaijutsu. The player cannot use Iaijutsu if it would halt a target that was halted by their Iaijutsu within the last 3 seconds, unless the second Iaijutsu is being used during an enemy Vanish.

(Rank I) The player halts gameplay for everyone within 5’ and can make one melee attack with planted feet.

(Rank II) The player halts gameplay for everyone within the encounter and may take two steps and attack once.

(Rank III) The player halts gameplay for everyone within the encounter and 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.

Point Blank

(Ranged Weapon, Limited Range Point)

The player must be holding a ranged weapon, but does not use a physrep. The player points to a target within 5’.

(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

(Self AoE)

Reveal affects all enemies within a 10’ radius.

(Rankless) The player reveals any unseen, hidden, or disguised target, removing the effect that was obscuring them.

Stagger

(Ranged Weapon)

(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.

Marksman

Skills

Artillerist

The player gains bonus damage as long as they remain within a 5’ radius of where they made their last ranged attack. The first ranged 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

Deadeye

(Ranged Weapon)

The player calls “Deadeye [damage]” when using this ability. Deadeye attacks are considered abilities, not modified basic attacks.

(Rank I) The player makes a ranged weapon attack that is piercing.

(Rank II) The player makes two ranged weapon attacks that are piercing. These attacks do not have to be consecutive. 

(Rank III) The player can make any number of ranged weapon attacks that are piercing  until they move. After moving, the player makes three ranged weapon attacks that are piercing. These attacks do not have to be consecutive. 

Heavy Draw

(Ranged Weapon)

(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.

Sniper

(Ranged Weapon, Point)

(Rank I) After focusing for 15 seconds, the player can point a ranged basic attack at a target in their line of sight and cannot miss their target. 

(Rank II) After focusing for 10 seconds, the player can point a ranged basic attack at a target in their line of sight and cannot miss their target. 

(Rank III) After focusing for 5 seconds, the player can point a ranged basic attack or ability at a target in their line of sight and cannot miss their target as long as the player knows exactly where the target is, or as long as the target was visible when the focus started.

Volley

(Ranged Weapon)

The player makes a ranged attack that deals damage to all enemies in a 5’ radius of where it lands.

(Rank I) The player deals 6 damage.

(Rank II) The player deals 9 damage.

(Rank III) The player deals 12 damage.

Stalker

Skills

Adaptable

The player can preemptively set up a trap while out-of-combat on objects, people, or the ground. The player can only set one trap per encounter. Traps cause additional effects or do additional damage depending on the environment. The player adds 2 damage on their first single-target attack against a target caught in a trap. The player chooses whether the trap does AoE damage or single-target damage when it is set.

(Rank I) Traps do 4 damage in a 5’ radius or 8 damage to a single target.

(Rank II) Traps do 8 damage in a 5’ radius or 12 damage to a single target.

(Rank III) Traps do 12 damage in a 5’ radius or 16 damage to a single target.

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

  • Open Area
    • (Rank I) The player adds 1 base damage against any target that has made a ranged attack.
    • (Rank II) The player adds 1 base damage against any target that has made a ranged attack. The player gets 1 DR.
    • (Rank III) The player adds 2 base damage against any target that has made a ranged attack. The player gets 1 DR.
  • Partial Cover
    (Reaction)
    • (Rank I) When attacked by an enemy the player can reduce the damage by 5 and then become invisible for 2 seconds (once per enemy). Invisibility ends if any offensive action is taken.
    • (Rank II) When attacked by an enemy the player can reduce the damage by 5 and then become invisible for 5 seconds (once per enemy). Invisibility ends if any offensive action is taken.
    • (Rank III) When attacked by an enemy the player can reduce the damage by 5 and then become invisible for 10 seconds (once per enemy). Invisibility ends if any offensive action is taken.
  • Close Quarters

Reduce the player’s damage to allies to 0.

  • (Rank I) The player adds 1 base damage to their first three melee attacks against a target.
  • (Rank II) The player adds 2 base damage to their first three melee attacks against a target.
  • (Rank III) The player adds 3 base damage to their first three melee attacks against a target.
Agile

(Ranged Weapon)

The player gains bonus damage to their next ranged attack if they are at least 5’ away from where they made their last ranged attack.

(Rank I) The player adds 1 base damage.

(Rank II) The player adds 2 base damage.

(Rank III) The player adds 4 base damage.

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 I or Rank II Rogue talent is used near them. The player can identify nearby danger. The player gains 1 damage on the next attack against a Rogue after they use a Rogue talent.

(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 gains 1 damage on the next attack against a Rogue after they use a Rogue talent. The player can continue attacking a target that is Vanishing or Dashing, but the player must keep their feet planted while the target is moving. 

Abilities

Hide

(All Self, R2 Reach, R3 Self AoE)

A hidden target blends into their surroundings so that they cannot be seen or smelled. If a hidden target is run into, or if the hidden target takes offensive action, the Hide breaks. 

(Rank I) Allows the player to hide. Moving breaks the Hide.

(Rank II) Allows the player to hide themselves and one other target as long as they are within 5’ of the player. The target will become visible if they are separated from the player. The player and target can move without breaking the Hide, and moving while hidden hides their tracks.

(Rank III) Allows the player to hide up to five targets in a 5’ radius. Once the targets have been hidden, the player may move with one hidden target at a time. If a target moves without the player, their Hide breaks. The player may use lower ranks of Hide for a Rank I Hide effect on a target. Moving while hidden hides the player's and targets’ tracks.

Multi-Shot

(Self AoE)

Multi-Shot cannot be affected by non-base damage increases.

(Rank I) The player calls “multi-shot” and makes a single ranged attack for their base damage against an enemy within 10’. If the basic attack hits the enemy, the player can point the same damage to one other enemy within 10’ of the player.

(Rank II) The player calls “multi-shot” and makes a single ranged attack for their base damage against an enemy within 10’. If the basic attack hits the enemy, the player can point the same damage to two other enemies within 10’ of the player.

(Rank III) The player calls “multi-shot” and makes a single ranged attack for their base damage against an enemy within 10’. If the basic attack hits the enemy, the player can point the same damage to five other enemies within 10’ of the player.

Rogue

Skills

Poison

(Crafting, Item Interaction)

Poisons must be made in town. Poisons take a roleplay action to apply. No more than one poison can be applied to a single weapon. All poisons can be applied by a player with any rank of Poisons. A player with any rank of Poisons may choose when to use an applied poison. A player without Poisons must use an applied poison on their next strike with the poisoned weapon. For more details on acquiring plants, creating poisons, and using recipes, see the Potion Crafting section.

(Rank I) The player can make Rank I poisons if they have the materials.

(Rank II) The player can make Rank I and II poisons if they have the materials. The player receives 4 random or 2 specific plants per event. The player learns one random recipe when this skill is purchased.

(Rank III) The player can make Rank I, II, and III elixirs if they have the materials. The player receives 12 random or 6 specific plants per event. The player learns another random recipe when this skill is purchased.

Abilities

Bag of Tricks

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

  • Combat 
    • Bola (Packet, Ranged Weapon) - Ranged Knockdown
    • Caltrops (Self Cone) - Stumble enemies in a 5’ cone
    • Smoke Bomb (Packet, Ranged Weapon, Self AoE) - Blinds allies and enemies in a 5’ radius for 3 seconds
    • Throwing Nail (Packet, Ranged Weapon) - Pins a target for 5 seconds
  • Role Play
    • Grappling hook
    • Climbing claws
    • Weights
    • Powder
    • Sleeping gas (Reach) - Causes a calm target to sleep instantly. The target wakes up after 30 seconds, when hit, or upon physical contact.
Blind

(Packet, Weapon)

(Rank I) The target is blind for 5 seconds.

(Rank II) The target is blind for 10 seconds.

(Rank III) The target is blind for 20 seconds.

Disguise

(All Self, R3 Reach)

Disguise lasts indefinitely, so long as the player/target does not receive or make 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 of Disguise on allies. The player can disguise themself instantly and can perfectly resemble a specific person. Offensive action does not break this disguise.

Vanish

(Encounter)

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. Attempting to hit a target or being hit breaks the Vanish. The player cannot use Vanish if it would halt a target that was halted by their Vanish within the last 3 seconds.

(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 can change their trajectory up to 90 degrees during the Vanish. The player has 10 seconds to go as far as they want.

(Rank III) The player has full range of motion and can interact with simple objects during the Vanish. They can bring a willing target with them. The player has 20 seconds to go as far as they want.

Assassin

Skills

Assassinate

(Melee Weapon, R3 Weapon)

If an enemy is alerted to the player, the player cannot use Assassinate for the rest of the encounter. The player cannot assassinate a target that is in combat. Enemies with high Durability may not take the full effect of this ability.

(Rank I) The player can make a melee strike to 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) The player can make a melee strike to instantly reduce a target's HP to 0 silently provided the target is not aware of the player's presence. The player can hide unconscious targets instantly.

(Rank III) The player can make a strike to instantly and silently reduce a target's HP to 0, provided the target is not aware of the player's presence. The player can use a ranged weapon to Assassinate. The player can hide unconscious targets instantly. The player can regain the use of Assassinate during the same encounter if all enemies that were aware of them are unconscious.

Precision

All damage bonuses from this talent only affect one-handed weapons.

(Rank I) The player adds 1 base damage until they are hit by an enemy for the first time during an encounter. The player can focus for 10 seconds to regain this effect.

(Rank II) The player adds 1 base damage until they are hit by an enemy for the first time during an encounter. The player can focus for 10 seconds to regain this effect. After hitting enemies twice, the player adds 1 base damage to their next attack. This attack does not count as a hit for the sake of this skill.

(Rank III) The player adds 2 base damage until they are hit by an enemy for the first time during an encounter. The player can focus for 10 seconds to regain this effect. After hitting enemies twice, the player adds 2 base damage to their next attack. This attack does not count as a hit for the sake of this skill.

Abilities

Expose

(Self, Reach)

(Rank I) The player’s or an ally's next instance of single-target damage is piercing.

(Rank II) The player or an ally can make one attack piercing damage during the encounter. An ally can only have one active use of Expose Rank II at a time.

(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

(Melee Weapon, Point)

The player strikes a target with a melee weapon as if making an attack but calling “Ghost Blade” instead of damage, marking the target. When the marked target uses or is affected by a talent, blocks, or attacks, the player can call “Ghost Blade X” to deal X damage to the location marked when the ability was first called. The base damage of the player’s initial attack is multiplied; any non-base damage additions are not multiplied but are added to the damage total. Any damage increases given to the player after the mark is applied to the target are not added to the damage total.

(Rank I) Doubles the mark’s base damage.

(Rank II) Triples the mark’s base damage.

(Rank III) Triples the mark’s base damage plus 10 or quadruples the mark’s damage, and automatically redirects hits to the torso, excluding marks on weapons and shields.

Invisibility

(Self, Reach, R3 Reach)

Making any offensive action breaks the Invisibility. The player can instantly use another use of Invisibility to remain invisible. During an Invisibility, the player can “Shadow” a non-combat target, following behind them within arm’s reach, which pauses the current Invisibility countdown. While Shadowing a target, if the target enters combat or is searched, the Shadow will break and the Invisibility countdown will resume. A player cannot Shadow a target that already has a Shadow.

(Rank I) The player is invisible for 15 seconds.

(Rank II) The player is invisible for 30 seconds.

(Rank III) The player is invisible and completely silent for an encounter. Can use previous ranks of Invisibility on ally targets. Ally targets cannot Shadow.

Thief

Skills

Skirmisher

When the player attempts to hit an enemy that is different from the last enemy they attempted to hit, they get a DR and bonus base damage on attacks for the next instances of damage.

(Rank I) The player adds 1 base damage and has a DR 1 for one enemy attack.

(Rank II) The player adds 1 base damage for two attacks and has a DR 1 for two enemy attacks. 

(Rank III) The player adds 2 base damage for two attacks and has a DR 2 for two enemy attacks. 

Sleight of Hand

(Reach, Self)

Usable once per target. 

(Rank I) The player can pick three objects to pickpocket—they must guess all three objects correctly to succeed and can only pickpocket coins. The player can conceal up to 1 weight worth of items or up to 100 iron on their person. The player can pick locks in 30 seconds.

(Rank II) The player can pick three objects to pickpocket—they must guess at least two correctly to succeed. The player can pickpocket coins and any item that would fit in a purse or bag. The player can conceal up to 2 weight worth of items or up to 500 iron on their person. The player can pick locks in 15 seconds.

(Rank III) The player can pick three objects to pickpocket—they must guess at least  correctly to succeed. The player can pickpocket any item that is not equipped. The player can conceal up to 3 weight worth of items and any amount of iron on their person and can also conceal one partial weight item on a target. The player can pick locks in 5 seconds.

Abilities

Acrobatics

(Self)

The player can leap during combat, making them immune to damage and effects. Acrobatics can be used to jump over obstacles, negate collision damage, and negate the damage and effects of a trap. The player can attack once or use one ability during each leap. The player must have one foot planted between leaps but can stay there as long as they wish before making their next leap. If the player is forced to move while landed, they can instead use the next leap of Acrobatics, else that use of Acrobatics breaks. 

(Rank I) The player can leap for 5 seconds.

(Rank II) The player can leap two times in a row for 5 seconds each leap.

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

Daze

(Packet, Weapon)

(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

(Self, Voice, Reaction)

Facade can be used to avoid 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 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 throw their voice to distract six targets for 30 seconds.

Spellbinder

All Spellbinder abilities can be applied with a spell ball or through an organic weapon unless otherwise specified. All Spellbinder abilities used on allies can be applied by gesture within arm’s reach, with a spell ball, or through an organic weapon unless otherwise specified. Spellbinder talents cannot be used if the player is wearing inorganic armor.

Void

Every two talents purchased gives the Spellbinder one use of Void, up to a maximum of 12. Void is a reactionary ability that negates a spell that hits the Spellbinder. The player cannot Void an ongoing spell that is on someone else. Void refreshes like an ability.

Abilities

Absorb

(Packet, Organic Weapon)

(Rankless) If the player is hit by a spell, the player absorbs the spell, voiding it and allowing the player to use it. The player can use a spell packet, weapon, or use the original application method of 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 used as a Rank I version of the spell. If the spell is an AoE spell, the player only uses the spell as if it were a single-target spell. If the spell does multiple things, the player only uses the damage and effects they were hit by. If a target marked by one of the player's Arcane Marks is hit by a spell, the player may use an absorb to redirect the spell from the target to the player and absorb it, which consumes the mark. 

Arcane Mark

(Organic Weapon, Packet, Reach)

(Rankless) The player can apply the Arcane Mark onto one target at a time to link the target to themself. The player can point any single-target Spellbinder talent to the marked target, however using a talent this way breaks the link. Any time the player voids, a marked ally also voids at the same time without breaking the link.

Jump

(Reaction, Encounter)

(Rankless) If affected by a spell within the last 5 seconds, a player can instantly teleport to anywhere between themself and the source of the spell, halting gameplay with everyone in the encounter until they reach their destination. The player may use Jump at any time on a target marked by one of the player's Arcane Marks, which consumes the mark. The player cannot use Jump if it would halt a target that was halted by their Jump within the last 3 seconds.

Phase

(Weapon)

The player infuses their own weapon with void energy, empowering their next two attacks. These attacks cannot be affected by non-base damage increases. This ability can be used with an inorganic weapon. The player calls “Phase [damage]” for both attacks. Phase attacks are considered abilities, not modified basic attacks.

(Rank I) Damage from the player’s next two 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’s next two attacks swing for 1 additional base damage. Damage from these 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’s next two attacks swing for 2 additional base damage. Damage from these attacks go to the target's torso even if the player’s attacks make contact with a limb, weapon, or shield.

Vortex

(Packet)

The player must throw a packet to use Vortex. Physical obstructions can stop a target from traveling to the location of the packet. If the target is prevented from reaching the packet location, they must remain against the obstruction for 2 seconds.

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

Harbinger

Skills

Implode

(Point)

Implode requires four stacks to activate. The player can only have stacks on one enemy at a time; if they choose to switch targets the stacks are reset to zero. Stacks are accrued by hitting the enemy. The player calls “implode” to point the damage to the target, resetting their stacks to zero. 

(Rank I) The player deals 2 damage to the target.

(Rank II) The player deals 3 damage to the target.

(Rank III) The player deals 6 damage to the target.

Void Gate

(Self, Packet)

The player creates and opens a Void Gate by placing a 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 an open Gate location. The player must move quickly and directly to the open gate. While moving to the gate, the player cannot interact with objects, attack, or use talents and is immune to damage and effects until they reach the gate. Once the player returns to a Void Gate, the Gate closes. 

(Rank I) The player can have one Void Gate in an encounter. While standing near the Void Gate, the player may either focus for 10 seconds or use one Void to reopen the closed Gate.

(Rank II) The player can have three Void Gates in an encounter. While standing near the Void Gate, the player may either focus for 10 seconds or use one Void to reopen a closed Gate.

(Rank III) The player can have six Void Gates in an encounter. While standing near the Void Gate, the player may either focus for 5 seconds or use one Void to reopen a closed Gate. 

Abilities

Distort

(Self, Reach)

The player increases the base damage of their or an ally's next four weapon attacks. Each successful weapon attack the player makes with Distort counts as an extra stack for implode.

(Rank I) The player adds 1 base damage.

(Rank II) The player adds 2 base damage.

(Rank III) The player adds 3 base damage.

Tether

(Self, Organic Weapon)

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 immune. Tether does not break any immunity currently on the target. The player does not have to walk if they use Tether on themselves.

(Rank I) The effect lasts 15 seconds.

(Rank II) The effect lasts 30 seconds.

(Rank III) The effect lasts 60 seconds.

Void Walk

(Packet, Organic Weapon)

The player can teleport through a target that they hit, pausing the battle for the player and the target. The damage is done by a weapon strike, which resumes the fight. The player ends up directly opposite of the target within weapon’s reach. This ability still works if the target blocks with a weapon or shield. Void Walk cannot be used on the same target for the next 3 seconds.

(Rank I) The player deals 3 damage to the target.

(Rank II) The player deals 6 damage to the target.

(Rank III) The player deals 9 damage to the target.

Sentinel

Skills

Fortify

(Self)

(Rank I) The player cannot deal damage for 5 seconds. During this time the player negates the first non-talent weapon attack they receive. After the 5 seconds, if the player was hit by an enemy, the player adds 1 base damage to their next attack.

(Rank II) The player cannot deal damage for 5 seconds. During this time the player negates the first non-talent weapon attack they receive. After the 5 seconds, if the player was hit by an enemy, the player adds 2 base damage to their next attack.

(Rank III) The player cannot deal damage for 5 seconds. During this time the player negates the first 2 non-talent weapon attacks they receive. After the 5 seconds, if the player was hit by an enemy, the player adds 3 base damage to their next attack.

Void Casing

(Self)

The player has Void Casings that can be used to give themself AP or DR. The player can choose to switch any number of their Void Casings between their AP and DR forms with a 5-second focus. The AP from a Void Casing can still be restored if the Void Casing is switched to DR, though it must be switched back to the AP form to take advantage of the restored AP. The DR from different Void Casings can stack.

(Rank I) The player has one Void Casing that can either be 4 AP or 1 DR. 

(Rank II) The player has two Void Casings that can either be 6 AP or 1 DR each. 

(Rank III) The player has three Void Casings that can either be 8 AP or 1 DR each.

Abilities

Delirium

(Packet, Organic Weapon)

Delirium can be used alone or in combination with other frenzies. If a frenzied target hits the player during a Fortify, the player can use a Delirium of the same rank of frenzy the target is effected by on that target after the Fortify time ends without consuming the use of Delirium.

(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

(Packet, Organic Weapon)

(Rank I) The target is pulled in a direct line towards the player and is immune to damage and effects, cannot interact with objects, attack, or use talents until they are within 5’ of the player or run into an obstacle. Once the target is within 5’ of the player or otherwise halted, they are pinned for 5 seconds.

(Rank II) The target is pulled in a line directed by the player. They cannot interact with objects, attack, or use talents and are immune to damage and effects, until they have traveled 10’ or run into an obstacle. Once the target has moved 10’ or is otherwise halted, they are pinned for 5 seconds. The player may choose to use the Rank I effect instead.

(Rank III) The target is instantly teleported to where the player indicates within the encounter, halting gameplay until they reach their destination. When at the indicated location, the target is pinned for 5 seconds. The player cannot use Rend if it would halt a target that was halted by their Rend within the last 3 seconds.

Void Rift

(Packet, Self, Organic Weapon)

Targets in a Void Rift are immune to damage and effects, cannot move, cannot speak, cannot attack, cannot use talents, and cannot interact with items. The target is still aware of their surroundings and can hear.

(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.

Warrior

Abilities

Block

(Reaction)

(Rankless) The player has two uses per purchase. The player can reduce a single instance of damage by 5 to a minimum of 0. The player can only use one Block per instance of damage.

Crushing Blow

(Melee Weapon)

The player has two uses per purchase.

(Rank I) The player adds 2 damage to a melee weapon attack.

(Rank II) The player adds 4 damage to a melee weapon attack.

(Rank III) The player adds 6 damage to a melee weapon attack. 

Disarm

(Melee Weapon)

(Rankless) The player must hit a target’s weapon. The player forces their opponent to throw or drop their weapon in the direction they were swinging. The player and their allies may not interact with the disarmed weapon. Hitting the target’s weapon counts as hitting the target. 

Gimp

(Melee Weapon)

(Rankless) The player must hit a target’s leg. The target must drag the leg that was hit, preventing them from moving faster than a walk, for 60 seconds. 

Knockdown

(Melee Weapon)

(Rankless) The player must hit the target’s leg. Knockdown forces the target to fall down, either onto their back or onto their hands and knees. If the target can’t fall safely, they take a 5 second shaken effect.

Berserker

Skills

Adrenaline

(Self, Reaction)

Adrenaline is usable once per quest. The player can activate Adrenaline whenever they want while above 0 HP or as soon as they hit 0 HP. When activated, the player sheds any remaining armor, and their HP is reset based on rank. The player’s maximum HP is 24 regardless of rank. The player can’t receive any positive or restorative effects from allies or use items other than weapons and shields. The player can use an effect on a weapon, but cannot receive positive or restorative effects from a weapon. The player can receive positive effects from warrior talents. If the player isn't in combat with an enemy for more than 5 seconds the Adrenaline drops.. When Adrenaline drops the player will either drop to 1 HP if Adrenaline was activated when the player had HP remaining, or to 0 HP if Adrenaline was activated when the player hit 0 HP. and their maximum HP returns to normal.

(Rank I) The player’s HP is set to 6. The player restores 2 HP whenever a target drops to 0 HP within 5 seconds of the player dealing damage to them.

(Rank II) The player’s HP is set to 12. The player restores 3 HP whenever a target drops to 0 HP within 5 seconds of the player dealing damage to them.

(Rank III) The player’s HP is set to 18. The player restores 4 HP whenever a target drops to 0 HP within 5 seconds of the player dealing damage to them.

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) The player can have a maximum of 1 additional base damage from this skill. 

(Rank II) The player can have a maximum of 2 additional base damage from this skill. 

(Rank III) The player can have a maximum of 3 additional base damage from this skill.

Abilities

Brace

(Reaction)

(Rankless) The player can reduce a single instance of damage by 15 to a minimum 0.  The player can only use one Brace per instance of damage.

Brutal Swing

(Self Cone)

(Rank I) The player swings in a direction, dealing base damage to all enemies in a 5’ cone.

(Rank II) The player swings in a direction, dealing 2 additional base damage to all enemies in a 5’ cone.

(Rank III) The player swings in a direction, dealing double base damage to all enemies in a 5’ cone. The player may instead affect all enemies in a 5’ cone with a Rank I or Rankless ability.

Rage

(Melee Weapon)

(Rank I) The player pushes a target directly away from them 5’. 

(Rank II) The player pushes a target directly away from them 10’.

(Rank III) The player pushes a target directly away from them 20’. The target knocks down anyone in their path.

Champion

Skills

Armor Piercer

Attacks that deal piercing damage do not count as attacks for the sake of this skill.

(Rank I) After hitting an enemy or an enemy's weapon or shield with five attacks, the player's next attack against the same target is piercing.

(Rank II) After hitting an enemy or an enemy's weapon or shield with four attacks, the player's next attack against the same target is piercing.

(Rank III) After hitting an enemy or an enemy's weapon or shield with four attacks, the player's next attack against the same target is piercing. If the player hits the same enemy or the enemy’s weapon or shield with three additional attacks, the player's next attack is piercing. If the player hits the same enemy or the enemy’s weapon or shield with two additional attacks, the player's next attack is piercing. If the player hits the same enemy or the enemy’s weapon or shield with an additional attack, the player's next attack is piercing—if the player continues hitting the same enemy or the enemy’s weapon or shield with attacks, every other attack is piercing.

Duelist

Whenever the player is hit by or blocks a talent from an enemy, hits an enemy or an enemy’s weapon or shield with an ability, or uses an ability in reaction to an enemy, the player’s base damage is increased by 1 against that enemy. The player can only have increased damage against one target at a time; if they choose to switch targets the damage increase is reset to 0. This damage increase goes away at the end of the encounter.

(Rank I) The player can have a maximum of 1 additional base damage from this skill. 

(Rank II) The player can have a maximum of 2 additional base damage from this skill.

(Rank III) The player can have a maximum of 3 additional base damage from this skill.

Parry-Riposte

If the player blocks a talent from an enemy target with their weapon or buckler they may call “Parry”.

(Rank I) The player adds 2 damage to their next attack after calling Parry. Talents that would occur even when blocked by a weapon still succeed.

(Rank II) The player adds 2 damage to their next attack after calling Parry. After calling Parry, the player delays the damage and effect of the blocked talent, then immediately makes an attack against the target that attacked them. If this attack hits the target or the target’s weapon or shield, the damage and effect of the original blocked talent are negated. If it misses, the player takes the damage and effect as if it were not Parried but still blocked.

(Rank III) The player adds 2 damage to their next attack after calling Parry. After calling Parry, the player delays the damage and effect of the blocked talent, then immediately makes an attack or uses the same talent they had blocked against the target that attacked them. If the attack or talent hits the target or the target’s weapon or shield, the damage and effect of the original blocked talent are negated. If it misses, the player takes the damage and effect as if it were not Parried but still blocked. 

Abilities

Counter

(Reaction)

(Rankless) If an ally within 5’ is hit by a single-target attack or effect from a melee weapon, the player can negate that hit. The player can then immediately attack the target that hit their ally. If they hit the target, the use of Counter is not consumed.

Dodge

(Self)

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

(Rank I) The player is immune to single-target damage and effects for 5 seconds.

(Rank II) The player is immune to single-target damage and effects for 10 seconds.

(Rank III) The player is immune to single-target damage and effects for 20 seconds.

Warrior Titles

A player can earn up to five titles.

  • Each warrior can get one major title and have two minor ones active at a time.
  • The major title can go up to Rank III and is mostly permanent. The minor titles can get to Rank II and can be switched out at a rest or in town.
  • Rank I titles cost 0 XP, Rank II and Rank III titles cost 5 XP. The warrior must accomplish a task to earn each rank.
  • A player starts with one active title slot and gets another active title slot when they join the guild and another active title slot when they join the faction.

Weapon Titles

Dual Weapon Fighter

The player must have two weapons equipped to benefit from this title.

  • (Rank I) The player deals 1 additional base damage (of the highest damage weapon held) if swinging both weapons simultaneously. The player only calls one number when swinging both weapons.
  • (Rank II) The player gets the effects of the prior rank and once per encounter the player may convert any stun effect into a disarm.
  • (Rank III) The player gets the effects of the prior ranks and any time the player misses a talent used through their weapon, they may try to use the same use of that talent once through their other weapon.
Great Weapon Fighter

(Melee Weapon)

The player must be using a great weapon to benefit from this title.

  • (Rank I) Once per encounter the player may call “Defensive Stance” and gain a DR 2 for 10 seconds.
  • (Rank II) The player gets the effects of the prior rank. Additionally, the player can focus for 3 seconds before and 2 seconds after making an attack to deal 3 additional damage for that attack. Receiving damage does not stop this focus.
  • (Rank III) The player gets the effects of the prior ranks. Additionally, the player gains the following focus talents. Receiving damage does not stop these focuses.
    • Twice per encounter, the player may focus for 3 seconds before and 2 seconds after to call Sweep and Knockdown all enemies within weapon’s reach.
    • Once per encounter, the player may focus for 5 seconds then call “Shield Breaker” and break a shield. If the player hits a target or a target’s weapon instead of a shield, it is instead a Rage Rank I effect.
    • Once per encounter, the player may focus for 5 seconds and then call “Sever,” dropping a limb to 0 HP and making it incapable of being healed. The player must hit a limb.
Shield Fighter

(Self AoE, Reaction)

The player must have a shield equipped to benefit from this title.

(Rank I) The shield penalty is reduced by 1 for the player. The player can use a buckler with two-handed weapons.

(Rank II) The player gets the effects of the prior rank. Additionally, the player can consume the use of an ability to negate the stun effect or breaking of a shield.

(Rank III) The player gets the effects of the prior ranks. Additionally, once per encounter the player may call “Shield Wall” to negate an instance of aoe damage they receive for all targets in a 10’ radius.

Armor Titles

Heavy Fighter

(Self)

The player must be wearing heavy or heavier armor to benefit from this title.

(Rank I) Once per encounter the player may call “Entrenched,” locking their feet in place. As long as the player does not move their feet, forced movement talents don’t affect them.

(Rank II) The player gets the effects of the prior rank. Additionally, the player gains AP equal to the weight the player is carrying to a maximum of 18 AP.

(Rank III) The player gets the effects of the prior ranks. Additionally, the player reduces the distance of a push or pull by half of the player’s carried weight.

The player may call “Entrenched” after receiving the push or pull effect.

Light Fighter

(Self)

The player must be wearing light armor to benefit from this title.

(Rank I) Once per encounter the player can negate one hit.

(Rank II)  The player gets the effects of the prior rank. Additionally the player gains 12 AP, subtracting all weight the player is carrying. Worn armor is weightless.

(Rank III) The player gets the effects of the prior ranks. Additionally, the player doesn’t take collision damage. Once per encounter the player may call “Leap” and be invulnerable while walking 10’ in a straight line. The player may call “Leap” after receiving a forced movement effect.

Marathon Fighter

(Rank I) The player can focus for 5 seconds to get 2 SP.

(Rank II) The player gets the effects of the prior rank. Additionally, the player gains 6 SP in addition to the Rank I SP. The player can refresh three Rankless abilities and all RI and RII SP between encounters or when there are no enemies in an encounter for 30 seconds.

(Rank III) The player gets the effects of the prior ranks. Additionally, whenever a target drops to 0 HP within 5 seconds of the player dealing damage to them, the player refreshes one Rankless ability and the 2 SP gained from RI of Marathon Fighter.

Support Titles

Battle Wright

The player must have Equipment Crafting to benefit from this title.

(Rank I) Equipment the player makes has an additional modification slot that only the player can benefit from.

(Rank II) The player gets the effects of the prior rank. Additionally for every used mod slot on an item, the player gets a unique effect:

  • Weapon (including shields): The player deals 1 additional damage on X single-target attacks where X is equal to the number of slots used on equipped weapons and shields
  • Armor: The player gets X additional AP where X is equal to the number of slots used on the worn armor

(Rank III) The player gets the effects of the prior ranks. Additionally, the player picks two slots worth of armor or weapon mods. If the mods work with the item, the mods are on any item that the player uses (e.g., the player selects wieldy, so every weapon the player picks up has wieldy when they use it).

Field Craftsman

(Self, Reach)

The player must have Equipment Crafting to benefit from this title. Standard repair rules apply.

(Rank I) The player has 15 Armor Repair Points per quest that can be used to repair a target’s armor. The player can focus for 15 seconds to use Armor Repair Points to restore AP equal to the number of Armor Repair Points used.

(Rank II) The player gets the effects of the prior rank. Additionally, the player can over-repair a target's armor with up to 5 Armor Repair Points. This additional AP is used before any other AP and cannot be repaired.

(Rank III) The player gets the effects of the prior ranks and the player has 15 more Armor Repair Points (for a total of 30) per quest that can be used to repair their own armor or a target’s armor. The player can focus for 10 seconds to use Armor Repair Points to restore AP equal to the number of Armor Repair Points used and can spend 5 points to repair a weapon from broken. 

Vanguard

(Rank I) If the player successfully blocks three attacks from any enemies without dealing damage or receiving damage, their next basic attack deals 1 additional damage.

(Rank II) The player gets the effects of the prior rank. If the player successfully blocks three attacks from any enemies without dealing damage or receiving damage, the player may reduce the next instance of damage they receive by 5.

(Rank III) The player gets the effects of the prior ranks. Additionally, if the player successfully blocks three attacks from any enemies without dealing damage or receiving damage, they may use one Rank I or Rankless single-target warrior, champion, or berserker ability they have for free. The player can only use a talent usage they gained this way once per target. 

Miscellaneous Titles

Glory Fighter

The player selects a region (a city and its surrounding area), which they know very well. They have a fitting title in this region. They also have renown and influence amongst the common folk.

(Rank I) The player deals 1 additional base damage when fighting in front of a non-participating audience or while in their selected region.

(Rank II) The player gets the effects of the prior rank. Additionally, if the player, an enemy, or an ally falls unconscious or is revived, an enemy misses a talent, or the player executes a “finisher” on an enemy, the player may comment on the action to deal 2 additional damage on their next single-target attack.

(Rank III) The player gets the effects of the prior ranks. Additionally, once per quest, the player may call out an opponent to deal 1 additional base damage against that target and 1 less base damage against any other targets. After killing the target, the player gains an additive DR 1 for the rest of the encounter. Additionally the player names a combo of abilities (minimum of two, maximum of five), that they may change between quests. They may only use their combo on the target that they called out. OPQ if every ability in that combo is successful, in the correct order, and without using any other talents or attacks, none of the talent uses are consumed.

Reckless Fighter

(Rank I) Every time the player takes damage from an enemy they may add the damage they received to their next single-target attack to a maximum bonus of 4 additional damage.

(Rank II) The player gets the effects of the prior rank. Additionally, the player has a DC of 10. If the player has more than 1 HP (torso for seniors, total for juniors) and something were to drop them to 0 HP, it will instead drop the player to 1 HP.

(Rank III) The player gets the effects of the prior ranks. Additionally, the player can convert AP from any armor location into a (non-reactionary) Rank I or Rankless talent on talent use. The AP cost depends on the weight of the armor: 2 AP for light, 4 AP for medium, 6 AP for heavy, 8 AP for ultra heavy. The player can use damage negation talents and still gain the Rank I effect fully.

Wizard

Magic has its own unique mechanics and rules. Each Wizard can use one Elemental magic and one Manifold magic. Tier II spells are purchased like abilities, which can be used a limited amount of times. Tier I and III spells are purchased like skills, which either act like passives or can be used per quest. Tier II magic refreshes at the end of every encounter (unlike abilities).

Much like abilities, a player must work their way up to higher tiers of magic:

  • In order to gain access to the Tier II of a magic type, a player must have the Rank I of the Tier I of that magic type
  • In order to gain access to the Tier III of a magic type, the player must have spent 30 XP in that type of magic.

All Tier I and III spells are purchased as skills. The player will only be able to use their highest Rank of Tier III spell.

The player must choose one of the two Tier III spells in each of their magic types and will only have access to that one. 

Spells cannot be used if the player is wearing inorganic armor.

Elemental

Hydromancy

Tier I

Stance

The player can change between one of three stances: Ice, Water, and Mist. The player selects which stance they are in when leaving town and may instantly switch between encounters. The player can only use spells for the stance they are in.

(Rank I) Changing stances during combat requires a 60 second focus.

(Rank II) Changing stances during combat requires a 20 second focus.

(Rank III) Changing stances during combat requires a 5 second focus.

Tier II

Augment

Frozen Shield (Ice)

(Self, Reach, Packet)

In addition to the DC, the target may reduce one instance of damage they receive by 5 to a minimum 0 when they choose by calling “Block”.

(Rank I) The target has a DC 8. 

(Rank II) The target has a DC 6.

(Rank III) The target has a DC 4.

Water Whip (Water)

(Self, Reaction, Packet, Organic Weapon)

The player can consume a cast of Water Whip to reduce an instance of damage taken to an arm by 5 to a minimum of 0 by calling “Block”, or to deal 2 damage and cause a stumble effect. The player can only have one Water Whip active at a time.

(Rank I) The player gets 2 casts of Water Whip. 

(Rank II) The player gets 3 casts of Water Whip. 

(Rank III) The player gets 5 casts of Water Whip. 

Vapor’s Edge (Mist)

(Reach, Packet)

(Rank I) The ally’s next three single-target attacks deal 2 additional damage.

(Rank II) The ally’s next three single-target attacks deal 3 additional damage.

(Rank III) The ally’s next three single-target attacks deal 4 additional damage.

Stun

Frostbite (Ice)

(Packet, Organic Weapon)

(Rank I) The player pins a target for 5 seconds. 

(Rank II) The player pins a target for 10 seconds.  

(Rank III) The player pins a target for 20 seconds. 

Tide (Water)

(Packet, Organic Weapon)

(Rank I) The player either pushes or pulls a target 5’

(Rank II) The player either pushes or pulls a target 10’

(Rank III) The player either pushes or pulls a target 20’

Cloaking Mist (Mist)

(Self, Reach, Packet)

(Rank I) The player cloaks a target in mist. The next stun effect that hits the target is negated.

(Rank II) The player cloaks a target in mist. The next two stun effects that hit the target are negated.

(Rank III) The player cloaks all targets within 5’ in mist. The next stun effect that hits each target is negated.

Utility

Frozen Shield (Ice)

(Self, Reach, Packet)

In addition to the DC, the target may reduce one instance of damage they receive by 5 to a minimum 0 when they choose by calling “Block”.

(Rank I) The target has a DC 8. 

(Rank II) The target has a DC 6.

(Rank III) The target has a DC 4.

Water Whip (Water)

(Self, Reaction, Packet, Organic Weapon)

The player can consume a cast of Water Whip to reduce an instance of damage taken to an arm by 5 to a minimum of 0 by calling “Block”, or to deal 2 damage and cause a stumble effect. The player can only have one Water Whip active at a time.

(Rank I) The player gets 2 casts of Water Whip. 

(Rank II) The player gets 3 casts of Water Whip. 

(Rank III) The player gets 5 casts of Water Whip. 

Vapor’s Edge (Mist)

(Reach, Packet)

(Rank I) The ally’s next three single-target attacks deal 2 additional damage.

(Rank II) The ally’s next three single-target attacks deal 3 additional damage.

(Rank III) The ally’s next three single-target attacks deal 4 additional damage.

Tier III

Disaster

Disaster can be used once per quest. 

Freeze (Ice)

(Encounter)

All enemies or allies in the encounter including the player freeze, making them immune to damage and effects, unable to move, speak, use items, attack, or use talents. The player is aware and can still speak while frozen. The player may break Freeze at any point they wish before the duration ends.

(Rank I)  Freeze lasts up to 15 seconds.

(Rank II) Freeze lasts up to 30 seconds.

(Rank III) Freeze lasts up to 60 seconds.

Tsunami (Water)

(Encounter, Gesture)

(Rank I) The player pushes all enemies in an encounter 5’ in the direction the player motions and causes a knockdown effect. 

(Rank II) The player pushes all enemies in an encounter 10’ in the direction the player motions and causes a knockdown effect. 

(Rank III) The player pushes all enemies in an encounter 20’ in the direction the player motions and causes a knockdown effect. 

Tempest (Mist)

(Encounter, Self AoE)

The player is enveloped in a swirling pillar of mist. All allies may choose to call “Evaporate” when tempest is called to go to the player. This Evaporate lasts until the ally reaches the player. The Evaporate effect automatically happens on any unconscious allies. Any ally that is within 5’ of the player adds 1 damage on single-target attacks and a DR 3 while in the radius. 

(Rank I) The player must focus to maintain the effect for up to 15 seconds.

(Rank II) The player must focus to maintain the effect for up to 30 seconds.

(Rank III) The player must focus to maintain the effect for up to 60 seconds.

Storm

Storm can be used once per quest. The player gains additional uses of hydromancy abilities. These additional uses do not change if the player changes stances—they are still usable while in other stances. All effects of Storm go away at the end of the encounter.

Any ability use that you gain from the use of Storm gains the following effect:

  • (Ice) Blizzard: After using a Storm ability, the player can give a 2 SP to a target.
  • (Water) Rainstorm: Storm abilities also cause a Knockdown effect.
  • (Mist) Dense Fog: Storm abilities can be applied through pointing.

(Rank I) The player gains one additional Rank I use for any hydromancy ability the player has the Rank I of.

(Rank II) The player gains one additional Rank I use for any hydromancy ability the player has the Rank I of and one additional Rank II use for any hydromancy ability the player has the Rank II of.

(Rank III) The player gains one additional hydromancy ability use at each Rank that the player has. 

Kairomancy

Tier I

Charge

To use Charge, the player adds the prefix “Charged” to the spell and calls the total damage.

(Rank I) The player gains 1 Charge stack for every three attacks they hit enemies with. The player can have a maximum of 4 Charge stacks. To use stacks, the player adds all of their acquired Charge stacks to any single-target damaging Kairomancy skill or ability, increasing their damage by the number of Charge stacks used. Using Charge stacks resets stacks to 0.

(Rank II) The player gains 1 Charge stack for every two attacks they hit enemies with. The player can have a maximum of 6 Charge stacks. To use Charge Stacks, the player adds all of their acquired Charge stacks to any single-target damaging Kairomancy skill or ability, increasing their damage by the number of Charge stacks used. Using Charge stacks resets stacks to 0.

(Rank III) The player gains 1 Charge stack for every attack they hit enemies with. The player can have a maximum of 12 Charge stacks. To use stacks, the player adds all of their acquired Charge stacks to any single-target damaging Kairomancy skill or ability, increasing their damage by the number of Charge stacks used. Using Charge stacks resets stacks to 0.

Tier II

Arc

(Self AoE)

The player damages and causes a stumble effect to all enemies within 5’ of the player. Arc can be used during a Bolt.

(Rank I) Arc deals 1 damage

(Rank II) Arc deals 3 damage

(Rank III) Arc deals 5 damage

Chain Lightning

(Packet, Organic Weapon)

When the player uses this ability they gain multiple casts of Chain Lightning that deal 2 damage. Every time the player hits an enemy with a cast they add 1 damage to their remaining casts left in that use of Chain Lightning. If any other damaging spell is used, any remaining casts are lost.

(Rank I) The player has 3 casts.

(Rank II) The player has 4 casts.

(Rank III) The player has 5 casts.

Lightning

(Self, Limited Range Point)

The player turns into a ball of crackling energy, becoming immune to damage and effects and becoming incapable of using items or talents. The player moves in a line but can turn every 5 seconds. The player can deal 2 damage to any enemy within 5’. The player can only deal damage to an enemy this way once per 5 seconds of Lightning.  

(Rank I) The player can Lightning for 5 seconds.

(Rank II) The player can Lightning for 10 seconds.

(Rank III) The player can Lightning for 20 seconds.

Tier III

Ionize

(Point)

The player must focus for 15 seconds before each use of Ionize. Each time the player hits an enemy or an enemy’s weapon or shield that they have not hit since they last used Ionize, the focus is reduced by 5 seconds. Once Ionize is ready the player may point 5 Ionize damage. Alternatively, once ready the player may use Ionize to point one cast of Chain Lightning. 

(Rank I) The player can point 5 Ionize damage once per quest.

(Rank II) The player can point 5 Ionize damage three times per quest.

(Rank III) The player can point 5 Ionize damage six times per quest.

Thunderstorm

(Self, Packet)

Thunderstorm can be used once per quest. The player ascends into the sky, morphing into a thundercloud. While in this form, the player is immune to damage and effects, cannot use items, cannot basic attack, and must stay within 10’ of the where Thunderstorm was used, but may recenter the radius by using Bolt to move. The player can only use the specified kairomancy spells. The player also gains a pool of damage they can make attacks with. The player may stay in this form for up to 60 seconds or until they are out of Thunderstorm damage. When Thunderstorm ends, the player calls Thunderstomp, knocking down all enemies within 5' upon landing.

(Rank I) The player has a pool of 5 damage they may use in increments of 5 or less. The player may use Charge and Rank I kairomancy abilities.

(Rank II) The player has a pool of 15 damage they may use in increments of 5 or less.  The player may use Charge and Rank I and Rank II kairomancy abilities.

(Rank III) The player has a pool of 40 damage they may use in increments of 10 or less. The player may use Charge and all kairomancy abilities.

Pyromancy

Tier I

Building Flame

The player gains a stack of Building Flame after hitting enemies with six attacks. Each stack of Building Flame increases the player’s Pyromancy skill and ability damage by 1 for the duration of the encounter.

(Rank I) Building Flame can increase damage to a maximum of 1.

(Rank II) Building Flame can increase damage to a maximum of 2.

(Rank III) Building Flame can increase damage to a maximum of 3.

Tier II

Ember

(Self)

The bonus damage from Ember is affected by Building Flame. Hitting attacks empowered by Ember counts as two hits for the sake of Building Flame.

(Rank I) The player’s next single-target attack deals 1 additional damage. 

(Rank II) The player’s next two single-target attacks deal 1 additional damage. 

(Rank III) The player’s next four single-target attacks deal 1 additional damage. 

Fire Breath

(Cone)

The player cannot use Fire Breath again for 3 seconds after using Fire Breath.

(Rank I) The player deals 2 damage to all enemies in a 5’ cone.

(Rank II) The player deals 4 damage to all enemies in a 5’ cone.

(Rank III) The player deals 6 damage to all enemies in a 5’ cone.

Incinerate

(Limited Range Point)

The player can only use Incinerate on targets within 5’. The player cannot use Incinerate again for 2 seconds after using Incinerate. 

(Rank I) The player deals 2 damage and causes the target to stumble backwards.

(Rank II) The player deals 3 damage and causes the target to stumble backwards.

(Rank III) The player deals 6 damage and causes the target to stumble backwards.

Tier III

Immolate

(Self AoE, Packet, Organic Weapon)

The player must focus for 5 seconds to summon a ring of heated ground with a 5’ radius. As long as the player remains in that ring they may use Immolate as often as they would like. The player can still use other talents while in the circle. While in the ring the player may focus to use Immolate at a higher damage, increasing by 1 damage per second of focus to a maximum of 8 damage. The damage amount resets after a use. If the player leaves the ring, it dissipates, and they must focus for 5 seconds to summon a new ring. Damage from Building Flame can only be added when Immolate reaches 8 damage.

(Rank I) The damage starts at 0.

(Rank II) The damage starts at 2.

(Rank III) The damage starts at 5.

Inferno

(Encounter)

Inferno can be used once per quest. A fiery explosion erupts from the player, dealing damage to all enemies in the encounter.

(Rank I) The player deals 4 damage.

(Rank II) The player deals 8 damage. Damage from Building Flame is doubled.

(Rank III) The player deals 12 damage. Damage from Building Flame is tripled.

Manifold

Avlomancy

Tier I

Tier II

Energy Drain

(Reach, Point, Packet, Organic Weapon)

The player uses a spell packet or organic weapon to select an enemy for Energy Drain. The spell rank must be chosen at this time; if the player misses, the spell use is consumed. Once an enemy is selected, the player can use Energy Drain on an ally target within arm’s reach. When used, the player must focus and countdown out loud while pointing to the selected enemy target. The effect lasts for up to 5 seconds, or for Life Linked targets, up to 10 seconds.

(Rank I) The enemy target’s base damage is reduced by 1. The ally target deals 1 additional damage on all single-target attacks for the duration.

(Rank II) The enemy target’s base damage is reduced by 2. The ally target deals 2 additional damage on all single-target attacks for the duration.

(Rank III) The enemy target’s base damage is reduced by 3. The ally target deals 3 additional damage on all single-target attacks for the duration.

Syphoning Strike

(Reach)

If the target is Life Linked, the target may choose when to use the Syphoning Strike, and its effect is doubled.

(Rank I) The target’s next single-target attack deals 1 additional damage. If this attack hits an enemy, the target restores 1 AP.

(Rank II) The target’s next single-target attack deals 2 additional damage. If this attack hits an enemy, the target restores 2 AP.

(Rank III) The target’s next single-target attack deals 3 additional damage. If this attack hits an enemy, the target restores 3 AP.

Undying

(Packet, Organic Weapon, Point, Reaction)

The player may use Undying on an ally within arm’s reach before they drop to 0 HP. The player can point Undying onto Life Linked targets. The effect lasts for 10 seconds at all ranks for non-Life Linked allies. For Life Linked allies, the effect lasts for 20 seconds instead. The player can select an enemy for Undying by hitting them or their weapon/shield with a spell packet or organic weapon. The spell rank must be chosen at this time; if the player misses, the spell use is consumed. The player can point the effect onto the selected enemy target when they drop to 0 HP. Enemies that are dropped to 0 HP frenzy and cannot be dropped back to 0 HP while the frenzy is active. The enemy drops to 0 HP again once the frenzy ends.

(Rank I) If used on an ally, the target is shaken upon reaching 0 HP. If used on an enemy, the target frenzies for 5 seconds.

(Rank II) If used on an ally, they may fight without using any talents upon reaching 0 HP. If used on an enemy, the target frenzies for 10 seconds.

(Rank III) If used on an ally, they may fight as normal upon reaching 0 HP. If used on an enemy, the target frenzies for 20 seconds.

Tier III

Energy Carom

(Self, Reach)

This spell is always active. Stacks go away between encounters. The player can earn and spend stacks of Energy Carom for various effects. 

  • The player earns stacks when
    • A target uses an Avlomancy ability effect that the player gave them.
    • The player witnesses an ally or enemy being dropped to 0 HP.
    • A Life Linked target has a talent used against them by an enemy.

(Rank I)  

The player may consume 6 stacks of Energy Carom for the following effects

  • Restore 4 AP

(Rank II) 

The player may consume 5 stacks of Energy Carom for the following effects

  • Give 5 SP
  • Restore 4 AP
  • Remedy

(Rank III) 

The player may consume 3 stacks of Energy Carom for the following effects

  • Give 5 SP
  • Revive an adventurer and restore 1HP. The player may revive themselves within 30 seconds of dropping to 0 HP. A target cannot be revived more than once per encounter.
  • Restore 4 AP
  • Remedy
  • An ally can reuse a Rank I/Rankless talent they just used
Revenant

(Reach)

The player Revives a target that has recently fallen unconscious to aid the player. A target cannot be revived more than once per encounter. The Revenant fights with the same level of awareness as they would while conscious, only speaks when prompted, and can be Dispelled. The Revenant’s HP can only be restored by AP-restoring Avlomantic effects. Revenant PCs can refuse direction from the player. The Revenant costs 1 point to raise and has 5 HP and has a base damage of 1. The player may only have one Revenant at a time.
The player has points they may use to empower their revenant:

  • Increase HP by 5 (Point cost: 1)
  • Increase base damage by 1 (Point cost: 2 (Maximum of 4 base damage))
  • When the Revenant reaches 0 HP it explodes, calling “Inundate” and dealing AoE damage in a 5’ radius (Point cost: 2 damage per 1 point)
  • The Revenant can use a talent they had access to before falling unconscious
    • Rank I (Point cost: 1)
    • Rank II (Point cost: 2)
    • Rank III (Point cost: 3)

(Rank I) The player has 4 points per quest.

(Rank II) The player has 8 points per quest.

(Rank III) The player has 14 points per quest.

Kinesiomancy

Tier I

Surge

(Packet, Organic Weapon)

After using a Kinesiomancy ability, or the first time each encounter the player uses a Kinesiomancy Tier III, the player can use a Surge. The player cannot have multiple uses of Surge at a time.

(Rank I) The Surge causes a stumble.

(Rank II) After using any Rank I Kinesiomancy talent the Surge causes a stumble. After using a Rank II or Rank III Kinesiomancy talent the Surge causes a 5’ push.

(Rank III) After using any Rank I or Rank II Kinesiomancy talent the Surge is either a 5’ push or a stumble. After using a Rank III Kinesiomancy talent the Surge is either a 10’ push or a Knockdown.

Tier II

Barrier

(Self)

Using Barrier again before using the damage increase breaks the damage increase. The player can choose to remove the SP early to receive the damage increase sooner.

(Rank I) The player gains 2 SP and adds 1 damage to their next two single target attacks after the SP is depleted.

(Rank II) The player gains 4 SP and adds 2 damage to their next two single target attacks after the SP is depleted.

(Rank III) The player gains 6 SP and adds 3 damage to their next two single target attacks after the SP is depleted.

Bind

(R1 Limited Range Point, R2 Self Cone, R3 Self AoE)

The player pins targets for 5 seconds at all ranks.

(Rank I) The player pins a target within 5’.

(Rank II) The player pins all enemies within a 5’ cone.

(Rank III) The player pins all enemies within 5’.

Teleportation

(R1 Packet, R2 Point, R3 Point, R3 Self AoE)

The player must focus for 5 seconds before teleporting. If the focus is interrupted, the talent is consumed. The player cannot use Teleport if it would halt a target that was halted by their Teleport within the last 3 seconds.

(Rank I) The player throws a packet after focusing and teleports to it.

(Rank II) The player can teleport anywhere reasonably in sight.

(Rank III) The player may teleport anywhere reasonably in sight with 10 or fewer targets who are within 5’. All targets must focus for 5 seconds before teleporting. 

Tier III

Phantom Arsenal

The player can summon Phantom Armor and a set of Phantom Weapons. A set of Phantom Weapons can include any combination of weapons and shields that can be used with two hands. The first time during a quest that a set of weapons or armor is summoned it is instantaneous. Armor points and modification uses are refreshed at the beginning and end of a quest. The player can summon the armor and weapons separately. The player can call Phantom Armor to summon the armor whenever they choose. Any armor the player is wearing is instantly doffed where they are. The player may call Phantom Weapons to summon the weapons whenever they choose. If the weapon is broken it must be resummoned to be used. If the weapon is disarmed, the player may choose to pick it up or resummon it. Resummoning a Phantom Weapon or Phantom Armor takes 15 seconds. Resummoning Phantom Armor does not restore its armor points. If an ally uses the weapon, it will behave as though the ally does not have the dexterity to wield it. An ally cannot don Phantom Armor. The Phantom Weapon has a base damage of 2, has a stun point of 6, and has a breakpoint of 8. The Phantom Armor protects for 12 AP. The Phantom Weapon cannot be broken by the player's damage. The player can instantly dismiss their Phantom Weapon or Armor at will.

(Rank I) The player can use 1 modification. 

(Rank II) The player can use 2 modifications.

(Rank III) The player can use 4 modifications.

Phantom Arsenal Modifications

The player cannot apply multiple of the same modification on a summoned item, or item pair in the case of dual wielding. A modification’s active effect can be used on either weapon, but when it is used on one of a paired summoned weapon it is consumed for both. The player may change what modifications they have on their weapons while out of combat, provided the modification effect is unused in the case of limited-usage modifications (i.e. Wieldy, Reinforced Rim, Swift Summon, etc.).

  • Weapons
    • Wieldy - The first two talents called that don't activate due to this weapon not hitting as required (i.e. the player missed after calling Surge) are not expended.
    • Environmental Absorption - The weapon deals 1 additional base damage when underwater or in any environment that requires resistance to function normally.
    • Case Hardening - The weapon’s breakpoint is increased by 4 and its stun point is increased by 2.
    • Sharpened - The weapon deals 1 additional base damage.
    • Precision Crafted - The weapon’s damage can only be reduced by the wielder.
    • Multi-function - The weapon can be shaped in such a way as to be used effectively as another type of tool.
    • Rigid - After using a talent, this weapon deals 1 additional base damage on the next attack.
    • Swift Summon - The player can resummon the weapon once instantaneously. Subsequent resummoning of the weapon takes 10 seconds.
  • Armor
    • Hardened - DR 1 is added to the armor.
    • Annealed - DC 5 is added to the armor.
    • Durable - 6 AP is added to the armor.
    • Rebound - Anytime the player receives a melee forced-movement stun effect the player can point it back to the target that dealt it. The player still receives the effect.
    • Unstable Collapse - When each section of armor breaks the player can push all enemies within 5’ of the player 10’ away.
    • Environmental Resistance - The player gains one level of additive environmental resistance of their choice.
  • Shield
    • Reinforced Rim - If the shield is broken, hits to the shield count as hits to that arm, but with an additive DR 2.
    • Shock-Absorbing Cover - Halves the length (rounding up) of the stun effect incurred when this shield’s stun point is reached.
    • Custom Bracing - Can change the stun effect of a shield to a different shield stun effect.
Telekinesis

(Point)

The player may use each of the listed effects.

(Rank I) 

  • The player can gather up to two enemies and throw them 10’ in a direction and knock them down once per quest.
  • The player can grab a human-sized/weighted object and manipulate it or throw it once per quest.
  • The player can move an ally up to 10’ once per quest.

(Rank II) 

  • The player can gather up to five enemies together and throw them 10’ in a direction and knock them down once per quest.
  • The player can grab a large object and manipulate it or throw it once per quest.
  • The player can move an ally up to 10’ twice per quest.

(Rank III) 

  • The player can gather all enemies in the encounter together and throw them 10’ in a direction and knock them down once per quest.
  • The player can grab a massive object and manipulate it or throw it once per quest.
  • The player can move an ally up to 10’ four times per quest.

Neuromancy

A player will select to be either a combat-focused Neuromancer or a non-combat focused Neuromancer. The player will only have access to the corresponding version of their Tier II and Tier III spells.

Mental Fortitude can be used with Elasticity, Neuromancy Tomes, or Tier III spells as indicated. Mental Fortitude is gained through Elasticity or Neuromancy Tomes only.

Tier I

Elasticity

The player may spend 1 Mental Fortitude to convert any Neuromancy ability into another Neuromancy ability of equivalent rank. Mental Fortitude refreshes every quest or over rests during a quest.

(Rank I) The player can use a spell they own as the Rank I of the alternative version (non-combat or combat). The player may spend higher than a Rank I of the spell as the alternate version, but the alternate version will have the Rank I effect. The player has 3 Mental Fortitude.

(Rank II) The player can use up to the Rank II of a spell that they own as the alternative version (non-combat or combat). The player may spend a Rank III of the spell as the alternate version, but the alternate version will have the Rank II effect. The player has 6 Mental Fortitude.

(Rank III) The player can use up to the Rank III of a spell that they own as the alternative version (non-combat or combat). The player has 12 Mental Fortitude.

Tier II

Ebullition

Fury (Combat)

(Packet, Organic Weapon)

The frenzying target will fight their way toward the specified target but will not ignore others in their path.

(Rank I) Causes an enemy to frenzy toward a specified ally for 5 seconds.

(Rank II) Causes an enemy to frenzy toward a specified ally for 10 seconds.

(Rank III) Causes an enemy to frenzy toward a specified ally for 20 seconds.

Emotions (Non-Combat)

(Reach, Packet)

For the Rank II and III, the player may maintain this effect as long as they do not receive damage or a stun effect.

(Rank I) The player causes an emotion to swell for an instant.

(Rank II) The player causes an emotion to swell in response to a specific topic or for 60 seconds.

(Rank III) The player can freely manipulate a target's emotions as long as the player does not lose sight of the target.

Exhaustion

Narcosis (Combat)

(Packet, Organic Weapon)

The player causes an alerted target to be overcome with weariness. The target keeps their eyes open but cannot act.

(Rank I) The target rouses after 5 seconds or upon physical contact or damage.

(Rank II) The target rouses after 10 seconds or upon physical contact or damage.

(Rank III) The target rouses after 20 seconds or upon physical contact or damage.

Sleep (Non-Combat)

(Reach, Packet)

The player causes a calm target to sleep instantly. 

(Rank I) The target wakes up after a loud noise or upon physical contact.

(Rank II) The target wakes up upon physical contact.

(Rank III) The target wakes up after falling, receiving a non-Neuromancy effect, or taking damage.

Vision

If any non-combat version of a Tier II Neuromancy spell causes a target to become alerted or combative, the spell’s effect will end.

Decoy (Combat)

(Self, Reaction)

The effect of Decoy breaks early if the player damages a target. Decoy can only be used as a reaction to a non-talent attack from an enemy.

(Rank I) The player negates a non-talent attack from an enemy and makes themself invisible and inaudible for 5 seconds.

(Rank II) The player negates a non-talent attack from an enemy and makes themself invisible and inaudible for 10 seconds.

(Rank III) The player negates a non-talent attack from an enemy and makes themself invisible and inaudible for 20 seconds.

Visage (Non-Combat)

(Packet, Reach)

Visage lasts as long as the target is within sight of the player.

(Rank I) The player makes a target see and hear something that fits into a 6’ cube and lacks detail. The player cannot change what the Visage is doing once used.

(Rank II) The player makes a target see and hear up to 6 things that each fit into a 6’ cube and lack detail. These areas can be combined for a larger illusion or can be condensed into one object with detail that would fool the average person without close inspection. The player can change what the Visage(s) is doing once.

(Rank III)  The player makes a target see and hear as many things as they want that lack detail, or can make one object that is as detailed as the player can imagine. The player can freely manipulate the Visage.

Tier III

The player gets independent uses of both the combat and non-combat versions of their Tier III spell.
Domination

Charm (Combat)

(Packet, Organic Weapon)

Allows the player to issue a command to an enemy that they must obey. These commands can only be “Defend a person/area for 60 seconds,” or “Attack a person for 30 seconds.” If an ally attacks the charmed enemy the spell ends. The player may use one Mental Fortitude to command a charmed enemy to “Use a talent”; if the charmed enemy does not have a talent to use, the Mental Fortitude isn’t consumed. Some light communication is allowed, as the charmed enemy sees the player as an ally while charmed. The player can only charm one enemy at a time. The player can only charm each specific enemy once per encounter. The player may use 3 Mental Fortitude to charm an additional enemy. 

(Rank I) The player can charm one enemy per quest.

(Rank II) The player can charm two enemies per quest.

(Rank III) The player can charm four enemies per quest.

Will Control (Non-Combat)

(Packet, Reach)

Will Control can be used once per quest. The player takes a knee. A packet must be placed at the foot of the player as the player’s corporeal representation. The player follows the enemy to give commands. The connection is terminated when one of the following happens: damage is done to the player or the enemy, the enemy is put into immediate danger (i.e. near a cliff or in the path of a deadly object), the player voluntarily releases the enemy, or time runs out. The player may use a Mental Fortitude to extend the Will Control for an additional 30 seconds or to tell the controlled person to act with their own knowledge in their normal manner. For example, the player can ask the Will Controlled enemy to open a safe that the enemy knows the password for or to greet a coworker in a way that avoids suspicion. However, telling the Will Controlled enemy to write down the password wouldn’t work.

(Rank I) The player can control an enemy for 1 minute.

(Rank II) The player can control an enemy for 3 minutes.

(Rank III) The player can control an enemy for the encounter.

Alternatively the player can use the spell to latch onto a target’s consciousness. The player remains conscious and acts as normal but can spend a Mental Fortitude to tune in and observe through the Will Controlled target’s senses for 30 seconds. The Will Control effect lasts an in-game day, and while it is active the player cannot use Will Control on anyone else.

(Rank I) The player can spend 1 Mental Fortitude to observe for 30 seconds.

(Rank II) The player chooses a cue word. The player will be aware whenever the Will Controlled target uses the cue word.

(Rank III) The player chooses a cue action or topic. The player will become aware whenever the Will Controlled target does the action or engages with the topic in a manner of the player’s choosing.

Hysteria

Mass Hysteria (Combat)

(Encounter)

Once per quest, the player causes every enemy in the encounter to be affected by one of these stun effects: Blind, Pin, Shaken, Knockdown, or Disarm. The player calls “Mass [chosen stun effect] [X] seconds” to use the talent.

(Rank I) The stun effect lasts 5 seconds.

(Rank II) The stun effect lasts 10 seconds.

(Rank III) The stun effect lasts 20 seconds.

Mass Hysteria (Non-Combat)

(Packet, AoE)

Once per quest, the player chooses one Rank I effect of a Neuromancy ability to affect all chosen targets in a large area. 3 Mental Fortitude may be used to convert any Neuromancy ability into an additional use of this spell. The player calls “Mass [chosen spell] [X] foot radius”

(Rank I) The effect covers a 5’ radius.

(Rank II) The effect covers a 10’ radius.

(Rank III) The effect covers an enclosed area or an approximately 50’ radius.