Guide on Novels and Games - FANTASY - SKILL LIST

The following list follow the alphabetical order and in the future is possible that will be changed based on the theme of the skills:

* Absorb This skill make possible absorb something. The concept is basically the ability of absorb something and is never used in its generic concept but in specific ways... said like this may confuse so I'll list the variations I know:
	+ *Absorb,* the purest version that make possible absorb anything the user desire, I don't recall saw this skill in this "purest" version.
	+ *Skill absorption,* the ability of absorb the skills of other beings and use them. Of this variations there are various sub variations that have different condictions for example in a TV series I saw that a user was able to absorb only one skill at time and the original owner of the absorbed skill had back its skill once the skill absorption skill user took another skill (SA user take skill -> original owner become unable to use the skill -> SA user take another skill -> owner of the first skill return able to use its own skill again). Depending on the type of variation the condition the user need to meet can differ, for example one can need to touch the target for absorb the skill while another need to see the skill in action for become able to absorb it.
	+ *Energy Absorption*, this variation make possible absorb energy. Like the generalized concept of absorption, this variation come with various sub variations, for example there is "kinetic absorption" that make possible absorb kinetic energy while "impact absorption" that absorb the energy of any type of physical impact nullifying it (with this you can jump from the roof of a skyscraper and land without any damage because the moment you touch the ground that is considered impact and so absorbed, same story for any type of blunt attack like hit by a mace or by a punch), any damage received by other type of damages (like cutting and perforation damages).
	+ *Magic Absorption*, this variation make possible absorb any type of magic. Looking around I saw that there are mainly 3 types of this skill:
		- The type that absorb any type of magic, this mean that any type of magic is absorbed and this mean that even healing magic is absorbed
		- The type that absorb any type that will damage the user, this mean that any type of magic that can cause damages is absorbed (curses, wind blades, fireballs, etc.)
		- The type that absorb only certain type of magic. *Matter Absorption*, this variation make possible absorb matter and this mean things like metal, wood, rock, dirt, sand, etc. This variation don't permit absorb energy. In all of this, for every variations, there are always 2 variables to keep in mind and they are the quantity that can be absorbed (if limitless or limited) and if what is absorbed can be used (expelled or consumed in favor of the user) or not.
* Accelerated Growth This skill increase the growth speed of something. In term of videogames this ability is translated in a mathematical multiplier that increase the EXP and Mastery EXP a character gain, the classical example for this skill in a videogame is an accessory that give a x2 exp when is weared. Another example of this skill can be all that x2 X that you encounter in various idle games where you look an ad and for some time what you gain is doubled. If applied in a contest outside a game the principle don't change but instead of increase the points it increase the ability of learn and refine what the user have learned.
* Blunt Resistence This is a type of resistence that influence damages caused by weapons that inflict such type of damages. EXAMPLE: a hooligan use a pipe and hit me in the back, this resistence low the damages I receive from the attack, depending on the level of the skill and the power of the attack, the damages can be lowered or even nullified.
* Bravery This skill is sometimes called to "fear resistence" or "courage boost", the theory say that this skill make one more brave and able to act like a "hero" but the use of this skill is quite more complex so now I'll list the pro and con of it PRO: - make one more brave - make the user resist mental interference caused by internal and external factors CON - numb judgement making the user understimate situations and overstimate itself and other people, mainly allies and supporters. Despite this skill can be called in different ways is even possible confuse so let me point the two main variations I listed before: - Fear Resistence, in this case can be a passive skill that prevent magic and curses that instill fear in the mind and heart of people. - Courage Boost, in this case the skill increase the natural courage a people have without alter in any way the mind of the owner.
* Brewing A skill normally used for indicate the ability of make potions and various liquids BUT can be used for indicate too the ability of make beer and liquors too.
* Calculation This skill is basically the ability of mentally do mathematical operations. In all the works I saw is show that this skill work like a mental calculator but is mainly show that work with the 4 basic mathematical operation, not sure if work for complex operations.
* Cleaning This is a house related skill that define the ability of clean, it mainly found in servants, people that clean for job and housewives.
* Cooking The ability of cook. High grade of this skill can be found in any high level chef, in the case of adventurers can be found at low or middle levels but is not a fixed rule. In games, food is usually used for recovery HP or MP and some of them have bonus effects like cure status alteration and/or grant temp boosts, I said all of this because I saw a similar thing in a fantasy work that have levels and status windows.
* Corrosion Resistence This "defensive" skill make the user able to resist any type of the corrosive effects of substances (liquid and/or gas) and poisons (since some of them can have corrosive effects but the efficency of the skill is pointed toward only the poisons with this type property). Depending on the level of the skill and how much powerfull the "attack" is, is possible that the damages will be reduced or nullified. This skill cover only the physical defence and this mean that "corrosive effects" caused by magic to mind and soul are not covered since they are magical in nature and are not covered by this skill.
* Cutting Resistence This skill defend the owner from any type of cutting damage that is caused by blades. Is possible that some people can misunderstand that this skill protect by any damages coming from blades so I'll give you some example for make things more clear:
	+ If I brand a sword and, instead of use the cutting edge of it I use the flat part, I'll inflict blunt damages and not cutting damages.
	+ If I do a sword thrust, that is a piercing type attack and not a cutting one and this mean that the sword thrust will cause damages
* Discount This skill make possible apply discount to prices when talking with merchant and while doing business. Of this skill there are 2 main version:
	+ *Calculation Hacking*, this variation interfere with the Calculation skill and apply the discount to the result of the calculation but can't be applied on calculation made by something that don't have the Calculation skill
	+ *Mind Interferences*, this variation interfere with the normal calculation of a person that don't depend on the Calculation skill but can't be applied on result obtained using tools or that are made using the Calculation skill. As is possible notice from the 2 version, one is the opposite of the other and obviously the OP version of this skill cover both the version and so can interfere with both the Calculation skill and the anyone that do calculation.
* Dismantle This skill represent the ability of dismantle something for obtain materials, more high the skill less damages have the materials extracted. This ability normally is referred to the ability of take materials from a monsters since is not unusual found a fantasy adventurer with this skill given the fact that various stories show that monster's materials are used for create equipments and medicines like ointments and potions. Despite being referred as a skill used for obtain materials from a living beings (for example skin and bones from an animal) it can be used for not animal/monster things like machines too. Normally this type of skill can be used only on inanimated things like corpses (not active undeads like zombies and skeletons that walk toward you) and other things but is my personal theory that if certain conditions are respected then is possible use it on animated beings like still alive monsters and working machines making this skill something that can be used for attack too.
* Dual Wielding The ability of use 2 weapons at the same time. This skill is generic in terms and for this reason can be used for any user that wield the same type of weapon (example: 2 swords) or 2 different type of weapons (example: a sword and a gun).
* Environment Resistence A compound skill that collect various skills that make possible survive in harsh environment. For make some example of the skills that are included there is Heat Resistence for deserts, Cold Resistence for icelands and any very cold environments and even Poison Resistence for poisonous swamps or places full of poison.
* Etiquette This skill represent the manners of the user. I saw this in some works but personally I remember the title of only one and usually I saw it in people like nobles and people that have to deal with them like merchants and some servants.
* Explosion Resistence This resistence is a specific one that cover from damages caused by explosion and similar things, for example if a bomb detonate releasing shards, this skill will protect the owner from the damages. This skill cover only the direct damages caused by the detonation and for this reason if a bomb make collapse a building on someone than the skill will protect from any damages directly caused by the bomb BUT any other damaged caused by the collapsing will be fully take.
* Fire Resistence This skill make possible resist to direct damaged caused by fire, hot objects and the irradiated heat. This skill don't fully protect and this mean that once reached a certain degree, the skill can't protect anymore so if for example the skill protect till flames that are 35 °C (95 °F) hot than once reached the 36 °C it will not protect anymore. There are two ways for interprete this skill,
	+ *Mathematical subtraction*, any flame and heat is lowered by the protection (example: the flame is hot 40 and the protection reduce of 35 resulting in a residual 5 that don't damage)
	+ *Shield*, the protection act like a shield but once surpassed the limit it don't protect or lower the damages (example: the flame is 36 but the protection stop at 35, given this than you feel all the 36 without any reduction). The evolution of this skill is Fire Immunity where it prevent any damage from heat and fire. The main weak point of this skill is that work only toward fire and heat but can't really block particular effects so if, for example, I combine fire and lightning then while the fire part is affected by the skill this don't happen with the lightning part. Another limit of this skill is that don't work against energy that resemble fire so if something seems fire but is not then the skill don't work.
* Fishing The ability of catch fish. This skill cover the abilities and tricks using tools (nets and fishing rod) or not (bare hands).
* Gardening This skill show the ability of take care of a garden. The concept of carden can be a little "abstract" infact this skill don't "see" the differences between a garden of herbs for make potions and one with only flowers.
* Gathering This skill represent the ability of collect materials that are found in nature like mushroom and herbs. This skill cover anything that can be harvested in the environment and that don't need particular actions, here some examples of actions that are covered by this skill:
	+ Take a fruit from a tree
	+ Pick a mushroom
	+ Pick bones of a so long dead animal (mean that the only thing left are the bons on the ground)
	+ Pick a rock Aside pick the materials, I need to point that this skill influence the quality of the picked material but let me give you a simple example, I have this skill and I pick an apple from a tree, if the skill is a low level one than the moment I grab and pull the apple I'll damage it and damage too the branch BUT if is a high level one than not only I don't damage the apple but I don't damage the branch too.
* Herbology This is a knowledge connected skill that represent the ability of the owner of know and recognize plants and herbs.
* Jewelry This skill represent the ability of make jewels (rings, earrings, pendant, tiara, etc.).
* Ice Resistence This skill make possible resist to direct damaged caused by ice and cold things. This skill don't fully protect and this mean that once reached a certain degree, the skill can't protect anymore so if for example the skill protect till -35 °C (-31 °F) than once reached the -36 °C it will not protect anymore. There are two ways for interprete this skill,
	+ *Mathematical subtraction*, the effects of anything cold (ice and not) is lowered by the protection (example: 5° cold water and the protection reach -35 resulting in no effect).
	+ *Shield*, the protection act like a shield but once surpassed the limit it don't protect or lower the damages (example: a piece of ice is -36 but the protection stop at -35, given this than you feel all the 36 without any reduction). The evolution of this skill is Ice Immunity where it prevent any damage from ice and coldness. The main weak point of this skill is that work only toward cold and ice so if something is mixed in them or what is used is similar to ice but is not than the skill is useless, for example, I shoot ice needle but mixed in it crystals that seems ice, this will result in the ice blocked but the crystal will hit without problems. Another limit of this skill is that don't work against energy that resemble ice the skill don't work.
* Limit Removal This skill is a variable one that usually can be found with different names and what can seems different abilities. On itself this ability work on the concept of "remove a limit", said like this is possible that don't make sense so I'll explain it in a different way... everything have some kind of limits, in games the most common one is the classical level cap where there is a max level that can't be surpassed, the classical one is usually 99 but this depend on the game... with a Limit Removal skill that limitation is no more and once reach the max level is possible continue to level up without any problem. Despite how great this skill can seems, is need to keep in mind that certain limits are natural protection developed in the evolution for prevent self destruction... an example of this is the prohibited taijutsu used in Naruto where you deactivate your natural limiters resulting in a. great strenght but at the same time you destroy your own body.
* Magic Mastery Generic version of the skill "X Magic Mastery" that imply the ability of the user on using magic.
* Magic Resistence This skill protect the user from any type of magic, more high is less damages are taken. One point is need to say is that the pure and real version of the skill protect from any type of magic and this include too healing spells but we usually see that someone that have this skill is protected by the magics that can hurt him/her.
* Mapping This skill is a compound one that grant to the user to create inside his/her mind a map of a place, depending on the author the size of the area change from user to user or respect the principle that "power = range map" that mean that more one is powerfull more large is the area. The reason I said that is a compound skill is because there are various type of maps an the evolution of this skill provide various type of information but here I'll list all the function and eventual skills name: - *Map*, scan the area and create a map, normally the information are limited to only roads and tunnel but high level of this function grant other information like how high or low is a place or if the section is a forest or a desert. Normally only not secret passages are show in the map, if I'm in a castle and use search, the skill will never show me any secret passage until I open the passage, for show secrets like that the skill is, in theory, of high level. - *Tracing*, this function basically can show the way one have took and the fastest way for reach a know point, the first part of this function is quite usefull in place that confuse people so that they can lost their way, like when inside some kind of illusion or mist where you are not certain of where you are going. - *Search*, this function make possible detect living being in the range, the stand on version of this function just detect but don't give any information about the environment so if the user is inside a mine and use search it don't see the tunnel but only the miners and eventual animal or monsters. - *Material Detection*, this function is similar to "Search" but instead found living beings it found resources like minerals and so on. The main weak point of this skill is that unstable places and or empty ones without nothing can't be mapped and so the skill don't work or work only in small part like if a group of people is in an empty space the skill will detect only the people and nothing else.
* Marksmanship The generic ability of use range weapons such bows and guns. As like this the skill is a general one and is applied to any ranged weapon.
* Mining This skill represent the ability of extract materials from mines. Contrary to what some people can think, mine something can be quite dangerous because if one hit something wrong then that event may result in the mine's collapse, for this reason this skill don't involve only the ability of mine a material with less damages as possible but hit too the rocks and the mine's walls with less damages lowering any possible dangers.
* Pharmacy This skill is a compound one that collect in itself all the abilities that can be used for make medicines and this imply brewing, herbology, etc.
* Piercing Resistence This skill protect the user from "stabbing" damages. Normally this type of attack is inflict by projectiles like bullets, darts and arrows but weapons and objects that can penetrate inflicts this type of damages too. EXAMPLE, a sword thrust inflict piercing damages like an arrow or a spear. Looking around I noticed that of this skill there are 2 variations, one where the skill is applied to any source and one where if the user fall on something that can inflict piercing damages the skill is not triggered... in other words a "Cover any piercing attack damages" variation and a degraded one where "The skill cover only the damages inflict by others but not from incidents".
* Poison Resistence This skill protect the user from all the type of poison, more powerfull the skill and owner are more high the defence is. Things like radiations and gas are covered but curses and magic are not included.
* Processing This is a generic skill that represent the ability of process something. Is very very rare found it on its own because is usually implemented in other skills, for example for cook one need to process the ingredient, like cut a piece of meat or clean a vegetable.
* Regeneration This ability indicate the healing ability of a body. Usually this ability is passive in nature (mean that self activate every time the owner get injuried) and heal only the injuries, eventual missing parts, like limbs and blood, are not regenerated.
* Regrow This ability make possible regenerate lost parts, like blood and lost body parts like limbs, but is not heal injuries.
* Sewing The ability of sew together things. Owner of this skills are usually tailors but are included too any other people that sew and repais clothes at home. Normally the influence of the skill involve the ability of sew good something but when we talk about sewing we need to keep in mind that differend materials can be sew together when is need. This skill can be found in doctors too since there is a medical technique called suture where the wound is "sew" so that will close while healing.
* Survival The ability of survive in hostile environments. Despite this can be listed as a single skill, the truth is that it is a compilation of various skills. Swordmanship The mastery of a character in using a sword as weapon, this type of skill is generic and is applied to any type of swords (bastard, falchion, scimitar, etc.).
* Tailoring This skill represent the ability of make clothes. Despite this skill is mainly oriented on making clothes, such as pants and shirts, make possible too make too shoes, gloves, small bags and hats.
* Temperature Resistence This skill make the user able to resist low temperatures, high temperatures or both. This skill is able to protect the user from not only the heat or coldness of the environment but from the eventual damages that can be generated by the contact of hot and cold things, for example is possible grab a piece of hot iron without burn your own hand. Contrary to what someone can think, only the damaged caused by the heat or coldness are stopped by the skill but let me make it more simple, if an archer shoot a burning arrow, when it hit the damaged cause are "Fire and heat damages" caused by the flames and "piercing damaged" caused by the arrow itself, due to this the skill will only protect the user from the damaged caused by the heat of the flame and the heat of the arrow but will not protect from any eventual damages caused by the arrow itself or the flames... the heat is basically a type of radiation while the fire is a combustion and for this reason they are 2 different type of damages.
* Transmutation The ability of trasmutate something. Contrary to what the anime "Full Metal Alchemist" told us, trasmutation is the ability of fuse and alter materials of the same type, for example if I have an animal skin that was damaged and breaked into two pieces than I can use this skill for fuse it back into a single piece, for use another example than I can use a game like one, I kill two monsters and they leave as drop 2 small leather pieces then using this skill I can fuse them together obtaining 1 big piece of leather. While in games this skill can fuse 2 items of the same type, in "real life" things like genetic are in the way so for this reason we can't fuse a rabbit skin with a wolf skin and even if the fusion is successful then the quality of the skin will be altered with most of the times very low.
* Weapon Mastery-X Specific skill where X is usually the name of a specific type of weapon and imply the ability of use that type of weapon.
* X Magic Mastery Specific version of the skill "Magic Mastery". The " X " or "X Magic" in the name is usually the type of magic (example 1: Fire Magic Mastery show the ability of use fire magic)(example 2: Necromancy Mastery show the ability of use necromancy). Is possible found this skill with the name " Elemental Magic Mastery ".
* X Weapon Resistence This skill is a passive and defensive one where "X Weapon" is a type of weapon and the skill make the user able to bear damages that come from that type of weapon, for example a "Sword Resistence" make the user able to resist damages inflicted by swords, that this damages are slashing, piercing or blunt is not important, if they come from a sword then they are reduced by the skill. The OP version of this skill can be called "All Weapon Resistence" and cover all type of weapons BUT this don't mean that normal items that are used as weapons are affected this because only things made for be and work as weapons are covered, decorative ones and things used as weapons are not influenced, for example if I use something that is used for build, like a showel or a brick, as weapon for hurt someone with this skill than I can because both the brick and the showel are not made for work as weapons but for dig and build BUT if I modify the showel for work as wepon or I use the brick for make a weapon than it will become a weapon and will be covered by the skill this because I transform the items (the showel as modification of its function and the brick as component for make a weapon) into weapons or weapon parts. Addittional effects owned by the weapon are not stopped by the skill, for example if an assassin use a poisoned dagger or a dagger that have some curse or spell on it than the normal physical damages made by the dagger is stopped by the skill but the effects of the poison or the spell will occur due to the skill that don't protect from them