Skills

Any character may purchase any skill but for a character's favored skills, you will pay the cheaper experience cost. You may pick two favored skills at level 1 and two additional at level 5. If you choose favored skills at level five that you have already purchased, you will get the experience difference refunded.

The number of times a skill may be purchased, it's cost and the results of multiple purchases vary. Some skills are single purchase, some have a set number of levels and some may be purchased an unlimited number of times. Please read the skill descriptions for specific details.

Click on the skill title to see more information about the use of the skill.

#### Advanced Recall

This skill reduces the total time it takes you to Re-focus your feats by one minute per purchase. It may be purchased up to four times, reducing your time to one minute.

#### Alchemy

The Alchemy skill allows a character to create single use items with protection or healing effects.

 Apprentice
 Journeyman
 Master
 Grand Master

#### Appraisal

The Appraisal skill allows a character to determine the worth of components and items.

#### Armor

The Armor skill allows a character to effectively wear different kinds of armor.

 Medium Armor
 Heavy Armor
 Layers

#### Botany

The Botany skill allows a character to gather herbs which can be used in other skills like Alchemy, Poisons and Tattooing.

 Commons
 Uncommons
 Rares
 Exclusive

#### Empowering

The Empowering skill allows a character to imbue weapons or armor with elemental damage or protection.

 Channeler
 Governor

#### Enchanting

The Enchanting skill allows a character to imbue items with an array of offensive and defensive effects.

 Apprentice
 Journeyman
 Master
 Grand Master

#### First Aid

This skill allows a character to determine the status of any creature he/she touches and to restore a dying creature back to one body.

#### Fortitude

This skill adds ten health points to a character’s total each time it is purchased.

#### Gossip

The Gossip skill allows a character to monitor and affect the rumor mill.

 Manipulator

#### Large Weapons

The Large Weapons aptitude allows a character to use weapons 31" to 42" in length.

 Multiple Purchases

#### Lore

Different Lore skills give a character insight about different the cultures, people, and creatures of a given geographic region.

#### Mining

The Mining skill allows a character to gather the minerals used in other skills such as Smithing, Enchanting and Empowering.

 Commons
 Uncommons
 Rares
 Exclusive

#### Poisons

The Poison skill allows a character to produce single use items with an array of detrimental effects.

 Apprentice
 Journeyman
 Master
 Grand Master

#### Purification

Purification allows a character to perform rituals that can identify and expel fiends or repair damage done by fiendish magic.

 Apprentice
 Journeyman
 Master
 Grand Master

#### Ranged Weapons

The Ranged Weapons aptitude allows a character to use thrown weapons or a bow with arrows or a device that launches foam missiles.

 Multiple Purchases

#### Small Weapons

The Small Weapons aptitude allows a character to use weapons 21" to 30" in length.

 Multiple Purchases

#### Smithing

The Smithing skill allows the character to create armor and weapons out of various minerals.

 Apprentice
 Journeyman
 Master
 Grand Master

#### Soul Expansion

This skill adds one focus slot to a character’s total each time it is purchased.

#### Spell Aptitude

The Spell Aptitude skill allows a character to form the magic of one specific type into a damaging orb of energy.

 Multiple Purchases

#### Staffs/Spears

The Staffs/Spears aptitude allows a character to use staffs or spears 43" to 62" in length.

 Multiple Purchases

#### Strength

Strength increases damage in both hands, with any weapon and can be used in certain other strength contests.

#### Summoning

The Summoning skill allows a character to summon and bind guardians for a period of time.

 Apprentice
 Journeyman
 Master
 Grand Master

#### Tattooing

The Tattooing skill allows a character to create magical tattoos which produce a range of effects when activated by the bearer.

 Apprentice
 Journeyman
 Master
 Grand Master

#### Tinkering

The Tinkering skill allows a character to create clockwork golems, locks and jewelry.

 Apprentice
 Journeyman
 Master
 Grand Master

#### Tracking

The Tracking skill allows a character to identify and follow trails.

#### Trap Making

The Trap Making skill allows a character to create traps or bypass them.

 Apprentice
 Journeyman
 Master
 Grand Master

#### Two Handed Weapons

The Two Handed Weapons aptitude allows a character to use weapons 43" to 62" in length.

 Multiple Purchases

#### Two Weapon Combat

This skill allows a character to use a large or small weapon in each hand.

#### Unarmed Combat

The Unarmed Combat aptitude allows a character to use claws or fists in combat.

 Multiple Purchases