Skills

Skills are system bonuses that empower the user's actions. At lower rarities they tend to have generic names, while higher rarities may cause their name to become more grandiose, often incorporating the name of a god related to the skill, like in the Malefic Viper set.

### Skill Rarities

Skill rarity is a measure of power. Below is a list of known skills sorted by rarity. If not stated otherwise, any skill names without descriptions are skills we never got descriptions of, but any skills with links will have their description through the link.

When a being evolves from D-Grade to C-Grade their Skills undergo a Skill Rarity Adjustment to match their users current grade that may or may not result in the lowering of rarity of a Skill. This does not decrease the Skills capabilities only the rarity but is an acknowledgement that the user of the Skills is capable of more than they could before.

#### **Unique**

* ***[Endless Tongues of the Myriad Races (Unique)]*** - Allows you to communicate with the myriad races throughout the multiverse. A unique skill granted for free to the forerunners of a newly initiated race.
* ***[Appoint Guardian (Unique)]*** – The Augur of Hope is not a warrior, but his loyal guardian is. Appoint a guardian, intrinsically linking your karma and destiny to theirs. The guardian will receive a new class, as well as an entirely new path. But be warned, for that path will not, and cannot, diverge from your own. As long as you live, so will your guardian, and should you fall, so will your guardian. Can only be used on a willing participant. Skill can only ever be used once, so choose wisely.
* ***[Dark Attunement (Unique)]***  – You have shown yourself to have exceptional dark-affinity, allowing you to create and manipulate dark mana more easily. Permanently transform a part of your mana-pool to Dark Mana, empowering and reducing the cost of all dark-affinity skills. This mana innately limits the perception of those affected and consumes other types of mana-affinities. Also allows the user to absorb mana of the dark-affinity more easily. Beware that while Attunement opens many paths, just as many are severed.
* ***[Legacy of Man (Unique)]*** – The human race has been around since the very first Era, and has stood on the pinnacle from the beginning. This is not simply due to extraordinary individuals in your midst, but your ability to stand on the shoulders of your ancestors and pass down Records. While each human’s lifespan may be short, your race’s collective knowledge is perennial, and through generations, humanity will prevail. Allows you to far more effectively pass down Records and makes anyone you teach far more likely to unlock new paths.
* ***[Path of the Heretic-Chosen (Unique)]*** –
	+ A unique path between the Primordial known as the Malefic Viper and his Chosen, the Progenitor Jake Thayne. Allows you to experience the Legacy of the Malefic Viper on a far more direct level by relying on your direct connection as a Chosen and mentality of a heretic. Focusing on the Malefic Viper’s Legacy’s core skills, a skill that you adequately comprehend, will allow you to peer into its true Records as you journey through time, space, reality, and experience history firsthand. Be warned that gains are not guaranteed, and while the journey cannot harm you directly, the journey may cause harm or have lasting effects – a risk you must take as a Heretic. May you walk with confidence as you tread a path never walked before. Gains 1 use every 10 levels in Heretic-Chosen Alchemist of the Malefic Viper. Any skill can only be chosen once.
	+ A unique path between the Primordial known as the Malefic Viper and his Chosen, Jake Thayne. Allows you to experience the Legacy of the Malefic Viper on a far more direct level by relying on your direct connection as a Chosen and the mentality of a heretic. Focusing on any core skill, event, or entity related to the Malefic Viper’s Legacy will allow you to peer into the True Records of the past as you journey through time, space, and reality to experience history firsthand. Limitations on Record Fragment selection may apply. Be warned that gains are not guaranteed, and while the journey cannot harm you directly, the journey may cause harm or have lasting effects – a risk you must take as a Heretic. May you walk with confidence as you continue to thread a Path never walked before. Gains 1 use every 20 levels.
* ***[Curse Attunement (Unique)]*** - You have shown yourself able to control and remain dominant over the harsh emotional energy of curses, allowing you to far more easily manipulate it. Transform a portion of your mana, health, and stamina to permanently become curse energy, empowering and reducing the cost of all curse-related skills and abilities. This energy intrinsically feeds off and amplifies emotions while often doing soul damage to your target. Also allows the user to more transform all other energy sources into pure curse energy far more easily.
* ***[Wisdom of the Hunter (Unique)]*** – You walk the Path of a hunter, a pillar of any community and one of the few who dare forage into hostile territory to hunt. Rather than stay and improve the safe settlements of humanity, you seek more power through the act of killing your foes and claiming all the bounty that comes with it. A potent yet risky Path. +10% Perception, +10% Agility, +10% Endurance. Increases all experience gained from slaying foes. Increases alignment to all classes or professions related to the Path of a Hunter. Allows you to more easily pass on Records related to your Path as a Hunter.
* ***[Grimoire of the Heretic-Chosen (Unique)]*** – Expand your Path and allow others to walk in your footsteps. Allows the Heretic-Chosen to craft a Grimoire related to his Path, allowing another of the enlightened races to consume it, granting them either a class or profession. The nature of the Grimoire depends on a multitude of factors, including crafting ingredients, the will of the creator, and several unknowns. Requirements to use the Grimoire vary. A cooldown period is required between each crafting attempt, and a longer cooldown is triggered after a successful Grimoire craft. Due to your unique Path, every Grimoire created will be more potent by default and receive additional Records based on all your stats.
* ***[Polymorph (Unique)]***
* ***[Holy Spirit (Unique)]***

#### Inferior

* ***[Identify (Inferior)]*** - Basic identification skill, known by all but the smallest of children of the myriad races. The skill allows you to attempt to identify any object or creature you are focusing on.
* ***[Basic Archery (Inferior)]*** - An **Archer**'s best friend is the bow in his hand, and the arrow in his foe's heart. Unlocks basic proficiency with bows, crossbows, and adds a minuscule bonus to the effect of agility and strength when using a ranged weapon.
* ***[Basic One-Handed Weapon (Inferior)]*** – The Archer may not be a master in the arts of close combat but is far from helpless. Unlocks basic proficiency with most one-handed weapons and adds a minuscule bonus to the effect of agility and strength when using a fitting melee weapon.
* ***[Basic Stealth (Inferior)]*** – The deadliest predator is the one not seen coming. Unlocks basic proficiency in the arts of stealth, allowing you to remain undetected more easily and blend into the environment. Adds a minuscule bonus to the effect of agility and perception when successfully remaining undetected.
* ***[Basic Tracking (Inferior)]*** – The first objective of any hunt is to find your prey. Unlocks basic proficiency in tracking entities you are familiar with. Must be identifiable tracks available. Adds a minuscule bonus to the effect of perception when tracking.
* ***[Basic Trapping (Inferior)]*** – The Archer is not limited to direct combat but can also use his tactical prowess to emerge victorious. Unlocks proficiency using basic traps and knowledge of how to construct them. Adds a minuscule bonus to stat effects on traps based on the nature of said trap.
* ***[Pill Consolidation (Inferior)]*** – The path of alchemy is diverse and methods aplenty, potion brewing but one of the major paths, another being pill consolidation. Pills come in many forms, but most have the purpose of empowering the one who consumes it, both temporarily and permanently. Must have suitable materials and equipment in order to create pills. Adds a minor increase to the effectiveness of produced pills based on wisdom.
* ***[Geology (Inferior)]*** – Grants knowledge of minerals and other similar natural treasures found throughout the multiverse. These natural treasures can be combined with other materials to amplify or bring forth strong magical effects. An alchemist must be able to distinguish the magical rock from the mundane gravel after all.
* ***[Metallurgy (Inferior)]*** – Grants knowledge of metallic materials and substances found throughout the multiverse. Many types of rare and powerful metals are found throughout the multiverse and can be combined with other material to amplify or bring forth powerful magical effects, not limited only to alchemical products.
* ***[Transmute (Inferior)]*** – Transmutation is an ancient art used by alchemists since the beginning of time. Allows for the alchemist to attempt to transmute types of metal into ones of greater value. Must have suitable materials. Transmute does not require any additional tools or equipment, but the skill’s effect can be amplified using certain catalysts. Adds a minor increase to the effectiveness of Transmute based on wisdom.
* ***[Basic Nature Affinity (Inferior)]*** – One with his surroundings, the Ambitious Hunter finds inspiration and solace in nature itself. Grants the hunter the nature-affinity. Allows the hunter to change his energies into one with nature-affinity, granting it slight healing and regeneration properties. It also allows the user to absorb mana of the nature-affinity more easily.
* ***[Explosive Punch (Inferior)]*** – A reckless strike may lead to an expected victory. Punch an enemy with extreme strength, dealing the same amount of damage to the enemy as well as yourself. Adds a small bonus to the effect of strength while using Explosive Punch.
* ***[Basic Throwing Weapons (Inferior)]***
* ***[Basic Shield Technique (Inferior)]***
* ***[Basic Two-Handed Weapons (Inferior)]***
* ***[Basic Unarmed (Inferior)]***
* ***[Basic Sword & Shield (Inferior)]***
* ***[Basic Blocking (Inferior)]***
* ***[Basic Mana Bolt (Inferior)]***
* ***[Balanced Approach (Inferior)]***
* ***[Brew Potion (Inferior)]***
* ***[Herbology (Inferior)]***
* ***[Concoct Poison (Inferior)]***
* ***[Toxicology (Inferior)]***

#### Common

* ***[Archers Eye (Common)]*** – The eyes of the Archer are trained to track down and spot the weakness of their foes. Allows the archer to more easily spot prey. Passively gives a minor increase to the effect of Perception on visual organs.
* ***[Advanced Archery (Common)]*** - An Archer's best friend is the bow in his hand and the arrow in his foes heart. You have shown improved proficiency with a bow, making the weapon even more familiar to you. Adds a minor bonus to the effect of agility and strength when using a ranged weapon.
* ***[Brew Potion (Common)]*** – Potion-brewing is the bread and butter of most alchemists. A potion can be the savior in a time of need, or that extra boost to defeat your opponent. Allows for the brewing of potions with common-rarity and below. Must have suitable materials and equipment in order to create potions. Adds a minor increase to the effectiveness of created potions based on wisdom.
* ***[Concoct Poison (Common)]*** – While most focus on the aspect of giving life through their craft, others prefer to take it away. Allows for the concoction of common-rarity poisons and below. Must have suitable materials and equipment in order to create poisons. Adds a minor increase to the effectiveness of created poisons based on wisdom.
* ***[Herbology (Common)]*** – Grants knowledge of herbs found throughout the multiverse The most numerous source of natural treasures comes in the form of herbs found throughout existence. The knowledge of plants and their effects is, therefore, essential to any alchemist. An alchemist must know what he works with in order to create his products after all. Grants the ability to recognize herbs at a glance, and correctly Identify their properties.
* ***[Identify (Common)]*** - Identification skill, known by all but the smallest of children of the myriad races. The skill allows you to attempt to identify any object or creature you are focusing on.
* ***[Sense Herb (Common)]*** – Gives a passive ability to detect herbs and a rough feeling of their properties. An alchemist must be able to find the materials to craft his products after all. Adds a minor increase to the effectiveness of Sense Herb based on perception.
* ***[Graft Plant (Common)]*** – Sometimes, two plants are greater than the sum of their parts, and the perfect plant may be created, not found. Grants the ability to graft plants. Plants must be compatible. Must have suitable ingredients and equipment to facilitate the grafting of plants. Adds a minor increase to the effectiveness of Graft Plant based on wisdom.
* ***[Alchemist’s Purification (Common)]*** – Attempt to purify any alchemical ingredient. Purification can help remove unwanted properties from a component, making the finished mixture purer. Must have suitable ingredients. Must have suitable materials. Purification does not require any additional tools or equipment, but the skill’s effect can be amplified using certain catalysts. Adds a minor increase to the effectiveness of Alchemist’s Purification based on wisdom.
	+ **Skill Rarity Adjustment**: Alchemist’s Purification (Common) --> Alchemist’s Purification (Inferior)
* ***[Germinate Herb (Common)]*** – Germinate a herb, allowing it to grow faster and increase its quality. Germinate Herb enables the alchemist not to wait the many years usually required for the necessary herb to mature. Germinate herb does not require any additional tools or equipment, but the skill’s effect can be amplified using certain catalysts. Adds a minor increase to the effectiveness of Germinate Herb based on wisdom.
* ***[Meditate (Common)]*** – Enter a state of meditation, cutting off the outside world. While in meditation, regenerate stamina and mana significantly faster. While meditating, no other actions can be taken, and your perception of the external world is reduced immensely.
* ***[Twin Arrow (Common)]*** – The Archer’s arrows are never-ending; a single arrow becomes two. Allows the Archer to shoot an arrow that splits into two during its flight. Adds a minor bonus to the effect of agility and strength when using Twin Arrow.
* ***[Bow Bash (Common)]*** – Who says the bow can only be used at range? Allows the Archer to bash with his bow, knocking back the target. Increases the bow’s durability and gives a minor bonus to the effect of strength when using Bow Bash.
* ***[Bouncing Arrow (Common)]*** – The Archer has many tricks hidden in their quiver. Allows the Archer to shoot an arrow that bounces off the first object it hits. Adds a minor bonus to the effect of agility and strength when using Bouncing Arrow.
* ***[Disengaging Shot (Common)]*** – An arrow may not only be shot to wound or kill but also as a tool of escape. Allows the archer to shoot an arrow that directs and amplifies all kinetic energy into a backward force. Must have a suitable weapon to use. Adds a minor bonus to the effect of agility when dodging using Disengaging Shot.
* ***[Piercing Arrow (Common)]*** – The first strike is often the most important when hunting. Grants the hunter the ability to infuse an arrow with energy to increase its penetrative power. Increases power depending on stamina expended. Adds a small bonus to the effect of agility and strength when using Piercing Arrow.
* ***[Infused Strike (Common)]*** – Sometimes, there is strength in simplicity. Charge a melee weapon with mana, striking for additional damage. Adds a minor bonus to the effect of intelligence and strength when using Infused Strike.
* ***[Badger Jump (Common)]*** – Make a jump empowered with the power of a badger, increases jump height and speed. Adds a minor increase to the effect of Badger Jump based on agility.
* ***[Spectral Hand (Common)]*** – Sometimes, all you need is an extra hand. Summon a hand of mana able to interact with and hold physical objects. The hand is weak and lacking in dexterity, making it unsuitable for strenuous activities. Adds a minor bonus to the effect of wisdom when using Spectral Hand.
* ***[Advanced Stealth (Common)]*** – The deadliest blow is the one not seen coming. A proven artisan in the arts of stealth, you have learned to stay undetected far better than a mere novice. You now find it even easier to blend into the environment, waiting for just the right moment to strike. Adds a minor bonus to the effect of agility and perception while successfully remaining undetected.
* ***[Dark Bolt (Common)]*** – The starting point for many aspiring dark casters. Allows the hunter to summon bolts of dark mana to defeat your foes. Those hit suffer a penalty to perception and suffer damage over time as the dark mana ravages their very being. Adds a minor bonus to the effect of intelligence when using Dark Bolt.
* ***[Waterwalking (Common)]*** – A much-coveted technique for all those who are less than stellar in the art of swimming. Cover your feet in a layer of mana, allowing you to walk and run on water. Mana usage is negligible.
* ***[Weak Telekinesis (Common)]*** – Move the world only with your mind. Grants the hunter basic telekinetic powers, able to move objects within a certain range using only mana. The cost of the skill is dependent on the weight and resistance of the entity you attempt to move. The weight limit and power of Weak Telekinesis is based on Intelligence and Wisdom.
* ***[Craft Elixir (Common)]*** – Potions for emergencies, flasks in preparation for the toughest of foes, and elixirs to build the foundation of power. Allows the alchemist to craft elixirs of common-rarity and below. Elixirs are able to grant those who consume it a permanent increase to stats. Must have suitable materials and equipment in order to create elixirs. Adds a minor increase to the effectiveness of created elixirs based on Wisdom.
* ***[Devour (Common)]*** – To eat is at the core of any living being’s instincts. Consume meat to absorb a small portion of the remnant vital energy left within, restoring your own health points. Increases the effectiveness of Devour by a minor amount based on endurance and vitality.
* ***[Conjure Iron Wall (Common)]***
* ***[Flashing Steel (Common)]***
* ***[Strike (Common)]***
* ***[Amplify Voice (Common)]***
* ***[Quick Step (Common)]***
* ***[Toughen Up (Common)]***
* ***[Alchemical Flame (Common)]***
* ***[Grappling Shot (Common)]***
* ***[Offering (Common)]***
* ***[Stealth Attack (Common)]***
* ***[Craft Medical Solution (Common)]***

#### Uncommon

* ***[Toxicology (Uncommon)]*** – The knowledge of all that is toxic. Be able to recognize poisonous substances at a glance and correctly identify their properties. To concoct the deadliest toxins, one must know what to mix after all.
* ***[Sense Poison (Uncommon)]*** – Gives a passive ability to detect poisonous substances and their toxicity level. An alchemist must be able to find the materials to craft his products after all. Adds a minor increase to the effectiveness of Sense Poison based on perception.
* ***[Metal Manipulation (Uncommon)]*** – Allows for control of metallic objects by spending mana. This skill falls under elemental manipulation, a prevalent brand of magic throughout the multiverse. Adds a small bonus to the effect of Metal Manipulation based on intelligence.
* ***[Cultivate Toxin (Uncommon)]*** – Cultivate the desired toxic ingredient, allowing it to amplify its deadly toxins. On poisonous plants, this skill will also enable said plants to grow faster and increase their quality. Cultivate Toxin does not require any additional tools or equipment, but the skill’s effect can be amplified using certain catalysts. Adds a minor increase to the effectiveness of Cultivate Toxin based on wisdom.
* ***[Preach (Uncommon)]*** – As a humble servant, the will of your Patron is your privilege to spread. Allows the alchemist to spread the sacred words of the Malefic Viper. Makes the alchemist appear more trustworthy when speaking to others about the Malefic Viper. May his word be law. Adds a minor increase to the effectiveness of Preach based on willpower.
* ***[Active Camouflage (Uncommon)]*** – Sometimes, mere stealth is not enough, but one must hide their very being. Focus your mana and attune your presence to your surroundings, allowing you to stay hidden far more effectively when standing completely still. Adds a small bonus to the effect of wisdom when successfully remaining hidden.
* ***[Powershot (Uncommon)]*** – An Archer with time to line up the perfect shot can be the deadliest foe. Allows the Archer to charge up a shot, increasing the power based on time charged. The longer the shot is held, the greater the stamina expenditure. Adds a small bonus to the effect of agility and strength when using Powershot.
* ***[Basic Twin Fang Style (Uncommon)]*** – The twin fang style is an ancient dual-wielding fighting technique. Fighters of this style prefer shorter weapons and do not shy away from using afflictions to take down their foe. Unlocks basic proficiency in the Twin Fang Style and adds a minuscule bonus to the effect of agility and strength when using a fitting melee weapon. Grants an increased bonus while wielding melee weapons of bone.
* ***[Basic Shadow Vault of Umbra (Uncommon)]*** – The power of shadows is an often used tool for anyone looking to escape. Tapping into the Records of Umbra, embrace the shadows for a brief moment, becoming ethereal. Allows the archer to momentarily become one with the shadows. Can only be used in straight lines. Adds a small bonus to the effect of agility and wisdom when using Basic Shadow Vault of Umbra.
* ***[Hunter’s Sight (Uncommon)]*** - The hunter's eyes are trained to track down and kill their prey. Allows the ambitious hunter to spot prey more easily as well as their weaknesses. Passively gives a small increase to the effect of perception on visual organs.
* ***[Hunter’s Trapping Expertise (Uncommon)]*** – The Hunter has many tricks hidden up their sleeve and are not limited to merely facing their prey in direct combat. The Ambitious Hunter instead uses the materials found during his hunt to improvise and create traps to get an edge. Unlocks proficiency in creating traps and tools associated with traps, along with knowledge of how to use them. Adds a small bonus to the effectiveness of stats based on the nature of the used trap.
* ***[Splitting Arrow (Uncommon)]*** – One arrow becomes many; one fallen prey becomes a field of death. Fire an arrow that splits into several copies while in flight. Each arrow strikes with the power of the original. Adds a small bonus to the effect of agility and strength when using Splitting Arrow.
* ***[Light Magic Affinity (Uncommon)]*** – The element of light is an affinity of two faces. The light can shine upon allies, bringing them comfort and strength, but also burn your enemies, along with a myriad of mystical techniques. Allows the user to turn their mana into the light-affinity. May you walk where darkness never reaches.
* ***[Distill Powder (Uncommon)]*** - Poison can come in many forms and is far from limited to a liquid. Allows the Prodigious Alchemist of the Malefic Viper to distill a concocted poison, making a powder that holds similar effects. If the powder is burned, release the poisonous product into the air. The effect and nature of the poison are dependent on the poison distilled. Adds a small bonus to the effect of wisdom when using Distill Powder.
* ***[Brew Flask (Uncommon)]*** – For when you need that little extra push to win the battle. Allows the Prodigious Alchemist of the Malefic Viper to craft flasks which provide temporary bonuses. The nature, magnitude, and duration of the flasks vary based on the material used. Adds a minor increase to the effectiveness of created flasks based on wisdom.
* ***[Tendrils of Darkness (Uncommon)]*** – Of all the senses, perhaps the one of touch is the most universal. Summon invisible tendrils of darkness that allows you to feel the area around you. The Tendrils are weak to energy attacks, but their ethereal nature makes them immune to physical ones. Range of the tendrils scale with perception. Adds a small bonus to the effect of intelligence and perception when using Tendrils of Darkness.
* ***[Distracting Shot (Uncommon)]*** – Every arrow is not necessarily meant to strike your foes, but simply to create an opportunity to do so. Shoot an arrow copying your mana signature and aura, distracting those of lower intelligence or those unaware of your current position. Adds a small bonus to the effect of agility and perception when using Distracting Shot.
* ***[Thoughtful Meditation (Uncommon)]*** – Enter a state of meditation, cutting off the outside world. While in meditation, regenerate stamina and mana significantly faster. While in meditation, perception is reduced immensely. Increases concentration and control of energies while in meditation at the cost of further limiting perception.
* ***[Expert Archery (Uncommon)]*** – An Archer’s best friend is the bow in his hand and the arrow in his foe’s heart. You have proven yourself an expert with your chosen weapon and are fast approaching the level of mastering your craft. Adds a small bonus to the effect of Agility and Strength when using a ranged weapon.
* ***[Superior Mana Bolt (Uncommon)]*** – Sometimes, the simplest applications of mana can be the most effective. A philosophy you have followed as you refined the most basic of spells. Allows the hunter to summon bolts of mana to defeat your foes. Adds a small bonus to the effect of Intelligence when using Superior Mana Bolt.
* ***[Infuse Arrow (Uncommon)]*** – Magic and archery combined to form a new way to damage your foes. Infuse a spell construct (of Uncommon-rarity and below) into an arrow. The spell will activate upon impact. Note that not all spells can be bound, and the effect varies based on the spell used and the arrow infused. Adds a minor bonus to the effect of the infused spell based on Intelligence.
* ***[Disruptive Mana Eruption (Uncommon)]*** – Dispel that which impedes you. Erupt in a torrent of destructive mana, dispelling any spell constructs in your immediate vicinity by overloading them with mana. Higher consumption of mana based on power and stability of the spell constructs. Adds a minor bonus to the effect of Wisdom and Intelligence when using Disruptive Mana Eruption.
* ***[Concoct Poison (Uncommon)]*** – While most focus on the aspect of giving life through their craft, others prefer to take it away. Allows for the concoction of uncommon-rarity poisons and below. Must have suitable materials and equipment in order to create poisons. Adds a small increase to the effectiveness of created poisons based on Wisdom.
* ***[Expert Stealth (Uncommon)]*** – The deadliest blow is the one not seen coming. You have proven yourself an expert in the arts of stealth, as you have learned to become a shadow that is only seen when you wish to be so. You find it easier than ever to blend into the environment, making your presence, mana, and nearly all traces of your existence hidden as you wait for your prey to be vulnerable. Adds a small bonus to the effect of Agility and Perception while successfully remaining undetected.
* ***[Craft Elixir (Uncommon)]*** – Potions for emergencies, flasks in preparation for the toughest of foes, and elixirs to build the foundation of power. Allows the alchemist to craft elixirs of uncommon-rarity and below. Elixirs are able to grant those who consume it a permanent increase to stats. Must have suitable materials and equipment in order to create potions. Adds a small increase to the effectiveness of created elixirs based on wisdom.
* ***[Alchemical Flame (Uncommon)]*** – The flame of an alchemist is one of the most critical aspects of the crafting process. The flame itself is affinity-less and not polluted by the impurities of burning a catalyst. You have just embarked on the path of refining your alchemical flame, and may your path towards the pinnacle be swift. Allows the alchemist to create a moderate alchemical flame, emitting heat. Adds a small increase to the effectiveness of Alchemical Flame based on Wisdom.
	+ **Skill Rarity Adjustment**: Alchemical Flame (Uncommon) --> Alchemical Flame (Common)
* ***[Hunter’s Natural Adaptation (Uncommon)]*** – A hunter must always adapt to the environment in which they hunt. Allows the hunter to acclimate to new environments more easily and grants resistance against neutral mana you do not possess an affinity to. This effect is amplified by Toughness.
* ***[Condense Curse Marble (Uncommon)]*** – Make the intangible powers of curses material as you forcefully condense their energy into a physical shape. Allows the alchemist to create Curse Marbles of curse energy. Must be able to fully control the curse energy in order to condense it into a curse marble. Be aware that based on the nature of the curse, it may be harder to restrain and keep sealed within the marble. Adds a minor increase to the effectiveness of Condense Curse Marble based on Willpower.
* ***[Enhanced Stealth Attack (Uncommon)]*** – The strongest blow is the one not seen coming before it is too late. Increase the power of the first attack made on an otherwise unaware foe. Adds a bonus to the effects of Enhanced Stealth Attack dependent on the nature of the attack. This effect is further improved by the level of Arcane Stealth.
* ***[Metallic Sight (Uncommon)]***
* ***[Motivating Presence (Uncommon)]***
* ***[Superior Explosive Punch (Uncommon)]***
* ***[Eyes of the Specter (Uncommon)]***
* ***[Disruptive Bullet (Uncommon)]***
* ***[Dark Lightning Bolt (Uncommon)]***
* ***[Conjure Spectral Weaponry (Uncommon)]***
* ***[Descending Fang (Uncommon)]***
* ***[Hunter’s Tracking (Uncommon)]***

#### Rare

* ***[Sense of the Malefic Viper (Rare)]*** – Fusing the skills of Sense Herb and Sense Poison, the Prodigious Alchemist of the Malefic Viper has earned Sense of the Malefic Viper. The Malefic Viper sought out many natural treasures on its path to power; it is only natural to learn to sense them. Gives a passive ability to detect herbs and poisons in different forms and a rough feeling of their properties. Allows you to far better sense the poison you have inflicted on others. Adds a small increase to the effectiveness of Sense of the Malefic Viper based on perception.
* ***[Big Game Hunter (Rare)]*** – A true hunter seeks not the easy prey but a true challenge. Having hunted bigger and stronger prey than most, the Ambitious Hunter has become more accustomed to facing higher-level enemies. Increases the user’s resistance to auras and gives a small increase to strength and agility while facing enemies above your highest level class or race. The bonus is based on the disparity between the level of your prey and you. Limit of 1.25x your level or 50 levels, whichever is highest. May your hunt be fruitful, and your ambitions reached.
* ***[Infused Powershot (Rare)]*** – Stamina as fuel - mana as a guide. Unlike a normal Powershot, the Infused Powershot does not require a long charging time but can be charged in a brief moment. The higher the magnitude of the charge, the greater the stamina and mana expenditure. Charging Infused Powershot may empower the skill further. Adds a small bonus to the effect of agility, strength, and intelligence when using Infused Powershot.
* ***[Mark of the Ambitious Hunter (Rare)]*** – The prey is chosen, the hunt begins. Covertly mark a target, making you aware of their position at all times until the mark expires or is dispelled. All damage done to the marked target is increased. Additional bonus experience earned for slaying a marked target above your level. Adds a small bonus to the damage inflicted, the mark's duration, and the mark's subtlety based on perception.
* ***[Descending Dark Fang (Rare)]*** – A fang coated in dark mana descending like the clamping mouth of a snake. Do a downward strike with a melee weapon, significantly increasing penetrative power and damage inflicted. Dark mana makes the wound harder to heal and drains energy until dispelled. Damage improved further if the weapon is benefitting from Twin Fang Style. Adds a small bonus to the effect of agility, strength, and intelligence when using Descending Dark Fang.
* ***[Limit Break (Rare)]*** – Sometimes, one needs to go above and beyond. Break your limits, temporarily increasing the effect of all stats at the cost of increased stamina consumption. Increase by up to 10% for double stamina consumption. Increase by up to 20% for quadruple stamina consumption, with the hunter afterward entering a state of weakness based on Limit Break duration and magnitude. Increasing by more than 20% will lead to severe consequences.
* ***[Archery of Vast Horizons (Rare)]*** - An Archer’s best friend is the bow in his hand and the arrow in his foe’s heart. Unsatisfied with merely becoming an expert, you have sought beyond mastering common bowmanship, and do not shy away from using magic to enhance your technique. You seek to cross all horizons with your arrows, and your target shall be pierced, no matter the distance, no matter the means. Adds a small bonus to the effect of Agility and Strength when using a ranged weapon. Adds a small damage bonus to all arrows based on distance traveled and Perception.
* ***[Enhanced Splitting Arrow (Rare)]*** – A skill most often used by archers, now usurped and reformed by the Avaricious Arcane Hunter. Allows you to clone your arrows while in flight, allowing them to retain innate magical properties. Each arrow strikes with the power of the original. Adds a small bonus to the effect of Agility and Wisdom when using Enhanced Splitting Arrow.
* ***[Arcane Bolt (Rare)]*** – Inspired by the simple Mana Bolt, you have taken it to the next level and created the Arcane Bolt. Allows the hunter to summon bolts of arcane mana to defeat your foes. You can summon two kinds of bolts, a stable and a destructive version. The destructive bolts will explode upon impact, and the stable version will be tough and piercing. Adds a small bonus to the effect of Intelligence when using Arcane Bolt.
* ***[Disruptive Arcane Wave (Rare)]*** – Mobilize the arcane and dispel that which impedes you. Erupt in a torrent of destructive arcane energy, dispelling any spell constructs in your immediate vicinity by overloading them with mana and pushing away anything else in your immediate surroundings. Higher consumption of mana and stamina is required based on the power and stability of the spell constructs or physical impediments. Adds a small bonus to the effect of Wisdom, Intelligence, and Endurance when using Disruptive Arcane Wave.
* ***[Transmute (Rare)]*** - Attempt to transmute any object into one of greater value. Transmutation is an ancient art used by alchemists since the beginning of time. Must have suitable materials. Transmute does not require any additional tools or equipment, but the skill’s effect can be amplified with the use of certain catalysts. Adds a small increase to the effectiveness and chance of success of attempted transmutations based on Wisdom.
* ***[Refine Core (Rare)]*** – Cores from beasts or many other types of monsters are one of the most numerous kinds of treasures in the world, but does that mean one must simply accept their current state? Allows the alchemist to refine cores and empower the Records within. Refined cores will, in most cases, be more effective, and you can also choose to amplify specific effects. Adds a small increase to the effectiveness of Refine Core based on Wisdom, Willpower, and Intelligence.
* ***[Explosive Arcane Orb (Rare)]*** – By your will, explosive arcana shall come into being. Allows the hunter to summon an explosive orb of arcane mana at a target location within your range of perception. The arcane orb will be highly unstable and will automatically explode mere moments after being conjured. Adds a bonus to the effectiveness of Intelligence when using Explosive Arcane Orb.
* ***[Arcane Shotgun (Rare)]*** – Your arcane-mana can take many forms, so why not mimic a weapon of old? Allows the hunter to fire off shards of highly stable arcane mana, functioning as a shotgun. These shards will pierce and deal significant damage at close range while becoming less effective at long distances. Adds a bonus to the effectiveness of Intelligence when using Arcane Shotgun.
* ***[Distill Powder (Rare)]*** - Sometimes, poison can be more than a liquid. Perhaps it is in the air itself. Allows the alchemist to distill a concocted poison, creating powder with similar effects. Mixing the powder of different distilled poisons will work synergistically if possible. If the powder is burned, release the poisonous effect into the air. The poison powder’s effects and nature depend on the poison distilled and potentially powder-mixes. Adds an increase to the effect of the powder based on Wisdom.
* ***[Arcane Stealth (Rare)]*** – An upgraded version of the Expert Stealth skill, retaining all benefits while infusing in additional abilities related to your arcane affinity. You find it easier than ever to blend into the environment, making your presence, mana, and nearly all traces of your existence hidden as you wait for your prey to be vulnerable. You have enhanced your stealth capabilities through magic, allowing you to mask your physical shape to become one with the environment, even to the sense of touch and most magical scans. Adds a small bonus to the effect of Agility, Perception, Willpower, and Intelligence while successfully remaining undetected.
* ***[Concoct Poison (Rare)]*** - While most focus on the aspect of giving life through their craft, others prefer to take it away. Allows for the concoction of rare rarity poisons and below. Must have suitable materials and equipment in order to create poisons. Adds an increase to the effectiveness of created poisons based on Wisdom.
* ***[Traditional Hunter’s Tracking (Rare)]*** - The hunter does not sit silently in his lodge but actively hunts for his prey. Unlocks proficiency in tracking down prey based on limited clues left behind, including both magical and physical ones. Also allows the hunter to more easily identify characteristics of the game, including mana signatures and aura. Allows the hunter to more easily distinguish and analyze physical tracks. Adds a bonus to the effect of Perception while tracking.
	+ Skill Rarity Adjustment: Traditional Hunter's Tracking (Rare) --> Traditional Hunter's Tracking (Uncommon)
* ***[Superior Stealth Attack (Rare)]*** – The strongest blow is the one not seen coming before it is too late. Increase the power of the first attack made on an otherwise unaware foe. Has a brief grace period between the foe being aware and the effect still triggering as long as the foe is still not conscious of the hunter’s position or the nature of the attack. Adds a bonus to the effects of Superior Stealth Attack dependent on the nature of the attack. This effect is further improved by the level of Arcane Stealth.
* ***[Minor Arcane Seal (Rare)]*** – Through the concept of stability, none shall find a path of escape. Allows the Hunter to create a seal by infusing stable arcane mana into a chosen target or area around the Hunter. Consumption of mana is dependent on the object or area the Hunter tries to seal. The durability of the seal is dependent on Wisdom and mana expenditure. Adds a minor bonus to the effects of Minor Arcane Seal based on Wisdom and Willpower.
* ***[Identify (Rare)]*** – An improved version of the standard Identification skill, a skill known by all but the smallest of children of the myriad races. The skill allows you to attempt to identify any object or creature you are focusing on. Allows for the detection of Blessings. The identity level limit and effectiveness is based on Perception. Cannot Identify any creature above your own grade.
* ***[Devastating Arcane Orb (Rare)]*** – Harness your destructive arcane mana to bring devastation upon the world. Allows the Hunter to summon an explosive orb of arcane mana at a target location within your range of perception. The arcane orb will be highly destructive and especially effective against environmental mana, with energies tailored to wide-scale destruction over focused damage, allowing each Devastating Arcane Orb to destroy large areas. Multiple orbs can be conjured at once for optimal devastation. Adds a bonus to the effectiveness of Intelligence when using Devastating Arcane Orb.
* ***[Improvised Weapon Mastery (Rare)]***
* ***[Dark Infusion (Rare)]***
* ***[Dark Tempest Strike (Rare)]***
* ***[Serene Meditation (Rare)]***
* ***[Bestial Survival Instincts (Rare)]***
* ***[Determination of the Ambitious Hunter (Rare)]***
* ***[Malefic Viper’s Poison (Rare)]***
* ***[Palate of the Malefic Viper (Rare)]***
* ***[Ritualism of the Malefic Viper (Rare)]***
* ***[Touch of the Malefic Viper (Rare)]***

#### Epic

* ***[Lighthouse of the Holy Mother (Epic)]*** – A beacon amidst a sea of confusion. A light for all to follow in order to find a safe shore once more. Allows you to take in emotions from those around you more easily, understanding their most profound inner desires. Passively makes you appear more trustworthy to those who have faith in you. The effect of Lighthouse of the Holy Mother is based on wisdom and willpower, respectively.
* ***[Shepherd of the Lost (Epic)]*** – The shepherd who leads the lost is the one who forges the path of all those he guides. Allows the user to more easily influence the Records and thus future paths of others. Enables your teaching to grant a very minor amount of class and profession-experience. Effect based on wisdom and willpower.
* ***[Divination of the Augur (Epic)]*** – Fate is everchanging, but some can begin to understand the flow. Allows the Augur of Hope to peer into the rivers of fate and destiny to interpret the omens found within. The time between each available divination is based on the willpower and wisdom of the Augur.
* ***[Enlightenment of the Holy Pantheon (Epic)]*** – Blessed by the Holy Mother herself, you have become her spokesperson among your race. To fulfill your role, you must know what to teach. Grants knowledge of the teachings of the Holy Church directly from the Holy Pantheon itself. Increase the effect of all light-affinity mana. Grants a karmic path connecting you with the Holy Pantheon.
* ***[Touch of the Malefic Viper (Epic)]***   – With a single touch, the Malefic Viper has slain countless foes. Attempt to inject poison into a being through physical contact. The nature of the poison is determined by the user. The alchemist can only use toxic effects he has concocted or created prior. Can be used with all compatible types of mana affinities, further altering the effects. Some toxins cannot be used. Adds a small increase to the effectiveness of Touch of the Malefic Viper based on intelligence and wisdom.
* ***[Sense of the Malefic Viper (Epic)]*** – The Malefic Viper sought out many natural treasures on its path to power; it is only natural to learn to sense them. Having walked further on your path as an Alchemist of the Malefic Viper, your senses for poisons and herbs only sharpen. Gives a passive ability to detect herbs and poisons in different forms and a strong feeling of their properties and affinities. Allows you to far better sense the poison you have inflicted. Allows the Alchemist to far more easily detect affinities in the environment and detect areas optimal for cultivating herbs. Adds an increase to the effectiveness of Sense of the Malefic Viper based on Perception.
* ***[Arrow of the Ambitious Hunter (Epic)]*** - The signature skill of the Ambitious Hunter: An arrow to strike down a fated foe in a single shot. Grants the skill to summon a powerful arrow designed to strike down a specific foe. The Hunter must envision his foe and, with great focus, channel all of his desire to slay it to summon the arrow. The arrow summoned deals significantly greater damage to the envisioned target while ineffective on anything else. Damage increased further based on level disparity. Adds a small bonus to the effects of Agility, Strength, and Perception when using Arrow of the Ambitious Hunter.
	+ Skill Rarity Adjustment: Arrow of the Ambitious Hunter (Epic) --> Arrow of the Ambitious Hunter (Rare)
* ***[Arcane Powershot (Epic)]*** – Stamina the fuel – Mana the guide – Arcane the power. Evolved from Infused Powershot, it now uses a higher concept of mana to amplify itself. The higher the magnitude of the charge, the greater the stamina and mana expenditure. Arcane Powershot’s power is dependent on the charging duration, but due to your Arcane Mana’s inherent power, the base power without any charging is significantly higher than Infused Powershot. Adds a small bonus to the effectiveness of Agility and Strength as well as a medium bonus to the effectiveness of Intelligence when using Arcane Powershot.
* ***[Big Game Arcane Hunter (Epic)]*** – A true hunter seeks not the easy prey but a true challenge. Your hunt has taken you further than ever before as your methods improve, and you have embraced the Arcane. The Avaricious Arcane Hunter has, through his many hunts, become more accustomed to facing higher-level enemies. Increases the user’s resistance to auras and gives a small increase to Strength, Agility, Intelligence and Willpower while facing enemies above your class or race level. The bonus is based on the disparity between the level of your prey and you. Limit of 1.25x your level or 50 levels, whichever is highest. May your hunt be fruitful and your Avarice sated.
* ***[Arcane Hunter’s Arrows (Epic)]*** - A mage and a hunter both, you combine your talents as you conjure your tools of destruction. Allows the Avaricious Arcane Hunter to conjure arrows made of highly-condensed arcane mana, focusing on either destruction or stability. A stable arrow will be sharp and durable, while a destructive arrow will explode upon impact. Conjuring arrows consume mana, and the conjuration is instant. Adds a bonus to the effectiveness of Intelligence and Wisdom when using destructive Arcane Hunter’s Arrows. Adds a bonus to the effectiveness of Wisdom and Perception when using stable Arcane Hunter’s Arrows.
* ***[Malefic Viper’s Poison (Epic)]*** – The Malefic Viper stalks its prey and needs only to strike once as venom devours its prey. Increases the potency of all crafted poisons. Grants the ability to craft a poison with a rarity above that of your Concoct Poison skill if certain conditions are met. The poison may at most be upgraded to the rarity of the Malefic Viper’s Poison skill (Uncommon --> Epic). Allows poison not to lose efficiency for a prolonged period of time after being applied to a weapon.
* ***[Descending Dark Arcane Fang (Epic)]*** – A fang that strikes from the darkness – one that clamps down with the fury of your arcane. Infuse your blade with a mixture of dark and arcane mana as you do a downward strike, significantly increasing damage done and penetrative power. Dark mana makes the wound harder to heal and drains energy until dispelled. Arcane mana creates a powerful coating and extends the edge while increasing all its basic capabilities. Damage improved further if the weapon is benefitting from Twin Fang Style. Adds a bonus to the effect of Agility, Strength, and Intelligence when using Descending Dark Arcane Fang.
	+ Skill Rarity Adjustment: Descending Dark Arcane Fang (Epic) --> Descending Dark Arcane Fang (Rare)
* ***[Barrier of the Avaricious Arcane Hunter (Epic)]*** – Stability is a cornerstone of your arcane-affinity, making barriers an obvious application of your arcane. Allows the Avaricious Arcane Hunter to summon a barrier of pure, stable arcane energy in a bubble around you, blocking out any kinds of direct attacks that attempt to pass through – both physical and magical attacks alike. Mana or stamina will be consumed depending on the nature of the blocked attacks. All concepts not deployed by you will be weakened within your barrier. Adds a small bonus to the effects of Wisdom and Endurance when using Arcane Barrier.
* ***[Arcane Alchemist’s Purification (Epic)]*** – Your skill has evolved, and by deploying your arcane, you can stabilize the existing properties and destroy the unwanted. Attempt to purify any alchemical ingredient and reduce it to its most basic state while stabilizing it, or use Arcane Purification to eliminate unwanted properties from an ingredient, making it purer. Must have suitable ingredients. Purification does not require any additional tools or equipment, but the skill’s effect can be amplified with the use of certain catalysts. Adds a minor increase to the effectiveness and chance of success of attempted purifications based on Wisdom and Intelligence.
* ***[Conjure Arcane Armaments (Epic)]*** – A weapon or piece of equipment is always within grasp when you can simply conjure them yourselves. Allows the hunter to summon armaments of stable Arcane mana. The shape of the weapons or equipment is determined by the summoner. Armaments can be given to others. The duration and durability of all equipment summoned are based on mana expended. Adds a bonus to the effectiveness of Wisdom when using Conjure Arcane Armaments.
* ***[Limit Shatter (Epic)]*** – Go above and beyond as you shatter your limits. Elevate yourself, temporarily increasing the effect of all stats at the cost of increased stamina consumption and straining your body. Increase by up to 15% for triple stamina consumption. Increase by up to 30% for six times stamina consumption, with the hunter beginning to take damage that worsens with prolonged use and makes you enter a state of weakness based on Limit Shatter duration and magnitude afterward. Increasing by more than 30% will lead to severe consequences.
* ***[Serene Soul Meditation (Epic)]*** - Enter a state of meditation, separating your soul from your physical body as you enter your Soulspace. While in meditation, regenerate stamina and mana significantly faster. While in meditation, all connections to the outside world are entirely cut off, and no outside stimuli can force you out of meditation. While in Serene Soul Meditation, you are calmer than usual and have far better control of your own emotions. Increases control of all energies while in Serene Soul Meditation. Beware that spending too long within your Soulspace may have adverse effects.
* ***[Fangs of Man (Epic)]*** – Humanity’s natural weapons have never been their teeth, claws, or anything else innate to them, but instead the tools they wield and their ability to adapt anything into an instrument of destruction. Allows the hunter to more effectively use anything deemed compatible as a melee weapon. Makes the hunter more familiar with any weapon wielded. Adds a bonus to the effectiveness of Strength, Agility no matter what melee weapon you wield.
* ***[Archery of Expanding Horizons (Epic)]*** - An Archer’s best friend is the bow in his hand and the arrow in his foe’s heart. As your horizons expand, you realize flaws and build upon a foundation to make that expansion ever present. You do not shy away from mixing archery with magic and making your arrows arbiters of your will. Your arrows will cross all horizons and bend over any obstacle to pierce your target, with only your own will limiting the possibilities. Allows you to apply your will to control the trajectory of arrows before releasing them. Adds a small bonus to the effect of Agility and Strength when using a ranged weapon. Adds a small damage bonus to all arrows based on distance traveled and Perception. Arrow trajectory control based on Willpower.
* ***[Looping Arcane Bolt (Epic)]*** – The only thing better than one arcane bolt is two arcane bolts. Allows the hunter to summon a large arcane bolt that will passively drain mana to recharge itself and release arcane bolts every few seconds towards any designated targets. The large arcane bolt can be detonated at any point, releasing destructive arcane mana. Adds a bonus to the effectiveness of Intelligence when using Looping Arcane Bolt Arcane Orb.
* ***[Twin-Fang Whirlwind Strike (Epic)]*** – May your fangs embrace the wind as a whirlwind is born from your strikes. Allows the hunter to infuse both weapons with potent wind mana and perform a circular strike to create a whirlwind that cuts and rebuffs all foes around you. Twin-Fang Whirlwind Strike can be repeatedly performed to further empower the whirlwind and persist for a small period even after the skill is no longer performed. Adds a small bonus to the effect of Agility, Intelligence, and Strength when using Twin-Fang Whirlwind Strike.
* ***[Hunter’s Blade-Fang Style (Epic)]*** – To you, your weapons are your fangs, and your fangs are your ultimate shield. A defensive combat skill that revolves around countering and dodging your foe to keep distance and minimize damage taken. Unlocks intermediate proficiency in the Hunter’s Blade-Fang Style and adds a small bonus to the effects of Agility, Strength, and Perception when using a bladed weapon.
* ***[Grand Arcane Explosion (Epic)]*** – Through sheer power and an abundance of resources, you can overwhelm your foes. Overload your surroundings with unstable arcane mana and detonate it all to create a massive explosion. This attack is especially effective against the environment but also causes significant damage to anything else caught in the blast. Adds a bonus to the effects of Intelligence and Wisdom when using Arcane Explosion.
* ***[Splitting Arrow Rain (Epic)]*** – A skill most often used by archers, now usurped and reformed by the Avaricious Arcane Hunter. Allows you to clone your arrows while in flight, allowing them to retain innate magical properties. Each arrow has variable strength and can be further split into less potent versions. If the original arrow is shot upwards, it can be split to create a far more potent arrow rain. Adds a small bonus to the effect of Agility and Wisdom when using Splitting Arrow Rain. Increased damage based on Perception and the distance the arrows fall from when creating an arrow rain.
	+ Skill Rarity Adjustment: Splitting Arrow Rain (Epic) --> Splitting Arrow Rain (Rare)
* ***[Bestial Hunter’s Tracking (Epic)]*** – A hunter tracks his prey with his mind; the beast tracks through instinct. You use both. Grants high proficiency in tracking down prey as long as you know their basic signatures, be they physical or magical ones. Makes it far easier to distinguish different kinds of tracks. Relying on your instincts, you are capable of picking up tracks and clues about your prey that others may be unable to, and while tracking, all your senses can be focused on the act. Adds a noticeable bonus to the effect of Perception while tracking.
* ***[Piercing Cursed Arcane Fang (Epic)]*** – A fang born from darkness, now having embraced the power of curses, kept in control by the Hunter’s arcane mana. Infuse your weapon with a mixture of curse energy and arcane energy as you do a thrusting strike, significantly increasing penetrative power and damage done. The curse energy will linger in any created wounds, the effect dependent on the nature of the curse energy applied. Arcane mana creates a powerful coating and extends the edge while keeping the curse energy contained. Significantly more powerful when used with Eternal Hunger. Damage improved further if the weapon is benefitting from Fang of Man. Adds a bonus to the effect of Agility, Strength, and Intelligence when using Piercing Cursed Arcane Fang.
* ***[Double-Layered Arrow of the Ambitious Arcane Hunter (Epic)]*** – An upgraded version of the signature skill of the Ambitious Hunter. Grants the ability to summon a powerful double-layered arrow to strike down a specific foe. The Hunter must envision his foe and, with great focus, channel his Willpower to slay it into the creation process. The arrowhead will possess two layers, allowing the Hunter to inject destructive arcane energy into a stable arcane layer surrounding the true arrowhead. The arrow summoned deals significantly greater damage to the envisioned target. Damage increased further based on level disparity. Adds a small bonus to the effects of Agility, Strength, Intelligence, and Perception when using Double-Layered Arrow of the Ambitious Arcane Hunter.
* ***[Conjure Virtual Mind (Epic)]*** – What is better than one mind? Two. Create a simulation of your mind that can think autonomously and develop ideas. This will be a clone of your mind and thus still be limited by your current Records. Can only exist within your Soulspace and cannot directly influence anything around it or manipulate any energy. All information between you and your virtual mind must be relayed orally or telepathically. The duration of the virtual mind and its level of sophistication are determined by Wisdom, Willpower, and Intelligence.
* ***[Arcane Alchemist’s Grand Purification (Epic)]*** – Embrace your arcane affinity as you stabilize what properties you desire and destroy the unwanted. Attempt to purify any alchemical ingredient, reducing it to its most basic state while ensuring its stability. Arcane purification can help destroy unwanted properties from an ingredient, making it purer. Must have suitable ingredients. Purification does not require any additional tools or equipment, but the skill’s effect can be amplified with the use of certain catalysts. Adds a small increase to the effectiveness and chance of success of attempted purifications based on Wisdom and Intelligence.
* ***[Superior Arcane Armaments (Epic)]*** – Be it a weapon or armor, through your arcane mana, you shall never be found wanting. Allows the Hunter to in-depth design and summon armaments of arcane mana. Armaments can be given to others. Weapons created will deal a small amount of bonus destructive arcane damage, while armor will be strengthened by the concept of stability. The duration and durability of all items summoned are based on the mana expended and the nature of the armament’s design. Adds a bonus to the effectiveness of Wisdom when using Supreme Arcane Armaments. Additional bonuses may apply dependent on the nature of the conjured item.
* ***[Archery of Expanding Horizons (Epic)]** - An Archer’s best friend is the bow in his hand and the arrow in his foe’s heart. As your horizons expand, you realize flaws and build upon a foundation to make that expansion everpresent. You do not shy away from mixing archery with magic and making your arrows arbiters of your will. Your arrows will cross all horizons and bend over any obstacle to pierce your target, with only your own will limiting the possibilities. Allows you to affect the trajectory of arrows already in flight. By infusing arrows with your will before shooting, the effect is significantly improved. Adds a small bonus to the effect of Agility and Strength when using a ranged weapon. Adds a small damage bonus to all arrows based on distance traveled and Perception. Arrow trajectory control based on Willpower.*
* ***[Spear of Ferroras (Epic)]***
* ***[Domain of Shadows (Epic)]***
* ***[Blood of the Malefic Viper (Epic)]***
* ***[Dark Beacon of the Malefic Viper (Epic)]***
* ***[Extreme Bestial Survival Instincts (Epic)]***
* ***[Methodology of Duskleaf (Epic)]***

#### Ancient

* ***[Scales of the Malefic Viper (Ancient)]*** – The Malefic Viper’s scales are the first, and often the only required, line of defense. Allows the Prodigious Alchemist of the Malefic Viper to turn parts of his skin into scales, vastly increasing the effect of toughness and adding a certain damage threshold. All damage below the threshold is nullified. The scales are exceptionally resistant to magic, allowing the alchemist to handle toxic substances better. Passively provides 1 toughness per level in any profession related to the Malefic Viper. May you continue down your path, o chosen of the Malefic One.
* ***[Lantern of the Augur (Ancient)]*** – The fallen souls are never truly lost to the Augur. Summon a lantern that can store the souls of the fallen. While in the lantern, the souls do not experience any decay but are instead nurtured. The souls must enter of their own free will. Capacity and power of the souls stored are based on willpower and wisdom.
* ***[Augur’s Wings of Liberation (Ancient)]*** – Blessed be those touched by the feathers of the Augur. Allows the Augur of Hope to summon wings of light that periodically drop feathers. Anyone who absorbs a feather restores a small amount of mana and stamina and receives a temporary increase to the maximum value of both. May your wings bring liberation to all. Adds a medium bonus to the Augur’s Wings of Liberation’s effect based on wisdom and willpower.
* ***[Sense of the Malefic Viper (Ancient)]*** – The Malefic Viper’s greed for natural treasures is neverending. You are following his path for your senses to see all that which you desire. Your desire for knowing the suffering you bring upon your foes has brought you even further down this path. Gives a passive ability to detect herbs and poisons in different forms and a strong feeling of their properties and affinities. Allows the Alchemist to far more easily detect affinities in the environment and detect areas optimal for cultivating herbs. Massively improves your ability to sense the poison you have inflicted and its effects on any inflicted entities. Adds an increase to the effectiveness of Sense of the Malefic Viper based on Perception. Passively provides 1 Perception per level in Prodigious Alchemist of the Malefic Viper. May your gaze scour the multiverse for all that is rightfully yours.
* ***[Touch of the Malefic Viper (Ancient)]*** – With a single touch, the Malefic Viper has slain countless foes. Attempt to inject poison into a being through physical contact. The nature of the poison is determined by the user. The alchemist can only use toxic effects he has concocted or created prior. Can be used with all compatible types of mana affinities, further altering the effects. This effect is especially effective using your arcane-affinity. Vastly increases the potency of transmutations made using Touch of the Malefic Viper at the cost of partly binding them to your soul. Some effects cannot be replicated. Adds an increase to the effectiveness of Touch of the Malefic Viper based on Intelligence and Wisdom. Passively provides 1 Intelligence per level in Prodigious Alchemist of the Malefic Viper. May your touch be the catalyst of corruption as you bend the world to your will.
* ***[Supreme Sword Meditation (Ancient)]*** – The sword is you, and you are your sword. While in meditation, regenerate stamina and mana significantly faster and more easily find inspiration and experience enlightenment in relation to all sword-related skills. Allows you to earn far more experience points while using Supreme Sword Meditation. While in Supreme Sword Meditation, you must perform a compatible Sword Dance flawlessly. Any mistakes will lead to forcefully exiting meditation and be unable to re enter it again for a short period of time. May you find your truth through your blade.
* ***[Mark of the Avaricious Arcane Hunter (Ancient)]*** – Your prey is chosen; the hunt is on. Covertly mark targets, making you aware of their positions at all times until the marks expire or are dispelled. All damage done to marked targets is increased. Arcane damage has its damage amplified further. The extra arcane damage inflicted while the marks are active will be built up in the form of an arcane charge that you can detonate to release all the stored up energy. Additional bonus experience earned for slaying a marked target above your level (this effect remains even if your target dies to the mark detonating or within a short duration of the detonation). Adds a bonus to the damage inflicted, the duration of the marks, the subtlety, and the number of marks available based on Perception.
	+ Skill Rarity Adjustment: Mark of the Avaricious Arcane Hunter (Ancient) --> Mark of the Avaricious Arcane Hunter (Epic)
* ***[Heretical Ritualism of the Malefic Viper (Ancient)]*** – Claim power without reverence, sacrifice to none but your own will, and-
* ***[Soul Ritualism of the Heretic-Chosen Alchemist (Ancient)]*** – As a master of your own path, the power of your Soulspace and authority of self is unquestionable. Grants knowledge of and allows the Heretic-Chosen Alchemist to perform rituals pertaining to the soul. Soul Rituals must be performed both within the Soulspace and the real world. As a forger of your own path, Records infused during any soul ritual will hold more weight. Effects of the ritual are based on the nature of the ritual performed as well as the materials used during the ritual. All rituals will scale with Willpower in addition to other stat bonuses applied according to the nature of the ritual performed.
	+ Skill Rarity Adjustment: Soul Ritualism of the Heretic-Chosen Alchemist (Ancient) --> Soul Ritualism of the Heretic-Chosen Alchemist (Epic)
* ***[Fangs of Man (Ancient)]*** – Inspired by an old legend, you walk a path of one yourself. Humanity’s natural weapons have never been their teeth, claws, or anything else innate to them, but instead the tools they wield and their ability to adapt anything into an instrument of destruction. Allows the hunter to more effectively use anything deemed compatible as a melee weapon. Makes the hunter more familiar with any weapon wielded. As your comprehension of natural weapons grows, it allows you to truly make any weapon a part of yourself as you forcefully temporarily integrate it into your Soulshape as if an innate weapon, vastly increasing its durability if otherwise fragile. All effects related to weapon integration are more effective and easier to accomplish with Soulbound weapons. Adds a bonus to the effectiveness of Strength and Agility no matter what melee weapon you wield. Durability increase of weapons based on Willpower.
* ***[Advanced Core Manipulation (Ancient)]*** – To touch upon a core of pure energy and Records is to touch upon the broken shell of a soul. Allows the alchemist to far more easily manipulate cores and the Records within the broken soul shells with the goal of refining them. Refined cores will, in most cases, be more effective, and you can also choose to amplify certain effects. Having taken it further, you have learned that the layers of souls can be malleable in some circumstances, and applying this knowledge, you have learned to fuse cores containing similar Records and even change their nature in some circumstances as your own soul influences the core. Adds an increase to the effectiveness of Advanced Core Manipulation based on Wisdom and Willpower.
	+ Skill Rarity Adjustment: Advanced Core Manipulation (Ancient) --> Advanced Core Manipulation (Epic)
* ***[Arcane Stalker (Ancient)]*** – A true artisan of stealth, you skulk your foes as they remain none the wiser to your presence. You find it easier than ever to blend into the environment, making your presence, mana, and nearly all traces of your existence hidden as you move stealthily. You are hidden from nearly all forms of magical scans, and when standing still, your arcane mana will automatically create a barrier, making you appear one with the environment, even to the sense of touch. Adds a bonus to the effect of Agility, Perception, Willpower, and Intelligence while successfully remaining undetected.
* ***[Arcane-Shadow Vault of the Avaricious Arcane Hunter (Ancient)]*** – Your prey believes it can escape your avarice, foolish in its assumptions as your pursuit is endless. Through practice and sheer power, the Avaricious Arcane Hunter can turn into an Arcane-Shadow to either attack or defend. Allows you to vault forward a short distance between you and your destination. Phasing through physical or magical obstacles will result in either destroying the obstacle or impeding you entirely. Your methods are crude and destructive, allowing you to create an arcane explosion at your target destination based on the distance traveled. Adds a bonus to the effects of Agility, Endurance, and Intelligence when using Arcane-Shadow Vault of the Avaricious Hunter.
* ***[Arcane Powershot (Ancient)]*** – Stamina the fuel – Mana the guide – Arcane the power. Using your arcane energy, charge a devastating attack using a bow that pushes your body, will, and control to their limits. The higher the magnitude of the charge, the greater the stamina and mana expenditure. Arcane Powershot’s power is dependent on the charging duration but has a powerful baseline due to your arcane affinity. Adds a medium bonus to the effectiveness of Agility and Strength as well as a substantial bonus to the effectiveness of Intelligence when using Arcane Powershot.
	+ Skill Rarity Adjustment: Arcane Powershot (Ancient) --> Arcane Powershot (Epic)
* ***[Avaricious Arcane Hunter’s Arrows (Ancient)]*** - A hunter embracing control over all energy, you combine your talents as you conjure your tools of destruction. Allows the Avaricious Arcane Hunter to conjure arrows made of highly-condensed arcane mana, focusing on either destruction or stability during the creation process. A stable arrow will be sharp and durable, while a destructive arrow will explode upon impact. Conjuring arrows consume mana, and the conjuration is instant. The user can change the balance of the energy within the arrow remotely. Deals slightly increased damage against foes at a higher level. Adds a bonus to the effectiveness of Intelligence, Wisdom, and Perception when using Avaricious Arcane Hunter’s Arrows.
	+ Skill Rarity Adjustment: Avaricious Arcane Hunter’s Arrows (Ancient) --> Avaricious Arcane Hunter’s Arrows (Epic)
* ***[Malefic Viper’s Poison (Ancient)]*** – The Malefic Viper stalks its prey and needs only to strike once as venom devours its prey. Increases the potency of all created poisons. Grants the ability to craft a poison with a rarity above that of your Concoct Poison skill if certain conditions are met. The poison may at most be upgraded to the rarity of the Malefic Viper’s Poison skill (Rare --> Ancient). Allows poison not to lose efficiency for a long period of time after being applied to a weapon.
* ***[Horizon-Chasing Big Game Arcane Hunter (Ancient)]*** – A true hunter seeks not the easy prey but a true challenge. Your hunt has taken you further than ever before as your methods improve, and you have embraced the Arcane. As you forever chase the horizon, you have become more accustomed to facing higher-level enemies. Increases the user’s resistance to auras and gives a small increase to Strength, Agility, Intelligence, and Willpower, and a substantial increase to Perception while facing enemies above your class or race level. The bonus is based on the disparity between the level of your prey and you. Limit of 1.30x your level or 75 levels, whichever is highest. May your hunt take you toward the horizon.
* ***[Unblemished Arrows of the Horizon (Ancient)]*** – To allow your arrows to reach the horizon unblemished and unobstructed is nothing but a given for a hunter of the Horizon’s Edge. Allows your arrows to gain significant resistance to all environmental factors and far more easily destroy any environmental energy or material. Grants a slight increase in penetrative power against energy-based defensive barriers and magical interference that may obstruct the arrow. The potency of the Unblemished Arrows of the Horizon skill is determined by the inherent power of the arrow. The maximum and minimum potency of Unblemished Arrows of the Horizon is determined by Perception.
* ***[Protean Arrow of Avaricious Horizons (Ancient)]*** – An arrow born not of a single desire but to create something that could encompass all of them. Grants the skill to design and summon a powerful layered arrow to strike down a targeted foe. The Hunter may envision his foe and channel his Willpower into the creation process. The arrow will possess extra layers, and the Hunter can inject desired energy into these stable arcane layers surrounding the true arrow. The arrow summoned deals significantly greater damage to the envisioned target dependent on Willpower and your familiarity with the target. Damage increased further based on level disparity, Perception, and distance traveled. Due to the Hunter’s powerful connection to the arrow, he can influence its flight path. Stat bonuses are applied depending on the nature of the summoned arrow.
* ***[Arcane Curse Manifestation (Ancient)]*** – Allows the Alchemist to condense pure curse energy into objects known as Curse Fragments by stabilizing the volatile curse energy using your arcane affinity and encasing it in stable arcane mana. These Curse Fragments can be used in rituals, as alchemical ingredients, and as catalysts in crafting and transmutation. Curse Fragments cannot be effectively used directly as weapons. Be warned that wielding the power of curses can lead to unexpected results and requires a high level of control. Curse Fragments left unattended may begin to influence the world around them. The quality and amount of curse energy that can be put into Curse Fragments depends on Wisdom and Willpower.
* ***[Arcane Arrow Rain of Horizon’s Edge (Ancient)]*** – At your will, cover the horizon in a sea of arrows. Allows you to repeatedly clone your arrows while in flight, allowing them to retain innate magical properties as one becomes hundreds. If the original arrow is shot upwards, it can be transformed into a devastating Arcane Arrow Rain, exploding as it releases a rainfall of arrows in a massive area. Cloning arcane arrows or creating Arcane Arrow Rains using arcane arrows has a far lower mana and stamina cost. On an internal cooldown, the Hunter can push himself beyond his usual abilities and create an arrow that, upon activation, will explode several times on a slight delay for multiple Arcane Arrow Rains. Doing this will temporarily make the skill unavailable. Adds a bonus to the effectiveness of Agility and Wisdom when using Arcane Arrow Rain. Increased damage based on Perception and the distance the arrows fall from when creating an Arcane Arrow Rain.
* ***[Penetrating Arcane Arrow of Horizon’s Edge (Ancient)]*** – No defenses shall stop your arrows as they pierce any foe that dares impede your Path toward the horizon. Allows the Hunter to create a Penetrating Arcane Arrow that will pierce through nearly any natural barriers and have a far higher penetrative effect on any defenses manifested or possessed by the target. Will temporarily lower the defenses of the foe if they are struck successfully. These effects are more powerful the higher the enemy’s defenses and the level disparity between you and your opponent. On an internal cooldown, the Hunter can push himself beyond his usual abilities and forcefully infuse the concepts of the Penetrating Arrow of Horizon’s Edge into another self-created arcane arrow. Doing this will temporarily make the skill unavailable, with this period dependent on the power of the arrow you infused. Due to conceptual synergy, Penetrating Arcane Arrow of Horizon’s Edge receives significantly increased bonuses from Unblemished Arrows of the Horizon. Adds a bonus to the effectiveness of Agility, Strength, Wisdom, Intelligence, and Perception when using Penetrating Arcane Arrow of Horizon’s Edge.
* ***[Supreme Bestial Survival Instincts (Ancient)]***
* ***[Thundershadow Vault of Tenlucis (Ancient)]***
* ***[Arcane Limit Shatter (Ancient)]***
* ***[Blood of the Malefic Viper (Ancient)]***
* ***[Fang of the Malefic Viper (Ancient)]***
* ***[One Step Mile (Ancient)]***
* ***[Palate of the Malefic Viper (Ancient)]***
* ***[Pride of the Malefic Viper (Ancient)]***
* ***[Sagacity of the Malefic Viper (Ancient)]***
* ***[Wings of the Malefic Viper (Ancient)]***

#### Legendary

* ***[One More Light (Legendary)]*** – When the lights flicker, your will remains. In the sky of a million stars, when one's time runs out, One More Light remains. The Augur of Hope cares when the light goes out, even when a moment is all that we are. So his light shall remain alit to further guide the lost and the fallen. The lights that have flickered out. Hope is not so easily slain.
* ***[Dreams of the Verdant Lagoon (Legendary)]*** – Through your dreams, you enter the coven. When you close your eyes, your soul seeks towards the Verdant Lagoon, home of the Ladies that created it. Allows the caster to travel to the Verdant Lagoon while sleeping or meditating. Increased resistance to time dilation effects while in the Verdant Lagoon. A part of your soul shall forever remain within the Lagoon, allowing you solace even if you are stripped of your mortal coil.
* ***[Palate of the Malefic Viper (Legendary)]*** –
	+ The Malefic Viper has honed its venom by devouring myriad toxins and treasures found throughout the multiverse. In the same vein, the Alchemist of the Malefic Viper can consume toxins to learn their effects and properties. Further evolved, you can now also learn the properties of herbs while at the same time enjoying a greater benefit from all potions consumed. Natural treasures can be swallowed and refined at an accelerated pace, using your current level of Cultivate Toxin (Uncommon). If the item is not a toxin, the item will still be refined but at a slower pace. Allows you to learn the properties of any treasure in your stomach as you slowly refine it. Grants immunity or resistance to most poisons. Passively provides 3 Endurance per level in Heretic-Chosen Alchemist of the Malefic Viper. Through endless consumption, may your power grow; through gluttony, may your Records expand as you devour the world.
	+ The Malefic Viper has honed its venom by devouring myriad toxins and treasures found throughout the multiverse. In the same vein, the Alchemist of the Malefic Viper can consume toxins to learn their effects and properties. Further evolved, you can now also learn the properties of herbs while at the same time enjoying a greater benefit from all potions consumed. Natural treasures can be swallowed and refined at an accelerated pace using your current level of Touch of the Malefic Viper (Legendary). If the item is not a toxin, the item will still be refined but at a slower pace. Allows you to learn the properties of any treasure in your stomach as you slowly refine it. *Allows the Alchemist to fully consume a swallowed item, destroying it in the process if possible. If the item cannot be destroyed or the result of its destruction is too violent, the Alchemist will suffer a backlash, and the internal space will be damaged.* Grants immunity or resistance to most poisons. Passively provides 9 Endurance per level in Heretic-Chosen Alchemist of the Malefic Viper (C-grade variant). Through endless consumption, may your power grow; through gluttony, may your Records expand as you devour the world.
* ***[Domination of the Avaricious Arcane Hunter (Legendary)]*** – Your avarice knows no bounds, and you claim whatever you decide belongs to you. Allows the Avaricious Arcane Hunter to initiate a Soulbinding Contract with other living beings, forcing them to serve him if they surrender to your desires while making them more inclined to work towards realizing your avaricious goals. Any bound being will serve you for life, and your demise will mean their deaths, while your advancement will give them opportunities to continue serving you. In your arrogance and avarice, you have even become able to force those above your level to serve you. Your ability to dominate a target or not is determined on an individual basis. The number of maximum dominated entities is determined by Willpower and how powerful those dominated are. If those you have dominated are foolish enough to attempt to break free, crush their souls to dust. Naturally, your avarice does not allow any possession of yours to escape your will once bound, and only death shall be their release. Dominating a living being will count as slaying it, rewarding extra experience.
* ***[Pride of the Malefic Viper (Legendary)]*** – The arrogance and strong will of the Malefic Viper is known throughout the multiverse, and all of existence is made to quake in fear in his presence. Now, you have learned to take after him, your own pride a tangible weapon as you demand of the world to bend in your presence. Allows the Alchemist to far more easily force their will upon the world. Significantly increases the effect of all Words of Power spoken. By channeling mana, you can make your presence no longer simply a warning but a weapon to target the psyche of your foes directly, and during this time, forcing your will upon the world in any area affected by your presence becomes even easier than before. Your pride increases all resistance to any kind of mind-affecting effects but be warned that it wanes in despair. All effects of the mental attack increase based on the target’s vulnerability, the nature of your mental attack, and the disparity in Willpower between you and your foe. Passively provides 3 Willpower per level in Heretic-Chosen Alchemist of the Malefic Viper. May your will be truth, your pride eternal.
* ***[Legacy Teachings of the Heretic-Chosen Alchemist (Legendary)]*** – To be taught by a Chosen is an honor most would embrace wholeheartedly. To be taught by a heretic a crime most would shun away from. But to be taught by a Heretic-Chosen is to learn both the endorsed and the unorthodox heretical knowledge at once. A true paradox you can now pass unto others. Allows you to far more easily convey knowledge of alchemy and your path to others, and your teachings will have a larger impact on the paths of others. Allows those who listen to your teachings to earn experience and Records and reward you for their progress. The time to pass down your Legacy and your Records begins now, as you spread your unique path. Adds a noticeable increase to the effectiveness of Legacy Teachings of the Heretic-Chosen Alchemist based on Wisdom and Willpower.
* ***[Scales of the Malefic Viper (Legendary)]*** – The Malefic Viper’s scales are the first, and often the only required, line of defense. Throughout the ages, as the Malefic Viper became a dragon, he too was granted the power inherent in the well-known dragon scales, making him a bane of all magic. Allows the Alchemist of the Malefic Viper to turn parts of his skin into scales, vastly increasing the effect of toughness and adding a certain damage threshold. All damage below the threshold is nullified. The scales are legendarily resistant to magic and will store excess mana from any magical attacks that would have otherwise damaged you. If the damage taken by the scales is too high, this mana will be dealt as direct damage after a certain amount of time. Otherwise, this mana will be slowly refined and be absorbed or dispersed into your surroundings. Passively provides 3 Toughness per level in Heretic-Chosen Alchemist of the Malefic Viper. May your scales be as perennial as the Malefic One, and may the sight of your scales let all know their resistance is futile.
* ***[Steady Aim of the Apex Hunter (Legendary)]*** – When the string is taut and the arrow ready, the hunter’s focus reaches new realms. To aim and shoot the perfect shot is what any hunter aims for, and as one who stands at the apex, you refuse for even time to hamper your accuracy. Allows the hunter to significantly heighten his focus when the bowstring is fully pulled, tapping into the concept of time to slow down his perception of it while simultaneously boosting all effects of Perception significantly. Your eyes receive this boost to Perception at twice the effect of all your other senses. All effects scale with Perception.
	+ Skill Rarity Adjustment: Steady Aim of the Apex Hunter (Legendary) --> Steady Aim of the Apex Hunter (Ancient)
* ***[Arcane Awakening (Legendary)]*** – Arcane energy runs through your veins and body as you embrace the duality of stability and destruction. Revolve, empower, and infuse your stamina with your arcane affinity, making it far more potent while significantly increasing stamina expenditure. Arcane Awakening has four forms. Balanced Form increases all stats by 30% and deals no damage or results in any period of weakness afterward. Destruction Form increases Strength, Agility, Intelligence, Perception, and Willpower by 50%. Stable Form increases Vitality, Toughness, Endurance, Perception, and Willpower by 50%. During a stable Arcane Awakening, your body is covered by a faint barrier of arcane energy at all times, while all your attacks are infused with a slight amount of arcane energy while embracing destruction. Fully awaken your arcane energy to enter Arcane Awakening Form for a boost of 60% in all stats at the cost of severe loss of health every second and a period of weakness after use. During this time, you benefit from both the traits of embracing destruction and stability.
	+ Skill Rarity Adjustment: Arcane Awakening (Legendary) --> Arcane Awakening (Ancient)
* ***[Supreme Curse Assimilation (Legendary)]*** – To others, a curse is a restriction and a demerit, but to you, it is merely another method to grow your own power. Embrace them as they embrace you. Allows the Heretic-Chosen Alchemist of the Malefic Viper to assimilate curses with his soul, gaining far more control of the curse energy related to any curse assimilated. Increases the potency and effect of all curses wielded by the alchemist when infused into Soulbound items. Allows the alchemist to consume curses to rejuvenate himself. Strengthens the bond between the alchemist and assimilated curses, allowing either part to affect the other more effectively.
* ***[Weight of Time (Legendary)]*** – As you walk, the weight of time ripples in your wake. Your every action will lead to a higher impact upon history and the Records of everything you interact with. Your presence will stay forever memorable. The longer you interact with individuals and items, the more your Records will influence them. This effect is increased significantly for individuals and items you have a powerful connection to. Allows you to more easily comprehend the weight of time.
* ***[Fangs of the Malefic Viper (Legendary)]*** - When born, the Viper had limited weapons to fight with, yet it prevailed only with its fangs. Its bite the deliverer of death. As a human, you have integrated these concepts and made them your own. Allows the Alchemist to coat his teeth in deadly venom, sharing all the same effects as Blood of the Malefic Viper in an empowered state. Allows any part of your Soulshape viewed as a weapon to function as fangs, making it possible to excrete venom through them, and passively empowers any toxin upon your fangs. Additionally, all poisons you have crafted or created are significantly more effective when injected directly into the body of your foes. Passively provides 3 Strength per level in Alchemist of the Malefic Viper. May your fangs be the harbingers of death.
* ***[Thousand Voices, Million Eyes, Single Mind (Legendary)]*** – Resist and perhaps even channel the whispers of the void as your soul finds serenity in madness - solace in the unknown.
* ***[One Step, Thousand Miles (Legendary)]*** – A single step is sometimes enough to cross vast distances. It is said that the very space between the user and their foes shrinks with every footfall. By drawing on the concept of space, this skill allows the user to cross far longer distances with every step than otherwise. Note that there must be a path between you and your target. Grants a noticeable bonus to the effectiveness of Endurance and Agility when using One Step, Thousand Miles.
	+ Skill Rarity Adjustment: One Step, Thousand Miles (Legendary) --> One Step, Thousand Miles (Ancient)
* ***[Touch of the Malefic Viper (Legendary)]*** –
	+ With a single touch, the Malefic Viper seizes control of the world. Attempt to inject toxic energy into a being through contact. The nature of the toxic energy is determined by the user. The alchemist can only use toxic effects he has concocted or created prior or to further empower an existing toxic effect within the target. Allows the alchemist to far more effectively control all toxins he is in contact with when using Touch of the Malefic Viper. Can be used with all compatible types of mana affinities, further altering the effects. This effect is especially effective using your arcane affinity. Vastly increases the potency of transmutations made using Touch of the Malefic Viper at the cost of partly binding them to your soul. Some effects cannot be replicated. Adds an increase to the effectiveness of Touch of the Malefic Viper based on Intelligence and Wisdom. Passively provides 3 Intelligence per level in Heretic-Chosen Alchemist of the Malefic Viper. May your touch be the catalyst of corruption as you bend the world to your will.
	+ With a single touch, the Malefic Viper seizes control of the world. Attempt to inject toxic energy into a being through contact. The nature of the toxic energy is determined by the user. The Alchemist can only use toxic effects he has concocted or created prior or to further empower an existing toxic effect within a chosen target. *Allows the Alchemist to far more effectively control all toxins he is in contact with when using Touch of the Malefic Viper. Can be used to cultivate toxins of various forms.* Can be used with all compatible types of mana affinities, further altering the effects. This effect is especially effective using your arcane affinity. Vastly increases the potency of transmutations made using Touch of the Malefic Viper at the cost of partly binding them to your soul. Some effects cannot be replicated. Adds an increase to the effectiveness of Touch of the Malefic Viper based on Intelligence and Wisdom. Passively provides 9 Intelligence per level in Heretic-Chosen Alchemist of the Malefic Viper (C-grade variant). May your touch be the catalyst of corruption as you bend the world to your will.
* ***[Anomalous Soul of the Heretic-Chosen (Legendary)]*** – Heresy and orthodoxy united in one body, power claimed from both. To be both a Chosen and a Heretic requires not only mental deviancy but a truly anomalous soul to reconcile opposing concepts. A soul that only grows more unique as you walk further on your Path as a Heretic-Chosen. Due to your connection to your Patron, your mana will begin to carry faint hints and morsels of the Records of the Malefic Viper when crafting poisons, making each creation more potent. Due to your identity as a heretic, this is not granted but taken, resulting in significantly increased mana expenditure during this process. As your soul mutates, so does it get empowered, allowing it to break convention. Going forward, every stat point in Wisdom increases your Mana Points by 12.5 rather than 10. May your very existence become an anomaly that shuns normalcy for power as you continue paving your own Path as a Heretic-Chosen. Note that this skill results in a permanent change. Losing your status as a Heretic-Chosen or your profession will make the skill further mutate and transition into a race skill.
* ***[Wings of the Malefic Viper (Legendary)]*** – Refusing to remain earthbound, the Malefic Viper sprung wings to devour the skies. Refusing to be bound or trapped anywhere, the wings of the Malefic One shall always leave a path of escape. Allows the Alchemist to summon two phantasmal wings and take flight. While active, you can burn the blood within the wings and release potent toxic fumes. The toxicity and effects of the poison are based on Blood of the Malefic Viper. Toughness and maneuverability of the wings and speed are based primarily on Agility but receive a bonus from all physical stats. The wings count as part of your body for all relevant skills. Allows the Alchemist to further infuse and sacrifice both wings to create an opportunity to escape if in a perilous situation. Doing this makes resummoning the wings impossible for a variable duration, dependent on Agility and the amount of energy infused into the wings upon the sacrifice. Passively provides 3 Agility per level in Heretic-Chosen Alchemist of the Malefic Viper. May the sight of your wings be the harbinger of death and instruments of escape to feed another day.
* ***[Relentless Hunt of the Avaricious Arcane Hunter (Legendary)]*** – The Avaricious Arcane Hunter is relentless in his pursuit of a stronger foe, and it only ends when he so desires. Once a target is found, the hunt shall only end in death. When hunting prey, you only grow in deadliness. Allows the Avaricious Arcane Hunter to accumulate momentum during a hunt by slowly finding an opportunity to strike. This momentum can then be turned into a tangible weapon. Successfully landing blows while not taking damage yourself hastens the accumulation of hunting momentum. Can consume all hunting momentum to significantly empower a single attack to deal devastating damage. Momentum can carry over if a new hunt begins shortly after another one ends. All skill effects have an increased effect the higher the level your foe is. The base speed at which hunting momentum is accumulated as well as the maximum amount of momentum possible is determined by Perception.
* ***[Blood of the Malefic Viper (Legendary)]*** – The blood of the Malefic Viper is a toxin more deadly than most poisons and the lifeblood of an immortal being. Allows the Alchemist to infuse their blood with energy to turn their blood poisonous, imitating their Patron and even carrying traces of the True Blood of the Malefic One within. The blood can be used as an ingredient in alchemy or as a deadly weapon against your foes. The nature of the poison is determined based on the Records of the Alchemist. Allows your blood to carry more energy than usual, including vital energy, passively speeding up regeneration. This effect is further amplified when consuming a health potion or other sources of beneficial vital energy. The blood’s toxicity level is based primarily on Vitality and Wisdom but receives an increase from all physical stats. Increase in natural regeneration based on total health pool. Passively provides 3 Vitality per level in Heretic-Chosen Alchemist of the Malefic Viper. May your blood be forever the bane of all that wishes you harm and that which brings you eternal life.
* ***[Sense of the Malefic Viper (Legendary)]*** – The Malefic Viper’s greed for natural treasures is neverending; his desire to discover all the world has to offer ceaseless. Gives a passive ability to detect herbs and poisons in different forms and a strong feeling of their properties and affinities. Allows the alchemist to far more easily detect affinities in the environment and detect areas optimal for cultivating herbs. Massively improves your ability to sense the poison you have inflicted and its effects on any inflicted entities. Allows you to temporarily merge a part of your soul into a Soulbound cauldron or similar crafting device, making it effectively act as part of your body. Even without fully merging your soul, you will still receive all sensory benefits from using a Soulbound cauldron or similar crafting device. Adds an increase to the effectiveness of Sense of the Malefic Viper based on Perception. All effects of Sense of the Malefic Viper are further improved within the body of the alchemist. Passively provides 3 Perception per level in Alchemist of the Malefic Viper. May your gaze scour the multiverse for all that is rightfully yours; may all truths lay bare before you.
* ***[Sagacity of the Malefic Viper (Legendary)]*** – Blood containing Records, personal teachings, insights from a sage, and the knowledge of a traditional alchemist. Combined, you bring honor to your Patron as you strive for omniscience. Allows the Alchemist to extract knowledge from a fragment of the Malefic Viper’s Records to claim his knowledge as your own. Grants the Alchemist of the Malefic Viper a far better understanding of mana and of most affinities. Grants the Alchemist knowledge of a myriad of alchemical ingredients, allowing him to far more easily Identify them. Allows the Alchemist to make creations he does not have the associated crafting skill for (does not receive stat effectiveness bonuses without associated skill). Passively provides 3 Wisdom per level in Alchemist of the Malefic Viper. May your search for knowledge be as inexhaustible as the Malefic One.
* ***[Core Manipulation of the Primal Hunter (Legendary)]** – The soul of all is sacred, the Truesoul infallible, yet even the impossible awakens when the Origin calls. Allows the Primal Hunter to far more easily manipulate cores and the Records within the broken soul shells to refine and even fuse them for increased effectiveness or amplification. Infuse the essence of your being into a core, allowing its Origin to awaken, resulting in an unpredictable transformation of Records. Be warned that being the harbinger of primeval origins comes with a cost and should not be indulged in lest you wish to lose your Path and Lineage. Delays between each use of essence infusion are heavily recommended. Adds an increase to the effectiveness of Core Manipulation of the Primal Hunter based on Wisdom, Willpower, and Perception.*
* ***[Malefic Plague Theory (Legendary)]*** – To kill an enemy, you use poison; to destroy a world, you deploy a plague. Allows the Alchemist to research and potentially create plagues of various natures. Plagues are incredibly complex self-replicating toxins that can spread independently of the creator by taking root in each infected target and using them as carriers. Do be warned that plagues can mutate and are incredibly difficult to control; thus, incredible caution and patience is advised when working on them. Malefic properties linger in all plagues you create, making them more potent and allowing them to spread faster. Stat bonuses are dependent on the nature of the plague.
* ***[Arcane Supremacy (Legendary)]*** – All other magic - all other energies – falter as you embrace the supremacy of your arcane affinity. Determined in your Path, you are ready to dedicate yourself to your arcane affinity once and for all. With conviction, reforge your body, making arcane energy more easily travel through your pathways while making you significantly more resilient to your own arcane energies. Passively increases the effectiveness and lowers the cost of all combat skills using arcane energy. As your bond with your arcane affinity deepens, so does your understanding of it, reducing mana cost on all freeform manipulating of your arcane mana while increasing its power. As your arcane affinity strengthens, you surrender other forms of magic, significantly increasing the cost and lowering the effectiveness of all combat skills and freeform magic that does not utilize your arcane affinity.
* ***[Ritual: Union Oath of Stormild (Legendary)]***
* ***[All-Seeing Eye of Oras (Legendary)]***
* ***[Gaze of the Apex Hunter (Legendary)]***
* ***[Gaze of the Apex Predator (Legendary)]***
* ***[Moment of the Primal Hunter (Legendary)]***
* ***[Rainblade (Legendary)]***
* **[Sylphian Storm Convergence (Legendary)]**

#### Mythical

* ***[Eternal Shadow of the Primal Hunter (Mythical)]*** – Two choices, two realities, a single soul. A cursed shadow born and sustained by sin. Allows the Primal Hunter to use his instincts to respond to an enemy. Allows the Eternal Shadow to use his instincts to respond to an enemy. Both reactions will manifest at once as two realities are created. Both realities are real, but the Primal Hunter can choose his own soul’s reality and manifest it as such. The Eternal Shadow will experience the consequences of any reality not chosen. Upon activation of Eternal Shadow of the Primal Hunter, this skill allows both the Eternal Shadow and the Primal Hunter to embrace the shadows momentarily, vaulting in any chosen direction. Adds a large bonus to all stats dependent on the nature of the reaction while using Eternal Shadow of the Primal Hunter. Walk forth, Primal Hunter, your shadow forever eternal, waiting to strike.
* ***[Hallowed Shroud of the Heretic-Chosen (Mythical)]*** – To follow the Path of one who is blessed, yet a heretic, is an audacious and auspicious one, but there is safety to be found for those who follow the Heretic-Chosen of the Malefic Viper. Your very presence as a Heretic-Chosen helps protect those around you who follow a similar Path, hiding their identities as heretics by masking them as blessed instead. All those hidden under your shroud also experience a growth in Records gained related to the Path of the Heretic-Blessed. This skill partly borrows Records from your Shroud of the Primordial skill, making it work even against beings of divine nature. The shroud has no effective range but covers everyone who follows you regardless of where they are. Walk with confidence and spread your Path as all those who follow in your footsteps are protected by your Hallowed Shroud. The effectiveness of Hallowed Shroud of the Heretic-Chosen is improved by Wisdom and Willpower.
* ***[Primal Gaze of the Apex Hunter (Mythical)]** –* A hunter who has embraced primal aspects of himself, his gaze more deadly than even most apex predators. With will befitting that of an apex hunter, unleash a Primal Gaze that forcibly penetrates into the soul of your foes. The Primal Gaze of the Apex Hunter can immobilize or even kill any it sees, the weak crumbling before you. Gives the hunter the ability to paralyze, knock out, and even kill his opponents through visual contact. This skill directly targets the soul of the target, ignoring distance, physical defense, and most magical defenses. Due to the nature of the skill, the soul of the hunter will also be exposed to the soul of the target when using Primal Gaze of the Apex Hunter, potentially causing the hunter harm. Passively enhances the hunter’s eyes, increasing the effect of Perception while also allowing you to glance at your opponent’s soul for weaknesses. Passively inspires fear in all that enter the hunter’s eyes, whom he displays hostility toward. All effects of Primal Gaze of the Apex Hunter are determined by Perception and the overall power of the hunter’s soul. May your gaze inspire primal fear in all who dare impede the Path of the Primal Hunter.

#### Divine

* ***[Shroud of the Primordial (Divine)]***