Skill Compendium

A list of known Skills and skill trees. For more information on skills, see the skill page linked in the previous sentence.

There is a similar page for skills and skill trees, but for ones that have not been explicitly confirmed like the ones on this page have. Here is a link to the Highly Probable Skill Compendium.

All text in italics in the skill trees below is text not directly taken from the story.

## Physical Combat Skill Trees

### Physical Passive

* Tier 0
	+ Strength of Arm *(PNK)*
		- Increase physical strength by 2% (str)
	+ Lifespring *(PNK)*
		- Increase health regeneration by 10% (str)
	+ Rugged Defense *(PNK)*
		- Increase physical resistance by 2% (end)

### Physicality

* Tier 2
	+ Airwalk
		- Step on air as if it were stone
		- Cost: variable sp, depending upon rank and applied force
		- Notes
			* Airwalk has multiple prerequisites.

* Tier X
	+ Efficient Movement

### Equipment Use

Utility tree governing general equipment use. The “Empowered” skills are toggleable. They are also hard on the item if the enchantment goes above the limit for the material. Bows count as offhand, arrows as mainhand.

* Tier 0
	+ Empowered Underwear
		- Numerical enchantment boosts from the underwear slot are multiplied by [1+RNK/10]
		- Proportionally multiply enchantment cost
	+ Empowered Overwear
		- Numerical enchantment boosts from the overwear slot are multiplied by [1+RNK/10]
		- Proportionally multiply enchantment cost
	+ Deep Durability
		- Durability of equipped items is multiplied by [1+RNK/10]
* Tier 1
	+ Empowered Mainhand
		- Numerical enchantment boosts from the mainhand slot are multiplied by [1+RNK/10]
		- Proportionally multiply enchantment cost
		- Requires 5 ranks in Empowered Underwear
	+ Empowered Offhand
		- Numerical boosts from the offhand slot are multiplied by [1+RNK/10]
		- Proportionally multiply enchantment cost
		- Requires 5 ranks in Empowered Overwear
	+ Empowered Amulet
		- Numerical enchantment boosts from the amulet slot are multiplied by [1+RNK/10]
		- Proportionally multiply enchantment cost
	+ Empowered Charms
		- Numerical boosts from charms are multiplied by [1+RNK/10]
		- Proportionally decrease charm duration
		- Requires 5 ranks in Empowered Overwear
	+ Deep Hardness (Hidden)
		- Hardness of equipped items is multiplied by [1+RNK/10]
		- Requires rank 5 in any skill from an armor tree (includes shields?)
	+ Deep Sharpness (Hidden)
		- Sharpness of equipped items is multiplied by [1+RNK/10]
		- Requires rank 5 in any skill from a weapon tree.
		- Notes:
			* Note *(by Rain)*: This means ‘sharpness’ the system property. It’s essentially hardness reduction, but it’s complicated. Yes, it works on arrows, but they have a low base value. Example: Single-edged swords have higher base sharpness than two-edged swords, even if they are unenchanted.
* Tier 2
	+ Empowered Rings
		- Numerical enchantment boosts from ring slots are multiplied by [1+RNK/10]
		- Proportionally multiply enchantment cost
		- Requires 5 ranks in Empowered Mainhand
		- Requires 5 ranks in Empowered Offhand
		- Requires 5 ranks in Empowered Amulet
	+ Empowered Armor
		- Numerical enchantment boosts from armor slots are multiplied by [1+RNK/10]
		- Proportionally multiply enchantment cost
		- Requires 10 ranks in Empowered Underwear
		- Requires 10 ranks in Empowered Overwear
	+ Smell Bound Item
		- User can smell all items bound to them within a radius of [RNK/2] km
		- Requires 10 ranks in Empowered Charms
* Tier 3
	+ Repair Bound Item
		- Restore durability at a rate of [10\*RNK\*(1+RCV/100)] durability/s when performing maintenance
		- Will not regenerate lost material
		- Item must be bound and not equipped
		- Cost: [RNK] st/s
		- Requires 5 ranks in Smell Bound Item
	+ Recharge Bound Item
		- Transfer mana to item at a rate of [10\*RNK\*(1+CLR/100)] mp/s
		- Import efficiency are bypassed *(unlike with Mana Manipulation)*
		- Item must be bound and not equipped
		- Requires 5 ranks in Smell Bound Item
		- Notes:
			* Speculation *(by Rain)*: hard on the item?
	+ Unknown Hidden Skill
		- Requires Mana Manipulation
		- Requires ???
* Tier 4
	+ Equipment Mastery
		- Decreases strain on equipment by [RNK\*5%]
		- Requires 10 Ranks in Repair Bound Item
		- Requires 10 Ranks in Recharge Bound Item
		- Notes:
			* Note *(by Rain)*: Lilly had a 100% reduction. +3 cap from her bronze class, +5 cap from her silver class, and +3 from an item (+1, x3 thanks to Empowered Rings).
			* Speculation *(by Rain)*: there is a skill somewhere that decreases strain on the user, i.e. soulstrain, whether from items or from spells. I can dream.

### Heavy Armor

   A defensive tree focusing on heavy armor. Skills are generally about boosting defenses and protecting yourself.

A piece of armor is considered “heavy” if it is mostly rigid. Typically, this means metal, but it also allows things like stone, crystal, wood, etc. Chain does not count as heavy, even though it is metal.

Some related trees are Light Armor, Shieldwielding, and Threat Attraction. There’s some other armor stuff scattered, like Bramble Armor and Hauberk of Spite.

* Tier 0
	+ Heavy Armor
		- Multiply mass of heavy armor by [1+RNK/10]
		- User does not experience the added mass
	+ Mountain Stance
		- User is [1+(RNK/10)\*(1+END/100)] times harder to knock back
		- Requires user to be wearing heavy armor in the feet slot.
		- Automatically deactivates if user loses contact with the ground for more than 3 seconds.
		- Requires focus to maintain
		- Cost: 10 sp/minute
* Tier 1
	+ Thickened Plate
		- Multiply durability of heavy armor by [1+RNK/10]
		- Requires 5 ranks in Heavy Armor
	+ Hardened Plate
		- Multiply hardness of heavy armor by [1+RNK/10]
		- Requires 5 ranks in Heavy Armor
	+ Resistant Plate
		- Adds [RNK\*END/10] resistance to selected elements when the appropriate slot is occupied by heavy armor
			* Chest – Force, Arcane
			* Legs – Heat, Cold
			* Helmet – Chemical, Mental
			* Gloves – Light
			* Boots – Dark
		- Requires 5 ranks in Heavy Armor
	+ Conductive Plate
		- Increases mana conversion rate of metallic armor by [RNK\*5%]
		- Requires 5 ranks in Heavy Armor
		- Notes:
			* Speculation *(by Rain)*: mana conversion capped at 100%?
			* Speculation *(by Rain)*: might work for non-heavy metal armor (chain)
* Tier 2
	+ Draining Plate
		- Multiply mana dissipation rate of metallic armor by [1+RNK/10]
		- Requires 10 ranks in Heavy Armor
	+ Deep Plate
		- Multiply saturation limit of metallic armor by [1+RNK/10]
		- Requires 10 ranks in Heavy Armor
	+ Heavy Resistance Enhancement
		- Multiplies resistance buffs from heavy armor by [1+RNK/10]
		- Requires 5 ranks in Resistant Plate
	+ Ethereal Helm (hidden)
		- Reduce perception impairment of helmet by [RNK\*10%]
		- Hidden Skill, Revealed by Meeting Requirement
		- Requires 5 ranks in Mana Sight
		- Notes:
			* Speculation *(by Rain)*: past rank 10, makes you see better????
			* Speculation *(by Rain)*: makes helmet invisible for others as well???
* Tier 3
	+ Grease Exterior
		- Reduce exterior friction by [RNK\*10%] for a given piece of heavy armor. May be activated on multiple pieces at increased cost
		- Cost 10mp/s
		- Requires 5 ranks in Conductive Plate
		- Notes:
			* Note *(by Rain)*: channeled, subject to Channel Mastery
			* Speculation *(by Rain)*: likely capped at 100%, otherwise, negative friction
			* Speculation *(by Rain)*: “exterior” is subject to intent, meaning this might not make you drop your weapon if you grease up your gauntlets
	+ Regenerative Plate
		- Heavy armor passively recovers durability at a rate of [H.Regen\*RNK/10]
		- H.Regen is reduced correspondingly
		- Requires 50 ranks in Plate skills
		- Notes:
			* Note *(by Rain)*: Can’t be switched off
			* Note *(by Rain)*: Mildly dangerous, TH says above rank 10, hurts you to heal your armor
			* Living Armor "synergize(s) with Regenerative Plate more than one would expect from the skill descriptions, massively multiplying the recovery rate of (one's) durability".
	+ Heavy Armor Inventory (hidden)
		- Banish and summon heavy armor
		- Up to [RNK+FCS/20] pieces may be stored in the soul
		- Cost: 200 mp/kg
		- Hidden Skill, Revealed by Meeting Requirement
		- Requires 50 ranks in the Heavy Armor tree
		- Requires 50 ranks in the Equipment Use tree
		- Notes by Rain:
			* Rounded down
			* Armor must be equipped to be stored
			* Slot must be empty to recall
			* This skill explicitly mentions the soul!
	+ Mana Vent (hidden)
		- Desaturate heavy armor by venting accumulated mana
		- Rate: ??? mp/s
		- Cost: 1000 sp
		- Hidden Skill, Revealed by Meeting Requirement
		- Requires 10 ranks in Draining Plate
		- Requires 10 ranks in Mana Manipulation
		- Notes:
			* The ability expels all mana that is currently inside the saturation bar, mana that is inserted into the saturation bar while the ability is active will not be expelled by the ability
			* Speculation: The formula for the rate is [10\*RNK\*(1+FCS/10)] mp/s
* Tier 4
	+ Living Armor
		- Transform into a golem, merging flesh and armor into one
		- Health and durability become a single pool
		- Multiply the effect of all Plate skills by [1+RNK/5] while transformed
		- Become physically larger proportional to investment in Plate skills
		- Cost: [RNK\*1,000] sp to activate, [RNK\*10] sp/s to maintain
		- Requires 10 ranks in Regenerative Plate
		- Notes:
			* Healing/repair becomes the same thing
			* Synergizes superbly with Regenerative Armor

### Light Armor

* Tier X
	+ Tough Fabric

### Shieldwielding

* Tier X
	+ Shield Bash
		- *Requires a valid target to activate*
	+ Reinforced Shield
	+ Unyielding Defense
	+ Fast Block

### Staff Combat

* Tier X
	+ Gazelle Kata
		- *Staff Combat Basic Kata*
	+ Weighted Staff
	+ Projectile Deflection
	+ Forceful Sweep

### Swordplay

* Tier 0
	+ Slash
* Tier 2
	+ Limb Cutter
* Tier 3
	+ Starling Frenzy
		- infamous Swordsman skill: with each successive strike, the user’s Speed climbs slightly higher, and the stamina cost of the next movement is slightly reduced. The effect continues indefinitely provided the user keeps moving and doesn't miss.
* Tier X
	+ Sparrow
		- Teaches fast, darting movements with sudden reversals
		- good against weak monsters
		- Has thirteen different forms (at rank 13)
	+ Egret
		- Requires Sparrow
		- good against armored opponents
	+ Light Cut
		- *Adds Light damage*
		- *Lightens weight of sword*
	+ Hawk
		- advanced Kata
	+ *"flaming blade"*
	+ *"corroding darkness blade"*

### Fencing

* Tier 0
	+ Counter (*PNK)*
		- +5% damage after blocking (str)
	+ Thrust (*PNK)*
		- Stab forwards
		- Deal 5~7 damage on hit (str) (PNK)
		- Cost: 5 sp

### Dagger Combat

* Tier 0
	+ Asp Kata
		- Stances and forms for learning the technique of the asp. Requires dual daggers and consists of lightning-fast jabs and smooth, sweeping cuts.
	+ Lingering Bleed
		- Passive: All attacks with daggers bleed more, adding a ‘bleed’ status and some damage.
	+ Razor Flurry
		- Attack with a rapid flurry of strikes with a pair of daggers.
* Tier 1
	+ Face Stab

### Hurling

* Tier 3
	+ Ranged Arsenal
		- Gain a soul inventory for up to [RNK+FCS/20] ranged weapons
		- Equipped ranged weapons may be dismissed to the inventory at will
		- Stored ranged weapons may be recalled to the appropriate open slot at will
		- Stored ammunition-tagged weapons may be recalled directly into an appropriate launcher-tagged weapon
		- Cost: 200 mp/kg
		- Notes:
			* The result from [RNK+FCS/20] is rounded down

* Tier X
	+ Unerring Throw
	+ Missile Recall

### Sharpshooting

   An offensive tree focusing on physical skills with bows and crossbows.

When it comes to defining what a ‘bow’ is, it needs to bend and have a string. Bows are fine, but so are crossbows, whether lever or crank. There is no distinction between an “arrow” and a “bolt.” Common uses the same word for both.

Most physical skills require a valid target to gain experience. “Valid” is somewhat subjective. For bows, the condition seems to be that the target is either alive or a challenge to hit, such as a distant archery target or a falling coin.

* Tier 0
	+ Drilling Shot
		- Shoot an arrow that spins, dealing increased damage
		- Multiplies base physical damage by [1+(RNK/10)\*(1+STR/200)]
		- Cost: 10 sp
	+ Seeker Shot
		- Shoot an arrow that tracks its target
		- Turn speed [(RNK\*90)\*(1+FCS/200)] deg/s
		- Tracking effect expires after [RNK\*10] m
		- Cost: 10 sp
		- Notes:
			* Target does not need to be an entity
			* The target must be selected before active seeker shot
			* Seeker shot requires looking at the target to activate. Mark can be used to bypass this restriction.
* Tier 1
	+ Hardened Arrowheads
		- Hardness of arrows multiplied by [1+RNK/10]
		- Requires 5 ranks in Sharpshooting
		- Notes:
			* Note *(by Rain)*: Despite the name, it is the whole arrow, not just the arrowhead
	+ Sturdy Bow
		- Durability of bows multiplied by [1+RNK/10]
		- Requires 5 ranks in Sharpshooting
	+ Strong Draw
		- Bow draw weight multiplied by [1+RNK/10]
		- Toggleable
		- Requires 5 ranks in Sharpshooting
	+ Piercing Shot
		- Shoot an arrow that ignores [RNK\*5%] of target’s hardness
		- If physical damage is dealt, arrow pierces through the target
		- After piercing, physical damage to any secondary target is reduced by the hardness of the primary target
		- After piercing, magical damage to any secondary target is reduced by the appropriate resistance of the primary target
		- Effect can recurse indefinitely
		- Cost: 25 sp
		- Requires 5 ranks in Drilling Shot
* Tier 2
	+ Sharpened Arrowheads
		- Multiply physical damage of arrows by [1+RNK/10]
		- Requires 5 ranks in Hardened Arrowheads
	+ Endless Quiver
		- Conjure a copy of any arrow in your possession
		- Copy persists for [RNK] minutes
		- Cost: [100/RNK] sp + [SM] mp
		- Requires 10 ranks in Hardened Arrowheads
		- Notes:
			* Note *(by Rain)*: SM = mana stored in the arrow
			* Note *(by Rain)*: Copies function like lair-matter, not mana constructs
	+ Pinning Shot
		- Fire a shot that roots an enemy
		- Effect only activates if physical damage is dealt
		- Cost: 50 sp
		- Root the enemy for r [RNK\*6] seconds
		- Requires ranks in Seeker Shot
	+ Sniper Shot (Hidden)
		- Fire a powerful charged shot with extreme range
		- Multiply physical damage by [1+(RNK/3.33)\*(1+STR/100)]
		- Arrow is not affected by gravity or wind within 1km
		- Cost: 100 sp
		- Charge time: 10s
		- Hidden Skill, Revealed by Meeting Requirement
		- Requires 10 ranks in Piercing Shot
		- Requires 10 ranks in Drilling Shot
		- Notes:
			* Note *(by Rain)*: “wind” may or may not mean air resistance in general. More research is needed.
* Tier 3
	+ Bleeder Shot
		- Shoot an arrow that drains the target’s blood
		- Effect only activates if physical damage is dealt to health
		- Target bleeds freely for [RNK] minutes until wound is sealed
		- Bloodless entities are not affected by bleeding
		- Cost: 200 sp
		- Requires 5 ranks in Sharpened Arrowheads
		- Requires 5 ranks in Pinning Shot
		- Notes
			* Note *(by Rain)*: Bleed is a status effect that deals 1% of the original physical damage of an attack every second as additional physical damage, not affected by physical defenses
	+ Splinter Shot
		- Arrow splits into [2\*RNK] arrows just before impact with the original target, striking up to [2\*RNK] enemies within [RNK/2] m
		- Split arrows deal [50%/RNK] of the original’s damage
		- Split arrows have [50%/RNK] of the original’s hardness and durability
		- Cost: None
		- Requires 50 ranks in Sharpshooting
		- Notes:
			* Note *(by Rain)*: Copied projectiles function like lair-matter, not mana constructs
	+ Multishot (Hidden)
		- Fire an arrow that splits into [RNK\*2] projectiles
		- Each projectile deals 10% of the original damage
		- Arrows fly in a fan up to 45 degrees wide, equally spaced
		- Cost: [10\*RNK] mp
		- Hidden Skill, Revealed by Meeting Requirement
		- Requires 10 ranks in Mana Manipulation
		- Requires 10 ranks in Endless Quiver
		- Notes:
			* Unlike with Endless Quiver or Splinter Shot, these copies are mana constructs. They no longer have hardness/durability, but are now susceptible to metal absorption/disruption.
			* Speculation *(by Rain)*: mana construct arrows might be compatible with some metamagic, such as Guide Sending. Could compensate for the aim disruption that comes from a metal bow. More research is needed.
* Tier 4
	+ Stacked Shot
		- Up to [1+RNK] Shot skills may be combined
		- Cost: additive
		- Requires 60 ranks in Shot skills

### Tracking

* Tier X
	+ Mask Trail
	+ Follow Trail

## Magical Combat Skill Trees

### Magical Utility

* Tier 0
	+ Intrinsic Clarity
		- Multiply base mana regeneration by [1+RNK/5]
		- Notes
			* Part of the starguide build.
	+ Intrinsic Focus
		- Multiply base mana by [1+RNK/5]

* Tier 1
	+ Mana Manipulation
		- Allows internal control of mana
		- Allows expulsion of mana to environment
		- Allows transfer of mana to and from capacitive items with direct contact
		- Maximum transfer rate [(100+FCS\*2)\*RNK] mp/s
		- Alternative formula [100\*RNK\*(1+FCS/50)]
		- Requires 5 ranks in Intrinsic Clarity
		- Notes:
			* Channeled, subject to Channel Mastery. Increasing the intensity of the ability does not increase the cost (1 mp transferred per 1 mp spent) which is still 100% efficiency.
			* "Mana Manipulation unlocked a tier-three spell in every single tree, it was said, though only if the other requirements were also met."
	+ Channel Mastery (hidden)
		- Allows intuitive control of channeled skill intensity
		- Minimum skill intensity: [100%-10%\*RNK]
		- Maximum skill intensity: [100%+10%\*RNK]
		- Minimum skill tick rate: [1.0s-0.2s\*RNK]
		- Maximum skill tick rate: [1.0s+0.2s\*RNK]
		- Skill mana cost modified by intensity adjustment
		- Skill intensity power adjust per tick modified proportional to tick rate
		- Hidden Skill, Revealed by Meeting Requirement
		- Requires 5 ranks in 2 channeled skills
		- Requires 10 ranks in Intrinsic Clarity or Intrinsic Focus
		- Notes:
			* Skill intensity modifier effect available since rank 1, increases/decreases up to rank 10
			* Skill tick modifier effect available since rank 11, increases/decreases up to rank 15
	+ Overcharge
		- Delay cast of an immediate spell to charge it with mana
		- Charge time reduced by Mana Manipulation
		- Boost effect intensity by up to [100%+20%\*RNK]
		- Maximum mana charge: [100%+20%\*RNK]
		- Requires 5 ranks in Intrinsic Focus
		- Notes:
			* Overcharge doesn't work on buffs.

* Tier 2
	+ Magical Synergy
		- Enables limited synergistic cross-coupling of magical attributes
		- [2.5%\*RNK] of Focus contributes to M.Regen
		- [2.5%\*RNK] of Clarity contributes to Mana
		- Requires 10 ranks in Intrinsic Clarity
		- Requires 10 ranks in Intrinsic Focus

* Tier 3
	+ Mana Sight
		- Passively perceive mana within the environment
		- Resolution is [10%\*RNK] of that of mundane optical sight
		- Activate to perceive mana within entities
		- Active Cost: 10 mp/s
		- Compatible with other sensory skills at [10%\*RNK] resolution while activated
		- Requires 10 ranks in Mana Manipulation
		- Notes:
			* Channeled, subject to Channel Mastery.
	+ Elemental Refinement (hidden)
		- Shaping kata for elemental mana.
		- Hidden skill, revealed by meeting requirements
		- Requires 10 ranks in Mana Manipulation
		- Requires 10 ranks in Magical Synergy
		- Notes:
			* The first two katas are for the Elements of Heat and Cold, the other elements come later.
			* Requires extensive practice time.
			* Elemental refinement is a manual process that requires strict focus and control.
			* Magical Kata difficult to learn as a Physical Kata.
			* Using elemental mana improved power and granted more control when used for aligned spells.
			* The conversion rate is slow and the user may have a conversion rate even slower than the maximum possible.

* Tier 4
	+ Hybridize
		- *Combine multiple non-channeled spells together*

### Aura Metamagic

* Tier 0
	+ Amplify Aura
		- Multiply aura intensity by [1+RNK/10]
		- Boost aura mana cost by [1+RNK/5]
	+ Extend Aura
		- Extend aura range by [RNK] m
		- Multiply aura mana cost by [1+RNK/5]
		- Notes:
			* Extend aura take place before others modifiers (

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* Tier 1
	+ Aura Focus
		- Focus on an aura to boost its output
		- Multiply aura intensity by [1+RNK/5]
		- Multiply aura range by [1+RNK/5]
		- Multiply aura mana cost by [1+RNK/5]
		- User loses all external senses while focusing
		- Requires 5 ranks in amplify aura
		- Requires 5 ranks in extend aura
		- Notes:
			* The senses lost include all mundane senses besides proprioception
	+ Aura Synergy
		- Increase all aura output by [0.1%\*RNK] for each rank in any aura
		- Requires 1 rank in five different Auras
		- Notes:
			* Aura synergy multiplies aura output by [1+0.001\*RNK\*aura\_ranks]
			* Output of the aura refers to aura intensity and aura range

* Tier 2
	+ Prismatic Intent
		- User may maintain [1+RNK] auras simultaneously
		- Requires 10 ranks in Aura Synergy
		- Requires 1 rank in 15 different auras
	+ Aura IFF
		- User may exempt entities from direct aura effects at will
		- Selected entities receive [100%-10%\*RNK] aura output
		- Requires 10 ranks in Amplify Aura
		- Requires 10 ranks in Extend Aura
		- Requires 10 ranks in Aura Focus
		- Notes:
			* Aura output is adjustable per entity

* Tier 3
	+ Aura Compression
		- Compress aura output, reducing range to boost intensity
		- Increase intensity by [0.2%\*RNK] per meter of compression
		- Requires 50 ranks in Aura Metamagic
		- Requires 10 ranks in Aura IFF
		- Notes:
			* Increases additively [1+0.002\*RNK\*100]=3 instead of [(1+0.002\*RNK)^100]=7.2464611825 (if RNK = 10)
	+ Ethereal Aura (hidden)
		- User may exempt the aura from environmental effects at will
		- Aura gains [5%\*RNK] resistance to environmental occlusion and absorption
		- Environment receives [100%-10%\*RNK] aura output
		- Hidden skill, revealed by meeting requirements
		- Requires 10 ranks in Mana Manipulation
		- Requires 10 ranks in Aura IFF
		- Notes
			* Resistance to environment occlusion resistance and/or environment absorption resistance can be turn off
			* Aura environment output its adjustable

* Tier 4
	+ Anchor Aura
		- Allows for the creation, binding, and use of aura anchors
		- Aura anchors are attuned to a single aura at the time of creation
		- Aura anchors act as additional emission points, irrespective of distance
		- User may project any aura through 0 to [RNK] anchors simultaneously
		- Aura range is distributed across the user and any selected anchors
		- Anchor Creation Cost: 100 + 100^x
		- Anchor Creation Time: 1 hrs
		- Anchor Durability: 100 + 100^x
		- Anchor Hardness: Focus/10, round down (fcs)
		- x must be a whole number greater than or equal to the tier of the attuned aura
		- Aura use through an anchor damages the anchor
		- Anchor damage is proportional to mana flux, mitigated by Hardness
		- Requires 1 rank in Prismatic Intent
		- Requires 5 ranks in Ethereal Aura
		- Requires 10 ranks in Aura Compression
		- Notes:
			* Not a hidden skill despite having hidden requirements.
			* Aura anchors do not function across Lair boundaries.

### Offensive Auras

* Tier 0
	+ Immolate
		- [(7~8)\*RNK\*(1+FCS/200)] heat damage per second to entities and environment
		- {[-1\*(7~8)\*RNK\*(1+FCS/200)] heat damage per second to environment}
		- Sufficient damage causes ignition
		- Range: [RNK] m
		- Cost: [5\*RNK] mp/s
		- Notes:
			* heat damage to the environment refers to heating the environment (it is unknown if the fires caused by immolate are due to the heat or the effect of igniting) (more intensity = more damage to the environment = more heat)
			* inverted environmental effect dispel (consumes?) fires within range
	+ Refrigerate
		- [(7~8)\*RNK\*(1+FCS/200)] cold damage per second to entities and environment
		- {[-1\*(7~8)\*RNK\*(1+FCS/200)] cold damage per second to environment}
		- Sufficient damage causes slow
		- Range: [RNK] m
		- Cost: [5\*RNK] mp/s
		- Notes:
			* cold damage to the environment refers to cooling the environment (more intensity = more damage to the environment = colder)

* Tier 1
	+ Shroud
		- [(7~8)\*RNK\*(1+FCS/200)] dark damage per second to entities
		- Darkens environment (fcs)
		- {Banishes shadows from the environment (fcs)}
		- Range: [RNK] m
		- Cost: [5\*RNK] mp/s
		- Requires 5 ranks in Refrigerate
		- Notes:
			* Shroud dispelled (consumed?) the effects of a dark ability and/or dark mana in the fight against Thrast, however he did not dispel the ability itself as it was still "burning" on Thrast's sword.
	+ Radiance
		- [(7~8)\*RNK\*(1+FCS/200)] light damage per second to entities
		- Brightens environment (fcs)
		- {Banishes light from the environment (fcs)}
		- Range: [RNK] m
		- Cost: [5\*RNK] mp/s
		- Requires 5 ranks in Immolate
		- Notes:
			* Although Radiance does not mention damage to the environment, the target entities of the non-inverted effects against entities of the aura are attacked by environmental means such as light beams like other environmental effects of offensive auras that do have environmental damage
	+ Shear
		- [(7~8)\*RNK\*(1+FCS/200)] force damage per second to entities and environment
		- {[-1\*(7~8)\*RNK\*(1+FCS/200)] force damage per second to environment (probably)}
		- Not occluded by mundane materials
		- Range: [RNK] m
		- Cost: [10\*RNK] mp/s
		- Requires 15 ranks in Offensive Auras

* Tier 2
	+ Corrosion
		- [(7~8)\*RNK\*(1+FCS/200)] chemical damage per second to entities and environment
		- {[-1\*(7~8)\*RNK\*(1+FCS/200)] chemical damage per second to environment (probably)}
		- Sufficient damage disrupts health regeneration
		- Range: [RNK] m
		- Cost: [5\*RNK] mp/s
		- Requires 5 ranks in Shroud
		- Requires 10 ranks in Refrigerate
	+ Fulmination
		- [(7~8)\*RNK\*(1+FCS/200)] arcane damage per second to entities and environment
		- {[-1\*(7~8)\*RNK\*(1+FCS/200)] arcane damage per second to environment (probably)}
		- Sufficient damage causes paralysis
		- Range: [RNK] m
		- Cost: [5\*RNK] mp/s
		- Requires 5 ranks in Radiance
		- Requires 10 ranks in Immolate
		- Notas:
			* Fulmination's environmental effect/damage is lightnings roaring with power and assaulting the environment indiscriminately and targeting entities affected by the non-inverted effects against entities of the aura

* Tier 3
	+ Discombobulate
		- [(7~8)\*RNK\*(1+FCS/200)] mental damage per second to entities
		- Not occluded by mundane materials
		- Sufficient damage causes hallucinations
		- Damage applies to mana instead of health
		- Range: [RNK] m
		- Cost: [5\*RNK] mp/s
		- Requires 50 ranks in Offensive Auras
* Tier 4
	+ Obliterate (*PNK)*
		- 217.21-248.24 Arcane (fcs) damage per second to entities and environment (PNK)
		- {??}
		- Sufficient damage causes total disintegration
		- Not occluded by mundane materials
		- Ignores 50% of Arcane resistance (PNK)
		- Range: 5.8 m (PNK)
		- Cost: 50 mp/s (PNK)
		- Requires 10 ranks in each of Purify, Corrosion, Fulmination, Discombobulate
		- Notes:
			* The above damage and range for Obliterate is calculated for a rank of 1, an Aura Synergy multiplier of 5.8, and an unknown amount of focus.
			* Speculation: Assuming 870 Focus from focusboost.sh, the shown numbers match the general aura formula of [(7~8)\*RNK\*(1+FCS/200)] Arcane Damage.
			* Speculation: Range [RNK] m
			* Speculation: piercing effect doesn't scale

Note: offensive auras are channeled skills, subject to Channel Mastery.

Note: non-inverted environmental effects of offensive auras consume ambient mana from their respective element to function.

Note: Although it's not mentioned, the non-inverted entity effect of Offensive Auras does not affect the caster by default.

Extra info:

* Effects inside walls "| |" are the inverted effect towards the entities (effect available at rank 11 in Aura IFF, full inverted effect available at rank 20 in Aura IFF).
* Effects inside walls "{ }" are the inverted effect towards the environment (effect available at rank 11 in Ethereal Aura, full inverted effect available at rank 20 in Ethereal Aura).

Inverted effects will be displayed as if they were at -100%

### Defensive Auras

* Tier 0
	+ Heat Ward
		- Increase heat resistance by [3.0%\*RNK] for all entities
		- Range: [RNK] m
		- Cost: 1 mp/dmg mitigated
		- Cost: 1 mp/dmg amplified
	+ Cold Ward
		- Increase cold resistance by [3.0%\*RNK] for all entities
		- Range: [RNK] m
		- Cost: 1 mp/dmg mitigated
		- Cost: 1mp/dmg amplified

* Tier 1
	+ Arcane Ward
		- Increase arcane resistance by [3.0%\*RNK] for all entities
		- Range: [RNK] m
		- Cost: 1 mp/dmg mitigated
		- Cost: 1mp/dmg amplified
	+ Dark Ward
		- Increase dark resistance by [3.0%\*RNK] for all entities
		- Range: [RNK] m
		- Cost: 1 mp/dmg mitigated
		- Cost: 1 mp/dmg amplified
	+ Chemical Ward
		- Increase chemical resistance by [3.0%\*RNK] for all entities
		- Range: [RNK] m
		- Cost: 1 mp/dmg mitigated
		- Cost: 1 mp/dmg amplified
	+ Light Ward
		- Increase light resistance by [3.0%\*RNK] for all entities
		- Range: [RNK] m
		- Cost: 1 mp/dmg mitigated
		- Cost: 1 mp/dmg amplified
	+ Mental Ward
		- Increase mental resistance by [3.0%\*RNK] for all entities
		- Range: [RNK] m
		- Cost: 1 mp/dmg mitigated
		- Cost: 1 mp/dmg amplified

* Tier 2
	+ Force Ward
		- Increase physical resistance by [3.0%\*RNK] for all entities
		- Range: [RNK] m
		- Cost: 1 mp/dmg mitigated
		- Cost: 1 mp/dmg amplified

* Tier 3
	+ Suppression
		- Increase mana costs for all entities by [10\*RNK\*(1+FCS/200)] mp
		- Range: [RNK] m
		- Cost: [RNK] mp/s
		- Requires at least 1 rank in an aura of each element
		- Notes:
			* The affected entity feels a pressure on itself
			* Makes it harder to cast spells and interrupts spell casting??? (only if entity was casting before being affected by suppression but this may not happen as well)
			* Some chains materialize on the affected entity
	+ Impediment (hidden)
		- Increase stamina costs for all entities by [10\*RNK\*(1+FCS/200)] sp
		- Range: [RNK] m
		- Cost: [RNK] mp/s
		- Hidden skill, revealed by meeting requirements
		- Requires 10 ranks in Mana Manipulation
		- Requires 10 ranks in Suppression

* Tier 4
	+ Overgrowth (0/15)
		- Affected entities gain temporary health at a rate of ?? hp/day
		- Temporary health persists until depleted
		- Cap: 1x entity maximum health (PNK)
		- Range: 1 m *(PNK)*
		- Cost: 30 mp/min *(PNK)*
		- Requires 10 ranks in Heat Ward
		- Requires 10 ranks in Cold Ward
		- Requires 10 ranks in Dark Ward
		- Requires 10 ranks in Light Ward
		- Requires 10 ranks in Arcane Ward
		- Requires 10 ranks in Chemical Ward
		- Requires 10 ranks in Mental Ward
		- Requires 10 ranks in Force Ward
		- Notes:
			* Speculation: Grants [7\*RNK\*(1+FCS/200)] temporary hp/day
			* Speculation: Range [RNK] m
			* Speculation: Cost [30\*RNK] mp/min

Note: defensive auras are channeled skills, subject to Channel Mastery.

Note: Wards can mitigate things other than damage (however these effects must belong to the element of the ward in order to be mitigated), such as the force on the affected entity so that it is not knocked or moved through the use of force ward , wards may also not mitigate the force on the affected entity and instead only mitigate the damage (or the damage could be unmitigated as well).

the cost of mitigating other non-damage effects is unknown but can be increased or decreased through metamagic.

the caster's will is required to exclude effects from ward mitigation (or the will of the beneficiary entity).

It is unknown if the inverted effects of wards also allow the non-damage effects to pierce through the afflicted entity's resistances.

Note: Although it's not mentioned, the entity non-inverted effect of Supression does not affect the caster by default.

Note: Although it's not mentioned, the entity non-inverted effects of Wards does affect the caster by default.

extra info:

* effects inside walls "| |" are the inverted effect towards the entities (effect available at rank 11 in Aura IFF, full inverted effect available at rank 20 in Aura IFF).

Inverted effects will be displayed as if they were at -100%.

### Utility Auras

* Tier 0
	+ Purify
		- Purify poison, corruption, and contamination
		- {Sow poison, corruption, and contamination}
		- Range: [RNK] m
		- Cost: [10\*RNK] mp/min
	+ Spring
		- Boost S.Regen by [10%\*RNK] for all entities
		- Range: [RNK] m
		- Cost: [RNK] mp/hr
	+ Summer
		- Boost H.Regen by [10%\*RNK] for all entities
		- Range: [RNK] m
		- Cost: [RNK] mp/hr
	+ Fall (hidden)
		- Reduce the need for food and water for all entities by [1%\*RNK]
		- Range: [RNK] m
		- Cost: [RNK] mp/hr
		- Hidden Skill, Revealed by Meeting Requirement
		- Requires 5 ranks in Spring
		- Requires 5 ranks in Summer
		- Requires 5 ranks in Winter
	+ Winter
		- Boost M.Regen by [10%\*RNK] for all entities
		- Range: [RNK] m
		- Cost: [RNK] mp/hr
		- Notes
			* Speculation: heal/reduces focus soulstrain and causes a slight amount of Clarity soulstrain

* Tier 1
	+ Velocity
		- [10.0%\*RNK] boost to speed for all entities
		- Range: [RNK] m
		- Cost: [RNK] mp/s
		- Requires 5 ranks in Utility Auras
		- Notes:
			* Velocity doesn't just increase how fast you can move, it actually increases the Speed attribute.
			* Reducing an attribute below ten suffers from diminishing returns and it is said to be impossible to reduce an attribute to zero.
	+ Detection
		- Sense selected items of interest
		- Not occluded by mundane materials
		- Range: [RNK] m
		- Cost: [RNK] mp/s
		- Requires 5 ranks in utility auras
		- Notes:
			* Detection has sensitivity (increase with intensity)
			* Counts as a sensory skill
			* The resolution formula is:
				+ if *p* < 1, then resolution = 1 - *p*
				+ if *p* > 1, then resolution = 0.001 / ln *p*
				+ Otherwise the formula is unknown.
				+ where the power *p* is defined as *p* = [0.1\*(RNK-1)\*intensity]
	+ Life Well
		- Convert mana to health and transfer to all entities within range, including user (transferred health is distributed among affected entities)
		- |(convert health to mana?) Extract health from all entities within range, including the user (probably)| (Extracted health is distributed among affected entities)
		- Transfer Rate: [RNK] hp/s
		- Extract Rate: [RNK] hp/s
		- Efficiency: 20%
		- Range: [RNK] m
		- Requires 5 ranks in Summer
		- Notes:
			* Speculation: Ignores resistances or Extract rate is paid for resource extracted
	+ Energy Well
		- Convert mana to stamina and transfer to all entities within range, including user (transferred stamina is distributed among affected entities)
		- |(convert stamina to mana?) Extract stamina from all entities within range, including the user (probably)| (Extracted stamina is distributed among affected entities)
		- Transfer Rate: [RNK] sp/s
		- Extract Rate: [RNK] sp/s
		- Efficiency: 20%
		- Range: [RNK] m
		- Requires 5 ranks in Spring
		- Notes:
			* Speculation: Ignores resistances or Extract rate is paid for resource extracted
	+ Essence Well
		- Transfer mana to all entities within range, including user (transferred mana is distributed among affected entities)
		- |Extract mana from all entities within range, including the user| (Extract mana is distributed among affected entities)
		- Transfer Rate: [RNK] mp/s
		- Extract Rate: [RNK] mp/s
		- Range: [RNK] m
		- Efficiency: 20%
		- Requires 5 ranks in Winter
		- Notes:
			* Much less kind to the soul than Winter
			* Speculation: Ignores resistances or Extract rate is paid for resource extracted
	+ Experience Well (hidden)
		- ???
		- Range: [RNK] m
		- Hidden Skill, Revealed by Meeting Requirement
		- Requires 10 ranks in Spring
		- Requires 10 ranks in Summer
		- Requires 10 ranks in Fall
		- Requires 10 ranks in Winter

* Tier 2
	+ Precision
		- [10.0%\*RNK] boost to physical precision for all entities
		- Range: [RNK] m
		- Cost: [RNK] mp/s
		- Requires 10 ranks in Velocity
		- Requires 10 ranks in Energy Well
	+ Acuity
		- [10.0%\*RNK] boost to physical senses for all entities
		- Range: [RNK] m
		- Cost: [RNK] mp/s
		- Requires 10 ranks in Detection
		- Requires 10 ranks in Essence Well

* Tier 3
	+ Empire of Will
		- Boost Focus by [10\*RNK] for all entities
		- Range: [RNK] m
		- Cost: [20\*RNK] mp/s
		- Requires 50 ranks in Utility Auras
		- Requires 10 ranks in Essence Well
	+ Empire of Grit
		- Boost Endurance by [10\*RNK] for all entities
		- Range: [RNK] m
		- Cost: [20\*RNK] mp/s
		- Requires 50 ranks in Utility Auras
		- Requires 10 ranks in Energy Well
	+ Empire of Brawn
		- Boost Strength by [10\*RNK] for all entities
		- Range: [RNK] m
		- Cost: [20\*RNK] mp/s
		- Requires 50 ranks in Utility Auras
		- Requires 10 ranks in Life Well
	+ Empire of Drive (hidden)
		- Boost Recovery by up to [10\*RNK] for all entities
		- Boost Vigor by up to [10\*RNK] for all entities
		- Boost Clarity by up to [10\*RNK] for all entities
		- Maximum Recovery boost is capped by the active Strength boost from Empire of Brawn
		- Maximum Vigor boost is capped by the active Endurance boost from Empire of Grit
		- Maximum Clarity boost is capped by the active Focus boost from Empire of Will
		- Range: [RNK] m
		- Cost: [20\*RNK] mp/s
		- Hidden skill, revealed by meeting requirements
		- Requires 50 ranks in Utility Auras
		- Requires 10 ranks in Experience Well

* Tier 4
	+ Unity
		- Entities may use the active skills of other entities within range and in their party
		- Unity user must match any health, mana, and stamina costs
		- Maximum Skill Tier: [log10(FCS\*intensity)-1] rounded down
		- Maximum Skill Rank: 1 *(PNK)*
		- Range: [RNK] m
		- Requires 10 ranks in Empire of Will
		- Requires 10 ranks in Empire of Grit
		- Requires 10 ranks in Empire of Brawn
		- Requires 10 ranks in Empire of Drive
		- Notes:
			* Aura synergy does not boost the intensity of Unity.
			* Katas and active metamagics are shareable.
			* Not a hidden skill despite having hidden requirements.
			* Skills granted by Unity come at rank 1 and can increase by gaining experience like a normal skill up to the Maximum Skill Rank.
			* Legendary True Jacks can swap out a skill they already have without the normal wait time, if they receive a copy of that skill with Unity.
			* Unity does function on unawakened, though it only provides them Tier 0 skills.
			* Unity "uses a resource you’re not well-equipped to replace, and we expect it to get worse the more skills are shared." That resource is likely Essence given the later discussion of Soul theory.

Note: utility auras are channeled skills, subject to Channel Mastery.

Cost of wells: (transfer\_rate or extract\_rate) \* 5 \* (1 + log\_10 (cost multiplier)) or just transfer rate (or extract rate), whichever is higher.

Note: *cost\_multiplier is 1 if there are no mods, 3 with amplify aura (if amplify aura has 10 ranks), etc.*

Efficiency = (transfer\_rate or extract\_rate)/cost. Efficiency is always between 0% and 100%. 100% is at 10^-0.8, or 15.85% cost multiplier.

Note: we dont now if this is the the experience well case.

Note: Although it's not mentioned, the entity non-inverted effects of Utility Auras does affect the caster by default.

Extra info:

* effects inside walls "| |" are the inverted effect towards the entities (effect available at rank 11 in aura iff, full inverted effect available at rank 20 in aura iff).
* effects inside walls "{ }" are the inverted effect towards the environment (effect available at rank 11 in ethereal aura, full inverted effect available at rank 20 in ethereal aura).

Inverted effects will be displayed as if they were at -100%.

### Elemental Archer

A buffing tree focusing on magically empowering arrows.

Anything that multiplies elemental damage here also multiplies any elemental damage enchanted on the arrow.

“Arrow” is a keyword, like “Aura”. One Arrow buff can be used at once. They count as spells and are subject to things like Mastery/Synergy/Affinity, etc. They aren’t evocations, though, so no Overcharge, Guide Sending, Triplicate Casting, etc.

Arrow skills do nothing for the arrow’s physical damage, hurting it if anything. They cause item strain, but the arrow just has to survive it long enough to reach its target. The buffs will work with metal arrows, too, but will reduce accuracy significantly.

* Tier 0
	+ Fire Arrow
		- Wreathe an arrow in flames
		- [(5~10)\*RNK\*(1+FCS/200)] Heat on impact
		- Sufficient damage causes ignition
		- Cost: 5 mana
		- Notes:
			* When Fire Arrow is cast on an arrow it will stay lit even if it is not in contact with the caster as long as the caster remains focused.
			* casting Fire Arrow on another arrow will cause the previous one to go out.
	+ Ice Arrow
		- Encrust an arrow with ice
		- [(5~10)\*RNK\*(1+FCS/200)] Cold on impact
		- Sufficient damage causes slow
		- Cost: 5 mana

* Tier 1
	+ Shock Arrow
		- Charge an arrow with lightning
		- [(5~10)\*RNK\*(1+FCS/200)] Arcane on impact
		- Sufficient damage causes paralysis
		- Cost: 5 mana
	+ Poison Arrow
		- Douse an arrow in poison
		- [(10~20)\*RNK\*(1+FCS/200)] Chemical over 10 seconds
		- Effect only activates if physical damage is dealt
		- Sufficient damage disrupts regeneration
		- Cost: 5 mana
	+ Stone Arrow
		- Jacket an arrow with stone
		- [(5~10)\*RNK\*(1+FCS/200)] Force on impact
		- Arrow will not be affected by wind
		- Cost: 5 mana
	+ Arrow Affinity
		- Multiply elemental damage of arrows by [1+RNK/10]
		- Requires 1 skill of each element
		- Requires at least 10 ranks in Elemental Archery

* Tier 2
	+ Radiant Arrow
		- Envelop an arrow with the power of the sun
		- [(5~10)\*RNK\*(1+FCS/200)] Light on impact
		- Arrow velocity is increased to maximum
		- Physical damage is not affected
		- Cost: 5 mana
		- Requires 10 ranks in Fire Arrow
	+ Stygian Arrow
		- Cloak an arrow in the shadow of night
		- [(5~10)\*RNK\*(1+FCS/200)] Dark on impact
		- Arrow release, impact, and flight are muffled
		- Cost: 5 mana
		- Requires 10 ranks in Ice Arrow

* Tier 3
	+ Mental Arrow
		- Shift an arrow to the realm of thoughts
		- [(5~10)\*RNK\*(1+FCS/200)] Mental on impact
		- Arrow can phase through up to [RNK/10] m of mundane material before striking its target
		- Cost: 5 mana
		- Requires 10 ranks in Shock Arrow
	+ Arrow Synergy
		- Multiply elemental damage of arrows by [1+r\*RNK/500] r = number of ranks in Arrow skills
		- Requires at least 50 ranks in Arrow skills
	+ Sapping Arrow (Hidden)
		- Charm an arrow to drain mana
		- [(2.5~5)\*RNK\*(1+FCS/200)] Arcane over 10 seconds to mana
		- Caster gains drained mana
		- Arrow must remain lodged in the target, or the effect will end
		- Cost: 5 mana
		- Hidden Skill, Revealed by Meeting Requirement
		- Requires 10 ranks in Mana Manipulation
		- Requires 50 ranks in Elemental Archery

* Tier 4
	+ Prismatic Arrow
		- Combine any number of known Arrow skills into a single effect
		- Further multiply elemental damage by [1+(RNK/10)\*(1+FCS/100)]
		- Cost: [5\*n\*(n+1)] mana
		- n = number of skills.
		- Requires 10 ranks in Arrow Synergy

### Evocation Metamagic

* Tier 0
	+ Guide Sending
		- *Add a sort-of aim correction*
		- *Works with magic projectiles*
	+ Chanting
		- Spell Multiplier
		- *Provides a multiplicative boost of* [1+RNK/5]
		- *Metamagic that boosts spells through chants*
		- *The user's voice must be audible while chanting**. It cannot be used in a place where it is impossible to speak.*
		- *What is said as part of the chant is at the discretion of the user.* *Many mages choose to chant nonsense phrases.*
		- *Chanting can be done in the form of song. Though that is not what Fleshsinger is doing by singing.*
		- *Cannot be used on channeled skills.*
		- *When used with an element arrow skill that matches the element of the enchantment on the arrow, will boost the enchantment damage as well.*
		- *Chanting does not work on continuous effects.*
		- *Chanting does work on buffs as all the effort for the buff is done up front.*

* Tier 1
	+ Somatic Manipulation

### Fire Evocation

* Tier 0
	+ Firebolt
		- A bolt of magical fire assails your target
		- Deal 6~8 heat (fcs) damage on hit (PNK)
		- Range: 10 m (PNK)
		- Cost: 10 mp
		- Notes
			* Speculation: Damage [(5~7.5)\*RNK\*(1+FCS/100)] heat damage
			* Speculation: Range [10\*RNK] m
	+ Flamestrike (hidden)
		- Call upon fire to enhance your next strike with a melee weapon
		- Deal 10~15 heat (fcs) damage on hit (PNK)
		- Cost: 10 mp
		- Hidden Skill, Revealed by Meeting Requirement
		- Requires 1 Fire Element skill
		- Notes
			* Speculation: Damage [(12~18)\*RNK\*(1+FCS/200)] heat damage (29~43 heat damage at rank 2 with 40 focus)

* Tier 1
	+ Magma Catapult
		- Launch a vicious ball of magma in an arc
		- Deal 36~54 heat (fcs) on hit (PNK)
		- Range: 20 m (PNK)
		- Cost: 25 mp
		- Cooldown: 10 seconds
		- Requires 5 ranks in Firebolt
		- Notes
			* Speculation: Damage [(30~45)\*RNK\*(1+FCS/200)] heat damage
			* Speculation: Range [20\*RNK] m
	+ Flamewave
		- Summon a curtain of fire that travels along the ground in a line
		- Deal 5~8 heat (fcs) on hit (PNK)
		- Height: 3 m (PNK)
		- Width: 2 m (PNK)
		- Range: 2 m (PNK)
		- Cost: 10 mp
		- Hidden Skill, Revealed by Meeting Requirement
		- Requires 5 ranks in Flamestrike
		- Notes
			* Speculation: Damage [(4~6)\*RNK\*(1+(FCS\*0.75)/100)] heat damage
			* Speculation: Height [3\*RNK] m
			* Speculation: Width [2\*RNK] m
			* Speculation: Range [2\*RNK] m
	+ Combustion
		- Snap your fingers to cause your target to spontaneously combust
		- Deal 14~21 heat (fcs) on hit (PNK)
		- Range: 1 m (PNK)
		- Cost: 20 mp
		- Cooldown: 5 seconds
		- Requires 10 ranks in Fire Evocation skills
		- Notes
			* Speculation: Damage [(10~15)\*RNK\*(1+FCS/100)] heat damage
			* Speculation: Range [RNK] m

* Tier 2
	+ Fireball
		- *Creates a large sphere of fire that explodes upon impact*
		- Deal [25\*RNK\*(1+(FCS\*0.75)/100)] heat damage
		- 75% of damage is heat, 25% of damage is force

* Tier 3
	+ No Confirmed Skills

* Tier 4
	+ Meteor
		- *Calls down a meteor to strike target area for massive fire and force damage*
		- *Long cast time*
		- *Is a fire keyworded spell, so is effected by skills such as Fire Synergy.*
		- *Moves slowly.*
		- "Meteor normally appear(s) high above the target"
		- "Meteor’s damage (is) split, two-thirds being Heat, and the other third being Force."

### Ice Evocation

* Tier 0
	+ Ice Bolt
	+ Ice Affinity
		- *Boosts skills with the Ice subelement keyword, but not all effects of that element.*
		- Notes:
			* Speculation: Boost [1+RNK/10] Ice key word skills
* Tier 1
	+ Froststorm
		- *AOE cold magic*
		- Notes
			* Useful for spreading Cold mana throughout the environment
			* Not suited for fine control
			* Mahria has a divergent version of this skill that is twice as big with twice the range and twice the cost.

### Air Manipulation

* Tier X
	+ Windcalling

### Water Manipulation

* Tier X
	+ Hydrodirection
		- Notes
			* When combined with Earthmolding, manipulating mud becomes trivially easy.
	+ Condense
	+ Internal Reservoir
		- *Stores water in a magical space to be saved for later use.*
	+ Blinding Fog
		- *Creates a fog suffused with magic, keeping it concentrated and reducing visibility.*
		- Notes
			* Requires water to cast
			* Uses primarily Force aspect mana. Likely also involves a little Dark aspect mana
	+ Squid Kata
		- *A kata skill that guides the user through how to control water in the form of tentacles.*
		- Notes
			* Squid Kata is a hidden skill which is unlocked by Mana Manipulation.
			* It isn't required for Aquifer.
			* It functions just as well with mud as water.
			* The first form guides the user through creating the tentacles.

### Geoevocation

* Tier 0
	+ Rock Push
* Tier 1
	+ Mud Wall
		- *Conjuration spell.*
		- *Summons a wall of mud created from structured mana.*

### Earth Manipulation

* Tier 0
	+ Erode
	+ Earth Affinity
		- *Boosts skills with the Earth subelement keyword, but not all effects of that element.*
		- Notes:
			* Speculation: Boost [1+RNK/10] Earth key word skills
* Tier 1
	+ Earthmolding
		- Notes
			* When combined with Hydrodirection, manipulating mud becomes trivially easy.
			* Earth manipulated by Earthmolding does not like to float in the air unsupported.
	+ Rockbomb
* Tier 2
	+ Stoneset
		- *Condenses loose earth and mud into stone*
	+ Rooted
		- Passive Skill
		- *Draws power from the ground, boosting Earth Magic while preventing user from being hurled away from the resulting force of cast spells.*
* Tier X
	+ Stonemolding

### Arcane Mysteries

* Tier 0
	+ Arcane Bolt
		- Propel a burst of pure arcane energy
		- Deal 12~16 arcane damage (fcs) on hit (PNK)
		- Range: 10 m (PNK)
		- Cost: 20 mp
	+ Arcane Bulwark
		- Summon an immobile wall of arcane force
		- Blocks a maximum of 55 (fcs) damage of any type (PNK)
		- Duration: 10s (PNK)
		- Cost: 50 mp
		- Notes:
			* Speculation: [50\*RNK\*(1+FCS/100)]

* Tier 1
	+ Lightning Whip
		- Summon a whip of arcane energy that crackles with electricity
		- Deals 5 arcane damage (fcs) and 1 force damage (str) on contact (PNK)
		- Cast Time: 5 seconds
		- Cost: 30 mp
		- Sustain: 10 mp/min
		- Requires 5 ranks in Arcane Bulwark
	+ Lightning Ball
		- Charge and throw a compressed sphere of arcane lightning
		- Detonates on hit, dealing 215 arcane damage (fcs) in a 1 m (fcs) radius (PNK)
		- Lightning has a chance to arc to targets near the orb, dealing 21.5 arcane damage (fcs) (PNK)
		- Cast Time: 5 seconds
		- Range: 10 m
		- Cost: 100 mp
		- Requires 7 ranks in Arcane Bolt
		- Notes:
			* Speculation: Damage on hit [200\*RNK\*(1+FCS\*0.75/100)]
			* Speculation: Lighting Damage [20\*RNK\*(1+FCS\*0.75/100)]

* Tier 2
	+ Levitation
		- Alter the effect of gravity on the touched object or entity
		- Effect may be sustained with concentration, with or without continued contact
		- Alteration: [100%-20%\*RNK]
		- Cost: 100 mp
		- Duration: 5s (fcs) *(PNK)*
		- Duration may be extended at an increasing cost of 0.1mp/s/s
		- Requires 23 ranks in Arcane Mysteries

* Tier 4
	+ Mass Teleport
		- Instantaneously transport yourself and all targeted entities/objects to a previously visited location
		- Target Range: 1 m (PNK)
		- Destination Range: 10 km (PNK)
		- Cost: variable Arcane mana, based on weight, distance, Focus, and environmental factors (PNK)
		- Cast Time: 1 min (PNK)
		- Requires 84 ranks in Arcane Mysteries
		- Requires 42 ranks in Arcane Utility
		- Requires 10 ranks in Flash
		- Requires 10 ranks in Flight

### Arcane Utility

* Tier 2
	+ Construct Reclamation

### Arcane Shifter

* Tier 1
	+ Shift
		- *Allows the awakened to ‘bond’ to a monster pattern, allowing them to transform into it at will as long as they can sustain the ongoing mana cost.*
* Tier 2
	+ Unknown Skill that allows the imprinting of more monster patterns.

### Elemental Enhancement

* Tier 0
	+ Concussive Blows
		- *Single target buff*
		- *Adds force damage to all attacks within a set duration*

* Tier X:
	+ Inner fire
		- *Single target buff*
		- *Adds heat damage to all attacks within a set duration, add cold resistance*
	+ Frost Raiment
		- *Single target buff*
		- *Adds cold damage to all attacks within a set duration, add heat resistance*
	+ Stubbornness
		- *Single target buff*
		- *Mental resistance*
	+ Superstition
		- *Single target buff*
		- *Arcane (resistance?)*

### Psionics

* Tier 0
	+ Mental Blast
		- ONLY spell in that tier
		- shoots a wispy cloud of pink energy towards an opponent, which deals Mental damage
* Tier 1
	+ Bamboozle
		- cast in a cone-shaped area of effect, dazzles those affected
		- Debuff
* Tier 4
	+ Mind Flay
		- "does piercing Mental damage, shredding random memories as a side effect."
* Tier X
	+ Message
		- Sends a one-way message to target within range
		- Has a time-limit

### Restoration

* Tier 0
	+ Healing Word
		- Invoke a word of healing to restore health to touched entity
		- Healing: [(10~20)\*RNK\*(1+FCS/200)] hp
		- Cost: 10 mp
		- Notes
			* Cannot heal self
			* Can be guided to target damaged areas
* Tier 2
	+ Tissue Scan

* Tier 3

	+ Cure Cancer
* Tier X
	+ Greater Restoration
	+ Regeneration

This Skill Tree contains ranged healing spells, AOE healing spells, counters to debuffs, spell that can cure old wounds, spells that can cure rare diseases (like cancer), some dangerous healing spell above tier 2 (dangerous in the sense that a bad implement of these can easily harm the patient) and more

### Beams

* Tier 0
	+ Solar Ray *(PNK)*
		- Fire a beam of coherent magical light from your palm
		- Deal 3~4 light (fcs) damage on hit (PNK)
		- Instant
		- Range: 20 m (PNK)
		- Cost: 10 mp
	+ Ray of eclipse *(PNK)*
		- Fire a beam of coherent magical darkness from your palm (side effects on hit persons are feelings of doom and gloom)
		- Deal 3~4 darkness (fcs) damage on hit
		- Instant
		- Range: 20 m
		- Cost: 10 mp
* Tier 1
	+ Magma Ray (PNK)
		- Fires a solid projectile-like beam of orange magma from the hand, thick like a thumb
		- Beam moves much slower than solar ray, thus may be dodged
		- Deal 3~4 heat (fcs) damage on hit
		- Instant
		- Range: 20 m
		- Cost: 10 mp

### Survivalist Utility

* Tier 1
	+ Attract
		- Draw targeted objects toward the palm of your hand
		- Objects must be reasonably similar and small enough to be comfortably held
		- Maximum distributed force: [5\*RNK\*(1+FCS/100)] N
		- Range: 5 m (PNK)
		- Cost: 10 mp
		- Notes:
			* Speculation: Range [5\*RNK] m
			* Force applied to attract an object is adjustable.
			* Has three prerequisites.

### Monster Taming

* Tier 0
	+ Tame Monster
* Tier 2
	+ Revive Bound Monster
* Tier X
	+ Command Monster
	+ Tamer's Synergy

### Divination

* Tier 0
	+ Identify Weakness
	+ Threat Assessment
* Tier X
	+ Eavesdrop
	+ Scrying Pool
		- Allows caster to see what is happening a great distance away
		- Not considered a sensory skill

### Defensive Constructs

* Tier X
	+ Ice Wall
		- Cold element conjuration spell
		- Summons a mana construct wall of ice

### Force Metamagic

* Tier 1
	+ Expanded Force

### *Blood Magic (Name Unconfirmed)*

* No Confirmed Skills
* *"The skills in tiers 0 and 1 were more about controlling your own blood to boost your body in various ways."*
* *All skills in this tree have costs listed in hp instead of mp*

### Daybreak

A skill tree created by the class Contender of Light through recombination of various Light skills.

* No Confirmed Skills

### Midlight

A skill tree created by the class Contender of Light through recombination of various Light skills.

* No Confirmed Skills

### Nightfall

A skill tree created by the class Contender of Light through recombination of various Light skills.

* No Confirmed Skills

## Non-Combat Skill Trees

### Chemistry

Skills for messing with molecules. The associated class is Chemist. It is an 'augment' crafting tree.

* Tier X
	+ Fume Control
	+ Chemical Intuition
		- *Provides insight on chemical reactions*

### Alchemy

Skills for messing with atoms. The associated class is Alchemist. It is an 'augment' crafting tree.

* Tier X
	+ Fuse
		- *Can be used to produce Argon*
		- *Makes Rain spit blood*
	+ Decohere

### Natureworking

Skills for working with wood, plants, cloth, paper, hide, bone, fur, etc. It is a 'medium' crafting tree.

* No Confirmed Skills

### Runecrafting

Skills for direct magical enchantment. It is an 'augment' crafting tree.

* Tier 0
	+ Energize Runes
		- *converts Tel into item charge directly*
		- *Can charge items even if they are bound by someone else*
		- *Leveling the skill only makes it faster, not more efficient, and the exchange rate is one mana per Tel*

### Stoneworking

Skills for working with stone and crystal. It is a 'medium' crafting tree.

* No Confirmed Skills

### Armor Crafting

Skills for making armor. The associated class is Armorsmith. It is a 'discipline' crafting tree.

* No Confirmed Skills

### Weapon Crafting

Skills for making weapons. The associated class is Weaponsmith. It is a 'discipline' crafting tree.

* No Confirmed Skills

### Artificing

Skills for making jewelry and magical tools. It is a 'discipline' crafting tree.

* No Confirmed Skills

### Metalworking

Skills for working with metal. The associated class is Metalworker. It is a 'medium' crafting tree.

* Tier 4
	+ Soul of Metal
		- *Allows user 'perfect knowledge' of metal object.*
		- *Allows user to use any skill on any part of target without changing location.*
		- *Meant for smaller objects, such as swords, armor, or plows.*
		- *Causes damage when using, possibly only when targeting too large of an object.*

### Coresmithing

Coresmithing is a hidden/recombinant skill tree.

* Tier X
	+ Core Intuition
	+ Core Access
		- *By touching a core and using this skill, the user gains access to information about the current state of a lair and its core.*
		- *Usage of this skill also halts ongoing core panics.*
		- Notes
			* That information includes name, rank, elemental composition, Charge, Integrity, Sub-Cores, Age, Accolade, and Monster Templates.
			* Bluewash has a divergent version of this skill that also allows her to see Modifiers.
			* Once a core is touched, the user can access the lair/core information from anywhere inside the lair's barrier.
	+ Core Override
	+ Core Command: Calve
	+ Core Stabilization
	+ Core Extraction

## Hybrid Skills

* Myriad Constellation of Burning Stars (*Hybridize: Conflagration + Summon Arcane Spark + Final Detonation*)
	+ *Creates an Arcane Spark attuned to the Fire element through Hybridization.*
		- *Summoned construct autonomously shoots bolts of fire at designated target.*
		- *Summoned construct detonates into a fiery explosion upon taking Force damage.*

## Skills of Unknown/Unconfirmed Trees

The following skills have not been confirmed to be part of any tree. Descriptions are non-canon and are based solely off of the knowledge we know.

\*Please *do not* move any of these skills into skill trees until they've been ***explicitly confirmed*** to be part of said trees in the story, even if its HIGHLY LIKELY that they belong there.

* Order of Metal: Used by Tallheart
	+ Organizes and sorts the various metals and impurities of ores, creating an object bearing multiple layers like a cake, but each layer a different metal.
	+ "It can only be used to remove impurities if the metals are molten and" more than 90% pure to start.
* Strong Blow: Mentioned by Rain
* Rebound: Used by Carten
	+ Absorbs and reverses Force damage, using an enemy's strength against them.
	+ Is capable of negating fall damage.
	+ Has an expensive Stamina cost.
* Lunar Orb: Used by Ameliah and Val
	+ Light Magic skill
	+ Summons a biddable light spirit
	+ Low mana cost, extreme range
	+ At Rank 10 has a range of 1000 stride (approx. 750 m)
	+ Can't go through mundane materials
* Alacrity: Used by Ameliah
* Body Strengthening: Used by Ameliah
* Hauberk of Spite: Used by Ameliah
* Shrouded by Flame: Used by Ameliah
* Redirection: Used by Ameliah
	+ Forcibly changes the direction user is moving without losing any of their momentum.
* Hard Light: Used by Val
	+ Light Magic skill
	+ Creates a Light mana construct with mass (shields, swords, etc.)
	+ part of the Starguide build
* Luminous Concentration: Used by Val
	+ Light Metamagic
	+ Focuses the light mana in Light Magic skills, increasing their intensity and boosting their power.
* Beloved of the Sun: Used by Val
	+ Grants power from sunlight.
* Last Light: Used by Val
	+ Light Metamagic
	+ Increases charge time to boost Light Magic spell power.
* Malleability: Used by Tallheart
	+ Turns metals moldable.
* Planarity: Used by Tallheart
	+ Flattens metals into an even plane.
* Stasis: Used by Westbridge
	+ Places target in a temporal lock, freezing them in time.
* Flight: Used by Westbridge
	+ Tier 3
* Unveiled Sight: Used by Westbridge
	+ Anti-illusion vision
* Piercing Gaze: Used by Westbridge
	+ X-ray vision
* Center of Mass: Used by Halgrave
	+ Tier 4 skill
* Quickstep: Used by Halgrave
	+ Allows user to travel a great distance in an instant
	+ Not teleportation
	+ Consumes Stamina
* Dislocated Casting: Used by Westbridge
	+ Forgoes the user's need to use their hands as a reference point for casting spells
* Triplicate Casting: Used by Westbridge
	+ Casts designated spell three times at a reduced cost
* Spell Recursion: Used by Westbridge
	+ Delays casting of spell to re-apply Metamagic and Modifiers at a reduced cost
		- I.e Using Spell Recursion on a spell already modified with Triplicate Casting would create 3^(X+1) instances of the spell.
			* X = layers of Spell Recursion used.
			* A Firebolt modified with Triplicate casting and four layers of Spell Recursion would summon a total of 243 Firebolts.
* Flash: Used by Westbridge
	+ Short-range teleportation skill
* Conflagration: Used by Westbridge
* Summon Arcane Spark: Used by Westbridge
	+ Creates a summoned construct that autonomously shoots arcane bolts at target at its own accord.
* Final Detonation: Used by Westbridge
* Far Sight (part of the starguide build)
* Twin Construct (part of the starguide build)
* Bear Kata
	+ Kata skill for unarmed hand-to-hand combat
	+ The fourth form of Bear Kata includes a brutal cross punch.
* Mana Striking: Mentioned by Rain
	+ Passive skill
	+ Uses Mana to strengthen all physical attacks
* Mute: Mentioned by Rain
	+ Triples Health, Stamina, and Mana regeneration while sealing active skills.
* Intrinsic Resistance: Mentioned by Rain
	+ Multiply Resistances by 100% + 20% per rank ([1+RNK/5])
* Anvil Fall: Mentioned by Melka
	+ War Hammer skill
	+ Slow cast time
* Stalk: Mentioned by Tallheart
	+ Silences the sound of footsteps
* Muffle: Used by Adamant soldiers
	+ Negates all sound within designated area
* Mirage: Used by Lightbreaker
	+ Hidden Skill, Revealed by Meeting Requirement
	+ Creates Light-based illusions
* Obfuscate: Mentioned by Burrik
	+ Blocks magical detection
* Quicken Evocation: Used by Citizen Bowcraig
	+ Reduces casting time
* Stone Swimming: Used by Citizen Greenfield
	+ Allows user to interact with earth as if it were water
* Rock Pull: Used by Citizen Greenfield
	+ Pulls target rock towards caster
	+ If target has greater mass, and the caster has no leverage, caster will be pulled towards target instead.
	+ Provides instinctive knowledge of all rocks in the user's immediate area
* Intrusion: Used by Citizen Greenfield
	+ Moved a spike of deepstone upwards to pierce a magical defense
	+ Tier 4 magic, extreme mana cost (20.000)
	+ Most likely either Geoevocation or Earth Manipulation
* Thermal Conversion: Used by Citizen Bowcraig
	+ Hidden Skill, Revealed by Meeting Requirement
		- Requires mastery of both Heat and Cold
	+ Converts environmental Cold mana into Heat mana and vice-versa
* Remote Listening: Mentioned by Officer Bartum0
* Pressure Jet: Mentioned by Rain
	+ Produces needle-like spray
* Drowning Sphere
	+ Shooting a water ball at the target, the water adhering to the target and forcing its way into their lungs. No direct damage listed. May follow the target (Guide Sending helps) more persistently than fireballs.
* Surf
	+ Fast movement in open water
* *Barge* (real name of the skill not known!)
	+ create a rapid-moving "boxy, low-walled transport platform" out of force-controlled water
* Infuse: Mentioned by Cera
	+ Active skill
	+ Touch-based mana transfer skill with 50% efficiency.
	+ Transfers mana twice as fast at rank one than Essence Well does at rank ten
		- Transfer Rate: 20 mp
* Lightning Wave: Mentioned by Cale
* Bramble Armor: Mentioned by Carten
* Nonreactivity: Used by Myth
	+ Increased resistance to the Chemical Element
* Fume Control: Used by Reason
	+ Allows precise control of gasses
* Stabilize: Used by Myth
* Aquifer: Used by Ameliah
	+ Tier 3
	+ *A channeled skill that* "makes conjured water".
	+ *It produces water at a significant rate, necessitating Channel Mastery if the user wishes to produce small amounts.*
	+ *It does not normally produce boiling water, leading Staavo to speculate that Ameliah was using some form of metamagic to do so.*
* Transparency: Used by Val
	+ Hidden Skill, Revealed by Meeting Requirement
	+ Allows user to become invisible
* Unstoppable Force: Used by Lavarro
	+ Locks trajectory of moving target, turning target into a literal unstoppable force that can't be obstructed.
* Force Pillar: Used by Lavarro
	+ Creates a pillar of Force
* Kinetic Absorption: Used by Lavarro
	+ Absorbs the kinetic energy of moving objects to replenish mana
* Force Exchange: Used by Lavarro
	+ Uses Newton's Third Law to drive a target in one direction while using an equal amount of power to send a second target the opposite direction.
* Momentum Release: Used by Lavarro
	+ Releases and applies stored momentum on target
* Faultline: Used by Lavarro
	+ Earth Magic
	+ Creates earthquakes
* Force Crush: Used by Lavarro
* Piercing Bolt: Used by Lavarro
* Constriction: Used by Lavarro
* Fulminating Eruption: Used by Westbridge
	+ Summons a wave of lava charged with Arcane lightning to strike down the chosen target.
* Chain of Force: Used by Lavarro
	+ Summons a chain of Force to wrap around a chosen target
* Break Stone: Used by Ameliah
* Healing Trance: Used by Jaks
	+ Health regeneration multiplier
	+ User loses all external senses while in trance
* Summon Lesser Ent: Used by Elmwood
	+ Nature magic spell
	+ Summons a Lesser Ent
* Roots: Used by Elmwood (Skill Unconfirmed)
	+ Nature Magic
	+ Grows roots/trees out of the ground that constrain foes, they can also be pulled out and thrown as weapons
* Liquefaction: Mentioned by Rain
* Malaise: Mentioned by Rain
	+ Debuff
* Arcane Mastery: Probably used by Jamus
	+ Not a part of the Arcane Mysteries tree
	+ Requires Arcade Bolt
* Intrinsic Strength: Taken by Lyn
	+ Multiply base health by 100% + 20% per rank
* Torpor: Used by Brovose
	+ Hidden passive
	+ Puts user in a constant state of lethargy in exchange for unknown benefits
* Barrier Shaping: Used by Brovose, and part of the starguide build
* Affix Conjuration: Used by Brovose
* Chilling Touch: Taken by Mahria
* Blinding Squall: Taken by Mahria
* Danger Sense: Mentioned by Brovose
* Stone Spear: Used by Ameliah
* Heat Mastery: Used by Ameliah
	+ Heat Keyword Multiplier
	+ *Provides a multiplicative boost of* [1+RNK/10]
* Fire Affinity: Used by Ameliah
	+ Fire Keyword Multiplier
	+ *Provides a multiplicative boost of* [1+RNK/10]
	+ Boosts skills with *the Fire* subelement keyword, but not all effects of that element.
		- Example, Fire Affinity wouldn’t boost Immolate, but it would boost Fireball, including both the Heat and Force damage
* Fire Synergy: Used by Ameliah
	+ Increase all Fire-keyword spells output by 0.1% per rank of this skill for each rank in any Fire-keyword spells
	+ Requires 1 rank in five different Fire-keyword spells
* Brace: Used by Ameliah
	+ Active skill
	+ Multiplies Force Resistance
* Runic Intuition: Used by Romer
	+ Allows to understand runes
* Mark: Used by Ameliah
	+ Allows to set marks on targets and mentally track their position
	+ Marks vanish on the target's death.
	+ Mark allows one to use Seeker Shot without looking at the target, which is normally a requirement.
* Physical Synergy
	+ *Enables limited synergistic cross-coupling of physical attributes (str & end)*
* Turtle Skin
* Identify Ore
* *Unknown axe crafting skill*
	+ +x% sharpness to crafted axes
	+ Passive skill
	+ Tier 0
* Stamina Transfer
* Healing Affinity
* Phase Metal
	+ *Tallheart uses it as part of the creation process for Adamant*
	+ *Consumes stamina*
	+ *Tallheart uses a compression anchor as a focus for this skill*
* Metallic Condensation
	+ *Tallheart uses it as part of the creation process for Adamant*
	+ *With iron, approximately one thousand ingots must be overlaid before this skill can be activated.*
* Freeze Blood
	+ *No class other than Cold Mage can use this spell*
	+ *It has no visible effect*
	+ *Is infamous*
* *Lightning Affinity (name unconfirmed)*
	+ *Hidden Skill, Revealed by Meeting Requirement*
	+ *Boosts skills with the Lightning subelement keyword, but not all effects of that element.*
* *Cold Mastery (name unconfirmed)*
	+ *Boosts all effects of the Cold element*
* Force Mastery
	+ *Boosts all effects of the Force element*
* *Chemical Mastery (name unconfirmed)*
	+ *Boosts all effects of the Chemical element*
* Melee Arsenal
	+ The melee version of Ranged Arsenal
* Seek
	+ Tier 4 Spell that can target an entity to presumably get info about them (probably a divination spell, probably from divination skill tree)
* Skilled Monster
* Force Wave
* Force Sheet
* Telekinesis
* *Unknown skill for binding an item to multiple people*
* Cultivate
	+ Makes plants grow faster
	+ Lellermen Green has a divergent version that lets him control how plants grow.
* Soften Steps
	+ A buff that silences all contact with the ground by a person, not merely one's steps.
	+ Once used, it lasts for a set duration or until cancelled. At level 10, it lasts for 30 minutes.
* Stone Balance
	+ A tier 2 spell
* Ice Shield

## Notes

PNK mean Progression Not Known | RNK mean rank

hrs mean hours | min mean minute/minutes | s mean second/seconds

km mean kilometer/kilometers | m mean meter/meters | cm mean centimeter/centimeters

mp mean mana (points) | sp mean stamina (points) | hp mean health (points)

Note 1: skills are boosted by x% per point of the stat that affects them (if they are affected by a stat in the first place of course), these are usually FCS, STR or END however there have been a few cases in which CLR, VGR or RCV boost or affect certain abilities, so far the boosts per existing effective stat point have been: 0.5% (STAT/200), 0.75% (STAT\*0.75/100), 1% (STAT/100), 2% (STAT/50), 10% (STAT/10), 100% (STAT)

Not all skill benefits granted by stat are boosts since some only affect the skills in a non-boosting way and others even have growth completely separate from the rank of the skill (see cases such as Unity and Heavy Armor Inventory).

Note 2: The skills listed above are portrayed with range in meters (i.e. using *meters* instead of *stride* in their descriptions).

Note 3: Skills with attributes listed in brackets after their outputs are scaled according to the amount of points the awakened has in said attribute.

Note 4: For clarity's sake, *Intensity* refers to effect/damage number output, while the term 'output' itself refers to all aspects of a skill, including damage, range etc.

Note 5: all (or most known) spells have an intensity equal to 1, this intensity can be affected by metamagic (active like Channel Mastery or passive like Ice Affinity), and some skills have intensity too since these skills can be modified by Channel Mastery (such as Mana Manipulation and Mana Sight).

Note 6: all boosters of whatever (or the ones we know of so far) work sequentially and not additively ([(10)\*10\*10] = 1,000 and not [(10\*10)+(10\*10)] = 200) unless they indicate (or have) otherwise and/or some specificity (such as extend aura), also in Tallheart words boosters tend to be organized in the most beneficial way for the user/carrier of them

## References

1. ↑ Chapter 2
2. ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 Chapter 252
3. ↑ Chapter 216
4. ↑ 4.00 4.01 4.02 4.03 4.04 4.05 4.06 4.07 4.08 4.09 4.10 4.11 4.12 4.13 4.14 4.15 4.16 4.17 4.18 4.19 4.20 4.21 4.22 4.23 4.24 4.25 4.26 4.27 4.28 4.29 4.30 4.31 4.32 4.33 4.34 4.35 Chapter 153
5. ↑ 5.0 5.1 5.2 Chapter 3
6. ↑ 6.0 6.1 6.2 6.3 6.4 6.5 6.6 Chapter 200
7. ↑ 7.0 7.1 Chapter 185
8. ↑ 8.0 8.1 8.2 Chapter 162
9. ↑ Chapter 116
10. ↑ 10.0 10.1 10.2 SenescentSoul\_Quotes#Overcharge\_and\_Chanting\_quote
11. ↑ 11.0 11.1 11.2 Chapter 240
12. ↑ 12.00 12.01 12.02 12.03 12.04 12.05 12.06 12.07 12.08 12.09 12.10 12.11 12.12 12.13 12.14 12.15 Chapter 123
13. ↑ chapter 17
14. ↑ Chapter 246
15. ↑ 15.0 15.1 Chapter 210
16. ↑ 16.0 16.1 16.2 Chapter 101
17. ↑ Chapter 67
18. ↑ Chapter 189
19. ↑ 19.0 19.1 Chapter 40
20. ↑ 20.0 20.1 20.2 Chapter 182
21. ↑ Chapter 239
22. ↑ 22.0 22.1 22.2 22.3 22.4 22.5 22.6 22.7 Chapter 160
23. ↑ 23.0 23.1 23.2 23.3 23.4 23.5 23.6 23.7 Chapter 72
24. ↑ Chapter 147
25. ↑ 25.0 25.1 25.2 25.3 25.4 Chapter 132
26. ↑ Chapter 171
27. ↑ Chapter 158
28. ↑ SenescentSoul\_Quotes#Flamewave\_Hidden\_Skill
29. ↑ 29.0 29.1 29.2 29.3 Chapter 142
30. ↑ 30.0 30.1 Chapter 148
31. ↑ Chapter 197
32. ↑ 32.0 32.1 32.2 32.3 32.4 32.5 Chapter 94
33. ↑ Chapter 78
34. ↑ 34.0 34.1 34.2 Chapter 188
35. ↑ SenescentSoul\_Quotes#Force\_sub-element\_trees\_quote\_1
36. ↑ Chapter 183
37. ↑ 37.0 37.1 37.2 37.3 Chapter 99
38. ↑ chapter 122
39. ↑ Chapter 71
40. ↑ 40.0 40.1 Chapter 59
41. ↑ Chapter 159
42. ↑ SenescentSoul\_Quotes#Coresmithing\_quote\_1
43. ↑ Chapter 29
44. ↑ 44.0 44.1 44.2 Chapter 48
45. ↑ Chapter 38
46. ↑ Chapter 39
47. ↑ 47.0 47.1 47.2 47.3 47.4 Chapter 44
48. ↑ 48.0 48.1 48.2 48.3 Chapter 46
49. ↑ 49.0 49.1 49.2 49.3 49.4 49.5 49.6 49.7 Chapter 73
50. ↑ 50.0 50.1 Chapter 191
51. ↑ 51.0 51.1 51.2 51.3 51.4 51.5 51.6 51.7 Chapter 152
52. ↑ 52.0 52.1 Chapter 77
53. ↑ Chapter 79
54. ↑ Chapter 83
55. ↑ Chapter 87
56. ↑ 56.0 56.1 Chapter 88
57. ↑ Chapter 93
58. ↑ Chapter 97
59. ↑ Chapter 98
60. ↑ Chapter 199
61. ↑ 61.0 61.1 Chapter 100
62. ↑ 62.0 62.1 62.2 62.3 62.4 Chapter 103
63. ↑ 63.00 63.01 63.02 63.03 63.04 63.05 63.06 63.07 63.08 63.09 63.10 Chapter 106
64. ↑ Chapter 110
65. ↑ 65.0 65.1 65.2 Chapter 111
66. ↑ Elmwood is shown calling out "Roots" before summoning a tangle of roots to stop a group of rampaging Venomfang Plague Rats, but the name hasn't been confirmed. Its also unconfirmed if it was the same skill he was using to summon tree-javelins as makeshift weapons.
67. ↑ 67.0 67.1 Chapter 112
68. ↑ Chapter 114
69. ↑ Chapter 120
70. ↑ SenescentSoul\_Quotes#Arcane\_Mastery\_1
71. ↑ 71.0 71.1 71.2 Chapter 131
72. ↑ 72.0 72.1 72.2 Chapter 133
73. ↑ 73.0 73.1 Chapter 154
74. ↑ Chapter 175
75. ↑ Chapter 218
76. ↑ Chapter 219
77. ↑ Chapter 75
78. ↑ Chapter 223
79. ↑ 79.0 79.1 79.2 79.3 Chapter 193
80. ↑ Chapter 242
81. ↑ Chapter 204
82. ↑ Chapter 244
83. ↑ chapter 234
84. ↑ 84.0 84.1 84.2 Chapter 245
85. ↑ Chapter 161