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Seventh Kingdom IGE

Seventh Kingdom's Master Skill List

 

 


 DISCLAIMER: This list has NOT been updated since it was posted June 2009. Many things have changed (such as build requirements and even the names of some skills) and while we update it, this list is only to be used loosely as a reference. If anything differs from any other list on this website please refer to the other lists instead of this.Thank you for your patience and understanding in this matter. If you still have any questions feel free to ask us at This e-mail address is being protected from spambots. You need JavaScript enabled to view it .


 

 

 

This Master Skill list includes EVERY single skill in Seventh Kingdom IGE. We are just posting all the lists together for those interested in reading all the lists but not willing to go through each; race, class and kingdom to find them. A player must meet all requirements before learning a skill.

Everyman Skills: These skills can be learned by everyone in any class. Learning these skills does not require a teacher.

Proficiency Skills: These skills allow a character the fully utilize a weapon, an armor or even a style of fighting. Proficiency skills are considered to be everyman skills.

General Skills: These skills can only be learned if a Race, Kingdom or Class grants them to you, or if they are in your Class or Race’s skill list. Furthermore, learning any of these skills after character creation requires a PC or an NPC teacher.

Racial Skills: Racial Skills can only be learned if you are of the required Race. Racial Skills do not need a teacher to be learned.

Mastery Skills: Mastery skills are skills that significantly augment a character’s abilities. You may only learn a specific mastery skill if it is in your Class list.

Ranked Skills: Ranked skills have multiple numbers separated by slashes (e.g. 10/10). This means that a skill has multiple ranks. Each rank beyond the first bestows greater abilities of a skill, although usually at a higher cost in build.

Servitor Skill: You may only take a Servitor skill of a specific Sphere if you are a priest and your god is associated with that Sphere.


 
 
 BUILD COST
 SKILL NAME
 SKILL COMPLEXITY
3
Toughness*
Basic
5
 Apotheosis**Basic
 3Language
Basic
 3First Aid
Basic
 3 TeachBasic
*Toughness can be purchased multiple times but only once per level. This means that a 1st level character can purchase Toughness once but a 3rd level character can purchase Toughness up to 3 times (netting 9 extra HP)
**Apotheosis can be purchased multiple times, but only up to 5 times for a total of +5 SP.

 
 
 BUILD COST
 SKILL NAME
 SKILL COMPLEXITY
 3Bow Proficiency
 Basic
 3 Crossbow Proficiency
 Basic
 3 Blade Proficiency
 Basic
 3 Axe Proficiency Basic
 3 Mace Proficiency
 Basic
 3 Pole-arm Proficiency
 Basic
 3 Thrown Weapon Proficiency  Basic
 3 Dual-Weapon Proficiency
 Basic
 3 Shield Proficiency
 Basic
 3Armor Proficiency
 Basic


 
 BUILD COST
 SKILL NAME
 SKILL COMPLEXITY
 10Angelic Aspect
 
 10 Bestial Ascendance
 
 10 Bestial Resilience
 
10
 Beast Claw Style
 
 5 Bind the Best
 
 10 Demonic Legacy
 
 10/10 Dreaming Focus
 
 5 Elemental Tolerance
 
10
 Empowered Resurgence
 
10/10
 Feast of Flesh
 
 5 Fire-blood 
 10 Iron-soul 
 10 Maker's Mark
 
 10 Mountain Roots
 
 10 Pack Strike
 
 10 Potent Vitality
 
 10Quickened Resurgence
 
 10Wings
 

 


 

GENERAL SKILL LIST

 BUILD COST
 SKILL NAME
 SKILL COMPLEXITY
 5 Athletics Basic
 5 Banner of Battle
 Basic
 3 Bow Defense
 Basic
 5 Bravery Basic
 3Conceal Item
 Basic
 5 Comrade-in-Arms Basic
 5 Cutpurse Basic
 5 Delay Poison
 Basic
 5 Disguise Basic
 5 Favor of the Spirits
 Basic
 5 Feign Death
 Basic
 5 Field Repair Armor  Basic
 5 Field Repair Weapon
 Basic
 5 Haggle Basic
 10 Great Strength  Basic
 3 Lore: Arcane Basic
 3 Lore:Aetherworld Basic
 3 Lore:Historical Basic
 3 Lore: Overworld
 Basic
 3 Lore: Underworld
Basic
 3 Lore: Urban
Basic
 3 Lore: Wilderness
 Basic
 5 Persistence Basic
 5 Resilience Basic
 5 Shot on the Run  Basic
 5/5/5 Skullduggery B/C/E
 5 Willpower Basic


 7Aura-Sight
 Complex
 7 Blessed Bond
 Complex
 5/10 Channeling Expertise
 C/E
 5/10 Camouflage C/E
 10 Grace Under Fire
 Complex
 7 Iron Fist
Complex
 5 Patient Archer
Complex
 7 Poison Dart Complex
 5 Ritual Caster
 Complex
 3 Runic Literacy Complex
 5 Shot on the Run
Complex
 7 Skilled ScroungerComplex
 5Snap Shot
Complex
 5 Spirit-SightComplex
 7 Spiritual Bond
Complex
 5Student of the Lotus
Complex
 5Temporary Sanity
Complex
 5Witch-Blade
Complex


 10 Blind-Fighting Erudite
 10 Bloodied but Unbowed
 Erudite
 10 Deadly Precision
 Erudite
 10 Mobile Spell-caster
 Erudite
 10 Poker Face
 Erudite
 5 Shooting by Ear
 Erudite
 10 Two-fold Graft
Erudite
 10 Two-fold Totem
Erudite

 


 

MASTERY SKILL LIST

 BUILD COST
 SKILL NAME
 SKILL COMPLEXITY
 7/7/7 Dirty FightingB/C/E
 10/10 Armor Expertise
 C/E
 10/10 Axe Expertise
 C/E
 10/10 Blade Expertise
 C/E
 10/10Mace Expertise
 C/E
 10/10Pole-arm Expertise
 C/E
 10/10 Shield Expertise
 C/E
 10/10 Giant Weapon Expertise
 C/E
 10/10Dual-Weapon Expertise
 C/E
 10/10Einhander Expertise
 C/E
 10/10/10Bow Expertise
 B/C/E
 10/10/10 Crossbow Expertise
 B/C/E
 10/10/10 Throwing Expertise
 B/C/E

 

 5/10/10 Totemic Ascendance
 B/C/E
 5/10/10 Totemic Guardian
 B/C/E
 5/5/10 Totemic Relentlessness
 B/C/E


 10/10 Disciple of Blood
 C/E
 10/10 Disciple of Destruction
 C/E
 10/10 Disciple of Flesh  C/E
 10/10 Disciple of Madness
 C/E
 10/10 Disciple of Pestilence
 C/E
 10/10 Disciple of Subjugation C/E


 5/10/10 Servitor of Battle
 B/C/E
 5/10/10 Servitor of Chaos  B/C/E
 5/10/10 Servitor of Creation
 B/C/E
 5/10/10 Servitor of Death
 B/C/E
 5/10/10 Servitor of Inquisition  B/C/E
 5/10/10 Servitor of Secrets
 B/C/E
 5/10/10 Servitor of Tranquility
 B/C/E


 7/10/10 Sybil of Earth
 B/C/E
 7/10/10 Sybil of Flame
 B/C/E
 7/10/10 Sybi of Night
 B/C/E
 7/10/10 Sybil of Water
 B/C/E
 7/10/10 Sybil of Wind
 B/C/E

SKILL OVERVIEW

EVERYMAN SKILLS:


Toughness
You gain 3 more HP, raising your total pool. You can purchase Toughness once per level, for a maximum of ten times at level 10. Toughness is a good way to keep alive in a fight, but it does not overshadow actual combat skill, good tactics and common sense.
-Toughness II: Add three more HP to your maximum HP.
-Toughness III: Add three more HP to your maximum HP.
-Toughness IV: Add three more HP to your maximum HP.
-Toughness V: Add three more HP to your maximum HP.
-Toughness VI: Add three more HP to your maximum HP.
-Toughness VII: Add three more HP to your maximum HP.
-Toughness VIII: Add three more HP to your maximum HP.
-Toughness IX: Add three more HP to your maximum HP.
-Toughness X: Add three more HP to your maximum HP.

Apotheosis

You gain one additional SP, raising your total pool. You can have a maximum of 10 SP at a time, but you can only acquire 5 through spending build. The acquisition of the other SP can only happen through time, hardship and experience.
-Apotheosis II: Your maximum SP increases by one.
-Apotheosis III: Your maximum SP increases by one.
-Apotheosis IV: Your maximum SP increases by one.
-Apotheosis V: Your maximum SP increases by one.

Read Language

This skill allows you to read language cards of the appropriate language.

First Aid

This skill has two basic functions:
Examine Patient: After 10 seconds of analysis and close study, you can determine:

  • A patient’s exact point on the Death Count.
  • If he is poisoned or diseased and the general strength of the ailment (Basic, Complex, Erudite, etc).
  • Any other physical ailments that he may be suffering. (Broken Limbs, Stun, Daze, etc)

-Bind Wounds: After 60 seconds of bandaging, you can:
  • Rouse the Dying: Stabilize a dying patient that has yet to go into Critical (beyond 300 secs/5 mins). Your treatment can their current HP total to 1.
  • Stop Critical Count: Halt the progression of a patient while he is in their critical death count. For the next 10 minutes, so long as you keep a physical presence (arm’s length) with him and don’t move him, his death count will cease. After these 10 minutes, no matter who tries to do anything with


Teach
You can use this skill to teach another person a skill/feat/spell/formula that you know. It takes 10-30 minutes to teach someone the basics of what he needs to know. Role-play the process accordingly. After you have taught him the fundamentals, sign off on his character sheet so that the GMs will have proof that you educated him about what he needs to know. To finish the learning process and actually learn his lesson, your student must spend the next month applying what he knows. At the start of the next event, he can spend his build points to place on his character sheet what you taught him.

 


PROFICIENCY SKILLS:
Armor Proficiency
This skill allows you to wear armor and receive protection (in the form of Armor Points/AP) while wearing it. Without this skill, worn armor is no better than bulky and hindering clothing in its protection.

Axe Proficiency
This skill allows you to use axes and scythes of all kinds with a practiced degree of expertise.
  • One-handed axes and scythes inflict 2 points of damage with each swing.
  • Two-handed axes and scythes inflict 3 points of damage with each swing.
  • Bastard axes/scythes span the gulf between one-handed and two-handed axes/scythes in both length and damage capability. They can be used one-handed and inflict 2 points of damage with each swing when used thusly; however, when they are used two-handed, they deal as much damage as a two-handed axe.
  • When you use a throwing axe, you inflict 2 points of damage to your target after 5 seconds of aiming (e.g. “Aiming 1, Aiming 2! 3 damage!”).
  • You need to be proficient with a weapon in order to use feats with it.


Blade Proficiency
This skill allows you to use any sword or dagger weapons with a practiced degree of expertise.

  • One-handed swords and daggers inflict 2 points of damage with each swing.
  • Two-handed swords inflict 3 points of damage with each swing.
  • Bastard swords span the gulf between one-handed and two-handed swords in both length and damage capability. They can be used one-handed and inflict 2 points of damage with each swing when used thusly; however, when they are used two-handed, they deal as much damage as a two-handed sword. 
  • When you use a throwing dagger, you inflict 2 points of damage to your target after 2 seconds of aiming (e.g. “Aiming 1, Aiming 2! 3 damage!”)
  • You need to be proficient with a weapon in order to use feats with it.


Bow Proficiency

This skill allows you to use bows with a practiced degree of expertise.

  • With a bow in one hand and an arrow packet in the other, you can throw an arrow packet and inflict your weapon damage to your target after 2 seconds of aiming (“Aiming 1, Aiming 2! 3 damage!”).
  • Taking damage or the effects of a crowd control effect interrupts one's aim, requiring an archer to start over.
  • Bows deal less damage than crossbows, but have a quicker rate of fire.
  • You need to be proficient with a weapon in order to use feats with it.


Crossbow Proficiency
This skill allows you to use crossbows with a practiced degree of expertise.

  • With a crossbow in one hand and an arrow packet in the other, you can throw an arrow packet and inflict weapon damage to a target after 3 seconds of aiming (e.g. “Aiming 1, Aiming 2, Aiming 3, 5 damage!”)
  • Taking damage or the effects of a crowd control effect interrupts one's aim, requiring an archer to start over.
  • Crossbows take longer to aim, but tend to inflict greater amounts of damage.
  • You need to be proficient with a weapon in order to use feats with it.


Dual-Weapon Proficiency
This skill allows you to wield two one-handed weapons (not bastard weapons) for attack and defense. Without this skill, you cannot use offensive or defensive feats while wielding dual weapons and you only deal 1 point of damage with your weapons; it would be as though you had proficiency with none of the weapons you were wielding, whether you had the proficiency skills in them or not.

Mace Proficiency
This skill allows you to use maces and hammers of all kinds with a practiced degree of expertise.

  • One-handed maces and hammers inflict 2 points of damage with each swing.
  • Two handed mace and hammers inflict 3 points of damage with each swing.
  • Bastard maces and hammers span the gulf between one-handed and two-handed maces/hammers in both length and damage capability. They can be used one-handed and inflict 2 points of damage with each swing when used thusly; however, when they are used two-handed, they deal as much damage as a two-handed mace or hammer. 
  • When you use a throwing hammer, you inflict 2 points of damage to your target after 2seconds of aiming (e.g. “Aiming 1, Aiming 2! 3 damage!”).
  • You need to be proficient with a weapon in order to use feats with it.


Pole-arm Proficiency
This skill allows you to use any pole-arms, spear and staff weapons, with a practiced degree of expertise. Staves and spears inflict 3 points of damage with each swing or thrust. You need to be proficient with a weapon in order to use feats with it.

Shield Proficiency
This skill allows you to be able to wield a shield defensively combat. Without this skill, hits on the shield count as hits on you. Furthermore, you are considered to be un-proficient with any weapon that you wield while you are using a shield without this skill.

  • Special: Shields are for defense only- for the purposes of safety, do not hit anyone with any part of your shield.


Thrown Weapon Proficiency

This skill allows you to use thrown weapons with a practiced degree of expertise.

  • With this skill, using any thrown weapon inflicts three points of damage to your target after 2 seconds of aiming (e.g. “Aiming 1, Aiming 2! 3 damage!”).
  • Taking damage or the effects of a crowd control effect interrupts one's aim, requiring an archer to start over
  • This proficiency allows the Great Strength skill to augment the damage of one's thrown weapon. 
  • You need to be proficient with a weapon in order to use feats with it.

 


RACIAL SKILLS:

Angelic Aspect
Requires: Quickened Resurgence and Empowered Resurgence
With this skill, when you successfully use the Angelic Resurgence racial ability, the angelic energy that you summon forth overflows and grants an additional benefit based on your Elven lineage.
-Silver Elf- Blinding Light: You may throw a spell packet at up to three different targets. Before you throw, invoke the name of this ability. You inflict a Blind effect upon a target that lasts for 10 seconds.
-Twilight Elf- Withering Shade: You may throw a spell packet at up to three different targets. Before you throw, invoke the name of this ability. You inflict a Weakness effect upon a target that lasts for 10 seconds.
-Wild Elf- Earthroot Grasp: You may throw a spell packet at up to three different targets. Before you throw, invoke the name of this ability. You inflict a Snare effect upon a target that lasts for 30 seconds.

Bestial Ascendance
With this skill, a Beastling that uses the Bestial Wrath ability regains up to 3 SP. This skill does not allow you to regain more SP than a Beastling’s maximum capacity can allow.

Bestial Resilience
With this skill, a Bearkin or Serpentkin Beastling gains 10 AP that does not stack with armor whenever he uses the Bestial Wrath ability.

Beast Claw Style
With this skill, a Bearkin or a Catkin Beastling gains the benefit of the Dual Weapon Expertise skill - whenever holding two weapons, a Beastling that misses while attempting with a melee attack feat receives a second chance to land his failed attack.
He may repeat the missed feat, this time using his other weapon and prefaced with the word “Off-hand”. The “off-hand” attack must be done within 10 seconds of the previous attack. This function of the skill can also be used when the previous attack was dodged, parried or blocked.
The benefit of this skill does not augment the benefits of the Dual Weapon Expertise Skill, nor does it allow a Beastling access to the Dual Weapon Mastery skill.

Bind the Beast
By invoking this skill, you gain the ability to end the Bestial Wrath effect –thereby preventing you from attacking your allies. After this skill is used and Bestial Wrath is ended, you are stunned for 30 seconds.

Demonic Legacy
With this skill, the innate abilities of your Demonic Heritage are strengthened.
-Cambion: With each rank of this skill, your Bloodline of Shadow ability inflicts 3 more points of damage.
-Gorgon: With each rank of this skill, your Breath of Fire ability inflicts 3 more points of damage.
-Minotaur: With each rank of this skill, your Minotaur Resilience ability allows you to regain 3 more HP.

Dreaming Focus
This skill allows Gnomes to use their Dream-weaver ability more often. With this skill, a Gnome can use the Dream-weaver ability once an hour.
-Dreaming Potence: This skill allows the Dream-weaver ability far more often. After using the Dream-weaver ability, a Gnome can reuse the ability after a short rest.

Elemental Tolerance
With this skill, you only take the normal amount of damage against an elemental energy you are weak against. For example, a Silver Elf with this skill no longer takes extra damage against attacks that inflict Shadow-type damage.

Empowered Resurgence
With this skill, using Angelic Resurgence allows you to regain up to 5 SP. Furthermore, using Angelic Resurgence grants 5 AP that does not stack with any other AP – this skill augments the Bright Soul racial ability.

Feast of Flesh
With this skill, if you spend 10 uninterrupted seconds devouring the corpse of a freshly slain living creature (not artificial, undead, elemental or spirit creatures), you regain up to 10 HP. This ability cannot be used again until after a short rest has been taken.
-Feast of Souls: With this skill, if you spend 10 uninterrupted seconds devouring the corpse of a freshly slain living creature (not artificial, undead, elemental or spirit creatures), you also regain 2 SP.

Fire-blood
When you are struck by a melee attack that inflicts at least 5 points of damage (this damage may not be minimalized or negated), you may invoke this ability to avenge yourself upon your assailant. After invoking this ability, you may throw a spell packet at the one that struck you and invoke 5 points of fire damage upon your assailant. Once this ability is used, it cannot be utilized again until you have taken a short rest.
Furthermore, a character with this skill inflicts 1 more point of damage when using attacks that inflict fire damage.

Iron-soul
You may invoke this skill instead of the Stone-Skin ability to negate a complex poison, greater disease, a mortal effect or a pain effect upon you. The use of this skill remains subject to the restrictions of the Stone-Skin racial ability. In effect, this skill replaces and upgrades Stone-Skin.
Furthermore, if you also have the Fire-Blood skill, it inflicts 10 points of fire damage instead of 5.

Maker’s Mark
With this skill, when you wield a melee or ranged weapon that you yourself have crafted, you inflict one more point of damage than you normally would.

Mountain Roots
With this skill, you gain a bond with Earth and Stone that allows you to withstand anything that might separate you. You may invoke this skill when affected by any Knock back effect to nullify it completely.

Pack Strike
With this skill, a Catkin or Houndkin Beastling inflicts one additional point of damage when using a melee weapon strike upon a target from behind him. This bonus to damage stacks with all other bonuses to damage.

Potent Vitality
With this skill, whenever you take a short rest you heal 5 HP. With each rank of the Toughness skill, you heal 2 additional HP.

Quickened Resurgence
With this skill, using Angelic Resurgence only requires 5 seconds of channeling. Furthermore, using Angelic Resurgence grants 5 AP that does not stack with any other AP – this skill augments the Bright Soul racial ability.

Wings
With this skill, you gain the ability to fly. By spending 1 SP, you can fly for 10 seconds.
While flying, you can do nothing but move and use feats/spells to defend yourself. However, flying characters are immune to melee attacks and can only be affected by ranged attacks and spells. Any effect that stops movement, such as the Shackle effect or the Stun effect, inflicts 5 points of damage to you and ends your flight.
Phys rep: Feathers along the arms or on the back.

 


GENERAL SKILLS:

Athletics
By invoking this skill and counting to 10, a character can perform feats of athleticism such as Jumping, Climbing and Swimming. This might allow characters to bypass certain obstacles that are in-game.

Aura-Sight
You can invoke this skill after examining a person for 5 seconds. Upon its invocation, the target of your examination must tell you what latent effects he has and if he is poisoned, diseased or cursed.

Banner of Battle
This skill allows you to learn and use Warcry Feats.
Phys Rep: A small banner or flag and a harness to carry it on your back. The banner should have your personal symbol upon it or else the symbol of a lord/cause that you champion.

Blessed Bond
While wielding a blessed weapon, you may invoke this skill to negate any disarm attempts.

Blind Fighting
This skill represents specialized, rigorous training of one’s battle senses, melding instinct and skill with the purpose of an impregnable defense. You are now able to successfully invoke melee and ranged defense feats, such as parry or block, against attacks from behind or attacks from hidden assailants. When you invoke a defense, preface it with the word “Blind”. With this skill, you may walk slowly while blinded (instead of staying in place).

Bloodied but Unbowed
Armed with this skill, you are never without defenses until you are out of life. You may invoke a Defense feat at the cost of 20 HP. This damage cannot be reduced in any manner and it bypasses AP completely. Preface the defense feat with “Bloody”.

Bow Defense
This skill allows you to use your bow or crossbow to physically parry a blow without becoming broken. This does not protect the bow from feats or spells that actually break the weapon in game such as Sundering Strike or Word of Ruin. If a bow or crossbow is physically broken out of game by a blow, then it can still be used to defend and attack until the end of the combat. At the very next opportunity, you must repair your weapon (or replace it) because it becomes broken and unusable in game.

In addition, blocking attacks with a bow or a crossbow will not break your aim.

Bravery
When you are affected by a Mortal effect, it only affects you for half the regular duration. When you would break out of the effect, invoke this skill.

Camouflage
Using this skill, you can attempt to hide in a dark area or behind some cover such as a tree or a shrub. Hiding should only be done when there are no enemies in the immediate area (defined as within earshot when outdoors or within the same room if you are indoors). You must invoke “Hiding 1, Hiding 2…Hiding 10” in a firm voice. While hiding, you must crouch low to the ground and have your weapons on the floor. Speaking so will moving from your crouching position will take you out of hiding. Characters with the Sense Hidden Feat or spells that duplicate that effect can use these to detect you. It is best to truly be hidden from view in that case.

You cannot use this skill if you are wearing any kind of metal armor that isn’t chainmail.

-Master Camouflage:
With this skill, you become very adept at hiding outdoors at night. During that specific time, Sense Hidden and similar spells will not be able to pinpoint your location. Simply invoke “Master Camouflage” when someone points at you.

Channeling Expertise
This skill has two ranks. With the first rank you can ignore one instance of minor interruption while channeling or casting a spell. Examples of minor interruptions include damage, being moved or shaken out of place and having one's limbs crippled/severed.Major interruptions are effects that would prevent you from casting a spell directly (silence, stun, daze and similar abilities) or indirectly (knockback, certain fear and charm effects) cannot be ignored. This means that if you stumble over your words, are struck for damage, have your arm crippled/severed or are shaken out of place, then she can ignore such an interruption once. But if you are silenced, stunned, dazed or mesmerized, then her channeling is effectively interrupted.

-Master Channeler: You can now ignore any amount of minor interruptions while casting or channeling a spell.

Comrade-in-Arms
Once per period, a Warrior with this skill can select up to 7 of his allies and give them a favor (a colored sash/ribbon tied to their arm) to represent mutual devotion and support. He can only change his choices once per period and only after a short ceremony (about 5 minutes) where he makes a vow to protect and lead them in battle.
A Comrade-in-arms receives the utter devotion of that Warrior. Any beneficial presence feat that the Warrior performs affects a Comrade-in-arms as long as they can hear the Warrior.

Although this ability is not magical, being designated as a Comrade-in-Arms ability counts as a latent effect for the purposes of determining how many latent effects a character can have. In addition, any individual character can only be the Comrade-in-Arms of one Warrior.
Phys-Rep: Favors or tokens.

Conceal Item
A character with this skill can use it to hide an item of his choice when being searched. Said item has to be no bigger than his hand. This skill can be defeated by a meticulous search by a Skilled Scrounger.

Cutpurse
With this skill, you can attempt to pick a pocket or a container (up to the size of a knapsack) in order to abscond with an in-game object. You need place a clothespin on the target pouch or pocket that your victim is wearing without his knowledge. If the clothespin remains where it is for 30 seconds, you can send for a GM to retrieve the contents of that pouch for you (thereby maintaining your anonymity). You may specify a preference (coins, rings, etc) but if the pouch is without what you want, then a random item will be chosen instead.
You can also use this skill to place an object in the container.
Phys Rep: black clothespin

Deadly Precision
If a feat shot is parried, blocked or dodged, you can strike again instantly. Recall the countered shot and preface it with “Precise”.

Delay Poison
Requires: Tolerate Poison feat
Whenever you are poisoned, you can choose to delay the effects of the poison for 60 seconds before you suffer them. This grants you time to find help before the Poison takes its toll on you.

Disguise
With this skill, you may put on a cosmetic disguise. You can only disguise yourself as a member of your own race, not a different race. Sense Deception can penetrate this disguise.
Phys Rep: Costume, Make-up for Disguise

Favor of the Spirits
The Witch is a friend and an ally to the elemental spirits and that is why they grant her their aid. This skill allows a Witch to extend this aid to his companions. Witches can bestow touch, latent effects upon those who have their favor. Bestowing the favor requires a simple ritual whose particulars are dependent on each individual witch. Some Witch’s favors are gifted with a song to her spirit patrons and others require the shedding of sacrificial blood on the part of the subject.

Five times per moon, a Witch can bestow a favor to one of her comrades. A Witch cannot be coerced to bestow this blessing. A favor takes the form of a colored piece of cloth wrapped around the arm, waist, belt or a neck of an ally. The cloth should have a special device or sigil that represents that witch’s personal mark. The favor remains with that character for the entirety of the month or until the Witch takes her favor back. A Witch that takes her favor back remains unable to bestow that favor for the remainder of the month.

The Bestowing of a Favor is a 10 minute ritual whose specifics vary with each Witch.

Feign Death
When hit by an attack, you can fall to the ground and feign a dying state. You can invoke this skill when others attempt to determine your state. Most will believe you dead although Aura-Sight, Sense Deception or an examination from a Physic will show otherwise.

Field Repair Armor
With this skill, you can field-repair any damaged armor. It takes 5 minutes of concentrated work to perform this skill. At the end of 5 minutes:

  • If the armor still has at least half of the AP that it provides, it regains all of its AP.
  • If the armor has less than half of the AP that it provides, you bring it to half its AP value.
  • If the armor has less than half of the AP that it provides, but it has the hardened augment, then you can remove the hardened augment to repair it to its full value.

Field Repair Weapon
With this skill, you can field-repair any destroyed weapons. These weapons will now function as normal, except for the fact they will deal 1 less damage in their partially-repaired state.

Grace Under Fire
With this skill, your aim is not ruined when you take damage.

Great Strength
All of your melee attacks deal one more point of damage than normal. Also, you can perform a Feat of Strength once every 60 seconds. Feats of Strength include throwing an ally’s body to one side or tear open a portcullis. By invoking a Feat of Strength, you can break free of a Snare effect; However, you incur 10 damage in the process.

Haggle
With this skill, you receive a 10% discount when buying from NPC merchants. Likewise, you can mark up your price by 10% when selling to merchants.

Iron Fist
Whenever you are the target of a Disarm effect, this skill allows you to invoke a “Retain” in response to negate the effect.

Lore: Arcane
With this skill, you can read Arcane Lore cards.

Lore: Aetherworld
With this skill, you can read Aetherworld Lore cards.

Lore: Historical
With this skill, you can read Historical Lore cards.

Lore: Overworld
With this skill, you can read Overworld Lore cards.

Lore: Underworld
With this skill, you can read Underworld Lore cards.

Lore: Urban
With this skill, you can read Urban Lore cards. Furthermore, this skill allows you to ask the Innkeeper for any rumors.

Lore: Wilderness
With this skill, you can read Wilderness Lore cards.

Mobile Spell-caster
This skill allows you to walk at a slow pace while casting spells.

Patient Archer
Gain a use of Expert Critical Strike after aiming for 10 seconds.

Persistence
When you are affected by a Force effect, it only affects you for half the invoked duration. When you would break out of the effect, invoke this skill.

Poison Dart
This skill allows you to throw doses of combat poison in the form of darts. In combat, these darts suffer from all the restrictions that poisons suffer. It takes 5 seconds to aim a poison dart (use an arrow packet to represent these).

Poker Face
With this skill, you are immune to mundane and magical attempts to discern whether you are lying or not. Whenever, such an attempt is invoked, you can counter it by invoking this skill. There do exist spells and abilities that breach the defenses of this skill, but so far, they are not known.
Likewise, when tasked to a truthful answer by a Feat or a Spell, you may simply invoke this skill to avoid answering the question.

Resilience
When you are affected by a Pain effect, it only affects you for half the invoked duration. When you would break out of the effect, invoke this skill.

Runic Literacy
This skill allows you to use Runic-Ciphers, scrolls of power with magic bound within them. Using a Rune-Cipher requires the presentation of the scroll and a channel 10, regardless of whether the spell previously required it or not. Ritual spells become ritual 10 spells. After the requisite casting time, the spell can be cast and the scroll dissipates – return the Runic Cipher.

Ritual Caster
While you are casting ritual spells, you are considered resting.

Shooting by Ear
Requires: Blind-fighting
With this skill, a Marksman may continue using ranged weapons while blinded. Preface all ranged attacks and ranged attack feats with the word “Blind”. To use this skill, you cannot move from your location while aiming.

Shot on the Run
With this skill, you are able to run or walk while aiming with a ranged weapon (i.e. a bow, crossbow or a thrown weapon).

Skillful Scrounger
This skill can be used in three ways:
  • After 60 seconds of searching, you can invoke a “Thorough Search”. A thorough search defeats the conceal item skill or similar spells and effects.
  • After 10 seconds of searching, you can invoke a “Quick Search” which will yield as much as a normal search would except with quicker results.
  • After 60 seconds of searching, you can invoke a “Search for Traps” which will allow you to determine whether an object is trapped or not.


Skullduggery
This skill is one of the prime acquisition skills. Skullduggery allows you to pick a lock or disarm a trap. Your level of skullduggery determines success or not. It takes 30 counts of lockpicking or disarming to perform the task. At the end of the count, invoke “Skullduggery”. This will allow you to pick basic locks and disarm basic traps.
-Expert Skullduggery: invoking “Expert Skullduggery” will allow you to pick complex locks and disarm complex traps.
-Master Skullduggery: invoking “Master Skullduggery” will allow you to pick erudite locks and erudite complex traps.

Snap Shot
When you learn this skill, you gain a lethal precision with your ranged weapon. Once every 5 minutes, you may make a ranged attack without aiming, invoking snap shot right before the attack.


Spiritual Bond
While wielding a Witch-blade, you may invoke this skill to negate any disarm attempts.

Spirit Sight
Because of your bond with the world of spirits, you can see and speak (in whispers only) to spirits (those that wear white headbands). This skill also allows you to speak to Spirits and Spirit-Beasts. When using this skill, invoke its name before initiating a conversation with a Spirit or a Spirit-Beast.

Student of the Lotus
You can deliver poison through to armored opponents. In order to do so, you must have struck your opponent with damaging attacks twice. These attacks have to be regular attacks. Preface the first damage invocation with “Expose armor 1”. After the second invocation of “expose armor”, you may now use your poison against your enemy and his armor, whether magical or physical cannot protect him from it.
See the section on poisoned weapons for more information.

Temporary Sanity
This skill allows the Sorcerer to maintain his own mind when he suffers from the resurgence effect of his Graft. This sanity lasts for one minute, allowing the Sorcerer to warn his friends before he comes for them with Fire and Shadow.

Two-fold Graft
This powerful skill allows the unthinkable, the combination of two Eldritch Grafts in one body. Normally a prospect of madness and danger, this skill allows you to receive the benefits of both grafts while they are cast upon you. Unfortunately, if you fall dying with two-grafts on, the result is a more powerful, madder creature that is far more difficult to take down than otherwise.

Two-fold Totem
With this skill, you may choose a second totem beyond the first that you chose at character creation. You can use the transformation of a second totem; you must display it upon your chest or your brow. The use of your totemic feats and abilities remain the same, but when you undergo Totemic Shift, you may use the abilities of your secondary totem as well as your primary totem.

To gain the benefits of this skill, you must bear the marks of both totems – although your primary totem must be upon your brow and your secondary totem must be upon your chest.

Willpower
When you are affected by a Charm effect, it only affects you for half the regular duration. When you would break out of the effect, invoke this skill.

Witch-Blade
This spell allows a Witch to create a Witch-blade from a normal melee weapon and use it. Witch-blades are physical representations of the Witch’s power, their magic made manifest in metal and wood. Despite their name, they do not always have to be bladed weapons; a Witch-blade could very well be a spear or a hammer just as it could be a sword. They appear as weapons with runic symbols upon them, although only a Witch or a character with Glyphic Literacy can truly recognize them for what they are. A Witch can only have one Witch-blade at a time.

-Creating a Witch-blade: Creating a Witch-blade is a dangerous process. The Witch must meditate in front of a weapon of their choosing. This weapon must be a melee weapon, not a thrown or bow weapon. This weapon can be a magical weapon although creating a Witch-blade from such an item might complicate matters if said magical weapon has been tampered with or corrupted by dark powers. Many magical weapons have darksome histories and so most Witches create their Witch-blades out of non-magical weapons or from weapons whose crafting they oversaw.

The process of imbuing a weapon with one’s own essence is a painful one. It takes 60 seconds for a Witch to channel a part of her essence into the weapon. During these 60 seconds, the Witch’s personal rune must be carved (drawn) unto the Weapon’s blade or haft in a manner that is clear to all who see the weapon. At the end of this process, the Witch dropped to 0 HP and needs immediate medical aid. If the Witch survives this ordeal, she will wake up to find herself the owner of a newly-crafted Witch-blade. Because of the grueling process involved in their creation, many Witches give name to their Witch-blades. Rathma von Vladimir called his Witch-blade “Giant-bane”. Karg Runehammer’s Witch-blade was called “Magnar the Bone-smasher”. “Twilight Melody” was a Witch-blade that belonged to Morganna Darkflame, a Twilight Elf.

-Using a Witch-blade : A Witch-blade is a powerful weapon for those skilled in its use. A Witch-blade can store 1 witch spell within it. Any touch or bolt spell can be sent into a weapon strike with a Witch-blade. A Rathma, a Grey Witch, could cast a Doom of the Fierce Flame into his Witch-blade. Five hours later, when he encounters a Werewolf, he send the Curse into the beast if he can strike it with his sword.

A Witch spell can be stored indefinitely but the Witch-blade stores one Spell and one Spell alone. When another Spell is cast into it, the one that is currently stored dissipates. To call upon the Spell stored within, the Witch need only speak its name (Curse of Searing Flame) in mid-strike as though calling a feat. A full incantation is not required except in the Spell’s initial casting.

Also a Witch-blade can use his weapon to knockback an enemy that is too close to him. By striking an enemy’s torso with the butt of a handled Witch-blade (like a dagger or sword) or the middle of the haft of a hafted Witch-blade (like a spear or an axe), a Witch can call “knockback 5” to knock an enemy back 5 feet.

Some Spells require the Witch to have a Witch-blade in order to learn and use them.

Destroying a Witch-blade: So long as the witch who created it is alive, a Witch-blade cannot be broken by physical or magical means. If a Witch dies, however, then their Witch-blade is as vulnerable to damage and destruction as a normal weapon of its type.

A Witch can choose to destroy her own Witch-Blade -an act requires 30 seconds of channeling and brings the Witch’s HP to 0. The result is ash and melted slag as well as a Witch in her dying moments. Obviously, this ritual should be done with some kind of healer nearby.

 


MASTERY SKILLS:

Axe Expertise
Requires: Axe Proficiency
With this skill, you add 1 to the damage of your melee or ranged strikes when wielding any kind of axe or scythe.
-Axe Mastery: With the second rank of this skill, you instead add 2 to the damage of your melee or ranged strikes when wielding any kind of axe or scythe. In addition, certain feats are improved when used by an Axe Master wielding an Axe or a Scythe.

Blade Expertise
Requires: Blade Proficiency
With this skill, you add 1 to the damage of your melee or ranged strikes when wielding any kind of sword or dagger.
-Blade Mastery: With the second rank of this skill, you instead add 2 to the damage of your melee or ranged strikes when wielding any kind of sword or dagger. In addition, certain feats are improved when used by a Blade Master wielding a sword or dagger.

Mace Expertise
Requires: Mace Proficiency
With this skill, you add 1 to the damage of your melee or ranged strikes when wielding any kind of mace, club or hammer.
-Mace Mastery: With the second rank of this skill, you instead add 2 to the damage of your melee or ranged strikes when wielding any kind of mace, club or hammer. In addition, certain feats are improved when used by a Mace Master wielding a mace, club or a hammer.

Pole-arm Expertise
Requires: Pole-arm Proficiency
With this skill, you add 1 to the damage of your melee or ranged strikes when wielding any kind of Pole-arm or Staff.
-Pole-arm Mastery: With the second rank of this skill, you instead add 2 to the damage of your melee or ranged strikes when wielding any kind of sword or dagger. In addition, certain feats are improved when used by a Pole-arm Master wielding a Pole-arm or Staff.

Armor Expertise
This skill represents a deeper understanding of how to use armor to deflect blows. Warriors with Armor Expertise can greater amounts of protection (AP) with armor than those without. This skill increases the protection that armor grants. Wearing armor grants an extra 1 AP per piece of armor you are wearing, except for the torso which receives extra 3 AP instead of 1. Each armor piece functions as though it were higher in quality and greater in coverage. This means a 9-point increase if you are armored on both arms, both legs, the chest and your head.
-Armor Mastery: Your devotion to armor training is such that it is unto a second skin to you. Armor now grants 2 extra points per piece of coverage. Torso armor once again is the exception, granting an extra 5 AP - totaled to a 15-point increase with a full set of armor.

In addition, a Warrior with this skill can invoke the “Ironskin” skill once every hour in response to an attack that inflicts damage. If invoked within 5 seconds after the hit was land, “Ironskin” reduces the attack’s damage to 1. 

Shield Expertise
Prerequisite: Shield Proficiency and Knockback
This skill represents a mastery of shield usage, of how to deflect blows and cushion strikes. Whenever holding a shield, Warriors with this skill receive 5 AP that stacks with all other AP while wielding a shield and a 1H weapon, A Warrior with this skill can deliver an “expert knockback 5” via weapon strike to someone that is currently touching his shield with a part of his body.
This AP is the first to be depleted, before worn armor. Furthermore, the AP granted by this ability is restored after a short rest.
-Shield Master: Upon learning the second rank of this skill, wearing a shield now grants you additional 10 AP instead of 5 AP. Furthermore, whenever you take damage from a spell, you may attempt to use your block feat to take half damage. Invoke as “Expert Block”.



Dual-Weapon Expertise
Prerequisite: Dual-Weapon Proficiency
This skill represents a deeper understanding of the dual-weapon style, allowing superior offense and defense. Whenever holding two weapons, a Warrior that misses while attempting with a melee attack feat receives a second chance to land his failed attack.
He may repeat the missed feat, this time using his other weapon and prefaced with the word “Off-hand”. The “off-hand” attack must be done within 10 seconds of the previous attack. This function of the skill can also be used when the previous attack was dodged, parried or blocked.
Dual-Weapon Mastery:
When you use a melee attack feat while wielding two weapons, you gain an Expert Critical Strike with your off-hand if you successfully hit with the melee attack feat.If this Expert Critical Strike misses, you do not get a chance to retry it with the use of Dual-Weapon Expertise.

Great-Weapon Expertise
Requires: Knock back
This skill represents a mastery of two-handed weapons – the perfect blend of reach and power in combat. A Warrior with this ability may invoke an “expert knockback 5” if they strike the enemy’s torso with the pommel of their weapon.
Furthermore, if someone uses a parry feat, block feat or dodge feat to negate a melee attack feat (that isn’t an expert critical strike or any other expert feat) that you perform, you can invoke an expert critical strike upon that enemy within 10 seconds of the negated attack.
Great-Weapon Mastery: A Warrior with the Great Strength skill deals an additional point of damage with their melee strikes.
Furthermore, such is your skill with two-handed weaponry that you can attack your enemies as if you were a wave of steel death. Whenever you perform a melee attack feat with a two-handed weapon, you can apply that feat to two other opponents, prefacing the second and third attack with the word “Cleaving”.
The second strike must be within 10 seconds of the first. He may perform this strike once more against a third, once again prefacing the effect with the word “Cleaving”. The third strike must be within 10 seconds of the second. Performing a separate attack feat (even an expert critical strike) while you are in the midst of using this ability interrupts it, preventing further use of Cleaving Strikes for that iteration of the ability.

Einhander Expertise
Requires: Critical Strike and Dodge or Parry
The Einhander Expertise skill allows for unrivaled speed and maneuverability. While wielding a one-handed weapon in one hand and holding no weapon or shield in the other, you gain the ability to invoke an Expert Critical Strike after performing a Dodge Feat or a Parry Feat. The “Expert Crit” must be invoked within 10 seconds after you call the defense feat and its target must be the one that you defended against.

 

-Einhander Mastery (Requires Disarm or Staggering Strike): This rank of the skill allows for greater retaliatory ability. You may now invoke either an “Expert Disarm” or an “Expert Daze 30” upon an assailant that provoked the use of one of your defense feats.


Bow Expertise
With this skill, you add 1 to the damage of your ranged strikes when wielding any kind of bow.
Bow Expertise II: With the second rank of this skill, you instead add 3 to the damage of your ranged strikes when wielding any kind of bow.
-Bow Mastery: With the third rank of this skill, you instead add 5 to the damage of your ranged strikes when wielding any kind of bow. In addition, certain feats are improved when used by a Bow Master wielding a bow.

Crossbow Expertise
With this skill, you add 1 to the damage of your ranged strikes when wielding any kind of crossbow.
Crossbow Expertise II: With the second rank of this skill, you instead add 3 to the damage of your ranged strikes when wielding any kind of crossbow.
-Crossbow Mastery: With the third rank of this skill, you instead add 5 to the damage of your ranged strikes when wielding any kind of crossbow. In addition, certain feats are improved when used by a Crossbow Master wielding a crossbow.

Throwing Expertise
With this skill, you add 1 to the damage of your ranged strikes when wielding any kind of thrown weapon.
Throwing Expertise II: With this skill, you add 3 to the damage of your ranged strikes when wielding any kind of thrown weapon.
-Throwing Mastery: With the third rank of this skill, you instead add 5 to the damage of your ranged strikes when wielding any kind of thrown weapon. In addition, certain feats are improved when used by a Throwing Master wielding a thrown weapon.

Dirty Fighting
With this skill, you inflict one additional point of damage with a melee weapon when striking the back of a target’s torso from a position behind the target. Furthermore, when you use the Assassinate feat, you inflict 5 more points of damage.
-Dirty Fighting II: With this rank of the skill, you instead inflict two additional points of damage with a melee weapon when striking the back of a target’s torso from a position behind the target. Furthermore, when you use the Assassinate feat, you instead inflict 10 more points of damage.
-Dirty Fighting III: With this rank of the skill, you instead inflict three additional points of damage with a melee weapon when striking the back of a target’s torso from a position behind the target. Furthermore, when you use the Assassinate feat, you instead inflict 15 more points of damage.

Totemic Ascendance
Requires: Totemic Strike
-Berserker: The Berserker Rage temporarily grants 3 SP to the Adept. These SP disappear if unused by the end of the Rage. These SP allow the Berserker to surpass the limit of the amount of SP he may have.
-Mystic: The Mystic Trance temporarily grants 3 SP to the Adept. These SP disappear if unused by the end of the Trance. These SP allow the Mystic to surpass the limit of the amount of SP he may have.
-Zephyr: The Zephyr Dance temporarily grants 3 SP to the Adept. These SP disappear if unused by the end of the Dance. These SP allow the Zephyr to surpass the limit of the amount of SP he may have.

Greater Totemic Ascendance
-Berserker: The Berserker Rage temporarily grants 5 SP to the Adept. These SP disappear if unused by the end of the Rage. These SP allow the Berserker to surpass the limit of the amount of SP he may have.
-Mystic: The Mystic Trance temporarily grants 5 SP to the Adept. These SP disappear if unused by the end of the Trance. These SP allow the Mystic to surpass the limit of the amount of SP he may have.
-Zephyr: The Zephyr Dance temporarily grants 5 SP to the Adept. These SP disappear if unused by the end of the Dance. These SP allow the Zephyr to surpass the limit of the amount of SP he may have.

Superior Totemic Ascendance
Berserker: The Berserker Rage temporarily grants 7 SP to the Adept. These SP disappear if unused by the end of the Rage. These SP allow the Berserker to surpass the limit of the amount of SP he may have.
Mystic: The Mystic Trance temporarily grants 10 SP to the Adept, far beyond that which is granted to the Zephyr or the Berserker. These SP disappear if unused by the end of the Trance. These SP allow the Mystic to surpass the limit of the amount of SP he may have.
Zephyr: The Zephyr Dance temporarily grants 7 SP to the Adept. These SP disappear if unused by the end of the Dance. These SP allow the Zephyr to surpass the limit of the amount of SP he may have.

Totemic Guardian
Your totem does not only possess your body with its influence, but it guards you with spiritual force. With this skill, you gain +5 AP after a short rest. This AP does not stack with armor, but for Berserkers, it stacks with the AP he gets from rage. These AP persist until they are depleted by damage or the Adept takes a short rest.
-Greater Totemic Guardian:
With this skill, you gain +10 AP after a short rest. This AP does not stack with armor, but for Berserkers, it stacks with the AP he gets from rage.
-Superior Totemic Guardian: With this skill, you gain +20 AP after a short rest. This AP does not stack with armor, but for Berserkers, it stacks with the AP he gets from rage.

Totemic Relentlessness
With this skill, the state of Totemic Shift lasts for 10 minutes instead of 5 minutes.
-Greater Totemic Relentlessness: With this skill, it takes two exorcisms to remove you from a state of Totemic Shift.
-Superior Totemic Relentlessness: With this skill, so rooted is your totem in you that it cannot be removed from you by an exorcism. Furthermore, your Totemic Shift lasts for 30 minutes instead of 5 minutes unless you take a short rest.

Disciple of Blood
Being with this skill allows you to access the dark art of Bloodcraft. With this skill, you may channel for 5 seconds to regain 5 HP after you kill an enemy. In addition, you may now learn spells from the Discipline of Bloodcraft. The healing provided by this skill augments that of the Necromancer ability: Grim Harvest.
-Master of Blood: With this skill, you may channel for 5 seconds after you kill an enemy to regain 10 HP (instead of 5 HP). Furthermore, the damage you inflict with your spells is increased by two points. This does not affect latent spells.

Disciple of Destruction
Being a Disciple of Destruction allows you to inflict more damage with your spells no matter the type of damage they inflict. With this skill, any damage that your spells inflict is increased by one point. This does not affect latent spells. In addition, you may now learn spells from the Discipline of Destruction.
-Master of Destruction: With this skill, any damage that your spells inflict is increased by three points (instead of one). Furthermore, whenever you use Breath of Fire and Breath of Shadow, you can affect up to five targets instead of three. This does not affect latent spells.

Disciple of Fleshcraft
Requires: Aura-sight or First Aid
Being a Disciple of Fleshcraft enhances your abilities in flesh-mending and flesh-rending. With this skill, any damage that your spells inflict is increased by one point. Likewise, any healing that your spells grant is increased by three points. This does not affect latent spells.
-Master of Fleshcraft: With this skill, any damage that your spells inflict is increased by two points (instead of one). Likewise, any healing that your spells grant is increased by five points (instead of three). This does not affect latent spells.

Disciple of Madness
Being a Disciple of Madness enhances your abilities to break the minds of your enemies. With this skill, the duration of any spell that places a Fear, Confuse or Daze effect upon your enemies is doubled. Furthermore, you can now learn Insanomancy spells.
-Master of Madness: With this skill, the duration of any Mortal, Pain or Charm effect upon you is halved. Furthermore, any damage that your spells inflict is increased by two points. This does not affect latent spells.

Disciple of Pestilence
Being a Disciple of Pestilence allows you to become immune to all lesser diseases. When you about to be infected by a lesser disease, you may invoke this skill to defend yourself against it. Furthermore, you can now learn spells of the Pestilence discipline.
-Master of Pestilence: With this skill, you become immune to greater diseases. When you about to be infected by a greater disease, you may invoke this skill to defend yourself against it.

Disciple of Subjugation
Being with this skill allows you to access the egotistic sorcery of Subjugation. With this skill, you may gain 5 AP that stacks with any AP that you might have whenever you kill an enemy. You must channel mystic energy over the recently deceased enemy for 5 seconds. These armor points last for 5 minutes or until depleted.
In addition, you may now learn spells from the Discipline of Subjugation.
-Master of Subjugation: With this skill, you may gain 10 AP (instead of 5 AP) that stacks with any AP that you might have whenever you kill an enemy. You must channel mystic energy over the recently deceased enemy for 5 seconds. These armor points last for 5 minutes or until depleted.

Servitor of Battle
This skill grants you access to the spells of the Sphere of Battle.
-Cleric of Battle: The second rank of the Servitor of Battle skill makes you a Cleric of Battle. With this skill, you inflict two more points of damage when casting a spell that inflicts damage. This does not affect latent spells.
-Harbinger of Battle: The third rank of the Servitor of Battle skill makes you a Harbinger of Battle. With this skill, you inflict three more points of damage (instead of two) when casting a spell that inflicts damage. Whenever you kill an enemy, you gain the ability to invoke this skill and be granted 10 AP after 5 seconds of channeling. These armor points stack with all other AP. This damage bonus does not affect latent spells.

Servitor of Chaos
This skill grants you access to the spells of the Sphere of Chaos.
-Cleric of Chaos: The second rank of the Servitor of Chaos skill makes you a Cleric of Chaos. With this skill, you inflict two more points of damage when casting a spell that inflicts damage. This does not affect latent spells.
-Harbinger of Chaos: The third rank of the Servitor of Chaos skill makes you a Harbinger of Chaos. With this skill, you are immune to mundane and magical attempts to discern whether you are lying or not. Whenever, such an attempt is invoked, you can counter it by invoking “Poker Face”. There are spells and abilities that breach the defenses of this skill, but so far, they are not easy to find.
Likewise, when tasked to a truthful answer by a Feat or a Spell, you may simply invoke “Poker Face” to avoid answering the question.

Servitor of Creation
This skill grants you access to the spells of the Sphere of Creation.
-Cleric of Creation: The second rank of the Servitor of Creation skill makes you a Cleric of Creation. With this skill, the amount of AP that your spells grant is increased by five points.
-Harbinger of Creation: The third rank of the Servitor of Creation skill makes you a Harbinger of Creation. With this skill, the amount of AP that your spells grant is increased by ten points (instead of five).

Servitor of Fate
This skill grants you access to the spells of the Sphere of Fate.
-Cleric of Fate: The second rank of the Servitor of Fate skill makes you a Cleric of Fate. Whenever you kill an enemy, you gain the ability to invoke this skill and regain 5 HP after 3 seconds of channeling.
-Harbinger of Fate: The third rank of the Servitor of Fate skill makes you a Harbinger of Fate. With this skill, you inflict three more points of damage when casting a spell that inflicts damage. Furthermore, Mortal effects that have been placed upon you only last half as long as they should. When the Mortal effect would end, invoke this skill.

Servitor of Inquisition
This skill grants you access to the spells of the Sphere of Inquisition.
-Cleric of Inquisition: The second rank of the Servitor of Inquisition skill makes you a Cleric of Inquisition. This skill grants you the following abilities:

  • After 60 seconds of searching, you can invoke a “Thorough Search”. A thorough search defeats the conceal item skill or similar spells and effects.
  • After 10 seconds of searching, you can invoke a “Quick Search” which will yield as much as a normal search would except with quicker results.
  • After 60 seconds of searching, you can invoke a “Search for Traps” which will allow you to determine whether an object is trapped or not.
-Harbinger of Inquisition: The third rank of the Servitor of Inquisition skill makes you a Harbinger of Inquisition. This skill allows you to inflict three more points of damage when casting a spell that inflicts damage. Furthermore, Charm effects that have been placed upon you only last half as long as they should. When the Charm effect would end, invoke this skill. This does not affect latent spells.

Servitor of Knowledge
This skill grants you access to the spells of the Sphere of Knowledge.
-Cleric of Knowledge: The second rank of the Servitor of Knowledge skill makes you a Cleric of Knowledge. The amount of healing that your spells grant is increased by one point. Meanwhile, you inflict one more point of damage when casting a spell that inflicts damage. This does not affect latent spells.
-Harbinger of Knowledge: The third rank of the Servitor of Knowledge skill makes you a Cleric of Knowledge With this skill, the amount of healing that your spells grant is increased by three points; also, your damage spells inflict three more points of damage. This does not affect latent spells.

Servitor of Tranquility
This skill grants you access to the spells of the Sphere of Tranquility.
-Cleric of Tranquility: The second rank of the Servitor of Tranquility skill makes you a Cleric of Tranquility. The amount of healing that your spells grant is increased by two points.
-Harbinger of Tranquility: The third rank of the Servitor of Tranquility skill makes you a Cleric of Tranquility. With this skill, the amount of healing that your spells grant is increased by five points (instead of two). Furthermore, the amount of AP that your spells grant is increased by five points.

Sibyl of Earth
This skill allows you access to basic Locus spells, spells that utilize the spirits of Earth. Additionally, you are considered to have the Delay Poison skill with all the attendant benefits thereof.
-Oracle of Earth: The second rank of this skill makes you an Oracle of Earth. The amount of AP granted by an Oracle of Earth is increased by 5 points. Furthermore, you need to be an Oracle of Earth to learn Complex Locus spells.
-Master of Loci: The third rank of this skill makes you a Master of Loci. The amount of AP granted by a Master of Locus is increased by 10 points (instead of 5 points). Furthermore, you need to be a Master of Locus to learn Erudite Locus spells. Furthermore, a Master of Loci is also considered to have the Great Strength skill with all the attendant benefits: All of your melee attacks deal one more point of damage than normal. Also, you can perform a Feat of Strength once every 10 minutes. Feats of Strength include throwing an ally’s body to one side or tear open a portcullis. By invoking a Feat of Strength, you can break free of a Snare effect; However, you incur 10 damage in the process.

Sibyl of Flame
This skill allows you access to basic Fury spells, spells that utilize the spirits of Fire. Furthermore, the Furies will gift you for the destruction of your enemies. After you have slain an enemy, you may channel for 3 seconds to regain 5 HP.
-Oracle of Flame: The second rank of this skill makes you an Oracle of Flame. Your Fury spells inflict 3 additional points of fire damage. This ability does not affect Latent Fury spells. Furthermore, you need to be an Oracle of Flame to learn Complex Fury spells.
-Master of Furies: The second rank of this skill makes you a Master of Furies. Your Fury spells inflict 5 additional points of damage (instead of 3 additional points of damage). This ability does not affect Latent Fury spells. Furthermore, the Furies will gift you for the destruction of your enemies. After you have slain an enemy, you may channel for 3 seconds to regain 10 HP. Furthermore, you need to be a Master of Furies to learn Erudite Fury spells.

Sibyl of Night
This skill allows you access to Wisp spells, spells that utilize the spirits of Night. Furthermore, you are considered to have the Camouflage skill with all the attendant benefits: Using this skill, you can attempt to hide in a dark area or behind some cover such as a tree or a shrub. Hiding should only be done when there are no enemies in the immediate area (defined as within earshot when outdoors or within the same room if you are indoors). You must invoke “Hiding 1, Hiding 2…Hiding 10” in a firm voice. While hiding, you must crouch low to the ground and have your weapons on the floor. Speaking so will moving from your crouching position will take you out of hiding. Characters with the Sense Hidden Feat or spells that duplicate that effect can use these to detect you. It is best to truly be hidden from view in that case.You cannot use this skill if you are wearing any kind of metal armor that isn’t chainmail.
-Oracle of Night: The second rank of this skill makes you an Oracle of Night. Your Wisp spells inflict 2 additional points of cold damage. This does not affect latent spells. Furthermore, you need to be an Oracle of Night to learn Complex Wisp spells.
-Master of Whispers: The third rank of this skill makes you a Master of Whispers. Your Wisp spells inflict 5 additional points of cold damage (instead of 2 additional points of damage). This does not affect latent spells. Furthermore, you need to be a Master of Whispers to learn Erudite Wisp spells. With this skill, you become very adept at hiding outdoors at night. During that specific time, Sense Hidden and similar spells will not be able to pinpoint your location. Simply invoke “Master of Shadows” someone points at you.

Sibyl of Water
This skill allows you access to basic Maia spells, spells that utilize the spirits of Water. Furthermore, whenever you receive a healing spell, your affinity to the Maia increase that spell’s benefit. After receiving a healing from a Maia spell, you may channel for 3 seconds to invoke this skill and repeat the amount of healing you’ve just received.
-Oracle of Water: The second rank of this skill makes you an Oracle of Water. Your healing spells heal 3 additional points of points. This does not affect latent spells. Your Maia spells that grant AP, grant an additional 5 AP.
-Master of Maia: The third rank of this skill makes you a Master of Maia. Your Maia spells heal 5 additional points of damage (instead of 3 additional points of damage). This does not affect latent spells. Also, your Maia spells that grant AP, grant an additional 10 AP (instead of 5 AP). After receiving a healing from a Maia spell, you may channel for 3 seconds (instead of 5 seconds) to invoke this skill and repeat the amount of healing you’ve just received.

Sibyl of Wind
This skill allows you access to basic Muse spells, spells that utilize the spirits of Wind. Furthermore, this skill grants you the following abilities:
  • After 60 seconds of searching, you can invoke a “Thorough Search”. A thorough search defeats the conceal item skill or similar spells and effects.
  • After 10 seconds of searching, you can invoke a “Quick Search” which will yield as much as a normal search would except with quicker results.
  • After 60 seconds of searching, you can invoke a “Search for Traps” which will allow you to determine whether an object is trapped or not.
-Oracle of Wind: The second rank of this skill makes you an Oracle of Wind. Your Muse spells inflict 2 additional points of lightning damage. This does not affect latent spells. Furthermore, you need to be an Oracle of Wind to learn Complex Muse spells.
-Master of Muses: The third rank of this skill makes you a Master of Muses. Your Muse spells inflict 5 additional points of lightning damage (instead of 2 additional points of damage). This does not affect latent spells. Furthermore, you need to be a Master of Muses to learn Erudite Muse spells.
Furthermore, with this skill, you are immune to mundane and magical attempts to discern whether you are lying or not. Whenever, such an attempt is invoked, you can counter it by invoking “Poker Face”. There are spells and abilities that breach the defenses of this skill, but so far, they are not easy to find.
Likewise, when tasked to a truthful answer by a Feat or a Spell, you may simply invoke “Poker Face” to avoid answering the question.
 

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