Character Generation & Development: Skills
Skill points are initially earned at the following levels:
After level 35, you will earn one point for every 5 levels you advance (40, 45, 50, 55, 60, 65, etc...).
After level 130, you will earn one point for every 10 levels you advance (130, 140, 150, 160)
After level 160, you will earn one point for every 20 levels you advance (160, 180, 200)
After level 200, you will earn one point for every 25 levels you advance (200, 225, 250, 275)
| Name |
Description |
Formula* | Train | Spec |
| Alchemy | Lets you prepare gemstone components, potions, and oils which can be used to enhance the properties of mundane items. | (C+F)/3 | 6 | 6 |
| Arcane Lore | Helps you learn how to use spells and magic items. This skill will help you read scrolls. Additionally, your Arcane Lore must be higher then the difficulty of any magic items you equip for their spell enchantments to be activated. |
F/3 |
4 |
2 |
| Armor Tinkering | Lets you improve the properties of armor. |
(F+End)/2
|
4 | N/A |
| Assess Creature | Helps you figure out creatures' attributes. |
(F+Slf)/2 |
4 |
2 |
| Assess Person | Helps you figure out humans' attributes. This skill can be countered by the Deception skill. |
(F+Slf)/2 |
2 |
2 |
| Axe | Helps you wield axes, hammers and similar weapons. This skill will determine your ability to hit your target. |
(Str+C)/3 |
6 |
6 |
| Bow | Helps you fire bows and similar weapons. This skill will determine your ability to hit your target. |
C/2 |
8 |
8 |
| Cooking | Lets you make foodstuffs. When combined with the products of Alchemy, some strange creations may be had. |
(C+F)/3 |
4 |
4 |
| Creature Enchantment | Allows you to cast spells that affect creature's skill and abilities. You can increase or decrease any of these. |
(F+Slf)/4 |
8 |
8 |
| Crossbow | Help you fire crossbows and similar weapons. This skill will determine your ability to hit your target. |
C/2 |
6 |
6 |
| Dagger | Helps you wield daggers, knives and similar weapons. This skill will determine your ability to hit your target. |
(Q+C)/3 |
4 |
4 |
| Deception | Helps prevent others from seeing your attributes. This skill can be used to counter the Assess Person skill. |
(F+Slf)/4 |
4 |
2 |
| Fletching | Lets you make and modify Arrows or Bolts. When combined with the products of Alchemy, powerful weapons can be created. |
(C+F)/3 |
4 |
4 |
| Healing | Helps you heal injuries by used a healing kit. The greater your skill and the quality of your kit, you'll be able to treat wounds of greater severity and heal more damage with each attempt. |
(F+C)/3 |
6 |
4 |
| Item Enchantment | Allows you to cast spells that affect items' properties. You can increase or decrease the effectiveness of an item, weapon, or armor. Additionally, some mages have learned to move about Dereth with this school. |
(F+Slf)/4 |
8 |
8 |
| Item Tinkering | Lets you improve many items (including armor and weapons) in certain basic ways. |
(F+C)/2
|
2 | N/A |
| Jump | Helps you jump higher and fall father |
(Str+C)/2 |
N/A |
4 |
| Leadership | Affects the amount of experience gained from your vassals in the allegiance system |
N/A |
4 |
2 |
| Life Magic | Allows you to cast spells that affect the health and strength of creatures and people. You can heal or harm as well as fortify or weaken a creature's protection from certain attacks. |
(F+Slf)/4 |
12 |
8 |
| Lockpick | Lets you analyze locks and pick them open. Useful for navigating locked passages or gaining access to secured chests. |
(C+F)/3 |
6 |
4 |
| Loyalty | Affects the amount of experience given to your patron in the allegiance system |
N/A |
N/A |
2 |
| Mace | Helps you wield maces, clubs, and similar weapons. This skill will determine your ability to hit your target. |
(Str+C)/3 |
6 |
6 |
| Magic Defense | Helps you resist magic from spells and magic items. |
(Slf+F)/7 |
N/A |
12 |
| Magic Item Tinkering | Lets you add magical properties to weapons and armor. |
(F)
|
4 | N/A |
| Mana Conversion | Reduces the Mana consumed by spells and magic items. |
(F+Slf)/6 |
6 |
6 |
| Melee Defense | Helps you avoid damage in melee (hand-to-hand) combat. |
(Q+C)/3 |
10 |
10 |
| Missile Defense | Helps you avoid damage in missile (long-range) combat like arrows, bolts, or thrown items. |
(Q+C)/5 |
6 |
4 |
| Run | Helps you run faster and jump farther. |
Q |
N/A |
4 |
| Salvaging | Helps you extract the components from items for use in tinkering. |
N/A |
N/A | N/A |
| Spear | Helps you wield spears and similar weapons. This skill will determine your ability to hit your target. |
(Str+C)/3 |
4 |
4 |
| Staff | Helps you wield staffs and similar weapons. This skill will determine your ability to hit your target. |
(Str+C)/3 |
4 |
4 |
| Sword | Helps you wield swords and similar weapons. This skill will determine your ability to hit your target. |
(Str+C)/3 |
8 |
8 |
| Thrown Weapons | Helps you use weapons meant for throwing. This skill will determine your ability to hit your target. |
C/2 |
6 |
6 |
| Unarmed Combat | Helps you punch, kick, and wield punching weapons. This skill will determine your ability to hit your target. |
(Str+C)/3 |
6 |
6 |
| War Magic | Allows you to cast spells that cause damage to creatures. All the spells of this school involved doing damage to your target. |
(F+Slf)/4 |
16 |
12 |
| Weapon Tinkering | Lets you improve the properties of weapons. |
(F+Str)/2
|
4 | N/A |






