Post by Rennat on Aug 30, 2014 16:09:37 GMT -5
Skills Guide
Gaia's Wake offers many different ways for players to differentiate their character's even further down the line than stat allocation or Virtues. Skills are a system of ranked abilities a character is proficient in. They are never single-use, "Sword Attack"- or "Magic Missile"-type abilities, but rather more like passive proficiencies in different areas. The core skills are separated by Virtue, and in the future, it is likely that more skills will be added as per events and expansions. Some types of skills may be limited-time or time sensitive, expiring after an event ends. There's no telling what new things affecting Gaia's Wake will open the doors for new things residents can choose to practice.
Included in the umbrella-term "Skills" are magic, which function in the same way. All skills, magic or non-magic, can be ranked up, and each rank tells the player a.) generally what they can do, b.) what attributes the rank affects, and by how much, c.) how much YP using magic of that ranks costs, and d.) anything else specific to the skill. Some skills modify attributes under certain conditions, and certain skills get bonuses depending on your character's specialization. Even further, some skills can only be unlocked my Artifacts scattered across Gaia's Wake, and some items increase the rank of a skill as long as the character has it in their possession. The possibilities are endless, since the forum has no rules or limits to follow.
Starting Skills: If your character specializes in a skill they begin at Rank 1 (in that skill). Otherwise, characters can reach other skills of their Virtue once earning a Skill Point.
Skill Points: Characters gain a skill point every level allowing them to rank up a single skill. Every 5 levels, the character gains a a second skill point. There are other ways to earn skill points, through events, quests, and sometimes the shop, but often only for a limited time.
Learning Skill of Other Virtues: In order to learn skills of other Virtues, the character must be level 5 and acquire a specific item through a quest.
Ranks Limits:
Level 1: Virtue Skills (of your Virtue) can be up to rank 1.
Level 2: Virtue Skills (of your Virtue) can be up to rank 2.
Level 3: Virtue Skills (of your Virtue) can be up to rank 3.
Level 4: Virtue Skills (of your Virtue) can be up to rank 4.
Level 5: Virtue Skills (of your Virtue) can be up to rank 5.
Those not of your Virtue can be up to rank 4.
Level 6: Virtue Skills (of your Virtue) can be up to rank 6.
Those not of your Virtue can be up to rank 5.
Level 7: Virtue Skills (of your Virtue) can be up to rank 7.
Those not of your Virtue can be up to rank 6.
And so on every level.
Virtue Skills not of your Virtue can only ever reach rank 7.
Virtue Marking: In all it's magical splendor, using skills of one's Virtue causes the character's Virtue Marking to glow.
Skill List Criteria Types:
Rank: Gives a general description of what the character can do with the skill at a particular rank.
YP Cost: How much YP it costs for one use of a magic skill, at a particular rank.
Attribute Bonus: Some skills give a bonus to a character's attribute for each rank the character has spent them. Each rank's bonus replaces the previous rank's bonus. (I.E. if Rank 1 gives a character +1 STR and Rank 2 gives +2 STR, a character at Rank 2 will only receive a +2 STR bonus.)
**Skill Roll: If the skill requires your character to make a skill roll, this section will tell you what you must roll to succeed. Skill Roll = 100 sided die + SKI, similar to a Hit/Evade Roll.
Number of Attempts: Typically paired with Skill Roll, tells how many attempts the character can make in using a skill, and also states per what amount of time (day, week, month, etc.)
Damage Range: Magic damage skills, such as Humilitas' skills, have a damage range like a weapon. This is that damage range, increasing with rank.
Here is the list of skills, separated by Virtue, as well as those not specified by a Virtue.
[PTabbedContent=Castitas]
[PTab=Healing]
The signature Castitas Skill. Allows the caster to cure ailments, lesions, and set bones via the magic of Yggdrasil. (Cannot heal the effects of a Vice)
- Rank 1: The caster can heal minor surface wounds (cuts)
Heal: Up to 5 HP (+ HEAL) - YP Cost: 50% of amount healed
Attribute Bonus: +3 FAI - Rank 2: The caster can heal moderate surface wounds (gashes)
Heal: Up to 10 HP (+ FAI)
YP Cost: 50% of amount healed
Attribute Bonus: +6 FAI - Rank 3: The caster can heal major surface wounds (lesions normally requiring stitches) and dispel the symptoms of illnesses (headaches, fever)
Heal: Up to 20 HP (+ FAI)
YP Cost: 50% of amount healed
Attribute Bonus: +9 FAI - Rank 4: The caster can heal surface wounds and dispel the symptoms of illnesses.
- Heal: Up to 30 HP (+ FAI)
YP Cost: 50% of amount healed
Attribute Bonus: +12 FAI - Rank 5: The caster can heal surface wounds, fractures, and dispel minor illnesses (common cold, flu, rash)
Heal: Up to 45 HP (+ FAI)
YP Cost: 50% of amount healed
Attribute Bonus: +15 FAI - Rank 6: The caster can heal surface wounds, fractures, and dispel minor illnesses.
Heal: Up to 60 HP (+ FAI)
YP Cost: 50% of amount healed
Attribute Bonus: +18 FAI - Rank 7: The caster can heal surface wounds, broken bones, and dispel illnesses.
Heal: Up to 80 HP (+ FAI)
YP Cost: 50% of amount healed
Attribute Bonus: +21 FAI - Rank 8: The caster can heal surface wounds, broken bones, and dispel illnesses.
Heal: Up to 100 HP (+ FAI)
YP Cost: 50% of amount healed
Attribute Bonus: + 24 FAI - Rank 9: The caster can heal surface wounds, attach limbs, and dispel non-life-threatening diseases, and revive the dead (within 1 hour of death)
Heal: Up to 125 HP (+ FAI)
YP Cost: 50% of amount healed
Attribute Bonus: +27 FAI - Rank 10: The caster can heal surface wounds, attach limbs, dispel life-threatening diseases, and revive the dead (within 1 hour of death)
Heal: Up to 150 HP (+ FAI)
YP Cost: 50% of amount healed
Attribute Bonus: +30 FAI
[PTab=Offensive Blessing]
Allows the caster to bolster their allies' power, enveloping them in a soft golden light and enabling them to dish out more damage.
- Rank 1: The caster can strengthen their own or an ally's melee damage.
Effect: +5 DMG
Duration: 1 of the target's posts
YP Cost: 3 YP - Rank 2: The caster can strengthen their own or an ally's melee or ranged damage.
Effect: +8 DMG or +8 RDMG
YP Cost: 5 YP
[li]Rank 3: The cater can strengthen their own or an ally's melee, ranged, or magical damage.
Effect: +12 DMG, +12 RDMG, or +12 MDMG
Duration: 1 of the target's posts
YP Cost: 10 YP
[/li]
[li]Rank 4: The caster can strengthen their own or an ally's melee, ranged, or magical damage.
Effect: +12 DMG, +12 RDMG, or +12 MDMG
Duration: 2 of the target's posts
YP Cost: 15 YP
[/li]
[li]Rank 5: The caster can strengthen their own or an ally's melee, ranged, or magical damage.
Effect: +16 DMG, +16 RDMG, or +16 MDMG
Duration: 2 of the target's posts.
YP Cost: 30 YP
[/li]
[li]Rank 6: The caster can strengthen their own or an ally's melee, ranged, or magical damage.
Effect: +16 DMG, +16 RDMG, or +16 MDMG
Duration: 3 of the target's posts.
YP Cost: 35 YP
[/li]
[li]Rank 7: The caster can strengthen their own or an ally's melee, ranged, or magical damage.
Effect: +20 DMG, +20 RDMG, or +20 MDMG
Duration: 3 of the target's posts.
YP Cost: 40 YP
[/li]
[li]Rank 8: The caster can strengthen their own or an ally's melee, ranged, or magical damage.
Effect: +30 DMG, +30 RDMG, or +30 MDMG
Duration: 4 of the target's posts.
YP Cost: 45 YP
[/li]
[li]Rank 9: The caster can strengthen their own or an ally's melee, ranged, or magical damage.
Effect: +50 DMG, +50 RDMG, or +50 MDMG
Duration: 4 of the target's posts.
YP Cost: 50 YP
[/li]
[li]Rank 10: The caster can strengthen their own or an ally's melee, ranged, or magical damage.
Effect: +70 DMG, +70 RDMG, or +70 MDMG
Duration: 5 of the target's posts.
YP Cost: 60 YP
[/li][/ul][/PTab]
[PTab=Defensive Blessing]
Allows the caster to bolster their allies' resilience, enveloping them in a soft green light and enabling them to take more damage.
- Rank 1: The caster can strengthen their own or an ally's defense or magic defense.
Effect: +5 DEF or +5 MDEF
Duration: 1 of the target's posts
YP Cost: 5 YP - Rank 2: The caster can strengthen their own or an ally's defense or magic defense.
Effect: +8 DEF or +8 MDEF
YP Cost: 8 YP
[li]Rank 3: The cater can strengthen their own or an ally's defense or magic defense.
Effect: +12 DEF or +12 MDEF
Duration: 1 of the target's posts
YP Cost: 12 YP
[/li]
[li]Rank 4: The caster can strengthen their own or an ally's defense or magic defense.
Effect: +12 DEF or +12 MDEF
Duration: 2 of the target's posts
YP Cost: 16 YP
[/li]
[li]Rank 5: The caster can strengthen their own or an ally's defense or magic defense.
Effect: +16 DEF or +16 MDEF
Duration: 2 of the target's posts.
YP Cost: 28 YP
[/li]
[li]Rank 6: The caster can strengthen their own or an ally's defense or magic defense.
Effect: +16 DEF or +16 MDEF
Duration: 3 of the target's posts.
YP Cost: 35 SP
[/li]
[li]Rank 7: The caster can strengthen their own or an ally's defense or magic defense.
Effect: +20 DEF or +20 MDEF
Duration: 3 of the target's posts.
YP Cost: 40 YP
[/li]
[li]Rank 8: The caster can strengthen their own or an ally's defense or magic defense.
Effect: +30 DEF or +30 MDEF
Duration: 4 of the target's posts.
YP Cost: 50 YP
[/li]
[li]Rank 9: The caster can strengthen their own or an ally's defense or magic defense.
Effect: +50 DEF or +50 MDEF
Duration: 4 of the target's posts.
YP Cost: 60 YP
[/li]
[li]Rank 10: The caster can strengthen their own or an ally's defense or magic defense.
Effect: +70 DEF or +70 MDEF
Duration: 5 of the target's posts.
YP Cost: 75 YP
[/li][/ul][/PTab][/PTabbedContent]
[PTabbedContent=Temperantia]
[PTab=True Sight]
Characters with True Sight can see through the dishonesty of others and have natural defenses against magic.
- Rank 1: The character has minor defenses against magic.
Attribute Bonus: +2 MDEF - Rank 2: The character has minor defenses against magic.
Attribute Bonus: +4 MDEF - Rank 3: The character has minor defenses against magic.
Attribute Bonus: +6 MDEF - Rank 4: The character has moderate defenses against magic.
Attribute Bonus: +10 MDEF - Rank 5: The character has moderate defenses against magic.
Attribute Bonus: +15 MDEF - Rank 6: The character has moderate defenses against magic.
Attribute Bonus: +20 MDEF - Rank 7: The character has moderate defenses against magic.
Attribute Bonus: +25 MDEF - Rank 8: The character has major defenses against magic.
Attribute Bonus: +35 MDEF - Rank 9: The character has major defenses against magic.
Attribute Bonus: +45 MDEF - Rank 10: The character has major defenses against magic.
Attribute Bonus: +60 MDEF
[PTab=Guardianship]
Characters with Guardianship are able to easily to defend themselves and others others and have natural defenses against magic.
- Rank 1: The character has minor defenses against physical attacks.
Attribute Bonus: +2 DEF - Rank 2: The character has minor defenses against physical attacks.
Attribute Bonus: +4 DEF - Rank 3: The character has minor defenses against physical attacks.
Attribute Bonus: +6 DEF - Rank 4: The character has moderate defenses against physical attacks.
Attribute Bonus: +10 DEF - Rank 5: The character has moderate defenses against physical attacks.
Attribute Bonus: +15 DEF - Rank 6: The character has moderate defenses against physical attacks.
Attribute Bonus: +20 DEF - Rank 7: The character has moderate defenses against physical attacks.
Attribute Bonus: +25 DEF - Rank 8: The character has major defenses against physical attacks.
Attribute Bonus: +35 DEF - Rank 9: The character has major defenses against physical attacks.
Attribute Bonus: +45 DEF - Rank 10: The character has major defenses against physical attacks.
Attribute Bonus: +60 DEF
[PTabbedContent=Caritas]
[PTab=Hastening]
Allows the caster to hasten growth, in the form of passage of time, in a concentrated area. Naturally enhances the caster's proclivity for magic usage by forcing them to exercise control of Yggdrasil energies. Consent is required for all ranks below 8.
Note: All Caritas can hasten or reverse other people and things any amount of time, given proper preparation and continued attention. Each rank does not have a restriction of 'how much time' a character can hasten or reverse another because we understand that different situations call for different guidelines. Luckily, magic in Gaia's Wake is mysterious and unpredictable, so we trust you to use your best judgment in deciding how much time, at any given rank, that your character will have the capacity to manipulate.
Caritas Skills that do not note a YP Cost usually still require them to expend energy. Each rank tells what the character can do while expending as little YP as possible, and in the case of non-combative magic skills a character can feasibly achieve the effects of ranks higher than their own at the cost of fatigue. This is to simplify handling YP outside of combat, where it shouldn't matter how much something costs, but rather if the character has the energy to do it.
- Rank 1: The caster can target the space around one entity, using physical contact. (Consent required)
YP Cost: No cost, but requires the caster possess a total of at least 10 YP.
Attribute Bonus: +1 MPOW - Rank 2: The caster can target the space around one entity, using physical contact. (Consent required)
YP Cost: No cost, but requires the caster possess a total of at least 20 YP.
Attribute Bonus: +2 MPOW - Rank 3: The caster can target the space around one entity, using physical contact or vision of the target. (Consent required)
YP Cost: No cost, but requires the caster possess a total of at least 40 YP.
Attribute Bonus: +3 MPOW - Rank 4: The caster can target an area, the space around up to 2 entities, using physical contact or vision of the target. (Consent required)
YP Cost: No cost, but requires the caster possess a total of at least 60 YP.
Attribute Bonus: +4 MPOW - Rank 5: The caster can target an area, the space around up to more than two entities, closeness to the space required. (Consent required)
YP Cost: No cost, but requires the caster possess a total of at least 80 YP.
Attribute Bonus: +5 MPOW - Rank 6: The caster can target an area, the space around multiple entities, closeness to the space required. (Consent required)
YP Cost: No cost, but requires the caster posses a total of at least 100 YP.
Attribute Bonus: +7 MPOW - Rank 7: The caster can target an area, the space around multiple entities, closeness to the space required. (Consent required)
YP Cost: No cost, but requires the caster possess a total of at least 120 YP.
Attribute Bonus: +9 MPOW - Rank 8: The caster can target an area, the space around multiple entities, closeness to the space required. (Consent not required.)
YP Cost: No cost, but requires the caster possess a total of at least 140 YP.
Attribute Bonus: +11 MPOW - Rank 9: The caster can target an area, the space around a building, closeness to the space required. (Consent not required.)
YP Cost: No cost, but requires the caster possess a total of at least 160 YP.
Attribute Bonus: +13 MPOW - Rank 10: The caster can target an area, the space around a city, closeness to the space required. (Consent not required.)
YP Cost: No cost, but requires the caster possess a total of at least 200 YP.
Attribute Bonus: +15 MPOW
[PTab=Reversing]
Allows the caster to reverse change, in the form of passage of time, in a concentrated area. Naturally enhances the caster's proclivity for magic usage by forcing them to exercise control of Yggdrasil energies. Consent is required for all ranks below 8.
Note: All Caritas can hasten or reverse other people and things any amount of time, given proper preparation and continued attention. Each rank does not have a restriction of 'how much time' a character can hasten or reverse another because we understand that different situations call for different guidelines. Luckily, magic in Gaia's Wake is mysterious and unpredictable, so we trust you to use your best judgment in deciding how much time, at any given rank, that your character will have the capacity to manipulate.
Caritas Skills that do not note a YP Cost usually still require them to expend energy. Each rank tells what the character can do while expending as little YP as possible, and in the case of non-combative magic skills a character can feasibly achieve the effects of ranks higher than their own at the cost of fatigue. This is to simplify handling YP outside of combat, where it shouldn't matter how much something costs, but rather if the character has the energy to do it.
- Rank 1: The caster can target the space around one entity, using physical contact. (Consent required)
YP Cost: No cost, but requires the caster possess a total of at least 10 YP.
Attribute Bonus: +1 MPOW - Rank 2: The caster can target the space around one entity, using physical contact. (Consent required)
YP Cost: No cost, but requires the caster possess a total of at least 20 YP.
Attribute Bonus: +2 MPOW - Rank 3: The caster can target the space around one entity, using physical contact or vision of the target. (Consent required)
YP Cost: No cost, but requires the caster possess a total of at least 40 YP.
Attribute Bonus: +6 MPOW - Rank 4: The caster can target an area, the space around up to 2 entities, using physical contact or vision of the target. (Consent required)
YP Cost: No cost, but requires the caster possess a total of at least 60 YP.
Attribute Bonus: +4 MPOW - Rank 5: The caster can target an area, the space around up to more than two entities, closeness to the space required. (Consent required)
YP Cost: No cost, but requires the caster possess a total of at least 80 YP.
Attribute Bonus: +5 MPOW - Rank 6: The caster can target an area, the space around multiple entities, closeness to the space required. (Consent required)
YP Cost: No cost, but requires the caster posses a total of at least 100 YP.
Attribute Bonus: +7 MPOW - Rank 7: The caster can target an area, the space around multiple entities, closeness to the space required. (Consent required)
YP Cost: No cost, but requires the caster possess a total of at least 120 YP.
Attribute Bonus: +9 MPOW - Rank 8: The caster can target an area, the space around multiple entities, closeness to the space required. (Consent not required.)
YP Cost: No cost, but requires the caster possess a total of at least 140 YP.
Attribute Bonus: +11 MPOW - Rank 9: The caster can target an area, the space around a building, closeness to the space required. (Consent not required.)
YP Cost: No cost, but requires the caster possess a total of at least 160 YP.
Attribute Bonus: +13 MPOW - Rank 10: The caster can target an area, the space around a city, closeness to the space required. (Consent not required.)
YP Cost: No cost, but requires the caster possess a total of at least 200 YP.
Attribute Bonus: +15 MPOW
[PTab=Teleportation]
Allows the caster to manipulate 'space,' giving them ability to teleport different distances depending on rank. The caster can use the ability to seem more agile, increasing chances of hitting or evading.
- Rank 1: The caster can teleport self a short distance (a few feet), vision of the destination required.
YP Cost: No cost, but requires the caster possess a total of at least 10 YP.
Attribute Bonus: +1 DEX - Rank 2: The caster can teleport self a short distance (30 feet/10 yards), vision of the destination required.
YP Cost: No cost, but requires the caster possess a total of at least 20 YP.
Attribute Bonus: +2 DEX - Rank 3: The caster can teleport self and additional entity (with physical contact) a short distance (30 feet/10 yards), vision of the destination required.
YP Cost: No cost, but requires the caster possess a total of at least 30 YP.
Attribute Bonus: +3 DEX - Rank 4: The caster can teleport self and additional entity (with physical contact) a moderate distance (60 feet/20 yards), vision of the destination required.
YP Cost: No cost, but requires the caster possess a total of at least 40 YP.
Attribute Bonus: +4 DEX - Rank 5: The caster can teleport self and additional entity (contact no longer required) a moderate distance (60 feet/20 yards), vision of the destination required.
YP Cost: No cost, but requires the caster possess a total of at least 50 YP.
Attribute Bonus: +5 DEX - Rank 6: The caster can teleport self and multiple entities a moderate distance (60 feet/20 yards), vision of the destination required.
YP Cost: No cost, but requires the caster posses a total of at least 50 YP.
Attribute Bonus: +6 DEX - Rank 7: The caster can teleport self and multiple entities a moderate distance (60 feet/20 yards), vision no longer required.
YP Cost: No cost, but requires the caster possess a total of at least 50 YP.
Attribute Bonus: +7 DEX - Rank 8: The caster can teleport self and multiple entities a large distance (a few miles)
YP Cost: No cost, but requires the caster possess a total of at least 50 YP.
Attribute Bonus: +8 DEX - Rank 9: The caster can teleport self and multiple entities a large distance (the distance of a large city: 25-30 miles)
YP Cost: No cost, but requires the caster possess a total of at least 50 YP.
Attribute Bonus: +9 DEX - Rank 10: The caster can teleport self and multiple entities a large distance (the distance of a territory: 100-200 miles)
YP Cost: No cost, but requires the caster possess a total of at least 50 YP.
Attribute Bonus: +10 DEX
[/PTabbedContent]
[PTabbedContent=Industria]
[PTab=Weaponry]
Allows the character to be versed in the art of wielding weapons of many types and requires that they train in the use of different weapons to enhance their effectiveness.
- Rank 1: The character must choose a 'signature' weapon type, from: One-Handed, Two-Handed, Dual Wield, or Thrown. Using weapons of the character's signature type grants a bonus to DMG or RDMG (depending on if the weapon is melee or ranged)
Attribute Bonus: +4 DMG/RDMG when using signature weapon type - Rank 2: Using weapons of the character's signature type grants a bonus to DMG or RDMG.
Attribute Bonus: +8 DMG/RDMG when using signature weapon type - Rank 3: Using weapons of the character's signature type grants a bonus to DMG or RDMG.
Attribute Bonus: +12 DMG/RDMG when using signature weapon type - Rank 4: Using weapons of the character's signature type grants a bonus to DMG or RDMG.
Attribute Bonus: +16 DMG/RDMG when using signature weapon type - Rank 5: The character can choose a second signature type, in addition to the first. Using weapons of the character's signature type grants a bonus to DMG or RDMG.
Attribute Bonus: +20 DMG/RDMG when using signature weapon type - Rank 6: Using weapons of the character's signature type grants a bonus to DMG or RDMG.
Attribute Bonus: +24 DMG/RDMG when using signature weapon type - Rank 7: Using weapons of the character's signature type grants a bonus to DMG or RDMG.
Attribute Bonus: +28 DMG/RDMG when using signature weapon type - Rank 8: The character can choose a third signature type, in addition to the first and second. Using weapons of the character's signature type grants a bonus to DMG or RDMG.
Attribute Bonus: +32 DMG/RDMG when using signature weapon type - Rank 9: Using weapons of the character's signature type grants a bonus to DMG or RDMG.
Attribute Bonus: +40 DMG/RDMG when using signature weapon type - Rank 10: The character can now use all weapons with the signature type bonus. Using weapons of the character's signature type grants a bonus to DMG or RDMG.
Attribute Bonus: +48 DMG/RDMG when using a weapon
[PTab=Crafting]
Allows the character to produce different kinds of weapons and gear, provided they acquire the right materials and have a level of skill that matches the equipment being crafted.
Note: See Crafting System for more information. Also, for the purpose of creating story-related items, such as a locket or a mechanical leg, you will not be required to go through the crafting process. Just use your best judgment in determining what kinds of items your character could craft and in how much time.
Crafters can create any aforementioned quality equipment, I.E. Crude at Rank 5, at their rank's current Skill Roll requirement and Number of Attempts.
- Rank 1: The crafter can create 'Crude' equipment.
Skill Roll: Must roll a 50 or higher
Number of Attempts: 1 per day - Rank 2: The crafter can create 'Crude equipment.
Skill Roll: Must roll a 50 or higher
Number of Attempts: 2 per day - Rank 3: The crafter can create 'Average' equipment.
Skill Roll: Must roll a 50 or higher
Number of Attempts: 3 per day - Rank 4: The crafter can create 'Average' equipment.
Skill Roll: Must roll a 40 or higher
Number of Attempts: 4 per day - Rank 5: The crafter can create 'Above Average' equipment.
Skill Roll: Must roll a 40 or higher
Number of Attempts: 5 per day - Rank 6: The crafter can create 'Above Average' equipment.
Skill Roll: Must roll a 40 or higher
Number of Attempts: 5 per day - Rank 7: The crafter can create 'Master' equipment.
Skill Roll: Must roll a 30 or higher
Number of Attempts: 5 per day - Rank 8: The crafter can create 'Master' equipment.
Skill Roll: Must roll a 30 or higher
Number of Attempts: 5 per day - Rank 9: The crafter can create 'Master' equipment.
Skill Roll: Must roll a 30 or higher
Number of Attempts: 5 per day - Rank 10: The crafter can create 'Legendary' equipment.
Skill Roll: Must roll a 20 or higher
Number of Attempts: 5 per day
[/PTab][/PTabbedContent][PTabbedContent=Patientia]
[PTab=Taming]
Allows the character to tame animals and beastkind.
Note: See Taming System for additional information.
- Rank 1: The character can have one tamed creature, of Bronze Rank
Attribute Bonus: +1 of creature's class attribute - Rank 2: The character can have one tamed creature, of Bronze Rank
Attribute Bonus: +2 of creature's class attribute - Rank 3: The character can have one tamed creature, of Silver Rank
Attribute Bonus: +3 of creature's class attribute - Rank 4: The character can have one tamed creature, of Silver Rank
Attribute Bonus: +4 of creature's class attribute - Rank 5: The character can have one tamed creature, of Gold Rank
Attribute Bonus: +5 of creature's class attribute - Rank 6: The character can have one tamed creature, of Gold Rank
Attribute Bonus: +6 of creature's class attribute - Rank 7: The character can have two tamed creatures, of Diamond Rank
Attribute Bonus: +7 of creature's class attribute - Rank 8: The character can have two tamed creatures, of Diamond Rank
Attribute Bonus: +8 of creature's class attribute - Rank 9: The character can have two tamed creatures, of Rainbow Rank
Attribute Bonus: +9 of creature's class attribute - Rank 10: The character can have two tamed creatures, of Rainbow Rank
Attribute Bonus: +10 of creature's class attribute
[PTab=Inheritance]
This skill can only be unlocked if the character has at least one rank in Taming. The characteristics of Tamed creature rub off on their tamers, giving them attribute bonuses. Characters of any rank can inherit things like an enhanced sense of smell, the ability to jump high, and other characteristics the creature has (within reason). Ranks only determine attribute bonuses.
- Rank 1: The character inherits the strengths of their tamed creature.
Attribute Bonus: +1/5 of the creature's highest attribute, however - 1 to other attributes - Rank 2: The character inherits the strengths of their tamed creature.
Attribute Bonus: +1/5 of the creature's highest and second highest attribute, however - 2 to other attributes - Rank 3: The character inherits the strengths of their tamed creature.
Attribute Bonus: +1/4 of the creature's highest attribute, however -3 to other attributes - Rank 4: The character inherits the strengths of their tamed creature.
Attribute Bonus: +1/4 of the creature's highest and second highest attribute, however -4 to other attributes - Rank 5: The character inherits the strengths of their tamed creature.
Attribute Bonus: +1/3 of the creature's highest attribute, however -5 to other attributes - Rank 6: The character inherits the strengths of their tamed creature.
Attribute Bonus: +1/3 of the creature's highest and second highest attribute, however -6 to other attributes - Rank 7: The character inherits the strengths of their tamed creature.
Attribute Bonus: +1/2 of the creature's highest attribute, however -7 to other attributes - Rank 8: The character inherits the strengths of their tamed creature.
Attribute Bonus: +1/2 of the creature's highest and second highest attribute, however -8 to other attributes - Rank 9: The character inherits the strengths of their tamed creature.
Attribute Bonus: + the full value of the creature's highest attribute, however -9 to other attributes - Rank 10: The character inherits the strengths of their tamed creature.
Attribute Bonus: + the full value of the creature's highest and second highest attribute, however -10 to other attributes
[/PTabbedContent]
[PTabbedContent=Benevolentia]
[PTab=Navigation]
Non-Benevolentia can't learn the Virtue's ultra-keen spatial awareness, but can still obtain valuable field experience that a navigator could put to use out in the wilderness.
Note: Each rank replaces the next.
- Rank 1: The navigator is able to hold their own in a fight.
Attribute Bonus: +2 STR - Rank 2: After getting some experience in the field, the navigator has learned flight sometimes trumps fight.
Attribute Bonus: +2 STR, +2 DEX - Rank 3: Dealing with all manner technology and dabbling in productive crafts has made the navigator a skilled individual.
Attribute Bonus: +2 STR, +2 DEX, +2 SKI - Rank 4: No one could venture outdoors without encountering something magical. At least, not in Gaia's Wake.
Attribute Bonus: +2 STR, +2 DEX, +2 SKI, +2 MPOW - Rank 5: The navigator has become a rumored for his/her survivalist skills.
Attribute Bonus: +5 STR, +5 DEX, +5 SKI, +5 MPOW - Rank 6: The navigator has become known by name for his/her survivalist skills.
Attribute Bonus: +8 STR, +6 DEX, +8 SKI, +5 MPOW - Rank 7: The navigator doesn't know what to do with his/her newfound fame.
Attribute Bonus: +10 STR, +7 DEX, +10 SKI, +5 MPOW - Rank 8: The navigator escapes back into the wilderness to live amongst his/her less invasive beastie peers.
Attribute Bonus: +12 STR, +8 DEX, +12 SKI, +5 MPOW - Rank 9: The navigator has become one with nature, more animal than human.
Attribute Bonus: +14 STR, +9 DEX, +14 SKI, +5 MPOW - Rank 10: The navigator rules all that is wild.
Attribute Bonus: +16 STR, +10 DEX, +16 SKI, +5 MPOW
[PTab=Quick Reflexes]
A skill reserved for those that focus on getting out of the way or getting in the way at the perfect moment.
- Rank 1: Reflexes are average but improving.
Attribute Bonus: +2 DEX - Rank 2: Reflexes are average but improving.
Attribute Bonus: +4 DEX - Rank 3: The character can move and groove in all the right ways.
Attribute Bonus: +6 DEX - Rank 4: The character has honed his/her hand-eye coordination to improve reflexes, and abandoned grooving based on principle.
Attribute Bonus: +8 DEX - Rank 5: The character's reflexes have been improved by 2x that of a regular individual.
Attribute Bonus: +10 DEX - Rank 6: Quicker and quicker the character becomes as he/she runs places and dodges bullets.
Attribute Bonus: +12 DEX - Rank 7: The character could probably be the very best in his/her gym class.
Attribute Bonus: +14 DEX - Rank 8: Mastering the art of fleet-footedness is even less tiring, now that the character can run marathons without breaking a sweat.
Attribute Bonus: +16 DEX - Rank 9: The character knows they are fast and uses this knowledge against the slow for his/her own amusement.
Attribute Bonus: +18 DEX - Rank 10: The character is pretty damn fast.
Attribute Bonus: +20 DEX
[/PTabbedContent]
[PTabbedContent=Humilitas]
[PTab=Pyromancy]
Allows the character a proficiency in harnessing the element of fire.
Note: Humilitas skills are used like weapons for magic-users. Each cast is an HP-reducing, singular action and has a damage range that functions using a Damage Roll, with the character's MDMG added much like DMG or RDMG is added to a weapon's damage range. Unlike with weapons, these skills' damage are put up against the player's MDEF (rather than DEF). For more info. refer to Statistics & Combat.
- Rank 1: The character is a novice pyromancer, best at producing sparks and igniting objects cohesive to flame (such as the wicks of handles or gasoline)
YP Cost: 3 YP
Damage Range: 1 - 30
Attribute Bonus: + 3 MDMG - Rank 2: The character is a novice pyromancer, best at producing sparks and igniting objects cohesive to flame (such as the wicks of handles or gasoline)
YP Cost: 5 YP
Damage Range: 5 - 35
Attribute Bonus: + 6 MDMG - Rank 3: The character is has some experience with fire by now, and could set dry objects aflame with a thought. Larger conjurations require immense focus.
YP Cost: 10 YP
Damage Range: 10 - 40
Attribute Bonus: + 9 MDMG - Rank 4: The character is has some experience with fire by now, further increasing magical strength. Larger conjurations require immense focus.
YP Cost: 15 YP
Damage Range: 15 - 45
Attribute Bonus: + 12 MDMG - Rank 5: The character's ease with conjuration is steadily increasing, with larger expenditures of magical energy requiring much less concentration.
YP Cost: 30 YP
Damage Range: 25 - 60
Attribute Bonus: + 15 MDMG - Rank 6: The character's ease with conjuration is steadily increasing, with larger expenditures of magical energy requiring much less concentration.
YP Cost: 35 YP
Damage Range: 35 - 65
Attribute Bonus: + 18 MDMG - Rank 7: The pyromancer has found a way to increase his/her own capacity for power, reaching new heights of mastery over his/her element.
YP Cost: 40 YP
Damage Range: 45 - 75
Attribute Bonus: + 21 MDMG - Rank 8: Pyromancy has become something of a sixth sense, though still unstable at the pyromancer's newfound levels of power.
YP Cost: 45 YP
Damage Range: 60 - 90
Attribute Bonus: + 24 MDMG - Rank 9: Adept at producing flame from thin air, even alighting or melting objects that regular fire would be incapable of.
YP Cost: 50 YP
Damage Range: 75 - 105
Attribute Bonus: + 27 MDMG - Rank 10: A master of fire in all its forms, requiring little thought or care.
YP Cost: 60 YP
Damage Range: 90 - 165
Attribute Bonus: + 30 MDMG
[PTab=Aquamancy]
Allows the character a proficiency in harnessing the element of water.
- Rank 1: The character is a novice aquamancer, best at producing bubbles and dousing minor flames.
YP Cost: 3 YP
Damage Range: 5 - 10
Attribute Bonus: + 3 MDMG - Rank 2: The character is a novice aquamancer, best at producing bubbles and dousing minor flames.
YP Cost: 5 YP
Damage Range: 10 - 30
Attribute Bonus: + 6 MDMG - Rank 3: The character is has some experience with water by now, and can produce sizable quantities of water. Larger conjurations require immense focus.
YP Cost: 10 YP
Damage Range: 15 - 35
Attribute Bonus: + 9 MDMG - Rank 4: The character is has some experience with water by now, and can produce sizable quantities of water. Larger conjurations require immense focus.
YP Cost: 15 YP
Damage Range: 20 - 40
Attribute Bonus: + 12 MDMG - Rank 5: The character's ease with conjuration is steadily increasing, with larger expenditures of magical energy requiring much less concentration.
YP Cost: 30 YP
Damage Range: 35 - 45
Attribute Bonus: + 15 MDMG - Rank 6: The character's ease with conjuration is steadily increasing, with larger expenditures of magical energy requiring much less concentration.
YP Cost: 35 YP
Damage Range: 40 - 55
Attribute Bonus: + 18 MDMG - Rank 7: The aquamancer has found a way to increase his/her own capacity for power, reaching new heights of mastery over his/her element.
YP Cost: 40 YP
Damage Range: 50 - 65
Attribute Bonus: + 21 MDMG - Rank 8: Aquamancy has become something of a sixth sense, though still unstable at the aquamancer's newfound levels of power.
YP Cost: 45 YP
Damage Range: 65 - 75
Attribute Bonus: + 24 MDMG - Rank 9: Adept at producing water from thin air, the aquamancer could now produce brutal tidal waves without a source present, if needed.
YP Cost: 50 YP
Damage Range: 80 - 105
Attribute Bonus: + 27 MPOW - Rank 10: A master of water in all its forms, requiring little thought or care.
YP Cost: 60 YP
Damage Range: 120 - 140
Attribute Bonus: + 30 MDMG
[PTab=Terramancy]
Allows the character a proficiency in harnessing the element of earth.
- Rank 1: The character is a novice terramancer, best at producing minor tremors and flinging rocks without physical contact.
YP Cost: 3 YP
Damage Range: 5 - 10
Attribute Bonus: + 3 MDMG - Rank 2: The character is a novice terramancer, best at producing minor tremors and flinging rocks without physical contact.
YP Cost: 5 YP
Damage Range: 15 - 35
Attribute Bonus: + 6 MDMG - Rank 3: The character is has some experience with earth by now, and can raise the land with little focus. Larger conjurations require immense focus.
YP Cost: 10 YP
Damage Range: 20 - 40
Attribute Bonus: + 9 MDMG - Rank 4: The character is has some experience with earth by now, and can raise the land with little focus. Larger conjurations require immense focus.
YP Cost: 15 YP
Damage Range: 25 - 45
Attribute Bonus: + 12 MDMG - Rank 5: The character's ease with conjuration is steadily increasing, with larger expenditures of magical energy requiring much less concentration.
YP Cost: 30 YP
Damage Range: 30 - 50
Attribute Bonus: + 15 MDMG - Rank 6: The character's ease with conjuration is steadily increasing, with larger expenditures of magical energy requiring much less concentration.
YP Cost: 35 YP
Damage Range: 35 - 55
Attribute Bonus: + 18 MDMG - Rank 7: The terramancer has found a way to increase his/her own capacity for power, reaching new heights of mastery over his/her element.
YP Cost: 40 YP
Damage Range: 40 - 60
Attribute Bonus: + 21 MDMG - Rank 8: Terramancy has become something of a sixth sense, though still unstable at the terramancer's newfound levels of power.
YP Cost: 45 YP
Damage Range: 60 - 80
Attribute Bonus: + 24 MDMG - Rank 9: Adept at manipulating the earth with ease, the terramancer could now produce devastating quakes and mold the earth as he/she sees fit.
YP Cost: 50 YP
Damage Range: 85 - 110
Attribute Bonus: + 27 MDMG - Rank 10: A master of earth in all its forms, requiring little thought or care.
YP Cost: 60 YP
Damage Range: 115 - 155
Attribute Bonus: + 30 MDMG
[PTab=Aeromancy]
Allows the character a proficiency in harnessing the element of air.
- Rank 1: The character is a novice aeromancer, best at stirring gusts and moving light objects.
YP Cost: 3 YP
Damage Range: 5 - 10
Attribute Bonus: + 3 MDMG - Rank 2: The character is a novice aeromancer, best at stirring gusts and moving light objects.
YP Cost: 5 YP
Damage Range: 15 - 35
Attribute Bonus: + 6 MDMG - Rank 3: The character is has some experience with air by now, and can produce controlled spirals of air. Larger conjurations require immense focus.
YP Cost: 10 YP
Damage Range: 20 - 40
Attribute Bonus: + 9 MDMG - Rank 4: The character is has some experience with air by now, and can produce controlled spirals of air. Larger conjurations require immense focus.
YP Cost: 15 YP
Damage Range: 25 - 50
Attribute Bonus: + 12 MDMG - Rank 5: The character's ease with conjuration is steadily increasing, with larger expenditures of magical energy requiring much less concentration.
YP Cost: 30 YP
Damage Range: 30 - 60
Attribute Bonus: + 15 MDMG - Rank 6: The character's ease with conjuration is steadily increasing, with larger expenditures of magical energy requiring much less concentration.
YP Cost: 35 YP
Damage Range: 35 - 65
Attribute Bonus: + 18 MDMG - Rank 7: The aeromancer has found a way to increase his/her own capacity for power, reaching new heights of mastery over his/her element.
YP Cost: 40 YP
Damage Range: 40 - 70
Attribute Bonus: + 21 MDMG - Rank 8: Aeromancy has become something of a sixth sense, though still unstable at the aeromancer's newfound levels of power.
YP Cost: 45 YP
Damage Range: 50 - 80
Attribute Bonus: + 24 MDMG - Rank 9: Adept at manipulating the air with ease, the aeromancer could now create hurricanes and keep themselves aloat on a wind current.
YP Cost: 50 YP
Damage Range: 80 - 120
Attribute Bonus: + 27 MDMG - Rank 10: A master of air in all its forms, requiring little thought or care.
YP Cost: 60 YP
Damage Range: 100 - 145
Attribute Bonus: + 30 MDMG
[PTab=Technomancy]
Allows the character a proficiency in harnessing the element of electricity. Technomancers often use their electricity in conjunction with metalcraft, leading to their name, though manipulating technology is only one facet of technomancy.
- Rank 1: The character is a novice technomancer, best at sending off jolts of free electricity and jump-starting simple electronics.
YP Cost: 3 YP
Damage Range: 10 - 15
Attribute Bonus: + 3 MDMG - Rank 2: The character is a novice technomancer, best at sending off jolts of free electricity and utilizing conductors to trasmit electrical currents.
YP Cost: 5 YP
Damage Range: 15 - 25
Attribute Bonus: + 6 MDMG - Rank 3: The character is has some experience with electricity by now, and can manifest more flashy displays of energy similar to lightning. Larger conjurations require immense focus.
YP Cost: 10 YP
Damage Range: 20 - 35
Attribute Bonus: + 9 MDMG - Rank 4: The character is has some experience with electricity by now, and can manifest artificial life in mechanics by powering nd controlling them. Larger conjurations require immense focus.
YP Cost: 15 YP
Damage Range: 30 - 40
Attribute Bonus: + 12 MDMG - Rank 5: The character's ease with conjuration is steadily increasing, with larger expenditures of magical energy requiring much less concentration.
YP Cost: 30 YP
Damage Range: 35 - 50
Attribute Bonus: + 15 MDMG - Rank 6: The character's ease with conjuration is steadily increasing, with larger expenditures of magical energy requiring much less concentration.
YP Cost: 35 YP
Damage Range: 40 - 60
Attribute Bonus: + 18 MDMG - Rank 7: The technomancer has found a way to increase his/her own capacity for power, reaching new heights of mastery over his/her element.
YP Cost: 40 YP
Damage Range: 50 - 70
Attribute Bonus: + 21 MDMG - Rank 8: Technomancy has become something of a sixth sense, though still unstable at the technomancer's newfound levels of power.
YP Cost: 45 YP
Damage Range: 70 - 80
Attribute Bonus: + 24 MDMG - Rank 9: Adept at producing electricity from thin air, the technomancer can produce entirely fields of lethal current and automate machinery to do his/her bidding.
YP Cost: 50 YP
Damage Range: 75 - 110
Attribute Bonus: + 27 MDMG - Rank 10: A master of electricity in all its forms, requiring little thought or care.
YP Cost: 60 YP
Damage Range: 100 - 150
Attribute Bonus: + 30 MDMG
[/PTabbedContent]
[/quote]