Lords of Xulima

Lords of Xulima

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Classes and Skills
By s
A complete reference to the classes and skills in the game, intended to help with planning party composition and character advancement. If you want to know when (or if) a class learns a certain skill, or you want to know how much damage a fireball will do at max level, this is the guide for you. Data in this guide is accurate to the release version of the game, which may differ slightly from whatever the current version is.
   
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Introduction
This guide should be pretty straightforward, but here are a few clarifications just in case.

  • The numbers by a skill or class name are always the level learned followed by the cost. For example, Paladin 8 (3) means the skill is learned by paladins at level 7 and costs 3 skill points per level. Mend Bleeding 8 (3) means the class learns the mend bleeding skill at level 8 and it costs 3 skill points per level.

  • A skill always costs one extra point on its first level. For consistency, this includes skills with only one level. For example, the Song of Speech skill is listed as costing 2 points per level for Bard, but it will cost 3 points for the first and only level available.

  • Since most skills have relatively linear growth, only the first and last level are shown to make things a bit easier to read. There is a notable exception made for the Explorer's Camouflage skill which shows much greater improvement at early levels.

  • Data in this guide is accurate to the release version of the game. If and when balance changes are patched in, there are bound to be some inaccuracies.
Explorer
Explorers are experts in the knowledge of nature, wildlife, and navigation. They can guide the group through difficult terrains, find hidden herbs, and camouflage the party from enemy ambushes. They are also skilled fighters, and can create poisons to make their weapons of choice even more lethal.

- HP per level: 5.25
- PP per level: 2.25

Resistances
- Cold Resistance: 5
- Divine Resistance: 0
- Electric Resistance: 0
- Fire Resistance: 5
- Mental Resistance: 0
- Organic Resistance: 10

Initial Skills
- Axes: 1
- Swords: 1
- Bows & Crossbows: 1
- Armors: 1
- Perception: 1
- Knowledge of Herbs: 1
- Camouflage: 1

Attributes
- Strength: 10
- Constitution: 10
- Agility: 10
- Speed: 9
- Energy: 4

Available Skills
Axes 1 (2)
Swords 1 (2)
Bows 1 (2)
Armors 1 (2)
Perception 1 (1)
Knowledge of Herbs 1 (1)
Camouflage 1 (1)
Bodybuilding 2 (2)
Meditation 2 (3)
Lockpicking 2 (2)
Trap Disarming 2 (2)
Knowledge of Terrains 3 (1)
Object Identification 3 (2)
Object Evaluation 4 (2)
Mercantilism 5 (2)
Fast Reflexes 5 (1)
Aimed Strike 6 (2)
Exploration 6 (3)
Immunity 7 (1)
Learning 8 (2)
Hunting 8 (3)
Envenomed Strike 10 (2)
Arcane Soldier


Arcane soldiers believe that power is achieved through mastery of both steel and magic. While an Arcane soldier cannot wear equipment as easily as the Soldier, they make up for it by imbuing their weapon of choice with powerful elemental magic, allowing them to deliver blows which are effective against most enemies.

- HP per level: 4.5
- PP per level: 3
- Magic realm: Energy

Resistances
- Cold Resistance: 5
- Divine Resistance: 0
- Electric Resistance: 5
- Fire Resistance: 5
- Mental Resistance: 0
- Organic Resistance: 0

Initial Skills
- Swords: 1
- Armors: 1
- Bows & Crossbows: 1
- Flaming Strike: 1

Attributes
- Strength: 9
- Constitution: 8
- Agility: 10
- Speed: 9
- Energy: 7

Available Skills
Swords 1 (2)
Bows & Crossbows 1 (2)
Armors 1 (2)
Flaming Strike 1 (2)
Bodybuilding 2 (3)
Meditation 2 (2)
Perception 2 (1)
Frost Strike 4 (2)
Fast Reflexes 5 (1)
Sparks 5 (3)
Bloody Strike 7 (2)
Immunity 7 (1)
Powerful Strike 7 (2)
Stone Arrow 7 (3)
Stunning Strike 7 (2)
Wounding Strike 7 (2)
Learning 8 (2)
Object Identification 8 (3)
Icy Touch 10 (3)
Aimed Strike 13 (2)
Shocking Touch 13 (3)
Flames 14 (3)
Hammer of the Destroyer 17 (3)
Blizzard 19 (3)
Icy Shards 22 (3)
Lightning 25 (3)
Magical Light 28 (3)
Meteor 30 (3)
Fireball 34 (3)
End of Flames 37 (3)
Incinerate Air 40 (3)
Matter to Gold 43 (5)
Thunder Storm 46 (3)
Brittle Armor 49 (4)
Mage


Mages are learned and wise, able to understand both physical and elemental laws. They are adept at exploiting enemy vulnerabilities, due to the wide array of spells at their disposal. While raging storms and inferno are within their fingertips, Mages find it difficult to withstand the rigors of frontline combat.

- HP per level: 2.625
- PP per level: 4.875
- Magic realm: Energy

Resistances
- Cold Resistance: 5
- Divine Resistance: 0
- Electric Resistance: 10
- Fire Resistance: 5
- Mental Resistance: 0
- Organic Resistance: 0

Initial Skills
- Pole Weapons: 1
- Daggers: 1
- Armors: 1
- Sparks: 1

Attributes
- Strength: 7
- Constitution: 6
- Agility: 9
- Speed: 9
- Energy: 12

Available Skills
Poles Weapons 1 (3)
Daggers 1 (3)
Armors 1 (3)
Sparks 1 (2)
Bodybuilding 2 (3)
Meditation 2 (1)
Perception 2 (1)
Stone Arrow 2 (2)
Object Identification 3 (2)
Icy Touch 4 (2)
Fast Reflexes 5 (1)
Shocking Touch 6 (2)
Flames 7 (2)
Immunity 7 (1)
Learning 8 (2)
Hammer of the Destroyer 9 (2)
Blizzard 10 (2)
Icy Shards 12 (2)
Lightning 14 (2)
Magical Light 16 (2)
Meteor 18 (2)
Fireball 20 (2)
End of Flames 22 (2)
Incinerate Air 24 (2)
Matter to Gold 26 (4)
Thunder Storm 28 (2)
Brittle Armor 30 (3)
Energy Absorption 32 (3)
Frostball 34 (3)
Inferno 36 (3)
Meteor Shower 40 (3)
Lords of Thunder 45 (3)
Comets Shower 50 (4)
Thief


Thieves, despite their questionable origins, are masters in the manipulation of mechanical objects and devices. They have an affinity towards picking locks, as well as spotting and disarming lethal traps. In addition, the thief's cunning allows him to perceive secret doors and hidden switches which most would miss. In combat, they favor fast strikes and mobility.

- HP per level: 5.25
- PP per level: 2.25
- Magic realm: Energy

Resistances
- Cold Resistance: 10
- Divine Resistance: 10
- Electric Resistance: 10
- Fire Resistance: 10
- Mental Resistance: 10
- Organic Resistance: 10

Initial Skills
- Swords: 1
- Daggers: 1
- Bows & Crossbows: 1
- Armors: 1
- Lockpicking: 1
- Perception: 1
- Trap Disarming: 1
- Shurikens: 1

Attributes
- Strength: 8
- Constitution: 8
- Agility: 11
- Speed: 13
- Energy: 3

Available Skills
Swords 1 (2)
Daggers 1 (2)
Bows & Crossbows 1 (2)
Shurikens 1 (1)
Armors 1 (2)
Perception 1 (1)
Lockpicking 1 (1)
Trap Disarming 1 (1)
Bodybuilding 2 (2)
Meditation 2 (3)
Object Evaluation 4 (2)
Quick Strike 5 (2)
Mercantilism 5 (2)
Fast Reflexes 5 (1)
Aimed Strike 6 (2)
Immunity 7 (1)
Learning 8 (2)
Cleric


Clerics are devoted to a deity, and enjoy a unique communion with their chosen God. So long as they are devoted, they are able to manifest various divine powers in times of need. These powers can protect the group, repel wicked beings, and heal injuries.

- HP per level: 3
- PP per level: 4.5
- Magic realm: Divine

Resistances
- Cold Resistance: 0
- Divine Resistance: 20
- Electric Resistance: 0
- Fire Resistance: 0
- Mental Resistance: 0
- Organic Resistance: 0

Initial Skills
- Pole Weapons: 1
- Maces & Hammers: 1
- Light Heal: 1
- Armors: 1

Attributes
- Strength: 7
- Constitution: 8
- Agility: 9
- Speed: 8
- Energy: 11

Available Skills
Poles Weapons 1 (3)
Maces & Hammers 1 (3)
Armors 1 (3)
Light Heal 1 (2)
Bodybuilding 2 (3)
Meditation 2 (1)
Perception 2 (1)
Divine Armor 2 (2)
Mend Bleeding 3 (2)
Cure Wounds 4 (2)
Fast Reflexes 5 (1)
Mass Stun Relieve 6 (3)
Regeneration 6 (2)
Immunity 7 (1)
Divine Prayer 8 (2)
Learning 8 (2)
Light Ray 10 (2)
Remove Poison 12 (3)
Greater Heal 14 (2)
Dispel 16 (3)
Organic Protection 18 (2)
Elemental Protection 20 (2)
Magical Protection 22 (2)
Cleanse Disease 24 (4)
Life Absorption 26 (2)
Mass Heal 28 (3)
Mass Divine Armor 30 (3)
Divine Ray 32 (3)
Purify Curse 36 (4)
Divine Healing 38 (3)
Mass Regeneration 40 (4)
Ray of the Gods 45 (5)
Divine Restoration 50 (7)
Divine Summoner


The Divine Summoner has a very special divine power such that when he concentrates he can bring the Heralds of the Gods to earth. These mythological beings act according to their own wills on the behalf of the Summoner. Their physical existence is brief and requires an immense power that few are able to master.

- HP per level: 1.5
- PP per level: 6
- Magic realm: Divine

Resistances
- Cold Resistance: 0
- Divine Resistance: 10
- Electric Resistance: 0
- Fire Resistance: 0
- Mental Resistance: 10
- Organic Resistance: 0

Initial Skills
- Pole Weapons: 1
- Daggers: 1
- Armors: 1
- Summon Herald of Nalaet: 1
- Summon Herald of Raznet: 1

Attributes
- Strength: 7
- Constitution: 6
- Agility: 8
- Speed: 8
- Energy: 14

Available Skills
Poles Weapons 1 (3)
Daggers 1 (3)
Armors 1 (3)
Summon Herald of Nalaet 1 (2)
Summon Herald of Raznet 1 (2)
Bodybuilding 2 (3)
Meditation 2 (1)
Perception 2 (1)
Summon Herald of Golot 2 (2)
Summon Herald of Alnaet 2 (2)
Summon Herald of Taliet 4 (2)
Summon Herald of Valvet 4 (2)
Fast Reflexes 5 (1)
Summon Herald of Kersket 6 (2)
Immunity 7 (1)
Learning 8 (2)
Summon Herald of Febret 8 (2)
Heralds Vigor 10 (2)
Heralds Life 12 (2)
Heralds Power 14 (2)
Heralds Destiny 16 (3)
Heralds Light 20 (2)
Paladin


Paladins are seen as divine soldiers and protectors by the people. They spend as much time training for combat as they do worshiping their deity. The auras and blessings a Paladin brings with him are invaluable to any group.

- HP per level: 4.5
- PP per level: 3
- Magic realm: Divine

Resistances
- Cold Resistance: 0
- Divine Resistance: 10
- Electric Resistance: 0
- Fire Resistance: 0
- Mental Resistance: 5
- Organic Resistance: 0

Initial Skills
- Maces & Hammers: 1
- Pole Weapons: 1
- Armors: 1
- Aura of Healing: 1

Attributes
- Strength: 9
- Constitution: 11
- Agility: 8
- Speed: 8
- Energy: 7

Available Skills
Maces & Hammers 1 (2)
Pole Weapons 1 (2)
Armors 1 (2)
Aura of Healing 1 (2)
Bodybuilding 2 (3)
Meditation 2 (2)
Perception 2 (1)
Aura of Protection 4 (2)
Light Heal 5 (3)
Fast Reflexes 5 (1)
Bloody Strike 7 (2)
Divine Armor 7 (3)
Immunity 7 (1)
Powerful Strike 7 (2)
Stunning Strike 7 (2)
Wounding Strike 7 (2)
Learning 8 (2)
Mend Bleeding 8 (3)
Cure Wounds 10 (3)
Aimed Strike 13 (2)
Mass Stun Relieve 13 (4)
Regeneration 13 (3)
Divine Prayer 16 (3)
Light Ray 19 (3)
Remove Poison 22 (4)
Greater Heal 25 (3)
Dispel 28 (4)
Organic Protection 31 (3)
Elemental Protection 34 (3)
Magical Protection 37 (3)
Cleanse Disease 40 (5)
Life Absorption 43 (3)
Mass Heal 46 (4)
Mass Divine Armor 49 (4)
Barbarian


Barbarians are the most battle-hardened of all warriors, wielding their instinct like a weapon. A Barbarian's physical strength and stamina are unmatched, so it comes as no surprise that they rely on brute force, rather than technique, to overcome their foes. Even a lightly-armored Barbarian can be fairly difficult to take down.

- HP per level: 9
- PP per level: 0
- Magic realm: Mentalism

Resistances
- Cold Resistance: 10
- Divine Resistance: 0
- Electric Resistance: 10
- Fire Resistance: 10
- Mental Resistance: 0
- Organic Resistance: 10

Initial Skills
- Maces & Hammers: 2
- Swords: 2
- Axes: 2
- Armors: 2
- Rage: 1

Attributes
- Strength: 13
- Constitution: 13
- Agility: 8
- Speed: 9
- Energy: 0

Available Skills
Maces & Hammers 1 (1)
Swords 1 (1)
Axes 1 (1)
Armors 1 (2)
Rage 1 (3)
Bodybuilding 2 (1)
Perception 2 (2)
Fast Reflexes 5 (1)
Immunity 7 (1)
Learning 8 (2)
Tactics 8 (2)
Steadiness 10 (3)
Weapon Master 16 (2)
Bard


Bards are musicians and singers with a profound passion for songs which can inspire the group in combat, or send the enemy down a spiral of madness. No strangers to the acquisition of gold, they are also fairly good at appraising items.

- HP per level: 4.5
- PP per level: 3
- Magic realm: Mentalism

Resistances
- Cold Resistance: 0
- Divine Resistance: 0
- Electric Resistance: 0
- Fire Resistance: 0
- Mental Resistance: 20
- Organic Resistance: 0

Initial Skills
- Bows & Crossbows: 1
- Daggers: 1
- Armors: 1
- Song of Courage: 1

Attributes
- Strength: 7
- Constitution: 7
- Agility: 11
- Speed: 11
- Energy: 7

Available Skills
Bows & Crossbows 1 (2)
Daggers 1 (2)
Armors 1 (2)
Song of Courage 1 (2)
Bodybuilding 2 (2)
Meditation 2 (2)
Perception 2 (1)
Object Identification 3 (1)
Song of Stunning 3 (2)
Object Evaluation 4 (1)
Mercantilism 5 (1)
Fast Reflexes 5 (1)
Aimed Strike 6 (2)
Song of Rage 6 (2)
Immunity 7 (1)
Song of Fear 8 (2)
Learning 8 (2)
Song of Speech 10 (2)
Song of Spirit 12 (2)
Song of Dream 14 (2)
Song of Awakening 16 (2)
Song of Silence 18 (2)
Song of Clumsiness 22 (2)
Song of Haste 26 (3)
Requiem 30 (3)
Song of Victory 36 (4)
Soldier


Soldiers are warriors who have been trained in the wielding of weapons and execution of powerful techniques. Able to handle complex weapons with relative ease, and equip the heaviest of armors, the soldier is a sturdy frontline combatant.

- HP per level: 6
- PP per level: 1.5
- Magic realm: Mentalism

Resistances
- Cold Resistance: 5
- Divine Resistance: 0
- Electric Resistance: 5
- Fire Resistance: 5
- Mental Resistance: 0
- Organic Resistance: 5

Initial Skills
- Maces & Hammers: 2
- Swords: 2
- Axes: 2
- Bows & Crossbows: 2
- Armors: 2
- Pole Weapons: 2

Attributes
- Strength: 12
- Constitution: 11
- Agility: 9
- Speed: 9
- Energy: 2

Available Skills
Maces & Hammers 1 (1)
Swords 1 (1)
Axes 1 (1)
Bows & Crossbows 1 (1)
Pole Weapons 1 (1)
Armors 1 (1)
Bodybuilding 2 (2)
Meditation 2 (3)
Perception 2 (2)
Powerful Strike 2 (2)
Bloody Strike 2 (2)
Stunning Strike 2 (2)
Wounding Strike 2 (2)
Fast Reflexes 5 (1)
Aimed Strike 6 (1)
Immunity 7 (1)
Learning 8 (2)
Tactics 8 (2)
Weapon Master 16 (2)
Weapon Mastery


Maces & Hammers
Improves the character's ability to wield and hit with blunt weapons like Maces, Hammers, and Flails. Such weapons typically apply stunning duration on a successful hit, which can delay a combatant's next turn.
Target: One enemy on the front row
Availability: Paladin 1 (2), Cleric 1 (3), Soldier 1 (1), Barbarian 1 (1), Cleric 1 (3)

Level 1
Level 30
- Attack value with weapons from this category: +5
- Attack value with weapons from this category: +150


Swords
Improves the character's ability to wield and hit with sharp weapons like Longswords and Claymores. Such weapons typically apply additive bleed damage on a successful hit, which bypasses armor.
Target: One enemy on the front row
Availability: Explorer 1 (2), Soldier 1 (1), Arcane Soldier 1 (2), Thief 1 (2), Barbarian 1 (1)

Level 1
Level 30
- Attack value with weapons from this category: +5
- Attack value with weapons from this category: +150


Axes
Improves the character's ability to wield and hit with axe weapons like Hand Axes and Battle Axes. Such weapons typically apply stackable wounds on a successful hit, which cripple a combatant's action rolls.
Target: One enemy on the front row
Avallability: Explorer 1 (2), Soldier 1 (1), Barbarian 1 (1)

Level 1
Level 30
- Attack value with weapons from this category: +5
- Attack value with weapons from this category: +150


Bows & Crossbows
Improves the character's ability to wield and hit with missile weapons like Longbows and Crossbows. Such weapons are somewhat slow to use, but they can attack any enemy (including those located in the back row) and can also apply stackable wounds on a successful hit (although not as much as Axes).
Target: One enemy
Avallability: Explorer 1 (2), Soldier 1 (1), Arcane Soldier 1 (2), Bard 1 (2), Thief 1 (2)

Level 1
Level 30
- Attack value with weapons from this category: +5
- Attack value with weapons from this category: +150


Pole Weapons
Improves the character's ability to wield and hit with pole weapons like Spears, Halberds, and Staves. Such weapons can be used to attack distant targets from the back row, and typically apply stackable wounds or stunning duration on a successful hit (although not as much as Axes or Maces).
Target: One enemy on the front row
Avallability: Paladin 1 (2), Soldier 1 (1), Divine Summoner 1 (3), Mage 1 (3), Cleric 1 (3)

Level 1
Level 30
- Attack value with weapons from this category: +5
- Attack value with weapons from this category: +150


Daggers
Improves the character's ability to wield and hit with small, concealable weapons like Daggers and Knives. Such weapons allow their user to attack more often, and typically apply additive bleed damage on a successful hit (although not as much as swords).
Target: One enemy on the front row
Avallability: Bard 1 (2), Divine Summoner 1 (3), Thief 1 (2), Mage 1 (3)

Level 1
Level 30
- Attack value with weapons from this category: +5
- Attack value with weapons from this category: +150


Shurikens
Improves the character's ability to hit with shurikens during combat.
Target: One enemy on the front row
Avallability: Thief 1 (2)

Level 1
Level 30
- Attack: +26
- Max damage: +10
- Causes +5 points of bleeding damage per turn.
- Attack: +200
- Max damage: +98
- Causes +48 points of bleeding damage per turn.


Tactics
Improves the character's combat initiative, granting higher priority in the combat turn order.
Avallability: Soldier 8 (2), Barbarian 8 (2)

Level 1
Level 30
- Combat initiative increased by 4.
- Combat initiative increased by 62.


Weapon Master
Improves the character's Attack Rating with all weapons.
Avallability: Soldier 16 (2), Barbarian 16 (2)

Level 1
Level 30
- Attack rating increased by 5.
- Attack rating increased by 92.
[/tr]
Armor Training


Armors
Improves the character's ability to equip heavier armor, increasing maximum weight capacity. Should a character's current armor weight exceed his maximum weight capacity, he will suffer penalties to combat initiative and speed.
Availability: All Classes 1
Cost:
Soldier: 1
Explorer, Paladin, Arcane Soldier, Bard, Thief, Barbarian: 2
Divine Summoner, Mage, Cleric: 3

Level 1
Level 30
- Maximum armor weight: +4
- Maximum armor weight: +120
Body & Mind


Rage
A barbarian's unbridled fury allows him to score critical hits more often in combat.
Availability: Barbarian 1 (3)

Level 1
Level 30
- Critical hit chance increased by 2%.
- Critical Hit chance increased by 31%.


Perception
Ability to detect traps, secret doors or treasure concealed in the environment (this skill is attempted automatically each time the party moves).

Availability:
Explorer, Thief: 1
Everyone else: 2

Cost:
Soldier, Barbarian: 2
Everyone else: 1

Max Level: 30


Fast Reflexes
Faster reflexes make it easier for this character to dodge certain attacks, evading all damage.
Availability: All classes 5 (1)

Level 1
Level 30
- Evasion increased by 2.
- Evasion increased by 60.


Bodybuilding
Increased muscle development causes this character to gain more hit points.
Availability: All classes 2
Cost:
Barbarian: 1
Explorer, Soldier, Bard, Thief: 2
Paladin, Arcane Soldier, Divine Summoner, Mage, Cleric: 3

Level 1
Level 30
- Maximum Hit points +4
- Maximum Hit points +120


Meditation
Improved clarity and focus expand this character's power point pool.
Availability: (almost) All classes 2
Cost:
Divine Summoner, Mage, Cleric: 1
Paladin, Arcane Soldier, Bard: 2
Explorer, Soldier, Thief: 3

Level 1
Level 30
- Maximum Power points +2
- Maximum Power points +60


Immunity
Gain additional resistance to all types of damage.
Availability: All classes 7 (1)

Level 1
Level 30
- All resistances increased by 1.
- All resistances increased by 30.


Learning
Higher learning ability means this character will receive more experience point rewards from all sources (including combat, completing missions, disarming traps, etc).
Availability: All classes 8 (2)

Level 1
Level 30
- Experience gains increased by 5%.
- Experience gains increased by 78%.


Steadiness
Reduce the stunning effect duration gradually until reaching total immunity to this effect.
Availability: Barbarian 10 (3)

Level 1
Level 30
- Stunning time reduced by 10%.
- Stunning time reduced by 100%.
Special Attacks


Aimed Strike
Perform a special attack with greatly increased Attack Rating, which improves its accuracy and the potency of any Bleed, Wound, or Stun effect the equipped weapon may have.
Availability:
Soldier: 6 (1)
Explorer, Bard, Thief: 6 (2)
Paladin, Arcane Soldier: 13 (2)

Level 1
Level 10
- PP cost: 3
- Attack rating improved by 20
- PP cost: 12
- Attack rating improved by 110


Quick Strike
Perform a swift strike against an opponent. This allows the character to act again earlier than if he would've used a normal attack or slower attack.
Target: One enemy on the front row
Availability: Thief 5 (2)

Level 1
Level 10
- Action is 10% faster.
- PP cost: 3
-Attack rating improved by 4.
- Action is 55% faster.
- PP cost: 12
-Attack rating improved by 22.


Envenomed Strike
Coat current weapon with a venom crafted from special plants. This attack will cause poison damage on a successful hit.
Target: One enemy on the front row
Availability: Explorer 10 (2)

Level 1
Level 10
- Poisons the enemy for 4 total damage on hit.
- PP cost: 3
- Attack rating improved by 4.
- Poisons the enemy for 22 total damage on hit.
- PP cost: 12
- Attack rating improved by 22.


Powerful Strike
Perform a special attack which deals enhanced physical damage on a successful hit.
Target: One enemy on the front row
Availability: Soldier 2 (2), Paladin 7 (2), Arcane Soldier 7 (2)

Level 1
Level 10
- Damage Increased by 8 points.
- PP cost: 3
- Attack rating improved by 4.
- Damage Increased by 44 points.
- PP cost: 12
- Attack rating improved by 22.


Bloody Strike
Perform a special attack which enhances the equipped weapon's bleed damage on a successful hit.
Target: One enemy on the front row
Availability: Soldier 2 (2), Paladin 7 (2), Arcane Soldier 7 (2)

Level 1
Level 10
- Bleeding damage inflicted by the weapon is increased by 3 points.
- PP cost: 3
- Attack rating improved by 4.
- Bleeding damage inflicted by the weapon is increased by 16 points.
- PP cost: 12
- Attack rating improved by 22.


Stunning Strike
Perform a special attack which stuns the victim for several seconds on a successful hit.
Target: One enemy on the front row
Availability: Soldier 2 (2), Paladin 7 (2), Arcane Soldier 7 (2)

Level 1
Level 10
- Stunning duration inflicted by the weapon is increased by 1 second.
- PP cost: 3
- Attack rating improved by 4.
- Stunning duration inflicted by the weapon is increased by 8 seconds.
- PP cost: 12
- Attack rating improved by 22.


Wounding Strike
Perform a special attack which causes more stackable wounds on a successful hit.
Target: One enemy on the front row
Availability: Soldier 2 (2), Paladin 7 (2), Arcane Soldier 7 (2)

Level 1
Level 10
- Wounds caused by this weapon are increased by 1.
- PP cost: 3
- Attack rating improved by 4.
- Wounds caused by this weapon are increased by 6.
- PP cost: 12
- Attack rating improved by 22.
Nature


Knowledge of Herbs
Ability to collect or spot concealed herbs, fruits, and mushrooms. More supplies can be gathered each time such items are collected.
Availability: Explorer 1 (1)

Level 1
Level 30
- It allows to obtain 1-1.83 doses for every herb collected.
- It allows to obtain 5-5 doses for every herb collected.


Camouflage
The Explorer applies his mastery over natural concealment to disguise the entire group. Allows the party to avoid encounters with wandering enemies. Powerful enemies cost more to avoid, but increasing this skill's level will reduce how much it costs.
Availability: Explorer 1 (1)

Level 5
Level 15
Level 30
- PP cost decreased by 44%
- PP cost decreased by 74%
- PP cost decreased by 85%


Knowledge of Terrains
Ability to lead the party through hazardous landscapes like forests, deserts and swamps. Allows the party to move faster and consume less food when traveling through such terrains.
Availability: Explorer 3 (1)

Level 1
Level 30
- Movement through difficult terrains is improved by 20%
- Movement through difficult terrains is improved by 600%


Exploration
Ability to survey the party's surroundings. Increases sight radius outside of combat.
Availability: Explorer 6 (3)

Level 1
Level 5
- Vision radius is increased by 1 cell.
- Vision radius is increased by 5 cells.


Hunting
Ability to gather food from slain enemies. The amount of food obtained depends on both the level of this skill, and the type of creature defeated.
Availability: Explorer 8 (3)

Level 1
Level 5
- 30% of the total food available is gained.
- 90% of the total food available is gained.

Knowledge of Items


Lockpicking
Ability to open locks which are sometimes found on doors and chests. As this skill increases, the process of picking a lock will become less complicated, and mistakes will be less likely to break your lockpicks (which are required to use the skill).
Availability: Explorer 2 (2), Thief 1 (1)
Levels: 30


Trap Disarming
Ability to disarm most traps. As this skill increases, traps will become less complicated to disengage.
Availability: Explorer 2 (2), Thief 1 (1)
Levels: 30


Object Evaluation
Ability to know the price of a looted object. Used automatically whenever an item with unknown value is in the inventory, provided this skill is high enough.
Availability: Explorer 4 (2), Bard 4 (1), Thief 4 (2)

Level 1
Level 30
- Maximum item level: 3
- Maximum item level: 32


Mercantilism
Ability to haggle and understand the value of a merchant's inventory. Allows for more profitable sales and less expensive purchases.
Availability: Explorer 5 (2), Bard 5 (1), Thief 5 (2)
Levels: 30

Level 1
Level 30
- Purchase prices lowered to 95% of original value.
- Sale profits increased to 35% of original value.
- Purchase prices lowered to 66% of original value.
- Sale profits increased to 64% of original value.


Object Identification
Ability to identify an unknown object's properties. Used automatically whenever an unidentified item is acquired, provided this skill is high enough.
Availability: Explorer 3 (2), Arcane Soldier 8 (3), Bard 3 (1), Mage 3 (2)

Level 1
Level 30
- Maximum item level: 3
- Maximum item level: 32
Prayers of Protection



Divine Armor
Create a magical shield in front of the target, reducing the amount of physical damage they take.
Target: One ally
Availability: Cleric 2 (2), Paladin 7 (3)

Level 1
Level 5
- Duration: 1 minute
- PP cost: 5
- Defense increased by 16.
- Duration: 1 minute and 40 seconds
- PP cost: 10
- Defense increased by 48.


Regeneration
Restore a portion of one ally's hit points over time.
Target: One ally
Availability: Cleric 6 (2), Paladin 13 (3)

Level 1
Level 5
- Duration: 1 minute
- PP cost: 9
- Regenerates 4 HP per combat turn.
- Duration: 1 minute and 40 seconds
- PP cost: 18
- Regenerates 12 HP per combat turn.


Divine Prayer
The caster prays for assistance, restoring a portion of lost hit points and power points.
Target: Self
Availability: Cleric 8 (2), Paladin 16 (3)

Level 1
Level 5
- Restores 12-20 HP.
- Restores 3-5 PP.
- Restores 36-60 HP.
- Restores 9-15 PP.


Organic Protection
Increase the party's resistance to poison and disease.
Target: All allies
Availability: Cleric 18 (2), Paladin 31 (3)

Level 1
Level 5
- Duration: 1 minute
- PP cost: 40
- Organic Resistance: +10
- Duration: 1 minute and 40 seconds
- PP cost: 80
- Organic Resistance: +30


Elemental Protection
Increase the party's resistance to heat, cold, and electric damage.
Target: All allies
Availability: Cleric 20 (2), Paladin 34 (3)

Level 1
Level 5
- Duration: 1 minute
- PP cost: 40
- Fire Resistance: +10
- Cold Resistance: +10
- Electric Resistance: +10
- Duration: 1 minute and 40 seconds
- PP cost: 80
- Fire Resistance: +30
- Cold Resistance: +30
- Electric Resistance: +30


Magical Protection
Increase the party's resistance to energy, divine, and mental damage.
Target: All allies
Availability: Cleric 22 (2), Paladin 37 (3)

Level 1
Level 5
- Duration: 1 minute
- PP cost: 40
- Mental Resistance: +10
- Divine Resistance: +10
- Duration: 1 minute and 40 seconds
- PP cost: 80
- Mental Resistance: +30
- Divine Resistance: +30


Mass Divine Armor
Create a magical armor around the target which increases its physical defense.
Target: All allies
Availability: Cleric 30 (3), Paladin 49 (4)

Level 1
Level 5
- Duration: 1 minute
- PP cost: 50
- Defense increased by 16.
- Duration: 1 minute and 40 seconds
- PP cost: 100
- Defense increased by 48.


Mass Regeneration
Cause all allies to recover some lost hit points over time.
Target: All allies
Availability: Cleric 40 (4)

Level 1
Level 5
- Duration: 1 minute
- PP cost: 60
- Regenerates 20 HP per combat turn.
- Duration: 1 minute and 40 seconds
- PP cost: 120
- Regenerates 60 HP per combat turn.
Prayers of Restoration



Aura of Healing
Restores a portion of all allies' hit points.
Target: Nearby allies
Availability: Paladin 1 (2)

Level 1
Level 30
- PP cost: 4
- Restores 3-5 HP,
- PP cost: 62
- Restores 46-78 HP,


Aura of Protection
Reduce physical damage taken by the party and improve their ability to evade attacks.
Target: Nearby allies
Availability: Paladin 4 (2)

Level 1
Level 30
- Duration: 5 minutes and 50 seconds
- PP cost: 8
- Defense and Evasion for nearby allies increased by 4.
- PP cost: 66
- Defense and Evasion for nearby allies increased by 62.


Light Heal
Restore a portion of one ally's hit points.
Target: One ally
Availability: Cleric 1 (2), Paladin 5 (3)

Level 1
Level 5
- PP cost: 4
- Restores 6-10 HP.
- PP cost: 8
- Restores 18-30 HP.


Mend Bleeding
Stop an ally's bleeding, preventing further loss of hit points.
Target: One ally
Availability: Cleric 3 (2), Paladin 8 (3)

Level 1
Level 5
- PP cost: 6
- Prevents up to 60 bleeding damage.
- PP cost: 12
- Prevents up to 20 bleeding damage.


Cure Wounds
Cure an ally's wounds.
Target: One ally
Availability: Cleric 4 (2), Paladin 10 (3)

Level 1
Level 5
- PP cost: 7
- Cures up to 10 wounds.
- PP cost: 14
- Cures up to 30 wounds.


Mass Stun Relieve
Remove stun effects from the party.
Target: All allies
Availability: Cleric 6 (3), Paladin 13 (4)

Level 1
- PP cost: 10


Remove Poison
Eliminate poison effects from one ally.
Target: One ally
Availability: Cleric 12 (3), Paladin 22 (4)

Level 1
- PP cost: 15


Greater Heal
Restore a greater portion of one ally's hit points.
Target: One ally
Availability: Cleric 14 (2), Paladin 25 (3)

Level 1
Level 5
- PP cost: 17
- Restores 30-50 HP.
- PP cost: 34
- Restores 90-150 HP.


Dispel
Dispel spell effects from the targets.
Target: All enemies or All allies.
Availability: Cleric 16 (3), Paladin 28 (4)

Level 1
Level 2
- PP cost: 20
- Eliminates all spell effects from the target (positive and negative).
- PP cost: 25
- Removes negative spell effects from allies, or positive spell effects from enemies.


Cleanse Disease
Cleanse any disease from one ally.
Target: One ally
Availability: Cleric 24 (4), Paladin 40 (5)

Level 1
- PP cost: 50


Mass Heal
Restore a portion of hit points to all allies.
Target: All allies
Availability: Cleric 28 (3), Paladin 46 (4)

Level 1
Level 5
- PP cost: 40
- Restores 30-50 HP.
- PP cost: 80
- Restores 90-150 HP.


Purify Curse
Eliminate any curse afflicting an ally.
Target: One ally
Availability: Cleric 36 (4)

Level 1
- PP cost: 125


Divine Healing
Restore a large portion of one ally's hit points.
Target: One ally
Availability: Cleric 38 (3)

Level 1
Level 5
- PP cost: 45
- Restores 150-250 HP.
- PP cost: 90
- Restores 450-750 HP.


Divine Restoration
With the help of the Gods, the caster can restore all hit points to an ally. Also, it removes all negative effects that suffers.
Target: One Ally
Availability: Cleric 50 (7)

Level 1
- PP cost: 200
Conjuration



Light Ray
Concentrate sacred power into a ray which strikes the target. Causes double damage to undead.
Target: One enemy
Availability: Cleric 10 (2), Paladin 19 (3)

Level 1
Level 5
- PP cost: 13
- Inflicts 12-20 points of Divine Damage.
- PP cost: 26
- Inflicts 36-60 points of Divine Damage.


Life Absorption
Lift and capture the life force of one target and it is transferred to the caster.
Target: One enemy
Availability: Cleric 26 (2), Paladin 43 (3)

Level 1
Level 5
- PP cost: 30
- Causes 18-30 points of divine damage. The caster heals +100% of that damage.
- PP cost: 60
- Causes 54-90 points of divine damage. The caster heals +100% of that damage.


Divine Ray
Concentrate divine power into a ray which strikes the target. Causes double damage to undead and demons.
Target: One enemy
Availability: Cleric 32 (3)

Level 1
Level 5
- PP cost: 36
- Inflicts 38-62 points of Divine damage.
- PP cost: 72
- Inflicts 112-188 points of Divine damage.


Ray of the Gods
Concentrate divine power into a ray of light with the power of the Gods. Causes double damage to undead, demons, and Demigods.
Target: One enemy
Availability: Cleric 45 (5)

Level 1
Level 5
- PP cost: 80
- Inflicts 120-200 points of Divine damage.
- PP cost: 160
- Inflicts 360-600 points of Divine damage.
Summoning



Summon Herald of Nalaet
Summon Nemona, the Herald of Nalaet to join the fight.
Availability: Divine Summoner 1 (2)

Target: Special target
Duration: 40 seconds

Level 1
- PP Cost: 6
- Level: 1
- HP: 9 - PP: 24
- BD: 18 - Evasion: 12
- Speed: 10 - Initiative: 11
- Skills: Light Heal (1)

Level 30
- PP Cost: 93
- Level: 30
- HP: 74 - PP: 198
- BD: 148 - Evasion: 99
- Speed: 46 - Initiative: 91
- Skills: Light Heal (5), Mend Bleeding (5),
Regeneration (10), Greater Heal (5),
Cure Wounds (5)


Summon Herald of Raznet
Summon Batan, the Herald of Raznet to join the fight.
Availability: Divine Summoner 1 (2)

Target: Special target
Duration: 40 seconds

Level 1
- PP Cost: 6
- Level: 1
- HP: 27 - PP: 0
- BD: 16 - Evasion: 14
- Speed: 10 - Initiative: 13
- Skills: Bite (2)

Level 30
- PP Cost: 93
- Level: 30
- HP: 223 - PP: 0
- BD: 132 - Evasion: 116
- Speed: 48 - Initiative: 107
- Skills: Claws (35), Bite (35), Poisonous Bite (30),
Dream Bite (30), Toxic Bite (30)


Summon Herald of Golot
Summon Arquino, the Herald of Golot to join the fight.
Availability: Divine Summoner 2 (2)

Target: Special target
Duration: 40 seconds

Level 1
- PP Cost: 6
- Level: 1
- HP: 6 - PP: 33
- BD: 20 - Evasion: 10
- Speed: 9 - Initiative: 9
- Skills: Materialize Essence (1)

Level 30
- PP Cost: 93
- Level: 30
- HP: 50 - PP: 272
- BD: 165 - Evasion: 82
- Speed: 43 - Initiative: 74
- Skills: Materialize Essence (30)


Summon Herald of Alnaet
Summon Nepherion, the Herald of Alnaet to join the fight.
Availability: Divine Summoner 2 (2)

Target: Special target
Duration: 40 seconds

Level 1
- PP Cost: 6
- Level: 1
- HP: 12 - PP: 27
- BD: 16 - Evasion: 14
- Speed: 10 - Initiative: 13
- Skills: Divine Armor (1)

Level 30
- PP Cost: 93
- Level: 30
- HP: 99 - PP: 223
- BD: 132 - Evasion: 116
- Speed: 48 - Initiative: 107
- Skills: Divine Armor (5), Dispel (2),
Life Absorption (5), Light Ray (5), Divine Ray (5)


Summon Herald of Taliet
Summon Xafira, the Herald of Taliet to join the fight.
Availability: Divine Summoner 4 (2)

Target: Special target
Duration: 40 seconds

Level 1
- PP Cost: 6
- Level: 1
- HP: 27 - PP: 12
- BD: 10 - Evasion: 20
- Speed: 11 - Initiative: 18
- Skills: Bow (2)

Level 30
- PP Cost: 93
- Level: 30
- HP: 223 - PP: 99
- BD: 82 - Evasion: 165
- Speed: 54 - Initiative: 148
- Skills: Bow (30), Shocking Touch (5), Blizzard (5),
Lightning (5), Thunder Storm (3)


Summon Herald of Valvet
Summon Veliacan, the Herald of Valvet to join the fight.
Availability: Divine Summoner 4 (2)

Target: Special target
Duration: 40 seconds

Level 1
- PP Cost: 6
- Level: 1
- HP: 24 - PP: 18
- BD: 14 - Evasion: 16
- Speed: 10 - Initiative: 15
- Skills: Bow (3)

Level 30
- PP Cost: 93
- Level: 30
- HP: 198 - PP: 148
- BD: 116 - Evasion: 132
- Speed: 50 - Initiative: 124
- Skills: Bow (30), Sparks (5), Flames (5),
Fireball (5), Inferno (2)


Summon Herald of Kersket
Summon Kulmo, the Herald of Kersket to join the fight.
Availability: Divine Summoner 6 (2)

Target: Special target
Duration: 40 seconds

Level 1
- PP Cost: 6
- Level: 1
- HP: 39 - PP: 10
- BD: 20 - Evasion: 10
- Speed: 9 - Initiative: 9
- Skills: Hit (3)

Level 30
- PP Cost: 93
- Level: 30
- HP: 322 - PP: 82
- BD: 165 - Evasion: 82
- Speed: 43 - Initiative: 74
- Skills: Hit (30), Crush (25), Big Hit (20),
Flying Stone (20), Stone Rain (20)


Summon Herald of Febret
Summon Dragora, the Herald of Febret to join the fight.
Availability: Divine Summoner 8 (2)

Target: Special target
Duration: 40 seconds

Level 1
- PP Cost: 6
- Level: 1
- HP: 12 - PP: 39
- BD: 15 - Evasion: 15
- Speed: 10 - Initiative: 14
- Skills: Stun Relieve (1)

Level 30
- PP Cost: 93
- Level: 30
- HP: 99 - PP: 322
- BD: 124 - Evasion: 124
- Speed: 49 - Initiative: 116
- Skills: Stun Relieve (1), Remove Poison (1),
Organic Protection (5), Elemental Protection (5),
Magical Protection (5)
Heralds Mastery



Heralds Vigor
Increase the defenses of summoned Heralds.
Availability: Divine Summoner 10 (2)

Level 1
Level 20
- Defense: +4
- Defense: +42


Heralds Life
Increase the health of summoned Heralds.
Availability: Divine Summoner 12 (2)

Level 1
Level 20
- Maximum Hit Points: +5%
- Maximum Hit Points: +100%


Heralds Power
Increase the intrinsic power of summoned Heralds.
Availability: Divine Summoner 14 (2)

Level 1
Level 20
- Maximum Power Points: +5%
- Maximum Power Points: +100%


Heralds Destiny
Increase the duration of summoned Heralds in battle.
Availability: Divine Summoner 16 (3)

Level 1
Level 20
- Duration: +10s
- Duration: +105s


Heralds Light
Increase the speed and initiative of summoned Heralds.
Availability: Divine Summoner 20 (2)

Level 1
Level 20
- Combat Speed: +2
- Combat Initiative: +2
- Combat Speed: +21
- Combat Initiative: +21
[/tr]
Fire Incantations


Flaming Strike
Enchants the equipped weapon with scorching flames, improving the arcane soldier's next attack and giving it a chance to burn on a successful hit.
Target: One enemy
Availability: Arcane Soldier 1 (2)

Level 1
Level 30
- PP cost: 4
- Attack rating improved by 4.
- Adds ?-? fire damage to an attack.
- Target will burn for ?-? turns.
- PP cost: 62
- Attack rating improved by 62.
- Adds 23-46 fire damage to an attack.
- Target will burn for 23-46 turns.


Sparks
Fiery sparks emerge from caster's palm, scorching one target.
Target: One enemy on the front row.
Availability: Mage 1 (2), Arcane Soldier 5 (3)

Level 1
Level 5
- PP cost: 4
- Inflicts 8-12 points of Fire damage.
- PP cost: 9
- Inflicts 22-38 points of Fire damage.


Flames
A blast of flames emerge from the caster's hands, incinerating an enemy and any other behind it.
Target: Two aligned enemies.
Availability: Mage 7 (2), Arcane Soldier 14 (3)

Level 1
Level 5
- PP cost: 10
- Inflicts 9-15 points of Fire damage.
- Engulfs target in flames: 3-4 HPs.
- PP cost: 20
- Inflicts 27-45 points of Fire damage.
- Engulfs target in flames: 8-14 HPs.


Fireball
Launch a fireball which explodes on impact, causing fire damage to three enemies at the same time.
Target: One enemy
Availability: Mage 20 (2), Arcane Soldier 34 (3)

Level 1
Level 5
- PP cost: 30
- Inflicts 22-38 points of Fire damage.
- Engulfs target in flames: 6-10 HPs.
- PP cost: 60
- Inflicts 68-112 points of Fire damage.
- Engulfs target in flames: 17-28 HPs.


Incinerate Air
An aura of heat emanates from the caster. While exploring, this will suppress toxic fumes or melt blocks of ice. During combat, this will remove freezing effects from the party.
Target: An area in the open world
Availability: Mage 24 (2), Arcane Soldier 40 (3)

Level 1
Level 5
- PP cost: 30
- Radius: 1.5 cells.
- PP cost: 60
- Radius: 3.0 cells.


Inferno
Flames erupt from the depths of the earth, enveloping all enemies in flames and causing severe heat damage.
Target: All enemies
Availability: Mage 36 (3)

Level 1
Level 5
- PP cost: 60
- Inflicts 22-38 points of Fire damage.
- Engulfs target in flames: 11-19 HPs.
- PP cost: 120
- Inflicts 68-112 points of Fire damage.
- Engulfs target in flames: 34-56 HPs.
Frost Incantations


Frost Strike
Using his mastery over both elemental magic and combat, the arcane soldier surrounds his equipped weapon with an icy aura before attacking, causing the target to be frozen on a successful hit.
Target: One enemy
Availability: Arcane Soldier 4 (2)

Level 1
Level 30
- PP cost: 6
- Attack rating improved by: 4.
- Adds 3-6 cold damage to an attack.
- Target will freeze for 4 seconds.
- PP cost: 93
- Attack rating improved by: 62.
- Adds 32-64 cold damage to an attack.
- Target will freeze for 7 seconds.


Icy Touch
Freeze one target, preventing it from moving or defending against attacks.
Target: One enemy on the front row
Availability: Mage 4 (2), Arcane Soldier 10 (3)

Level 1
Level 5
- PP cost: 8
- Freeze the target during 3-5 seconds.
- PP cost: 16
- Freeze the target during 6-10 seconds.


Blizzard
Summon a blizzard which sweeps across the battlefield, causing cold damage to all enemies with a chance of freezing.
Target: All enemies
Availability: Mage 10 (2), Arcane Soldier 19 (3)

Level 1
Level 5
- PP cost: 15
- Inflicts 8-12 points of Cold damage.
- Freeze the target during 3-5 seconds.
- Chance of Freezing: 30%
- PP cost: 30
- Inflicts 22-38 points of Cold damage.
- Freeze the target during 6-10 seconds.
- Chance of Freezing: 30%


Icy Shards
Rain sharp shards of ice down on one enemy inflicting multiple, deep cuts.
Target: One enemy
Availability: Mage 12 (2), Arcane Soldier 22 (3)

Level 1
Level 5
- PP cost: 15
- Inflicts 10-18 points of Cold damage.
- Causes 3-5 points of bleeding damage per turn.
- PP cost: 30
- Inflicts 32-52 points of Cold damage.
- Causes 10-16 points of bleeding damage per turn.


End of Flames
An aura of cold emanates from the caster. While exploring, this will extinguish nearby flames. During combat, this will remove burn effects from the party.
Target: An area in the open world
Availability: Mage 22 (2), Arcane Soldier 37 (3)

Level 1
Level 5
- PP cost: 30
- Radius: 1.5 cells.
- PP cost: 60
- Radius: 3.0 cells.


Brittle Armor
Cause a target's armor or protective hide to freeze and fissure, permanently making it more vulnerable to physical damage.
Target: One enemy
Availability: Mage 30 (3), Arcane Soldier 49 (4)

Level 1
Level 5
- PP cost: 40
- Target's Defense is decreased by 10.
- PP cost: 80
- Target's Defense is decreased by 30.


Frostball
Launch an orb of frost which explodes on impact with the target, causing damage to three enemies at the same time.
Target: One enemy
Availability: Mage 34 (3)

Level 1
Level 5
- PP cost: 50
- Infilcts 45-75 points of Cold damage.
- Freeze the target during 4-6 seconds.
- PP cost: 100
- Infilcts 135-225 points of Cold damage.
- Freeze the target during 7-11 seconds.


Comets Shower
A shower of icy comets hovers over a unique and unfortunate enemy.
Target: One enemy
Availability: Mage 50 (4)

Level 1
Level 5
- PP cost: 160
- Inflicts 150-250 points of Cold damage.
- Freeze the target during 4-6 seconds.
- PP cost: 320
- Inflicts 450-750 points of Cold damage.
- Freeze the target during 8-14 seconds.
Thunder Incantations



Shocking Touch
Shock one target, causing electric damage and stunning it.
Target: One enemy on the front row.
Availability: Mage 6 (2), Arcane Soldier 13 (3)

Level 1
Level 5
- PP cost: 10
- Inflicts 4-8 points of Electric damage.
- The electric shock Stuns for 3-5s.
- PP cost: 20
- Inflicts 14-22 points of Electric damage.
- The electric shock Stuns for 6-10s.


Lightning
Invoke a bolt of lightning which will strike one target and stun it.
Target: One enemy
Availability: Mage 14 (2), Arcane Soldier 25 (3)

Level 1
Level 5
- PP cost: 20
- Inflicts 22-38 points of Electric damage.
- The electric shock Stuns for 4-6s.
- PP cost: 40
- Inflicts 68-112 points of Electric damage.
- The electric shock Stuns for 7-11s.


Magical Light
Illuminate the surrounding area, producing roughly the same amount of light as a torch.
Target: Self
Availability: Mage 16 (2), Arcane Soldier 28 (3)

Level 1
Level 5
- Duration: 4 hours
- PP cost: 20
- Duration: 12 hours
- PP cost: 45
- Light radius increased: +200%


Thunder Storm
A storm of thunder looms over the enemy, causing lightning strikes which will hit three random foes.
Target: Three random enemies
Availability: Mage 28 (2), Arcane Soldier 46 (3)

Level 1
Level 5
- PP cost: 40
- Inflicts 30-50 points of Electric damage.
- The electric shock Stuns for 4-6s.
- PP cost: 80
- Inflicts 90-150 points of Electric damage.
- The electric shock Stuns for 7-11s.


Energy Absorption
Lift and capture the magical energy of one target and it is transferred to the caster.
Target: One enemy
Availability: Mage 32 (3)

Level 1
Level 5
-Destroys 22-38 PPs depending on its electrical resistance. The sorcerer absorbs the + 100%.
-Destroys 68-112 PPs depending on its electrical resistance. The sorcerer absorbs the + 100%.


Lords of the Thunder
A storm of thunder looms over the enemies causing lightning strikes which will hit five random foes.
Target: Five random enemies
Availability: Mage 45 (3)

Level 1
Level 5
- PP cost: 100
- Inflicts 75-125 points of Electric damage.
- The electric shock Stuns for 4-6s.
- PP cost: 200
- Inflicts 225-375 points of Electric damage.
- The electric shock Stuns for 7-11s.
Earth Incantations



Stone Arrow
A stone arrow darts forth, causing physical damage to one target.
Target: One enemy
Availability: Mage 2 (2), Arcane Soldier 7 (3)

Level 1
Level 5
- PP cost: 3
- Inflicts 8-12 points of Physical damage.
- PP cost: 7
- Inflicts 22-38 points of Physical damage.


Hammer of the Destroyer
Concentrate a heavy amount of energy into creating an immensely powerful force, which will hit one target and cause severe wounds.
Target: One enemy on the front row
Availability: Mage 9 (2), Arcane Soldier 17 (3)

Level 1
Level 5
- PP cost: 15
- Inflicts 8-12 points of Physical damage.
- Attack causes 2 additional wounds.
- PP cost: 30
- Inflicts 22-38 points of Physical damage.
- Attack causes 6 additional wounds.


Meteor
A large rock plummets down from the sky, causing heavy damage and wounds to one target.
Target: One enemy
Availability: Mage 18 (2), Arcane Soldier 30 (3)

Level 1
Level 5
- PP cost: 30
- Inflicts 30-50 points of Physical damage.
- Attack causes 2 additional wounds.
- PP cost: 60
- Inflicts 90-150 points of Physical damage.
- Attack causes 6 additional wounds.


Matter to Gold
Gain the ability to transmute most materials into gold with the touch of a finger. Whenever an object is discarded from the inventory, it will be turned into gold for the party to spend.
Availability: Mage 26 (4), Arcane Soldier 43 (5)

Level 1
Level 5
- Percentage of the item's original value converted to gold: +20%
- Percentage of the item's original value converted to gold: +60%


Meteor Shower
A shower of large rocks plummet down from the sky, causing grievous damage and wounds to three random enemies.
Target: Three random enemies
Availability: Mage 40 (3)

Level 1
Level 5
- PP cost: 70
- Inflicts 45-75 points of Physical damage.
- Attack causes 2 additional wounds.
- PP cost: 140
- Inflicts 135-225 points of Physical damage.
- Attack causes 5 additional wounds.
Songs of Disruption



Sone of Stunning
Tremors echo within the minds of the Bard's enemies, momentarily stunning them.
Target: All enemies
Availability: Bard 3 (2)

Level 1
Level 5
- Duration: 4 seconds
- PP cost: 6
- Duration: 12 seconds
- PP cost: 12
- Spell level goes up by +50%.


Song of Fear
Overwhelm the minds of enemies, forcing them to experience their darkest fears. Lost amidst the torment, afflicted creatures will seek to escape the battle, regardless of pride or loyalty.
Target: All enemies
Availability: Bard 8 (2)

Level 1
Level 5
- PP cost: 11
- PP cost: 22
- Spell level goes up by +50%.


Song of Dream
A sweet, calming melody directed at foes. Creatures who listen will be lulled to sleep.
Target: All enemies
Availability: Bard 14 (2)

Level 1
Level 5
- PP cost: 17
- PP cost: 34
- Spell level goes up by +50%.


Song of Silence
Mute enemies, rendering them unable to cast spells or recite incantations.
Target: All enemies
Availability: Bard 18 (2)

Level 1
Level 5
- Duration: 8 seconds
- PP cost: 21
- Duration: 24 seconds
- PP cost: 42
- Spell level goes up by +50%.


Song of Clumsiness
A distant, melodious voice causes enemies to lose all sense of direction. Causes Confusion, and reduces ability to defend from attacks.
Target: All enemies
Availability: Bard 22 (2)

Level 1
Level 5
- Duration: 20 seconds
- PP cost: 25
- Target's attack and evasion are decreased by -10.
- Duration: 1 minute
- PP cost: 50
- Spell level goes up by +50%.
- Target's attack and evasion are decreased by -30.


Requiem
Beautiful but deadly, foes who cannot resist being enthralled by Requiem's masterful notes will pass on to the afterlife, forever wondering whether they are truly dead or not.
Target: All enemies
Availability: Bard 30 (3)

Level 1
Level 5
- PP cost: 40
- PP cost: 80
- Spell level goes up by +50%.
Songs of Glory



Song of Courage
Inspired by glorious tales, nearby allies fight with increased accuracy.
Target: Nearby allies
Availability: Bard 1 (2)

Level 1
Level 5
- Duration: 20 seconds
- PP cost: 4
'Song of Courge' effect
- Time remaining: 20 seconds
- Action modifier: +5
- Duration: 1 minute
- PP cost: 8
'Song of Courge' effect
- Time remaining: 1 minute
- Action modifier: +15


Song of Rage
A rhythmic composition which inspires nearby allies, causing their attacks to be stronger and more lethal.
Target: Nearby allies
Availability: Bard 6 (2)

Level 1
Level 5
- Duration: 20 seconds
- PP cost: 9
'Song of Rage' effect
- Time remaining: 20 seconds
- Strength: +4
- Duration: 1 minute
- PP cost: 18
'Song of Rage' effect
- Time remaining: 1 minute
- Strength: +12


Song of Speech
A harmonious composition which restores the voice of any silenced ally. Can be played even when the caster is silenced.
Target: Nearby allies
Availability: Bard 10 (2)

Level 1
- PP cost: 13


Song of Spirit
Heighten the senses and reflexes of nearby allies, increasing their ability to evade attacks.
Target: Nearby allies
Availability: Bard 12 (2)

Level 1
Level 5
- Duration: 20 seconds
- PP cost: 15
'Song of Spirit' effect
- Time remaining: 20 seconds
- Evasion: +6
- Duration: 1 minute
- PP cost: 30
'Song of Spirit' effect
- Time remaining: 1 minute
- Evasion: +18


Song of Awakening
An uplifting ballad which returns consciousness to allies who are stunned or sleeping.
Target: Nearby allies
Availability: Bard 16 (2)

Level 1
- PP cost: 19


Song of Haste
Inspire nearby allies to move faster, as they attempt to match the tempo of an enchanting voice.
Target: Nearby allies
Availability: Bard 26 (3)

Level 1
Level 5
- Duration: 20 seconds
- PP cost: 29
'Song of Haste' effect
-Time remaining: 20 seconds
- Combat speed: +12%
- Duration: 1 minute
- PP cost: 58
'Song of Haste' effect
-Time remaining: 1 minute
- Combat speed: +36%


Song of Victory
Weave the effects of the songs of Courage, Rage, Spirit, and Haste all into one masterpiece, greatly enhancing all nearby allies' combat abilities.
Target: Nearby allies
Availability: Bard 36 (4)

Level 1
Level 5
- Duration: 20 seconds
- PP cost: 60
Includes the next effects:
- Song of Courage V
- Song of Rage V
- Song of Spirit V
- Song of Haste V
- Duration: 1 minute
- PP cost: 120
Includes the next effects:
- Song of Courage V
- Song of Rage V
- Song of Spirit V
- Song of Haste V
8 Comments
Mogri 29 Jan, 2016 @ 12:28pm 
Song of Victory level 1 gives level 1 effects of the other four songs, not level 5 as listed. Excellent guide even so.
Mike 22 Jun, 2015 @ 12:32pm 
I found a few errors (as of game version 1.8.8) here and there in this guide in terms of listed skill levels, PP costs, and effects (the biggest one that comes to mind is Object Identification and Object Evaluation are unique in maxing at level 18, not level 30), but overall, this is very useful. Thanks!
PunkSteve 5 Jun, 2015 @ 7:46am 
great guide m8 :ss13ok::cybereye:
heaps of info, very cool, thanks
dannyaic 5 May, 2015 @ 8:08am 
Oh wow didn't know that thanks so much
s  [author] 5 May, 2015 @ 2:10am 
The first level of any skill costs one additional point.
dannyaic 4 May, 2015 @ 8:21pm 
just a note, i'm playing this foir the first time and just levelled up my explorer. lockpicking and trap disarming costs him 3 each not 2.
Lord Hyperlord 9 Feb, 2015 @ 9:18am 
Nice, will need that soon I guess
pentotal 30 Nov, 2014 @ 2:49pm 
Thx for the effort