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Common Skills & Skill Progressions

Introduction

 
Skills are Abilitys that are mostly gained by repeatedly doing a Task and getting better at it.
So most skills are very Individual but all that have been created so far are Listed here with there respected Leveling.

Skills


 

Category: -Money Making-

   

Waiting Tables

Actions: 1Agil. Roll + 1 Char. Roll
Effect: Gain 1D20 Copper (Agil. Roll) and 1D10 Copper (Char. Roll)
Leveling (5Exp. Per Lv.):
  • Lv.0 +0 Copper
  • Lv.1 +1D4 Copper
  • Lv.2 +1D6 Copper
  • Lv.3 +1D8 Copper


Cooking

Actions: 1Craft. Roll
Effect: Gain 1D20 Copper
Leveling (5Exp. Per Lv.):
  • Lv.0 +0 Copper
  • Lv.1 +1D4 Copper
  • Lv.2 +1D5 Copper
  • Lv.3 +1D6 Copper


Singing

Actions: 1Char. Roll
Effect: Gain 1D12 Copper
Leveling (10Exp. Per Lv.):
  • Lv.0 +0 Copper
  • Lv.1 +1D6 Copper
  • Lv.3 +1D8 Copper
  • Lv.6 +1D10 Copper
  • Lv.10 +1D12 Copper
  • Lv.20 +1D20 Copper


Selling Self-made Items

Actions: 1Craft. Roll + 1Char. Roll
Effect: 1D20 Copper x Complexity Lv. x Material Quality (Copper 0.25, Iron 0.5, Bronze 1, Steel 1.5, Silver 2, Gold 2, Electrum 2.5, Thaumium 3) x Material Rarity (Common 1, Rare 2, Extremely Rare 3)
Leveling (5Exp. Per Lv.):
  • Lv.0
  • Lv.2 +1D5 Copper
  • Lv.5 +1D10 Copper
  • Lv.10 +1D20 Copper
  • Lv.15 +1D20 +1D5 Copper
  • Lv.20 +1D20 +1D10 Copper
  • Lv.40 +2D20 Copper
  • Lv.50 +2D20 +1D10 Copper


Crafting

Actions: 1Craft. Roll
Effect: Creation of Items
Leveling (5Exp. Per Lv.):
  • Lv.0 Ability to make Low-Complex Items
  • Lv.5 Ability to make Medium-Complex Items
  • Lv.10 Ability to make Complex Items


 

Category: -Scavenging-

   

Foraging

Actions: 1Agil. Roll + 1 Int. Roll
Required Items: 1 Camping Kit
Effect: Gather Food per Day
(Takes about an hour and can only be used Once a Day)
Leveling (5Exp. Per Lv.):
  • Lv.0 1
  • Lv.1 1D4
  • Lv.2 1D6
  • Lv.3 1D8


Herb Gathering

Actions: 1Agil. Roll + 1 Int. Roll
Required Items: 1 Herbalist Kit
Effect: Gain Herbs
(Takes about an hour and can only be used Once a Day)
Leveling (5Exp. Per Lv.):
  • Lv.0 1D2 common
  • Lv.1 1D4 common OR 1D2 Biome Based
  • Lv.2 1D6 common OR 1D4 Biome Based
  • Lv.3 1D8 common OR 1D6 Biome based


Hunting & Skinning

Actions: 1Agil. Roll + 1 Int. Roll + 1 Attack Roll (Strike/Shot)(min 5 Damage)
Required Items: 1 Camping Kit
Effect: Gain Days of Food and Pelts
(Takes about an hour and can only be used Once a Day)
Leveling (5Exp. Per Lv.):
  • Lv.0 1 + 1 Pelt
  • Lv.1 1D6 + 1D2 Pelts
  • Lv.2 1D8 + 1D4 Pelts
  • Lv.3 1D10 + 1D6 Pelts


Tracking

Actions: 1Int. Roll + 1 Agil. Roll
Required Items: Footprints or similar markings
Effect: discern Information about the Tracked Target
(Takes about an hour and can only be used Once a Day)
Leveling (5Exp. Per Lv.):
  • Lv.0 Direction of the Target
  • Lv.1 and Conditions of the Target
  • Lv.2 and Agil. and Strg. Stat of the Target
  • Lv.3 and Equipment of the Target (if not concealed)


Riding

Actions: no Special Rolls
Effect: ability to Ride mounts efficiently

Leveling (5 Exp. + Current Lv.):
  • Lv.0 +0 Acc. on attacks while mounted (normally -2)
  • Lv.5 +1 Acc. on attacks while mounted
  • Lv.10 able to ride in normally not travelable Terrain with *1.5 Travel Time
  • Lv.15 able to ride 5m more while in combat
  • Lv.20+2 Acc. on attack while mounted


Driving

Actions: no Special Rolls
Effect: ability to Drive vehicles efficiently

Leveling (5 Exp. + Current Lv.):
  • Lv.0 Driving grants +1 to subtlety Rolls (Perception)
  • Lv.5 Driving grants +2 to subtlety Rolls (Perception)
  • Lv.10 able to ride in normally not travelable Terrain with *1.5 Travel Time
  • Lv.15 able to ride 5m more while in combat


Category: -Magic-

   

Alchemy

Actions: 1Craft. Roll
Required Items: Alchemy Kit
Effect: Ability to brew a Potion
Leveling:
  • Lv.0 Foraging for Materials (Foraging Skill Combination)
  • Lv.1 (10 Exp.) Minor Potions
  • Lv.2 (30 Exp.) Regular Potions
  • Lv.3 (50 exp.) Strong Potions


Advanced-Alchemy

Actions: 1Craft. Roll + 1Mag. Roll
Required Items: Alchemy Station, Alchemical Sigil
Effect: Ability to enchant Items & Item Conversion
(Creation and use of the Sigil is included in this Skill)
Leveling:
  • Lv.0 Item Conversion
  • Lv.1 (5 Exp.) Hat-Trick Enchantments
  • Lv.2 (10 Exp.) Rune Enchantments
  • Lv.3 (25 Exp.) Wisper Enchantments
  • LV.4 (50 Exp.) Word Enchantments


Advanced Enchanting

Actions: 1Craft. Roll + 1Mag. Roll
Required Items: Alchemy Station, Enchanting Sigil
Effect: Enchantments can be stored on specific objects, that in turn can be applied with Crafting (1 Craft. Roll). 1 Object Storing enchantments if applied only count as 1 Enchantment Slot. Finished object will always be 1 SI
(Creation and use of the Sigil is included in this Skill)
Special Effect: If combined with Thaumic Engineering applied Spells count as enchantments
Leveling:
  • Lv.0 5 SI Silver (1 Enchantment)
  • Lv.1 (10 Exp.) 10 SI Gold (1 Enchantment x1.5 Effect)
  • Lv.2 (15 Exp.) 2 SI Lesser Gems (2 Enchantments)
  • Lv.3 (25 Exp.) 2 SI Greater Gems (2 Enchantments x1.5 Effect)
  • LV.4 (50 Exp.)2 SI Elemental Gems(5 Enchantments)


Meditation

Actions: Meditate
Effect: replenish Spells per Day
Leveling (5h Per Lv.):
  • Lv.0 Replenish 1 Spell per Day for every 1h Meditating
  • Lv.5 Replenish 1 Spell per Day for every 30min Meditating
  • Lv.10 Replenish 1 Spell per Day for every 20min Meditating
  • Every 2 Levels after 10 Replenish 1 extra Spell per Day while meditating


Spell Craft

Actions: 1Mag. Roll
Effect: Casting of Spells
Leveling (5Exp. Per Lv.):
  • Lv.1 Ability to Make Spells (1 Spell for every Spell craft Level)
  • Lv.5 Gain One Additional Spells per day
  • Lv.10 20% Chance to not use a Spell per day Slot when Casting
  • Every 2 Levels after 10 Gain One Additional Spells per day (5% that a Familiar finds you)


Spell Creation

Actions: Studying
Effect: Creates a new Spell though Research instead of Training. Lv.1 Gained after Creating the First Spell though this manner without Skill
Leveling (5h Per Lv.):
  • Lv.0 Create a Spell every 1 Month of Study
  • Lv.5 Create a Spell every 3 Weeks of Study
  • Lv.10 Create a Spell every 2 Weeks of Study
  • Every 2 Levels after 10 reduces Spell Creation by 1 Day


Sigil Magic

Actions:
Effect: Use Sigils to create Rituals
Leveling (5h Per Lv.):
  • Lv.0 Able to cast Basic, Low Sigils
  • Lv.5 Able to cast Basic, Medium Sigils
  • Lv.10 Able to cast Basic, High Sigils
  • Lv.15 Able to cast Advanced, Low Sigils
  • Lv.20 Able to cast Advanced, Medium Sigils
  • Lv.25 Able to cast Advanced, High Sigils
  • LV.30 Able to cast Expert, Low Sigils
  • Lv.35 Able to cast Expert, Medium Sigils
  • Lv.40 Able to cast Expert, High Sigils


Spell Steal

Actions: 1 Wis. Roll against Enemy(or Enemy Spell) (higher Roll Wins)
Effect: Take Control over an Enemy Spell Gained after first trying to Steal a Spell with -2
Leveling (5XP Per Lv.):
  • Lv.0 -2 on the Roll (if under 10 and Won the Spell Stops)
  • Lv.5 -1 on the Roll (if under 10 and Won the Spell Stops)
  • Lv.10 +0 on the Roll (if under 10 and Won the Spell Stops)
  • Lv.15+1 on the Roll (if under 10 and Won the Spell Stops)
  • Lv.20+2 on the Roll


Category: -Fighting-

   

Rapier Swordplay

Actions: Normal Attack Rolls
(Gained after Killing an Enemy with a Rapier)
Effect: Enhances Rapier Attacks
(1Exp Per Kill)
Leveling (5 Exp. + Current Lv.):
  • Lv.0
  • Lv.1 +1 Acc. per Rapier Variant over Bronze
  • Lv.2 +1 Damage per Rapier Variant over Bronze, Ability to Shredder Leather Armor with at least Bronze Variant
  • Lv.3 One higher Level of Armor can be Penetrated wither every Variant of Rapier after Copper
  • LV.4 Ability to Shredder Lite-Plate Armor with at least Steel Variant
  • Lv.6 Ability to Shredder Plate Armor with at least Electrum Variant
  • Lv.8 Ability to Shredder Heavy-Plate Armor with Thaumium Variant


Heavy Handed

Actions: Normal Attack Rolls
(Gained if Starting Class has Proficiency)
Effect: Enables use of War-Hammers
(1Exp Per Kill)
Leveling (10 Exp. + Current Lv.):
  • Lv.0
  • Lv.1 Use of Bronze Variant
  • Lv.2 Use of Steel Variant
  • Lv.3 Use of Electrum Variant
  • LV.4 Use of Thaumium Variant


Rapier Combo-Swordplay

Actions: Normal Attack Rolls
(Gained after Killing an Enemy with a Rapier and a Short Sword (Without Skill -4Acc.))

Effect:
Damage: Enhances Rapier Attacks by x Short Sword Variant (Copper 1, Iron 1, *Bronze 1, *Steel 1, *Electrum 2, *Thaumium 2)
+ Short Sword Variant (Copper 0, Iron 2, *Bronze 2, *Steel 3, *Electrum 3, *Thaumium 4)
Acc.: Short Sword Variant (Copper -2, Iron -1, *Bronze +0, *Steel +0, *Electrum +2, *Thaumium +3)

(1Exp Per Kill)
Leveling (5 Exp. + Current Lv.):
  • Lv.0
  • Lv.4 Use of Short Sword Variant Bronze
  • Lv.8 Use of Short Sword Variant Steel
  • Lv.14 Use of Short Sword Variant Electrum
  • LV.20 Use of Short Sword Variant Thaumium


Knife Combo-Swordplay

Actions: Normal Attack Rolls
(Gained after Killing an Enemy with two Knifes (Without Skill -4Acc.))

Effect:
Damage: Enhances (Main)Knife Attacks by + Knife Variant (Copper 1, Iron 2, *Bronze 3, *Steel 4, *Electrum 4, *Thaumium 5)
Acc.: Short Sword Variant (Copper +0, Iron +1, *Bronze +1, *Steel +2, *Electrum +3, *Thaumium +4)

(1Exp Per Kill)
Leveling (5 Exp. + Current Lv.):
  • Lv.0
  • Lv.3 Use of Short Sword Variant Bronze
  • Lv.6 Use of Short Sword Variant Steel
  • Lv.10 Use of Short Sword Variant Electrum
  • LV.15 Use of Short Sword Variant Thaumium


Two Hander Combo-Swordplay

Actions: Normal Attack Rolls
(Gained after Killing an Enemy with a Two Hander and a Short Sword (Without Skill -4))

Effect:
Damage: Enhances Two Hander Attacks by x Short Sword Variant (Copper 1, Iron 1, *Bronze 1, *Steel 1, *Electrum 2, *Thaumium 2)
+ Short Sword Variant (Copper 1, Iron 1, *Bronze 2, *Steel 2, *Electrum 3, *Thaumium 3)
Acc.: Short Sword Variant (Copper -2, Iron -1, *Bronze -1, *Steel +0, *Electrum +1, *Thaumium +2)

(1Exp Per Kill)
Leveling (5 Exp. + Current Lv.):
  • Lv.0
  • Lv.4 Use of Short Sword Variant Bronze
  • Lv.8 Use of Short Sword Variant Steel
  • Lv.14 Use of Short Sword Variant Electrum
  • LV.20 Use of Short Sword Variant Thaumium


Basic Dual-Wielding

Actions: Normal Attack Rolls
Effect: Enables the use of multiple Weapons

Leveling (5 Exp. + Current Lv.):
  • Lv.0 -4 per wielded Item on Rolls
  • Lv.5 -3 per wielded Item
  • Lv.10 -2 per wielded Item
  • Lv.15 -1 per wielded Item
  • Lv.20 multiple Items can be used without De-Buffs
  • Lv.30 +1 if you use more than one item at a Time
  • LV.40 +2 if you use more than one item at a Time



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Cover image: by Alfred Kruse

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