Table of Contents
Choose your Path...
While there are no classes in the game, we have added kits for additional flavor and roleplay. As you progress in the game you may choose a career path or Profession.
At each stage in your career you may choose one of four directions. The Fighter, Mage and Rogue are combat oriented and the last is the Healer.
You can choose the same direction each time or try any combination of choices. You can start as a Fighter which opens up some skills only Fighters get.
Then at your second stage in your career, you have another choice in direction. Choosing the Fighter path again would make you a Warrior and unlock that kit of skills to you. Or, if you chose the Healer path this second stage, you would become a Paladin.
These choices will open up the new Professions available to you as you progress.
This can appear overwhelming since there are over 100 skills for Professions. Choosing a Profession should be similar to choosing what race to play.
Just remember, every Profession only has 3 skills and you only start with 1 Profession. So just look at what skills interest you and choose that Profession.
Or, you don't ever have to choose any Profession. These skills are here to add depth and roleplay to your character.
There are always 4 choices for what your next Profession could be. Choose the next one you like and the progression continues.
While your main skills are tied to your physical attributes, Profession skills are not tied to any attribute.
All Professions have three skills available to them. The first is Innate, meaning it is either a passive skill which is permanently active or a skill which requires some action but may be used unlimitedly.
When you purchase a Profession, you gain this skill at no extra cost. Thus, each profession comes with at least one skill automatically trained.
The second skill is a special ability which, if trained, may be used once per Event. The third skill may be trained multiple times. Training in that skill either increases the skill's power or the number of uses per Event.
Each player begins with the ability to train in one profession, but it is not required. You can spend your entire career without purchasing a Profession.
This is because all the
common skills in the game are based on attributes and have no Profession requirement.
Training a Profession merely unlocks a few special skills which your character may want to learn on top of their base skills.
Listed below are the four Profession stages along with their skills and when they become available for you to train if you so desire.
Stage 1 Professions These are available to any character once you reach 25 CP. Cost: 2 CP
As you can see from the available Profession progressions above, there can be more than one path which leads you to the same Profession.
A person wishing to become a Paladin, for example, could start out as either a healer or a fighter.
Stage 2 Professions These become available at 75 CP after chosing a primary Profession.
Cost: 3 CP
Stage 3 Professions These become available at 150 CP after choosing a secondary Profession.
Cost: 4 CP
Stage 4 Professions These become available at 250 CP after choosing a tertiary Profession.
Cost: 5 CP
Profession Skill Descriptions
Some skills listed have either not been dicovered yet or just haven't been written at this time.
+1 Elemental
The Elementalist focuses on the Magic of the Elements so that he is able to cast elemental spells at a reduced class or mana cost. Focused spells still must be memorized at their natural class.
+1 Healing
The Vivimancer focuses on Magic of the Body so that he is able to cast healing spells at a reduced class or mana cost. Focused spells still must be memorized at their natural class.
+1 Vitality
The Champion, Gladiator and Warmaster all have +1 Vitality.
Absolve
The Confessor may remove an Infliction or Curse from another target by taking it upon themselves for a full minute and then purging it once for each time this skill is trained.
Adroit
The Swashbuckler is so adept at swordplay he cannot be Disarmed of his weapon.
Agile Armor
The Assasin is so naturally agile, his Agility attribute is added to his total points of protection for Armor.
Arcane Armor
The Sorcerer, after a minute of conjuration, may weave a protective shroud of magic around him adding his Arcane attribute to his total points of protection for Armor.
Arcane Heal
The Healer may heal damage equal to his Arcane attribute once for each time this skill is trained. "Innate <#> Magic Healing."
Arcane Mana
The Mage may cast Mana directly as Magic damage when casting in Mana form.
Arcane Shield
The Mystic may invoke a Shield specifically against magic damage once for each time this skill is trained.
Artisan
The Mentor may teach any skill known to them to anyone at half the training cost.
Assassinate
The Assassin may cause Direct Death when striking from behind once per Event if trained in this skill.
Astral Travel
The Archmage, Seer or Shaman are all capable of travelling on the Astral Plane in Spiritform once per Event if trained in this skill.
Banish
The Justicar can Banish extra Planar beings back to their home Plane once for each time this skill is trained. Advocates may do it once per Event if trained in this skill.
Blessing of Health
The Paladin, after one minute of adjuration, may cast a Blessing spell upon themselves.
Blessing of Protection
The Chancellor, after one minute of conjuration, may cast an Armor spell upon themselves.
Blessings
The Hierophant may cast a Greater Blessing of Health or Greater Blessing of Protection upon anyone once for each time this skill is trained.
Break Illusion
The Illusionist may break any Illusory effect after 10 seconds of focus.
Break Silence
The Troubadour may break a Silence effect after 10 seconds of focus.
Boon
The Devout, while they lie dying, may receive a Boon upon them which heals them to full Vitality once per Event if trained in this skill.
Capture Magic
The Sorcerer may Absorb a spell cast upon them allowing them to invoke the spell later once for each time this skill is trained. The Tempest, Channeler or Illusionist may do this once per Event, if trained in this skill. Only one spell may be stored at a time.
Channel Magic
The Channeler may deliver spells with his weapon once for each time this skill is trained. Only Spells may be Channeled in this manner, Mana cannot.
Cheating
The Apprentice may perform a stealth maneuver which is normally two skill levels higher than he is capable once for each time this skill is trained.
Circle of Thorns
The Druid, after one minute of communing with nature, may receive a Circle of Thorns. The Hunter, Kai and Walker may do this once for each time this skill is trained. A Circle of Thorns is equivelent to 5 charges of the Riposte skill.
Clarity
The Beguiller can refocus their concentration instantly, without having to focus for 3 seconds, once for each time this skill is trained. This still must occur within 10 seconds of being struck with an effect which would otherwise make him lose Focus.
Compound Armor
The Raider must rely on both Stamina and Agility so he may add half the total of these two attributes (rounded up) to his total points of protection for Armor. The Magister may do this with his Stamina and Arcane attributes.
Concentration
The Guru may cast all healing spells without being interrupted from taking damage.
Consecrate
The Crusader and Prelate may Consecrate an area, once for each time this skill is trained, so that no Undead creature may pass over it.
Contingent Life
The Guru may receive a Life Spell upon them while Dead before becoming a Spirit once per Event if trained in this skill.
Control Elemental
The Elementalist may Enslave an Elemental being once for each time this skill is trained.
Control Undead
The Necromancer may Enslave an Undead creature once for each time this skill is trained.
Counter
The Fighter may Reduce a Physial attack he was struck for with half the damage (rounded down) once for each time this skill is trained.
Counterspell
The Expositor or Vindicator may cast any known spell which counters any single effect once for each time this skill is trained. The Druid may cast any known spell which counters any single effect once per Event if trained in this skill.
Counterstrike
The Gladiator may return a strike for the same amount of damage he has just taken once for each time this skill is trained.
Create Elemental
The Elementalist may Create an Elemental being once per Event if trained in this skill.
Create Undead
The Necromancer may Create an Undead creature once per Event if trained in this skill.
Cure Poison
The Requiter, at the cost of one Vitality, can Cure any poison effect.
Curse of Shadow
The Shadow Knight or Shadowmancer can Curse a target once per Event causing the target to be immune to healing.
Destroy Undead
The Vivimancer may Destroy a Basic Undead once for each time this skill is trained.
Detect Illusion
The Beguiller can always tell if an illusion is present.
Detect Undead
The Necromancer can always sense the presence of Undead creatures.
Disarm
The Swashbuckler may Disarm his opponent once for each time this skill is trained. The Apprentice may do this once per Event if trained in this skill.
Disengage
The Spy may Disengage himself from combat immediately once for each time this skill is trained.
Disguise
The Rogue practices Disguise and may resist any effect which targets an Affinity once per Event if trained in this skill.
Dispel Illusion
The Enchanter, after a minute of conjuration, may Dispel any Illusion.
Dispel Magic
The Mage may Innately Dispel any magic effect once per Event, even if the effect would otherwise permit him from casting.
Divination
The Chancellor is able to gleen the answer to things normally unseen or unknown after one minute of scrying once for each time this skill is trained. This effect is per the Identify spell.
Deadly Assault
The Fighter may add his Stamina attribute to the damage for his next three attacks once per Event if trained in this skill.
Dodge
The Master may Dodge any single attack once for each time this skill is trained. The Agent, Avenger or Specialist may do this once per Event if trained in this skill.
Double Attack
The Warrior may double the damage of any single attack once per Event if trained in this skill.
Double Heal
The Vivimancer may cast a healing spells twice with the second casting having no cost once per Event if trained in this skill. This effect lasts for one minute once invoked.
Elemental Blade
The Vindicator may Invoke the Elements to give power to his blade allowing him to strike and doubly effect an Elemental being. This lasts for one minute.
Enhance Item
The Artificer may apply a special compound to an item to make it resistant to destruction once for each time this skill is trained.
Enchant Weapon
The Enchanter may Imbue his weapon with magic once per Event if trained in this skill. This enchantment last so long as the caster maintains concentration.
Enemy Focus
The Ranger always doubles his damage against his chosen enemy. This may be a creature type or Race.
Escape Bonds
The Agent, after a minute of concentration, can always free himself from bonds or shackles.
Expose Elemental
The Advocate and the Justicar can always Detect elemental beings.
Feint
The Spy may Feint against an opponent he is already engaged with to gain the use of an attack which would otherwise require surprise once per Event if trained in this skill.
Feign Death
The Monk may Reduce a Death effect and fall Dying instead once for each time this skill is trained.
Focused Ability
The Monk, Mystic, Ranger and Templar may Invoke a Focus to continue attacking with a single ability until interrupted once per Event if trained in this skill.
Forest Walk
The Druid may travel as a Spiritform through the trees once for each time this skill is trained. The Hunter, Kai or Walker may do this once per Event if trained in this skill.
Fountain of Magic
A Sage may recover Mana equal to their Arcane attribute once for each time this skill is trained.
Heal Charge
The Defender may heal his charge of damage equal to his own Arcane attribute once for each time this skill is trained.
Heal Self
The Disciple, Mentor and Requiter, after one minute of rest or adjuration is fully healed once for each time this skill is trained.
Heal Song
The Bard may entertain a crowd for one minute and Heal them once per Event if trained in this skill.
Healer's Focus
The Healer may drop their casting form and instantly Focus any single healing spell they would normally be able to Focus through meditation once per Event if trained in this skill. This becomes their new casting form and does not cost an attribute point.
Healer's Grace
The Devout, Prelate and Sage, after one minute of adjuration, may store a single healing spell upon themselves which Invokes upon Dying. This must come from their spell memory and does not work with Mana or Focused spells. Only one spell may be stored in this manner.
Healing Circle
A Cleric may create a Circle of Healing in which he may unlimitedly heal anyone within it via Magic delivery once per Event if trained in this skill. While in the circle, the Cleric is also constantly healed. The spell ends if the Cleric leaves the circle or loses concentration.
Healing Hands
The Paladin may heal himself fully once for each time this skill is trained.
Healing Mana
The Healer may cast Mana directly as Magic healing when casting in Mana form.
Healing Pool
The Cleric has a natural Pool of healing equal to his Arcane attribute any time he meditates. The Mentor or Magi may do this once per Event if trained in this skill. The Guru may Invoke this skill at any time once for each time this skill is trained.
Hero's Armor
The Man-At-Arms is so accustomed to combat he can shrug off damage as he fights. His Stamina attribute is added to his total points of protection for Armor.
Hidden
The Infiltrator may choose an item on his person which cannot be found when searched.
Hide
The Troubador may ignore voice attacks while playing or singing. He may invoke this skill once for each time this skill is trained.
Imbue Item
The Artificer may Imbue an item with one of his own abilities which will last for the Event or until used once for each time this skill is trained. An item imbued in this manner may only store one ability at a time.
Immune to Command
The Archwizard is Immune to Command.
Immune to Poison
The Master is Immune to all manner of Poisons.
Improved Mana
The Mage may add his Arcane attribute to his Mana Pool once for each time this skill is trained.
Interrogate
The Expositor has an uncanny ability to draw the truth from a victim. He may do this Innately.(adjust)
Instant Cast
The Archwizard may Innately cast all his remaining spells or Mana without incanting once per Event if trained in this skill. This does not work with Focus spells. The Magi and Shaman may do this for a single spell once for each time this skill is trained.
Last Act
The Avenger may enact immediate revenge gainst his opponent for free after receiving a Death Strike. While he is still dead, the Avenger deals X damage Directly to the target who performs the killing blow where X is equal to the Avenger's Tier..
Magic Armor
The Illusionist and Trixster may Invoke a Weapon Shield once for each time this skill is trained.
Magic Arrow
The Ranger may use his Mana to add damage to an attack with his ranged weapon once for each time this skill is trained.
Magic Recovery
The Adjutant, Channeler, Tempest and Templar may, after one minute of abjuration or conjuration, recover any Mana from spells which fizzled or failed to strike once per meditation.
Magic Shield
The Adjutant and Tempest may Invoke a Magic Shield once for each time this skill is trained.
Magic to Healing
The Devout may Absorb a magical damaging attack and be healed for the damage instead once for each time this skill is trained. The Confessor, Prelate or Sage may do this once per Event if trained in this skill.
Magic Weapon
The War Mage may Invoke his weapon to channel his Mana Directly as damage once per Event if this skill is trained. This lasts for one minute.
Master Proficiency
The Infiltrator may use his back proficiency when attacking from the front for an entire encounter against a single opponent once for each time this skill is trained. Infiltrator must maintain line of sight with target in order for proficiency to stay active.
Melodic Magic
The Bard may sing his incants and accompany them with music to either increase their potency or reduce their casting cost in Mana.
Mimic Magic
The Seer may cast immediately any known spell he is struck with once for each time this skill is trained. Recasting is invoked and does not use a spell resource.
Mobility
The Kai and Spy may Remove an effect which slows or causes them to be rooted to the ground at the cost of either 2 Mana or 2 Stealth points.
Obfuscate
The Vindicator may resist any effect which targets an Affinity as well as hide the properties of an item from an Identify.
Parry All
The Warrior may parry any effect or the entirety of damage from a single blow once for each time this skill is trained. The Chancellor, Paladin or Scout may do this once per Event if trained in this skill.
Phase Elemental
The Advocate can Resist any single attack from an Elemental Being once for each time this skill is trained.
Phase Magic
The Shadowmancer can Absorb any single magical attack once per Event if trained in this skill.
Phase Physical
The Shadow Knight can Absorb any single physical attack once per Event if trained in this skill.
Poison
The Apprentice is the only Profession trained to make poisons.
Protector
The Defender may use any defensive he is normally capable of and has available to counter attacks against his Charge so long as his Charge is within reach of his weapon.
Quest
The Crusader is always drawn to an adventure. While he is on a quest or mission he gains +1 to both his Vitality and Armor.
Quick Refit
The Man-At-Arms may refit their entire suit of armor in 10 seconds once for each time this skill is trained. The Adjutant, Crusader or Swashbuckler may do this once per Event if trained in this skill.
Ranged Proficiency
The Scout gains +1 damage to his skilled attacks (augmented damage) with Ranged weapons.
Ready for Death
The Monk pays one less Spirit Point when resurrecting.
Recall
The Seer, Shadow Knight and Walker, once every day while they sleep, may recall any one skill they have already expended to use again.
Recover
The Fighter may Recover the damage suffered from his last blow taken by taking a knee for 10 seconds.
Recovery
The Man-At-Arms may Recover all his health by taking a knee for 10 seconds once per Event if trained in this skill.
Refocus
The Archwizard, if already in Focus casting form, may regain his Focus instantly without having to meditate once for each time this skill is trained. This still uses a point of Arcane.
Refresh
The Sorcerer may refresh his casting form instantly without Meditation or using a point of Arcane once per Event if trained in this skill.
Remove Curse
The Vindicator, after one minute of adjuration, can Remove any Curse.
Requiem
The Bard may tarry over a dead body to extend their time of death, so they do not turn to spirit after 2 minutes, by singing over a dead victim once for each time this skill is trained.
Resist Command
The Archmage, Enchanter and War Mage may Resist any Command effect once for each time this skill is trained.
Resist Death
The Hierophant may resist being killed from a Death Strike once for each time this skill is trained.
Resist Magic
The Magister may resist any one spell once per Event if trained in this skill.
Resist Poison
The Agent, Avenger and Specialist may Resist any Poison effect once for each time this skill is trained.
Resist Sleep
The Beguiller may Resist any Sleep effect once per Event if trained in this skill.
Resourceful
The Rogue is never without the tools of his trade. He may fashion them from anything even if he is searched and removed of his belongings.
Righteous Blade
The Justicar may Invoke his blade allowing him to continuously True Strike against an enemy once per Event if trained in this skill. This skill lasts for one minute.
Roll With It
The Artificer and Hunter may spend a Stealth point to Reduce any damage effect, up to 5 points of damage, to 1 damage.
Rune Reading
The Mystic is the only Profession capable of reading Runes.
Sacrifice
The Magi and Shaman may Sacrifice their own Vitality to Heal another. "Invoke Sacrifice, X magic healing."
Salvage Mana
The Confessor may sacrifice Vitality for Mana up to a maximum total of their own Vitality per meditation.
Sanctuary
The Cleric may create a magical Barrier around them, once for each time this skill is trained, which remains in tact so long as he remains still and focused.
Secret Mana
The Shadowmancer may use his Stealth points as mana.
Servant's Blessing
The Templar may receive a Servant's Blessing once for each time this skill is trained.
Shadow Blade
The Artificer can weild his blade so that all damage to his target bypasses their armor once per Event if trained in this skill.
Shadow Form
The Master may become Shadow.
Shadow Self
The Expositer may create a shadow version of himself, once per Event if trained in this skill, with a Threshold against most non-damaging attacks. Effectively double your current HP.
Shadow Step
The Assassin can step into and travel through the shadows once for each time this skill is trained. The Infiltrator, Troubadour or Trixter may do this once per Event if trained in this skill.
Shield Break
The Raider may Destroy a Shield by striking it once per Event if trained in this skill.
Shield Slam
The Raider may deliver a Direct attack through a shield once for each time this skill is trained.
Slight of Hand
The Trixter does not have to use Stealth points in order to use their Pick Pockets skill.
Slow Death
The Disciple may remain Dying for an extra minute before becoming Dead.
Slow Metabolism
The Disciple, while Dying, may stop themselves from bleeding before becoming Dead once per Event if trained in this skill.
Spirit Blade
The Requiter may Invoke the Spirit realm to give power to his blade allowing him to strike and affect someone in Spiritform once per Event if trained in this skill. This skill lasts for one minute.
Spell Parry
The War Mage can use his Parry skill to parry damage from magic or spell effects. The Magister and Warmaster may do this once for each time this skill is trained.
Stand and Deliver
The Defender may plant his feet and Parry the next three strikes against him that land once per Event if trained in this skill.
Stealth Heal
The Specialist may spend a minute in the shadows to heal himself to full using 3 points from his Stealth Pool.
Threshold
The Champion may Invoke a Threshold once for each time this skill is trained. The Defender, Gladiator or Warmaster may do this once per Event if trained in this skill. The level of the Threshold is equal to half of the sum of Vitality and Stamina rounded down.
Tracking
The Scout may track any creature once for each time this skill is trained.
True Form
The Archmage may never be created as an Undead or Elemental.
Undead Slayer
The Hierophant may Invoke his weapon to do double damage against Undead once per Event if trained in this skill. This skill lasts for one minute.
Waylay
The Rogue may knock someone unconscious with the butt of their weapon with a surprise strike from behind once for each time this skill is trained.
Well Armored
The Warrior gains a bonus Protection Point for any extremity location which is 100% covered with armor.
Schools of Magic
There are plenty of "general" spells which you may choose from without selecting a School of Magic. Schools come with Professions and may also be selected.
The parameters for selecting your Schools of magic have not yet been defined. Schools of Magic will not cost CP though.
The Schools are intended to provide a few special spells available to players who decide to learn them.
As an example, all players will have access to basic healing or damage spells, but only a person trained in Necromancy will be able to learn a "Heal Undead" spell.
Similarly, not everyone capable of casting a Class 6 spell may be able to cast a "Life" spell.
These spells and the Profession kits they fall under will be further explored in the Magic and Spells section. However, here are some examples of spells you might unlock under certain professions.
Elementalist Spells
Class | Spell | Description |
2 | Elemental Healing Pool | Creates a 5 point pool of Elemental Healing |
3 | Elemental Shield | Creates a Magic Shield vs Elemental <type> |
5 | Prismatic Wall | Creates a magical barrier which absorbs or deals 4 damage |
Necromancer
Class | Spell | Description |
2 | Undead Healing Pool | Creates a 5 point pool of Undead Healing |
3 | Spirit Wrack | Inflicts Agony upon a living creature |
5 | Raise Dead | Allows a caster to revive a fallen Undead creature |