Skills

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Skills are obtained by fighting with that specific weapon and then expending the EXP points to buy the specific skill itself.

Note: To learn any of the more advanced skills on a skill tree, you must first obtain the primary skill. If you want the aformentioned Sword Focus, you must have One-Handed Proficiency.

Weapon Skills

Unarmed

Unarmed Proficiency – 30 EXP
Enables: Ninja, Warlock

Martial Focus – 60 EXP
Gains: Stunning Strike, +1 Agi
Enables: Fistfighter

Martial Mastery – 100 EXP
Gains: +2 Agi
Enables: Assassin, Panzer

Wrestling Specialization – 70 EXP
Gains: +2 Str
Enables: Wrestler

One-handed Weapons

One-handed Proficiency – 20 EXP
Enables: Thief, Fencer

Sword Focus – 50 EXP
Enables: Knight

Sword Mastery – 90 EXP
Enables: Paladin, Death Knight

Basic Fencing – 50 EXP
Enables: Warlock

Expert Fencing – 90 EXP
Enables: Sabre

Off-Hand Proficiency - 120 EXP
Enables: Use of Weapon in Off Hand
Notes: Smaller weapons increase ease of wielding. Takes a long time to become an expert in this style.

Dagger Specialization – 120 EXP
Enables: Assassin, Enchanter

Two-handed Weapons

Two-handed Proficiency – 30 EXP
Enables: Guard, Valkyrie

Axe Focus – 60 EXP
Enables: Barbarian

Axe Mastery – 100 EXP
Gains: Power Swing
Enables: Death Knight, Berzerker

Greatsword Focus – 60 EXP
Enables: Thane

Greatsword Mastery – 110 EXP
Enables: Dragoon, Panzer, Paladin

Spear Combat – 60 EXP
Enables: Phalanx, Dragoon

Spear Finesse – 100 EXP
Enables: Cavalier, Freya

Katana Specialization – 50 EXP
Enables: Ninja

Hammer Specialization - 60 EXP
Enables: Blacksmith

Ranged Weapons

Basic Bow Skills – 60 EXP
Gains: Take Aim
Enables: Archer

Longbow Specialization – 80 EXP
Enables: Yeoman

Crossbow Specialization – 90 EXP
Enables: Assassin

Shortbow Specialization – 80 EXP
Enables: Huntsman

Magic Skills

Note: All magic skills can be purchased more than once, but they only give 1 spell for each purchase after the first. Basic spellcasting gives 1 level one spell of the buyer's school of choice for each purchase after the first.

Basic Spellcasting – 50 EXP(with tome)
Gains: 1x lvl 1 Elemental spell (your choice), 1x lvl 1 Blood spell, Wild Bolt spell
Enables: Conjuror

Elemental Magik

Earth Novice – 40 EXP
Gains: 2x lvl 2 Earth spells

Earth Adept – 70 EXP
Gains: 2x lvl 3 Earth spells
Enables: Gaia Mage

Earth Master – 100 EXP
Gains: 2x lvl 4 Earth spells
Enables: Arcanist

Fire Novice – 40 EXP
Gains: 2x lvl 2 Fire spells

Fire Adept – 70 EXP
Gains: 2x lvl 3 Fire spells
Enables: Flame Mage

Fire Master – 100 EXP
Gains: 2x lvl 4 Fire spells
Enables: Arcanist

Air Novice – 40 EXP
Gains: 2x lvl 2 Air spells

Air Adept – 70 EXP
Gains: 2x 3 Air spells
Enables: Wind Mage

Air Master – 100 EXP
Gains: 2x lvl 4 Air spells
Enables: Arcanist

Water Novice – 40 EXP
Gains: 2x lvl 2 Water spells

Water Adept – 70 EXP
Gains: 2x lvl 3 Water spells
Enables: Ocean Mage

Water Master – 100 EXP
Gains: 2x lvl 4 Water spells
Enables: Arcanist

Wild Magik

Wil’dah – 50 EXP
Gains: Attack Aspect

Wil’daman – 80 EXP
Enables: Shaman

Wil’dasar – 120 EXP
Gains: Creation Aspect

Blood Magik

Blood Apprentice – 40 EXP
Gains: 2 lvl 2 Blood spells

Blood Magician – 70 EXP
Gains: 2x lvl 3 Blood spells
Enables: Thaumaturge

Blood Augur – 110 EXP
Gains: 2x lvl 4 Blood spells
Enables: Arcanist

Spirit Binding - 200 EXP
Gains: Imp Servant
Enables: Enchanter

Commander Skills
Available only to the PC commander of a squad.

Warrior Point Increase - 10 EXP
Gains: 1 Warrior Point

Tactician Point Increase - 10 EXP
Gains: 1 Tactician Point

Misc Skills

Forge Skills Lv. 1 - 50 EXP
Enables: Blacksmith
Gains: Forge