World Of CRUX
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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
ProfessionInnate SkillEvent SkillCharged SkillNext Progression
FighterRecover Deadly Assault Counter Warrior / Paladin / Chancellor / Scout
Healer Healing Mana Healer's Focus Arcane Heal Paladin / Vivimancer / Necromancer / Bard
Mage Arcane Mana Dispel Magic Improved Mana Chancellor / Necromancer / Elementalist / Beguiller
Rogue Resourceful Disguise Waylay Scout / Bard / Beguiller / Apprentice

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
ProfessionInnate SkillEvent SkillCharged SkillNext Progression
Warrior Well Armored Double Attack Parry All Man-At-Arms / Crusader / Adjutant / Swashbuckler
Paladin Blessing of Health Parry All Healing Hands Crusader / Prelate / Templar / Monk
Chancellor Blessing of Protection Parry All Divination Adjutant / Templar / Tempest / Ranger
Scout Ranged Proficiency Parry All Tracking Swashbuckler / Monk / Ranger / Infiltrator
Vivimancer +1 Healing Double Heal Destroy Undead Prelate / Devout / Confessor / Sage
Necromancer Detect Undead Create Undead Control Undead Templar / Confessor / Channeler / Mystic
Bard Melodic Magic Heal Song Requiem Monk / Sage / Mystic / Troubadour
Elementalist +1 Elemental Create Elemental Control Elemental Tempest / Channeler / Sorcerer / Illusionist
Beguiller Detect Illusion Resist Sleep Clarity Ranger / Mystic / Illusionist / Trixter
Apprentice Poison Disarm Cheating Infiltrator / Troubadour / Trixster / Assassin


Stage 3 Professions These become available at 150 CP after choosing a secondary Profession. Cost: 4 CP
ProfessionInnate SkillEvent SkillCharged SkillNext Progression
Man-At-Arms Hero's Armor Recovery Quick Refit Champion / Defender / Warmaster / Gladiator
Crusader Quest Quick Refit Consecrate Defender / Heirophant / Advocate / Spy
Adjutant Magic Recovery Quick Refit Magic Shield Warmaster / Advocate / Magister / Kai
Swashbuckler Adroit Quick Refit Disarm Gladiator / Spy / Kai / Raider
Prelate Healer's GraceMagic to Healing Consecrate Hierophant / Cleric / Justicar / Disciple
Templar Magic Recovery Focused Ability Servant's Blessing Advocate / Justicar / Shadow Knight / Druid
Monk Ready for Death Focused Ability Feign Death Spy / Disciple / Druid / Articficer
Tempest Magic Recovery Capture Magic Magic Shield Magister / Shadow Knight / War Mage / Walker
Ranger Enemy Focus Focused Ability Magic Arrow Kai / Druid / Walker / Hunter
Infiltrator Hidden Shadow Step Master Proficiency Raider / Artificer / Hunter / Agent
Devout Healer's Grace Boon Magic to Healing Cleric / Guru / Magi / Mentor
Confessor Salvage Mana Magic to Healing Absolve Justicar / Magi / Shaman / Expositer
Sage Healer's Grace Magic to Healing Fountain of Magic Disciple / Mentor / Expositor / Requiter
Channeler Magic Recovery Capture Magic Channel Magic Shadow Knight / Shaman / Archmage / Seer
Mystic Rune Reading Focused Ability Arcane Shield Druid / Expositor / Seer / Vindicator
Troubadour Break Silence Shadow Step Hide Artificer / Requiter / Vindicator / Specialist
Sorcerer Arcane Armor Refresh Capture Magic War Mage / Archmage / Archwizard / Enchanter
Illusionist Break Illusion Capture Magic Magic Armor Walker / Seer / Enchanter / Shadowmancer
Trixter Slight of Hand Shadow Step Magic Armor Hunter / Vindicator / Shadowmancer / Avenger
Assassin Agile Armor Assassinate Shadow Step Agent / Specialist / Avenger / Master


Stage 4 Professions These become available at 250 CP after choosing a tertiary Profession. Cost: 5 CP
ProfessionInnate SkillEvent SkillCharged Skill
Advocate Expose Elemental Banish Phase Elemental
Agent Escape Bonds Dodge Resist Poison
Archmage True Form Astral Travel Resist Command
Archwizard Immune to Command Instant Cast Refocus
Artificer Roll With It Shadow Blade Imbue Item
Avenger Last Act Dodge Resist Poison
Champion +1 Vitality Stand and Deliver Threshold
Cleric Healing Pool Healing Circle Sanctuary
Defender Protector Threshold Heal Charge
Disciple Slow Death Slow Metabolism Heal Self
Druid Circle of Thorns Counterspell Forest Walk
Enchanter Dispel Illusion Enchant Weapon Resist Command
Expositor Interrogate Shadow Self Counterspell
Gladiator +1 Vitality Threshold Counterstrike
Guru Concentration Contingent Life Healing Pool
Hierophant Blessings Undead Slayer Resist Death
Hunter Roll With It Forest Walk Circle of Thorns
Justicar Expose Elemental Righteous Blade Banish
Kai Mobility Forest Walk Circle of Thorns
Magi Sacrifice Healing Pool Instant Cast
Magister Compound Armor Resist Magic Spell Parry
Master Immune to Poison Shadow Form Dodge
Mentor Artisan Healing Pool Heal Self
Raider Compound Armor Shield Break Shield Slam
Requiter Cure Poison Spirit Blade Heal Self
Seer Recall Astral travel Mimic Magic
Shadow Knight Recall Curse of Shadow Phase Physical
ShadowMancer Secret Mana Curse of Shadow Phase Magic
Shaman Sacrifice Astral Travel Instant Cast
Specialist Stealth Heal Dodge Resist Poison
Spy Mobility Feint Disengage
Vindicator Obfuscate Elemental Blade Counterspell
Walker Recall Forest Walk Circle of Thorns
War Mage Spell Parry Magic Weapon Resist Command
Warmaster +1 Vitality Threshold Spell Parry

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

ClassSpellDescription
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

ClassSpellDescription
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