The whole list of skills with categories and costs without racial discounts is shown in table form here. This page provides the full details of the skills alongside the undiscounted costs, broken down into categories
Armour, Very Light Points: 0 Prerequisite: N/A
Allows the character to use very light armour to give +1 AH to the location
Armour, Light Points: 30 Prerequisite: N/A
Allows the character to use light armour to give +2 AH to the location.
Armour, Medium Points: 30 Prerequisite: N/A
Allows the character to use Medium armour to give +4 AH to the location.
Armour, Heavy Points: 40 Prerequisite: N/A
Allows the character to use Heavy armour to give +6 AH to the location.
Armour Mastery ‘x’ 1/2 Points: 40/60 Prerequisite: Any Armour Use Skill
The character is adept at wearing a certain type of armour. They gain +1 additional AH per rank when wearing that specific armour type. They can also now repair armour of that type back to full AH when it breaks
Enhanced Armour Points: 40 Prerequisite: Any Armour Use Skill
Mystical symbols are woven into the character’s armour, deflecting small objects. The character’s Armour is now not affected by the through effect when struck by ranged weapons. This does not work when struck by melee weapons or ranged spells. This must be phys repped.
Weapon Use: One Handed Points: 0 Prerequisite: N/A
Allows the character to use One Handed Melee weapons.
Ambidexterity Points: 20 Prerequisite: N/A
The character can use a one handed weapon in each hand. Each weapon can have its own damage call but you must finish the damage call of the first weapon before you strike with the second.
Claws Points: 30 Prerequisite: Ambidexterity
The character has claws which it can use to attack without holding a weapon. Claws must be used at a slower speed than normal weapons and must only be used in a horizontal fashion. Claws are immune to shatter and fumble.
Weapon Use: One Handed Ranged Points: 20 Prerequisite: N/A
Allows the character to use One Handed Ranged weapons.
Weapon Use: Two Handed Melee Points: 30 Prerequisite: N/A
Allows the character to use Two Handed Melee weapons.
Weapon Use: Two Handed Ranged Points: 30 Prerequisite: N/A
Allows the character to use Two Handed Ranged weapons.
Weapon Use: Thrown Points: 20 Prerequisite: N/A
Allows the character to use Thrown Weapons. These must be coreless
Aim Points: 20 Prerequisite: Any Ranged Weapon Use Skill
The character may take aim with a ranged weapon for 10 seconds to strike for +1 damage grade.
Focussed Strike Points: 30 Prerequisite: N/A
After Concentrating for one round, the character may strike for +1 damage grade and the through effect on the next blow that hits. This may only be used with a melee weapon.
Weapon Skill ‘x’ Points: 40 Prerequisite: Weapon Use: X
The character is adept at using certain weapons and gains +1 damage grade when using said weapon type.
Weapon Master ‘x’ Points: 60 Prerequisite: Weapon Skill ‘x’
The character is a master of using certain weapons and gains +2 damage grades when using said weapon type.
Surprise Attack Points: 40 Prerequisite: N/A
When striking an enemy’s back, you gain +1 damage grade with one handed melee weapons or two handed ranged weapons.
Master Surprise Attack Points: 60 Prerequisite: Surprise Attack
When striking an enemy’s back, you gain +2 damage grade with one handed melee weapons or two handed ranged weapons.
Brawn Points: 50 Prerequisite: N/A
The character is at their physical peak and gains +1 damage grade to melee attacks
Super Strength Points: 90 Prerequisite: Brawn
The character is at their physical peak and gains +2 damage grades to melee attacks.
Custom Ammo ‘x’ Points: 30 Prerequisite: Ranged/Thrown Weapon Use Skill
Once every 5 minutes, the character may strike for Flame, Cold or Silver on a ranged or thrown weapon. The damage type must be chosen when purchasing the skill.
Trick Ammo ‘x’ Points: 40 Prerequisite: Custom Ammo 'x'
The character can strike for Flame, Cold or Silver when using range or throwing weapons, the damage type must be chosen when purchasing the skill. Once every 5 minutes, they may also use a special trick round to strike for halt or mute.
Custom Weapon ‘x’ Points: 40 Prerequisite: N/A
The character can strike for Flame, Cold or Silver with any melee weapon they can use. The damage type must be chosen when purchasing the skill.
Disarm Points: 40 Prerequisite: N/A
The character is skilled in disarming opponents and leaving them defenceless. Once every 5 minutes, they may strike for the fumble effect.
Epic Strike Points: 200 Prerequisite: N/A
Once per five minutes, the character can strike for Epic with any weapon they can use.
Sharpened Claws Points: 40 Prerequisite: Claws (In Weapon Use Skills)
The character’s claws are sharpened to such a degree; they now may strike for the through effect.
Supersonics Points: 60 Prerequisite: N/A
The character can produce supersonic sounds to devastating effect. They may scream/shout loudly once every 5 minutes and then point at a target and call the repel, confuse, or strikedown effect.
Magic Supersonics Points: 80 Prerequisite: Supersonics
The character can produce supersonic sounds with a magical edge. They may scream/shout loudly once every 5 minutes and then point at a target and call and call ‘Magic, Double, through’ followed by the location they wish to strike.
Fatal Supersonics Points: 100 Prerequisite: Magic Supersonics
The character can produce supersonic sounds to deadly effect. Twice per day, they may scream/shout loudly and then point at a target and call ‘Epic, Quin, through’ followed by the location they wish to strike.
Through Thrown Points: 60 Prerequisite: Weapon Use: Thrown
This skill allows the character to strike for through when using Thrown Weapons.
Weapon Effect: Confuse Points: 70 Prerequisite: N/A
The character can strike for confuse with any weapon they can use apart from Two Handed Melee Weapons.
Weapon Effect: Crush Points: 90 Prerequisite: Two Handed Melee Weapon Use
The character can strike for crush with any Two Handed Melee Weapons.
Weapon Effect: Slow Points: 70 Prerequisite: N/A
The character can strike for slow with any weapon apart from Two Handed Melee Weapons.
Weapon Effect: Strikedown Points: 60 Prerequisite: Two Handed Melee Weapon Use
The character can strike for strikedown with any Two Handed Melee Weapons.
Weapon Effect: Through Points: 60 Prerequisite: N/A
The character can strike for through with any weapon apart from Throwing and Two Handed Melee Weapons.
Damage Reduction: Crush Points: 100 Prerequisite: N/A
The character only ever takes 1 point of damage from the crush effect, except when stuck by Epic Crush. When hit by crush, they must state “Damaged Reduction Crush’.
Dodge 1/2/3/4 Points: 10/20/30/40 Prerequisite: N/A
Allows the use of Dodge twice per half hour for every rank purchased
Natural Armour Points: 60 Prerequisite: N/A
The character has natural hardened skin which deflects some damage. This armour gives the character +2 armour which can stack with normal armour, but it cannot be repaired like armour and must be healed by potions, skills, powers or spells. Any skill that usually heals LH can repair Natural Armour instead. The character must state if they are healing LH or Natural Armour when using a healing effect.
Bulletproof Skin Points: 80 Prerequisite: Natural Armour
The character’s skin has become so hard that projectiles now bounce off it when struck. The character’s Natural Armour is now not affected by the through effect when struck by ranged weapons. This does not work when struck by melee weapons.
Supernatural Skin Points: 100 Prerequisite: Bulletproof Skin
The character’s skin has evolved so it can resist any damage. Therefore, they are immune to Normal damage and the effects of through, and crush when struck on LH (unless this is with Epic damage). AH is still affected as normal. This replaces Bulletproof Skin.
Shield against Cold Points: 20/30/40 Prerequisite: N/A
The character gains one shield against Cold per half hour. This skill can be bought up to three times
Shield against Flame Points: 20/30/40 Prerequisite: N/A
The character gains one shield against Flame per half hour. This skill can be bought up to three times
Shield against Silver Points: 20/30/40 Prerequisite: N/A
The character gains one shield against Silver per half hour. This skill can be bought up to three times
Shield against Magic Points: 20/30/40 Prerequisite: N/A
The character gains one shield against Magic per half hour. This skill can be bought up to three times
Suspicious Nature Points: 50 Prerequisite: N/A
A suspicious nature is a great help when being surprised. Therefore, the character has damage reduction 1 to the first hit to the back.
Immunity to: Confuse Points: 50 Prerequisite: N/A
The character gains immunity to the confuse effect.
Immunity to: Disease Points: 50 Prerequisite: N/A
The character gains immunity to the disease effect.
Immunity to: Fear Points: 50 Prerequisite: N/A
The character gains immunity to the fear effect.
Immunity to: Fumble Points: 50 Prerequisite: N/A
The character gains immunity to the fumble effect.
Immunity to: Mute Points: 50 Prerequisite: N/A
The character gains immunity to the mute effect.
Immunity to: Shatter Points: 70 Prerequisite: N/A
The character gains immunity to the shatter effect.
Immunity to: Sleep Points: 30 Prerequisite: N/A
The character gains immunity to the sleep effect.
Immunity to: Strikedown Points: 50 Prerequisite: N/A
The character gains immunity to the strikedown effect.
Immunity to: Through Points: 60 Prerequisite: Armour Mastery 'x'
The character gains the immunity to the through effect when wearing the armour they have chosen for the Armour Mastery skill.
Spell lists for these abilities can be found under the Magic page heading, or by clicking on the titles below
Fire Magic
Basic Points: 30 Prerequisite: N/A
Medium Points: 60 Prerequisite: Basic Fire
Master Points: 90 Prerequisite: Medium Fire
The first purchase of this skill grants the character the use of Basic Fire Spells. The second purchase grants them the use of Medium Fire Spells. The third purchase grants the character the use of Master Fire Spells.
Water Magic
Basic Points: 30 Prerequisite: N/A
Medium Points: 60 Prerequisite: Basic Water
Master Points: 90 Prerequisite: Medium Water
The first purchase of this skill grants the character the use of Basic Water spells. The second purchase grants them the use of Medium Water spells. The third purchase grants the character the use of Master Water spells.
Ground Magic
Basic Points: 30 Prerequisite: N/A
Medium Points: 60 Prerequisite: Basic Ground
Master Points: 90 Prerequisite: Medium Ground
The first purchase of this skill grants the character the use of Basic Ground spells. The second purchase grants them the use of Medium Ground spells. The third purchase grants the character the use of Master Ground spells.
Weather Magic
Basic Points: 30 Prerequisite: N/A
Medium Points: 60 Prerequisite: Basic Weather
Master Points: 90 Prerequisite: Medium Weather
The first purchase of this skill grants the character the use of Basic Weather spells. The second purchase grants them the use of Medium Weather spells. The third purchase grants the character the use of Master Weather spells.
Nature Magic
Basic Points: 30 Prerequisite: N/A
Medium Points: 60 Prerequisite: Basic Nature
Master Points: 90 Prerequisite: Medium Nature
The first purchase of this skill grants the character the use of Basic Nature spells. The second purchase grants them the use of Medium Nature spells. The third purchase grants the character the use of Master Nature spells.
Arcane Magic
Basic Points: 30 Prerequisite: N/A
Medium Points: 60 Prerequisite: Basic Arcane
Master Points: 90 Prerequisite: Medium Arcane
The first purchase of this skill grants the character the use of Basic Arcane spells. The second purchase grants them the use of Medium Arcane spells. The third purchase grants the character the use of Master Arcane spells. You can also lead up to two rituals per event.
Religious Magic
Basic Points: 30 Prerequisite: N/A
Medium Points: 60 Prerequisite: Basic Religious
Master Points: 90 Prerequisite: Medium Religious
The first purchase of this skill grants the character the use of Basic Religious spells. The second purchase grants them the use of Medium Religious spells. The third purchase grants the character the use of Master Religious spells. You can also lead up to two rituals per event.
Student of the Arcane Points: 30 Prerequisite: Any level of Arcane Ability
They have gained a mastery over the control of their magic. All basic spells can be cast twice within the 30 seconds cooldown. They may be able to add additional relevancy to arcane rituals.
Religious spells will not be able to be cast by this character
Sage of the Arcane Points: 40 Prerequisite: Student of the Arcane
They have gained a mastery over the control of their magic. All basic spells can be cast twice within the 30 seconds cooldown. and all medium spells can be cast twice within the 10 minute cooldown. They may be able to add additional relevancy to arcane rituals.
Religious spells will not be able to be cast by this character
Lord of Chaos/Order Points: 60 Prerequisite: Sage of the Arcane
They have gained a mastery over the control of their magic. All basic spells can be cast twice within the 30 seconds cooldown. and all medium spells can be cast twice within the 10 minute cooldown. They may be able to add additional relevancy to arcane rituals. In addition, you may only use either the Chaos or Order versions of the Arcane ability list, chosen when this skill is bought. You may also now lead 3 Rituals per event, instead of 2.
Religious spells will not be able to be cast by this character
Acolyte of Religion Points: 30 Prerequisite: Any level of Religious Ability
They have gained a mastery over the control of their magic. All basic spells can be cast twice within the 30 seconds cooldown. They may be able to add additional relevancy to religious rituals.
Arcane spells will not be able to be cast by this character
Devotee of Religion Points: 40 Prerequisite: Acolyte of Religion
They have gained a mastery over the control of their magic. All basic spells can be cast twice within the 30 seconds cooldown. and all medium spells can be cast twice within the 10 minute cooldown. They may be able to add additional relevancy to religious rituals.
Arcane spells will not be able to be cast by this character
Disciple of Divine/Demonic Points: 60 Prerequisite: Devotee of Religion
They have gained a mastery over the control of their magic. All basic spells can be cast twice within the 30 seconds cooldown. and all medium spells can be cast twice within the 10 minute cooldown. They may be able to add additional relevancy to religious rituals. In addition, you may only use either the Divine or Demonic versions of the Religious ability list, chosen when this skill is bought. You may also now lead 3 Rituals per event, instead of 2.
Arcane spells will not be able to be cast by this character
Research and Development of crafting methods, along with known recipes are explained in the Crafting page
Novice Alchemist Points: 20 Prerequisite: N/A
A Novice Alchemist can mix 6 basic potions per day.
Advanced Alchemist Points: 30 Prerequisite: Novice Alchemist
An advanced Alchemist can mix 8 Basic potions per day, and 3 Advanced Potions per day.
Master Alchemist Points: 40 Prerequisite: Advanced Alchemist
A Master Alchemist can mix 10 Basic Potions per day, 5 Advanced Potions per day, and 3 Masterful Potions per day.
Forging Points: 20 Prerequisite: N/A
Allows the character to create 4 basic items per event at the Quartermasters
Master Forging Points: 40 Prerequisite: Forging
Allows the character to create 6 basic items per event at the Quartermasters and 1 Master item.
Ammo Cache Points: 20 Prerequisite: Weapon Master: Any Ranged
This skill reduces the amount of time taken to fill ammo clips by 1 round of concentration.
Conceal Points: 20 Prerequisite: N/A
The character is adept at hiding items from the prying eyes of others. As such, a character does not have to reveal one item when they are searched unless the searcher has Locate. This must be one single item and may not be a container.
Extra Clip Points: 5/10/20/40 Prerequisite: N/A
This skill allows the use of one extra clip of ammo per encounter. Can be purchased up to 4 times.
Locate Points: 20 Prerequisite: N/A
The character is adept at finding things others might overlook. When searching, you can find objects that are Concealed
Stealth Points: 30 Prerequisite: N/A
If the character conceals 50% of their body behind a stationary object, they may raise a hand to indicate you cannot be seen. They may not talk above a whisper or move from that location or the effect will break. This may be used twice an hour. Any effect that would normally break Concentration will also break Stealth, and you may not start an action that requires Concentration without breaking Stealth.
Improved Stealth Points: 50 Prerequisite: Stealth
If the character conceals 50% of their body behind a stationary object, they may raise a hand to indicate you cannot be seen. They may not talk above a whisper but may move from the location for 30 seconds before the effect breaks, at a slow walking pace. At the end of the 30 seconds, if they are still concealed by an object you may keep up the Stealth effect. This may be used twice an hour. Any effect that would normally break Concentration will also break Stealth, and you may not start an action that requires Concentration without breaking Stealth.
Master of Stealth Points: 90 Prerequisite: Improved Stealth
If the character conceals 50% of their body behind a stationary object, they may raise a hand to indicate you cannot be seen. They may not talk above a whisper but may move from the location for 60 seconds before the effect breaks, at a slow walking pace. At the end of the 60 seconds, if they are still concealed by an object you may keep up the Stealth effect. This may be used twice an hour. Any effect that would normally break Concentration will also break Stealth, and you may not start an action that requires Concentration without breaking Stealth.
Under Arrest Points: 20 Prerequisite: N/A
By using the vocal ‘By my authority and power, I place you under arrest’, the character shifts an awake but unresisting MONSTER (not players) to a holding cell at Guild HQ only they can access and storing them safely until Time Out. This stored monster can be interacted only by the arresting character unless they wish to allow access to other characters. THIS SKILL MUST BE USED IN THE PRESENCE OF A REF. It has the same range as a proximity effect.
Interacting with a stored monster requires a ref and you may be asked to move to a private area in act out the role play, or just perform a ‘talk through’ encounter
Detect Disease Points: 40 Prerequisite: N/A
The character may detect disease effects when Detecting Wounds.
Detect Forgery Points: 20 Prerequisite: N/A
If a character has this skill, they can concentrate on one item to tell if it’s fake or genuine.
Interrogator Points: 10 Prerequisite: N/A
This skill may only be used on monsters stored using the UNDER-ARREST skill. When interacting with monsters, the character gains additional information then would normally be available to others.
Investigator Points: 10 Prerequisite: N/A
The investigator skill allows a character to gain a better idea of a situation. Three times a day they may ask a ref or NPC for insight into a situation and may gain more information than is currently available.
Sense Magic Points: 20 Prerequisite: N/A
This allows the character to sense if there is magic within an item or on a person. After one round of Concentration they may make a call of “Sense Magic”. Any other character or monster that can hear the call will then reply with the item or nature of any magic they have on them. They state this by saying ‘Ping’ in a loud, clear voice and then stating the effect that applies to themselves or items they are carrying.
Medic Points 20 Prerequisite: N/A
The character can use a phys rep bandage to heal 1 point of damage to the affected location or bring a Bleeding character back to 0 on every location.
Doctor Points 30 Prerequisite: Medic
The character can diagnose any Condition the character is suffering from and any effects on the character. They can also use a phys rep bandage to heal 1 point of damage to the affected location or bring a Bleeding character back to 0 on every location. They then may use one round of Concentration to heal all locations back to full LH. You may also role play surgery to remove certain role play effects, as dictated by a Referee. A Doctor may also spend 4 rounds of concentration and role-play to remove the disease effect. If the Doctor is working on a target to remove a Condition, any Bleed Count for that target is paused until either the surgery is complete, the Doctor loses or chooses to drop Concentration, or the target is picked up and moved.
Healing Factor Points 60 Prerequisite: N/A
The character’s skin stitches back together at a slow rate to heal wounds. Every 5 minutes you may heal 1 point of damage to a single location. This may be used to recover from being unconscious but does not affect characters who are Bleeding. Any damage with the Silver or Epic damage cannot be regenerated.
Stims Points 20 Prerequisite: N/A
Phys-Rep required. By injecting themselves with Stims using a free hand and clearly roleplaying the action, the character can fully heal their own LH. This skill can be used once per half hour, and you will be able to refresh the contents of the stim at the Alchemy desk. This cannot be used while unconscious, immobilised or Bleeding.
Stamina Points 10/20/40 Prerequisite: N/A
The character has the ability to shrug off a certain amount of damage. Each point of Stamina improves the base LH by +1. This skill can be purchased three times