Skills are special moves for Weapons and Spells in Tales Bard's Tale IV.  The skill tree is broken into three tiers. To unlock the second tier of skills you must spend 8 skill points. To unlock the third tier, you must spend an additional 8 points in any tier (for a total of 16). The first time you unlock a tier you'll have to travel to the Adventurers' Guild to be judged worthy of advancement by the review board.

 

Skills

Bard Skill Trees

Music (Bard Skill Tree)

 

Image Name Training In Grants Mastery For Description Quotes
 hot_crossb_buns Hot Cross Buns Bones Sanctuary Score

Grants mastery In: Sanctuary Score

Spell Points +2

Intelligence +3

Every Bard's first instrument is the simple but portable musical bones. This skill is learned automatically and cannot be unlearned.

spell_point_1 Spell Points 1 - - Spell Points +1 -
 placeholder Spell Points 2 - - Spell Points +1 -
 warchanter_novice Warchanter: Novice - Kael's Rudiment

Grants mastery In: Kael's Rudiment

-

 warchanter_journeymany Warchanter: Journeyman - -

Constitution +2

 -
 warchanter_master Warchanter: Master - The Archer's Beat

Grant Mastery in: The Archer's Beat

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 grand_warchanter Grand Warchanter - -

Passives: War Chanter: Your party gains +1 Strength at the end of each turn as long as this character lives.

Constitution +5

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 troubadour_novice Troubadour: Novice - Wayland's Watch

Grants Mastery In: Wayland's Watch

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 troubadour_journeyman Troubadour: Journeyman  -  - Intelligence +1 -
 troubadour_master Troubador: Master - Song of Compulsory Cavorting Grants Mastery In: Song of Compulsory Cavorting -
 grand_troubadour Grand Troubadour - -

Passives: 

Troubadour: At the start of combat , one enemy falls in love with the Bard up to 3 turns or until it takes damage.

Intelligence +3

Troubadours use string instruments to play love songs which beguiles enemies, rendering them nearly harmless. Legends tell of a few master Troubadours who sang a Song 
rabble-rouser_novice Rabble-Rouser: Novice - Rhyme of Duotine Graints Master In: Rhyme of Duotine -
rabble_rouser-journeyman Rabble-Rouser: Journeyman - - Strength +1 -
rabble_rouser-master Rabble-Rouser: Master - Falkentyne's Fury Graints Master In: Falkentyne's Fury -
grand_rabble_rouser Grand Rabble Rouser - - Strength +3 Rabble-Rousers use powerful horns to whip their party into a frenzy with supernatural songs of fervor. They're capable of making their allies move at super natural speed and hit harder than ever before. Grand Rablle- Rousers make their party stronger with their mere presence.
 minstrel_novice Minstrel: Novice - Spellsong Grants Mastery In: Spellsong -
 minstrel_journeyman Minstrel: Journeyman - - Spell Points +1 -
 minstrel_master Minstrel: Master - Lyric of Legends Grants Mastery In: Lyric of Legends -
 grand_minstrel Grand Minstrel - -

Passives:

Minstrel: Your party gains +10 Constitution at the end of each combat.

Spell Points +2

 Minstrels use wind instruments to play songs that celebrate the deeds of the party and drive them to new heights. Minstrels, with their music, impart Spell points and Opportunity to their party which can allow them to perform deeds truly worthy of legend.
 placeholder Intelligence 1 - - Intelligence +2 -
 placeholder Intelligence 2  -  - Intelligence +2 -
 placeholder Intelligence 3  -  - Intelligence +3 -
 placeholder Intelligence 4  -  - Intelligence +3 -

Attack (Bard Skill Tree)

 

Image Name Training In Grants Mastery For Description Quote
basic_combat  Basic Combat (Bard Skill) Booze Chop

Crafting Recipe: Throw Squeezin's

Training in: Booze

Grants Mastery In: Chop

Strength +4

Fighting and Drinking comes naturally to a Bard. This skill is learned automatically and cannot be unlearned

strength_1 Strength 1 - - Strength +1 -
 placeholder Strength 2 - - Strength +1 -
 placeholder Strength 3 - - Strength +2 -
 placeholder Strength 4 - - Strength +2 -
 placeholder Juggler - - Passives:
Dual Wield: You may equip one-handed weapons in your off-hand.
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 swordsman_novice Swordsman: Novice - Storm of Blades Grants Mastery In: Storm of Blades -
 bludgeon_novice Bludgeon: Novice - Head Knocker Grants Mastery In: Head Knocker -
 axeman_novice Axeman: Novice - Lumbering Strike Grants Mastery In: Lumbering Strike -
 1_handed_weapons_journeyman 1-Handed Weapons: Journeyman - - Strength +1 -
 swordsman_master Swordsman: Master - Passing Slash Grants Mastery In: Passing Slash -
 axe_master Axe: Master - Eviscerating Gash Grants Mastery In: Eviscerating Gash -
 bludgeon_master Bludgeon: Master - Foe Dropper Grants Mastery In: Foe Dropper -
 placeholder Critical Hit: Swords - - Passives:
Critical Hit-Swords: Sword abilities (Storm of Blades, Passing Slash, Sundering Smash, Sweeping Slash, All or Nothing, Last Breath) have a 20% chance to reset their cooldowns.
-
 placeholder Tireless - - Passives:
Tireless: Critical hits with Sword abilities a 50% chance to restore 1 Oppurtunity
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 placeholder Flurry of Blows - - Passives:
Flurry: 20% increased Critical chance with Sword abilities
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 placeholder Blood Hunter - - Passives:
Blood Hunter: 20% increased Critical chance with Axe abilities.
 
 placeholder Eviscerate - - Passives:
Eviscerate: Critical hits with Axe abilities add an additional stack of Bleed.
-
 placeholder Shockwave - - Passives:
Shockwave: Critical hits with Bludgeon abilities will also knock down combatants behind the target.
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 placeholder Heaving Blow - - Passives:
Heaving Blow: 15% increased Critical chance with Bludgeon abilities.
-
 placeholder Critical Hit: Bludgeons - - Passives:
Critical Hit- Bludgeons: Bludgeon abilities (Head Knocker, Foe Dropper) have a 10% chance to knock the target down
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 placeholder Critical Hit: Axes - - Passives: 
Critical Hit- Axes: Axe abilities ( Chop, Lumbering Strike, Evisorating Gash) have a 30% chance to cause the target to bleed
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Defense (Bard Skill Tree)

 

Image Name Training In Grants Mastery For Item Equipped Synergies Description Quote
basic_combat  Basic Defense (Bard Skill) Padded Baedish Garb - -

Training In: Padded Baedish Garb

Constitution +7

All Bards can wear stylish, yet highly ineffective, padded armor. This skill is learned automatically and cannot be unlearned.

 light_armor_novice1 Light Armor: Novice Leather Armor - -

Training in: Leather Armor

Light armor provides the least constitution but the most strength when compared to medium or heavy armor. Light armor is also the only armor that grants spell points at higher levels. Light armor wielders can move nimbly around the battlefield thanks to their boots.

light_armor_journeyman Light Armor: Journeyman Reinforced Leather Armor - -

Training In: Reinforced Leather Armor

Light armor provides the least constitution but the most strength when compared to medium or heavy armor. Light armor is also the only armor that grants spell points at higher levels. Light armor wielders can move nimbly around the battlefield thanks to their boots.

 light_armor_master Light Armor: Master Elven Armor - -

Training In: Elven Armor

Constitution +3

Light armor provides the least constitution but the most strength when compared to medium or heavy armor. Light armor is also the only armor that grants spell points at higher levels. Light armor wielders can move nimbly around the battlefield thanks to their boots.

 placeholder Tumbler Jester's Shoes - - Training In: Jester's Shoes -
 placeholder Jester Jester's Cap - - Training In: Jester's Cap -
 medium_armor_novice Medium Armor: Novice Chainmail Armor - - Training In: Chainmail Armor Medium Armor grants the highest constitution bonuses out of all the armor types. Their boots are mainly focused on defending yourself or allies as you move.
 placeholder Medium Armor: Journeyman Berserker's Battlegrab - -

Training In: Berserker's Battlegrab

Constitution +2

Medium Armor grants the highest constitution bonuses out of all the armor types. Their boots are mainly focused on defending yourself or allies as you move.
 placeholder Medium Armor: Master Officer's Mail Armor - -

Training In: Officer's Mail Armor

Intelligence +1

Medium Armor grants the highest constitution bonuses out of all the armor types. Their boots are mainly focused on defending yourself or allies as you move.
constitution_1 Constitution 1 - - -

Constitution +2

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 placeholder Constitution 2 - - - Constitution +3 -
 placeholder Constitution 3 - - - Constitution +4 -
 placeholder Constitution 4 - - - Constitution +5 -

Brewing (Bard Skill Tree)

Image Name Training In Grants Mastery For: Description  Quote
 science Science -

-

Crafting Recipes: Draught of Power, Elixir of Focus, Tonic of Armor -
 pyrosmith Pyrosmith

-

-

Crafting Recipes: Fairy Powder Bomb -
 master_pyrosmith Master Pyrosmith - - Crafting Recipes: Dragonsbile Bomb Master Pyrosmiths are usually chemists that lost their way and decided to use their powers for evil. They concoct potent weapons of war that rival even magical practitioners. They create bombs that can scorch or dismember entire group of enemies with a single blast.
 placeholder Alchemic Enthusiast - - Passives:
Greater Tolerance: All potions are 30% more effective on this adventurer.
 -
 master_chemist Master Chemist

-

-

Crafting Recipes: Greater Healing Potion, Greater Draught of Power, Greater Elixir of Focus, Greater Tonic of Armor Master Chemists have trained extensively to transmute even the most humble herb or iniquitons secretion into a potent elixir. They can heal mortal wounds in mere moments, make your skin as hard as stone, give you the strength of ten men, or import complete mental clarity. Any party would be lucky to have a chemist in its ranks.
 placeholder Wine Pairing

-

-

Passive:
Wine Pairing Food heals your party twice as much.
-
craftsman Craftsman

-

-

- -
master_craftsman Master Craftsman

-

-

Crafting Recipe: Caltrops Master Craftsman build tools of war for their party. They can construct deployable barricades that can defend weaker party members or create sacks of caltrops that turn the battlefield into a minefield for your enemies.
 battle_brewer1 Battle Brewer

-

-

Crafting Recipes: Elven Wine -
 placeholder Mean Drunk

-

-

Passive:
Mean Drunk: After Chugging, throw your mug, dealing 0 Physical damage.
-
town_drunk Town Drunk

-

-

Crafting Recipe: Dwarven Stout -
brew_master Brew Master

-

-

Intelligence +1

Strength +2

Passives:
Shot of Courage: Gain +1 Spell Point and 1 stack of Booze at the start of combat.

Crafting Recipes: Lowland Park Whisky

Brew Masters not only brew the best booze in all of Caith but could drink you under the table any day of the week. A true Brew Master could even settle a bar room brawl with nothing but a well-aimed tankard. Brew Masters are notorious drunks and will sneak in shots of Lowland Park Whisky whenever they find a free moment, particularly before a fight.
 placeholder Victory Shot

-

-

Passives:
Victory Shot: Once per turn, there's a 20% chance killing an enemy will restore 1 Spell Point and add 1 stack of Booze

-

 placeholder Non-Alcoholic

-

-

Passives:
Non-Alcoholic: Victory Shot no longer adds a stack of Booze.

-

 placeholder Quick to Celebrate

-

-

Passives:
Quick to Celebrate: Victory Shot has 20% increased chance.

-

 

 

Practitioner Skill Trees

Spellcraft (Practictioner Skill Tree)

Image Name Training In Grants Mastery For Description Quotes
 mages apprentice Mage's Apprentice - Charged Bolt, Arcane Barrage Grants Mastery In: Charged Bolt, Arcane Barrage Practitioners learn basics of magic by practicing with hand-me-down enchanted items are given to them by their masters. This skill is learned automatically and cannot be unlearned.
 placeholder Soul Leech  - - Passives:
Soul Leech: Critical: Attacks with Spells have a 20% chance to restore 1 Spell Point to the Caster.
 -
 placeholder Greater Soul Leech - - Passives:
Greater Leech: 10% increased Critical chance with Spells.
-
 placeholder Soul Stealer - - Passives:
Soul Stealer: Critical hits with Spells will restore 1 extra Spell Point to the caster and remove 1 Spell Point from the target
-
 sorcerer novice Sorcerer: Novice - Magnar's Mind Jab Grants Mastery In: Magnar's Mind Jab -
 sorcerer journeyman Sorcerer: Journeyman - - Intelligence +2 -
 sorcerer master Sorcerer: Master - Oscon's Halt Foe Grants Mastery In: Oscon's Halt Foe  
 grand sorcerer Grand Sorcerer - -

Passives:
Grand Sorcerer: Gain 1 Spell Point whenever an enemy gains a Spell Point.

Intelligence +3

Sorcerers deal in illusions and tricks of the mind. They excel at invading the minds of the enemy and implanting thoughtsthat foil well well laid plans. They're able to infiltrate your thoughts and break your concentration with Mind Jabs and summon terrifying illusions. Grand Sorcerers are so tapped into the thoughts of their opponents they can symphathetically gain spell points when their opponents do.
 placeholder Psychic Backlash - -

Passives:
Psychic Backlash: Upon taking Mental damage while channeling, deal 0 mental damage back to the attacker.

-
 conjuror novice Conjuror: Novice - Dragon's Breath Grants Mastery In: Dragon Breath -
 conjuror journeyman Conjuror: Journeyman - - Strength +2 -
 conjuror master Conjuror: Master - Warstrike Grants Mastery In: Warstrike -
 grand conjuror Grand Conjuror - -

Passives:
Grand Conjuror: Enemies hit by your spells gain a Conjuror's Mark until the end of your turn. The next attack they're stuck by detonates this mark for 0 Physical Damage.

Strength +4

Grand Conjurors coalesce the elemental forces around them and focus them into a weapon of destruction . They excel at dealing massive damage against groups of enemies with sweeping Dragon's Breaths, rapid-fire Arcane Bolts, and arcing Warstrikes. Grand Conjurors are capable of leaving unstable Conjuror's Marks on their targets that explode from the slightest disturbance, amplifying their area damage.
 archmage Archmage  - Spectre Touch, Mangar's Mallet, Summon Herb

 Passives:
Arch Mage: Deal +1 damage for each Spell Point you possess when attacking with spells.

Grants Mastery In: Spectre Touch, Mangar's Mallet, Summon Herb

Strength +4

All Practitioners strive their entire lives to reach the ranks of the Arch Mages. Only the most studied and dedicated of Practitioners are able to reach this hallowed status of magical practice. By mastering at least 3 of the four magical schools they can unlock the secrets of the universe and wield the most powerful spells in existence.
 wizard novice Wizard: Novice - Gate Grants Master In: Gate -
 wizard journeyman Wizard: Journeyman  - - Constitution +3 -
 wizard master Wizard: Master - Prime Summoning Grants Mastery In: Prime Summoning -
 grand summoner Grand Summoner - -

Passives:
Grand Summoner: Summoned beings have +4 Armor

Constitution: +6

Wizards bargain with the damned realm of Melefia for assistance of demons. They're able to summon shadowy wraiths, summon spirits to occupy the bodies of the dead, and the greatest wizards among us, known as Grand Summoners, can call upon the power of the mighty and mysterious Herb.
magician novice Magician: Novice Feathered Charm - Training In: Feathered Charm -
 magician journeyman Magician: Journeyman - - Spell Points +1 -
 magician master Magician: Master - -

Intelligence +1

Strength +2

-
 grand magician Grand Magician - Vorpal Plating Spell Points +2 Magicians study the art of enchantment. They import magical properties onto inanimate objects. This can be used capriciously or helpfully. They can remove the gravity from your pants and make you float away, charge the air in front of you with blinding light, or inbue your weapon with magical properties. Its best to be on a magicians's good side.

Defense (Practitioner Skill Tree)

Image Name Training In Grants Mastery For Description Quotes
 placeholder Basic Defense (Practitioner Skill) Monk Robes -

Training In: Monk Robes

Constitution +6

 

Beginning Practitioners study magic in light, loose fitting clothing. Beginning practitioners are also usually broke, so they take to wearing discarded monk's robes. This skill is learned automatically and cannot be unlearned.

 placeholder Mana Robes: Novice Apprentice Robes -

Training In: Apprentice Robes

Mana Robes primarily focus on granting its user high focus and spell points stats. Its boots focus on making spells easier to cast.

 placeholder Mana Robes: Journeyman Priestly Vestments  

Trainning In: Priestly Vestments

Mana Robes primarily focus on granting its user high focus and spell point stats. Its boosts focus on making spells easier to cast.

 placeholder Mana Robes: Master Sorcerer's Robes  

Trainning In: Sorcerer's Robes

Mana Robes primarily focus on granting its user high focus and spell point stats. Its boosts focus on making spells easier to cast.

 placeholder Light Armor: Novice Leather Armor -

Trainning In: Leather Armor

Light Armor grants the least constitution but the most strength when compared to medium or heavy armor. Light Armor is also the only armor that grants spell points at higher levels. Light armor wielders can more nimbly around the battlefield thanks to their boots.

 placeholder Light Armor: Journeyman Reinforced Leather Armor -

Trainning In: Reinforced Leather Armor

Light Armor grants the least constitution but the most strength when compared to medium or heavy armor. Light Armor is also the only armor that grants spell points at higher levels. Light armor wielders can more nimbly around the battlefield thanks to their boots.

 placeholder Light Armor: Master Elven Armor -

Trainning In: Elven Armor

Light Armor grants the least constitution but the most strength when compared to medium or heavy armor. Light Armor is also the only armor that grants spell points at higher levels. Light armor wielders can more nimbly around the battlefield thanks to their boots.

 placeholder Power Robes: Novice Conjuror Robes - Trainning In: Conjuror Robes Power Robes focus on increasing its user's strength above all else. Its boots are primarily aimed at increasing the damage output of yourself and your allies as you move.
 placeholder Power Robes: Journeyman Cultist Robes - Trainning In: Cultist Robes Power Robes focus on increasing its user's strength above all else. Its boots are primarily aimed at increasing the damage output of yourself and your allies as you move.
 placeholder Power Robes: Master Archmage Robes - Trainning In: Archmage Robes Power Robes focus on increasing its user's strength above all else. Its boots are primarily aimed at increasing the damage output of yourself and your allies as you move.
 placeholder Constitution 1 - - - Constitution +2
 placeholder Constitution 2 - - - Constitution +3
 placeholder Constitution 3 - - - Constitution +4
 placeholder Constitution 4 - - - Constitution +5

 

Meditation (Practitioner Skill Tree)

 

Image Name Training In Grants Mastery For Description Quotes
 arcane_attunement Arcane Attunement - -

Passives:
Inner Power: Generate +1 Spell Point at the end of each turn

Spell Point +2

Intelligence +1

 

To be a Practitioner you must have at least some natural gifts to harness magic. This skills i learned automatically and cannot be unlearned.

 meditate Meditate - Meditate

Grants Mastery In: Meditate

-

 battle_mage Battle Mage - -

Passive:
BattleMage: Start with 1 Spell Point at the start of combat.

-

 placeholder Quick Thinking - -

Passive:
Quick Thinking Meditate: -1 Channel duration, +1 cooldown

-

 placeholder Mindful - -

Passive:
Mindful: Meditate: Gain +1 Spell Point when meditating.

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 harmonic_shielding Harmonic Shielding - -

Passive:
Harmonic Shielding: While Meditating gain 3 Armor

-

 placeholder Readied Mind - -

Passive:
Readied Mind: Start with 1 Spell Point at the start of combat

-

 placeholder Power Overflowing - -

Passive:
Power Overflowing: Generate +1 Spell Point at the end of each turn.

-

 placeholder Inner Peace - -

Passive:
Inner Peace: Gain twice as many Spell Points from Meditate. +1 Channel duration

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 spell_points_1 Spell Points 1 - -

Spell Points +1

-

 placeholder Spell Points 2 - -

Spell Points +1

-

 intelligence_1 Intelligence 1 - -

Intelligence +2

-

 placeholder Intelligence 2 - -

Intelligence +2

-

 placeholder Intelligence 3 - - Intelligence +3  
 placeholder Intelligence 4 - - Intelligence +3 -

Bladecasting (Practitioner Skill Tree)

 

Image Name Training In Grants Mastery For Description Quotes
 dagger_novice Dagger: Novice - Slinking Assault

 

Grants Mastery In: Slinking Assault

 

-

 placeholder Dagger: Jouneyman - -

Strength +1

-

 placeholder Blood Pact - -

Passives:
Blood Pact: 30% chance to gain +1 Spell Point when attacking with a dagger.

-

 placeholder Spell Blade - -

Passives:
Spell Blade: Deal +1 damage for each Spell Point you posses when attacking with a dagger

-

 placeholder Blade Caster - -

Passives:
Dual Wield: You may equip one-handed weapons in your off-hand.

-

 placeholder Dagger: Master - Blood for Blood

Grants Mastery in: Blood for Blood

=

 strength_1 Strength 1 - -

Strength +1

-

 placeholder Strength 2 - - Strength +1 -
 placeholder Strength 3 - - Strength +2 -
 placeholder Strength 4 - - Strength +2 -
 placeholder Strength 5 - - Strength +2 -

Crafting (Practitioner Skill Tree)

 

Image Name Trainning In Grants Mastery In: Description  Quote
 science Science

 

-

-

Crafting Recipes: Draught of PowerElixir of FocusTonic of Armor  -
 placeholder Alchemic Enthusiast

-

-

Passives:
Greater Tolerance: All potions are 30% more effective on this adventurer.
-
master_chemist Master Chemist

 

-

-

 -Crafting Recipes: Greater Healing PotionGreater Draught of PowerGreater Elixir of FocusGreater Tonic of Armor  Master Chemists have trained extensively to transmute even the most humble herb or iniquitons secretion into a potent elixir. They can heal mortal wounds in mere moments, make your skin as hard as stone, give you the strength of ten men, or import complete mental clarity. Any party would be lucky to have a chemist in its ranks.
pyrosmith Pyrosmith

-

-

Crafting Recipes: Fairy Powder Bomb -
master_pyrosmith Master Pyrosmith

-

-

Crafting Recipes: Dragonsbile Bomb Master Pyrosmiths are usually chemists that lost their way and decided to use their powers for evil. They concoct potent weapons of war that rival even magical practitioners. They create bombs that can scorch or dismember entire group of enemies with a single blast.
craftsman Craftsman

-

-

- -
master_craftsman Master Craftsman - - Crafting Recipe: Caltrops Master Craftsman build tools of war for their party. They can construct deployable barricades that can defend weaker party members or create sacks of caltrops that turn the battlefield into a minefield for your enemies.

 

Fighter Skill Trees

Attack (Fighter Skill Tree)

Image Name Training In Grants Mastery For Description Quotes
basic_combat Basic Combat - Chop

Grants Mastery In: Chop

Strength +4

All fighters worth their salt know how to wield an axe in combat. This skills is learned automatically and cannot be unlearned.

strength_1 Strength 1 - -

 

Strength +1

-

 placeholder Strength 2 - -

Strength +1

-
 placeholder Strength 3 - - Strength +1 -
 placeholder Strength 4 - - Strength +1 -
great_sword_novice_1 Great Swords: Novice 1 - Sundering Smash Grants Master In: Sundering Smash -
 grea_swords_novice_2 Great Swords: Novice 2 - Sweeping Slash Grants Mastery In: Sweeping Slash -
 great_sword_journeyman Great Swords: Journeyman - - Strength +1 -
 great_sword_master_1 Great Swords: Master 1 - All or Nothing Grants Mastery In: All or Nothing -
 great_sword_master_2 Great Swords: Master 2 - Last Breath Grants Mastery In: Last Breath -
vanguard Vanguard - - Passives:
Vanguard: You can wield Great Weapons using only their main-hand, forgoing the great weapons 2nd ability 
Vanguards fly into the fray with no regard for their own safety, driven by a legendary blood lust. They forgo the safety of a shield, versatility of a bow, or honor of a banner so they may carry massive and powerful two-handed great swords into battle. The greatest of vanguards rise to such feats of strength they're able to wield great swords single-handedly.
 swordsman_novice Swordsman: Novice - Storm of Blades Grants Mastery In: Storm of Blades -
 axeman_novice Axeman: Novice - Lumbering Strike Grants Mastery In: Lumbering Strike -
 bludgeon_novice Bludgeon: Novice - Head Knocker Grants Mastery In: Head Knocker -
 1_handed_weapons_journeyman 1-Handed Weapons: Journeyman - - Strength +1 -
 swordsman_master Swordsman: Master - Passing Slash Grants Mastery In: Passing Slash -
 axe_master Axe: Master - Eviscerating Gash Grants Mastery In: Eviscerating Gash -
 bludgeon_master Bludgeon: Master - Foe Dropper Grants Mastery In: Foe Dropper -
 veteran Veteran - - Passives:
Veteran: Your inner strength gives your power. Deal +2 true damage for every spell points you posses.
Veterans have gone to war and returned, changed by the experience. They've mastered one or more one-handed weapons and are able to channel inner power into every strike, allowing them to cut through even the thickest of armor as though it were paper.
 placeholder Critical Hit: Swords - - Passives:
Critical Hit-Swords: Sword abilities (Storm of Blades, Passing Slash, Sundering Smash, Sweeping Slash, All or Nothing, Last Breath) have a 20% chance to reset their cooldowns.
-
 placeholder Flurry of Blows - - Passives:
Flurry: 20% increased Critical chance with Sword abilities
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 placeholder Tireless - - Passives:
Tireless: Critical hits with Sword abilities a 50% chance to restore 1 Oppurtunity
-
 placeholder Critical Hit: Axes - - Passives: 
Critical Hit- Axes: Axe abilities ( Chop, Lumbering Strike, Evisorating Gash) have a 30% chance to cause the target to bleed
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 placeholder Blood Hunter - - Passives:
Blood Hunter: 20% increased Critical chance with Axe abilities.
-
 placeholder Eviscerate - - Passives:
Eviscerate: Critical hits with Axe abilities add an additional stack of Bleed.
-
 placeholder Critical Hit: Bludgeons - - Passives:
Critical Hit- Bludgeons: Bludgeon abilities (Head Knocker, Foe Dropper) have a 10% chance to knock the target down
-
 placeholder Heaving Blow - - Passives:
Heaving Blow: 15% increased Critical chance with Bludgeon abilities.
-
 placeholder Shockwave - - Passives:
Shockwave: Critical hits with Bludgeon abilities will also knock down combatants behind the target.
-
 placeholder Archer: Novice - Loose Arrow Grants Mastery In: Loose Arrow -
 placeholder Archer: Journeyman - - Strength +1 -
 placeholder Archer: Master - Rain of Arrows Grants Mastery In: Rain of Arrows -

Defense (Fighter Skill Tree)

 

Image Name Training In Grants Mastery For Description Quote
basic_combat  Basic Defense (Fighter Skill) Padded Baedish Garb -

Training In: Padded Baedish Garb

Constitution +7

A Fighter can't run into battle naked, can they? Well, they can but they all also know how to ware simple padded. This skill is learned automatically and cannot be unlearned.

 light_armor_novice1 Light Armor: Novice Leather Armor -

Training in: Leather Armor

Light armor grants the least constitution but the most strength when compared to medium or heavy armor. Light armor is also the only armor that grants spell points at higher levels. Light armor wielders can move nimbly around the battlefield thanks to their boots.

light_armor_journeyman Light Armor: Journeyman Reinforced Leather Armor -

Training In: Reinforced Leather Armor

Light armor provides the least constitution but the most strength when compared to medium or heavy armor. Light armor is also the only armor that grants spell points at higher levels. Light armor wielders can move nimbly around the battlefield thanks to their boots.

 placeholder Light Armor: Master Elven Armor -

Training In: Elven Armor

Light armor provides the least constitution but the most strength when compared to medium or heavy armor. Light armor is also the only armor that grants spell points at higher levels. Light armor wielders can move nimbly around the battlefield thanks to their boots.
 placeholder Shield: Novice - Deflect Grants Mastery In: Deflect -
 placeholder Shield: Journeyman - - Armor Class +1 -
 placeholder Shield: Master - Shield Wall Grants Mastery In: Shield Wall -
 placeholder Critical Block: Shields - - Passives:
Critical Block- Shields: Critical: 10% chance to completely block Physical attack
-
 placeholder Shield Bash - - Passives:
Shield Bash: Successfully blocking a Physical melee attack with a shield Stuns the attacker
-
 placeholder Quick Reflexes - - Passives:
Quick Reflexes: 10% increased Critical chance with Shields
-
 placeholder Armor - - Armor Class +1 -
medium_armor_novice Medium Armor: Novice Chainmail Armor - Training In: Chainmail Armor Medium Armor grants the highest constitution bonuses out of all the armor types. Their boots are mainly focused on defending yourself or allies as you move.
 placeholder Medium Armor: Journeyman Berserker's Battlegrab - Training In: Berserker's Battlegrab Medium Armor grants the highest constitution bonuses out of all the armor types. Their boots are mainly focused on defending yourself or allies as you move.
 placeholder Medium Armor: Master Officer's Mail Armor - Training In: Officer's Mail Armor Medium Armor grants the highest constitution bonuses out of all the armor types. Their boots are mainly focused on defending yourself or allies as you move.
 heavy_armor_novice Heavy Armor: Novice Baedish Plate Armor - Trainning In: Baedish Plate Armor Heavy Armor is unique in that it's the only armor type that increases your Armor stat. While it grants less total constitution than medium armor, its Armor stat makes it the best at absorbing physical attacks.
 heavy_armor_journeyman Heavy Armor: Journeyman Full Plate Armor - Trainning In: Full Plate Armor Heavy Armor is unique in that it's the only armor type that increases your Armor stat. While it grants less total constitution than medium armor, its Armor stat makes it the best at absorbing physical attacks.
 guardian Guardian Ancestral Plate Armor -

Passives:
Guardian: Take 50% of Physical damage directed at adjacent allies

Trainning In: Ancestral Plate Armor

Constitution +6

Armor Class +1

Guardian is a title reserved for only the most stalwar defender. Guardians consider the wellbeing of their party as their personal responsibility. They use their heavy armor to shrug off blows that would be lethal to their comrades. Guardians will even step in the way of enemy attacks, absorbing damage from their nearby allies.
 placeholder Constitution 1 - -

Constitution +2

-
 placeholder Constitution 2 - - Constitution +3 -
 placeholder Constitution 3 - - Constitution +4 -
 placeholder Constitution 4 - - Constitution +5 -
 placeholder Constitution 5 - - Constitution +6 -

 

Command (Fighter Skill Tree)

Image Name Training In Grants Mastery For Description Quote
 sense_of_purpose Sense of Purpose - Taunt

Grant Mastery In: Taunt

Intelligence +1

This skill learned automatically and cannot be unlearned.

 code_of_honor Code of Honor Battle Standard -

Training In: Battle Standard

-

 loyalty_to_the_cause Loyalty to the Cause - -

Passives:
Duty After Death: The first lethal blow suffered in combat only reduces the fighter's Health to 1

-

 code_of_chivalry Code of Chivalry - -

Praise:
Honor Strike: Deal +25% damage vs. targets that are fixated on you.

-

 gladiator_school Gladiator School - -

Strength +2

-

 biting_insult Biting Insult - -

Passives:
Biting Taunt: While an enemy is taunted, they lose half their Armor

-

 champion Champion - Dueling Stance

Grant Mastery: Dueling Stance

Constitution +4

Strength +1

Champions fight for glory and excel at the art of the duel. They're able to Taunt their opponents into lowering their defenses. True champions are so adept at dueling they're able to study an enemy's movements and predict opening in their defenses while they attack, slipping in counter- attacks even as they're being struck.

 officer_trainning Officer's Trainning - -

Constitution +4

Intelligence +2

-

 drill_master Drill Master War Horn -

Trainning In: War Horn

-

 commander Commander - -

Passives:
Commander: +1 Oppurtunity 

Constitution +4

Commanders can whip any rag-tag band of adventures into a well-trained tear machine. Through the use of banners, tear horns, and their own innate tactical prowess Commanders are able to provide powerful group buffs.q

 placeholder Forged by War - -

Passives:
Iron Will: While focusing . Gain 2 Armor

-

 placeholder Spell Points 1 (Fighter Skill) - -

Spell Points +2

Not sure why a fighter would want spell points , but far be it for me to judge.

 placeholder Intelligence 1 - -

Intelligence +2

-

 placeholder Intelligence 2 - -

Intelligence +2

-

 placeholder Intelligence 3 - -

Intelligence +3

-

Crafting (Fighter Skill Tree)

 

Image Name Trainning In Grants Mastery In: Description  Quote
 science Science

 

-

-

Crafting Recipes: Draught of PowerElixir of FocusTonic of Armor  -
placeholder Alchemic Enthusiast

-

-

Passives:
Greater Tolerance: All potions are 30% more effective on this adventurer.
-
master_chemist Master Chemist

 

-

-

 -Crafting Recipes: Greater Healing PotionGreater Draught of PowerGreater Elixir of FocusGreater Tonic of Armor  Master Chemists have trained extensively to transmute even the most humble herb or iniquitons secretion into a potent elixir. They can heal mortal wounds in mere moments, make your skin as hard as stone, give you the strength of ten men, or import complete mental clarity. Any party would be lucky to have a chemist in its ranks.
pyrosmith Pyrosmith

-

-

Crafting Recipes: Fairy Powder Bomb -
master_pyrosmith Master Pyrosmith

-

-

Crafting Recipes: Dragonsbile Bomb Master Pyrosmiths are usually chemists that lost their way and decided to use their powers for evil. They concoct potent weapons of war that rival even magical practitioners. They create bombs that can scorch or dismember entire group of enemies with a single blast.
craftsman Craftsman

-

-

- -
master_craftsman Master Craftsman - - Crafting Recipe: Caltrops Master Craftsman build tools of war for their party. They can construct deployable barricades that can defend weaker party members or create sacks of caltrops that turn the battlefield into a minefield for your enemies.

 

Rogue Skill Trees

Attack (Rogue Skill Tree)

 

Image Name Training In Grants Mastery In Description Quote
  strength_1 Strength 1 - -

 

Strength +1

-

 placeholder Strength 2 - -

Strength +1

-

 placeholder Strength 3 - - Strength +2  
 placeholder Strength 4 - - Strength +2 -
 placeholder Murderer - - Passives:
Dual Wield: You May equip one-handed weapons in your off hand.
-
 basic_combat Basic Combat (Rogue ability) - Shiv

Grants Mastery In: Shiv

Strength +5

You don't become a rogue without knowing how to conceal a shiv and deliver a good shanking. This skill is learned automatically and cannot be unlearned.
 sniper_novice Sniper: Novice - Loose Arrow

Grants Mastery In: Loose Arrow

-
 sniper_journeyman Sniper: Journeyman - -

Strength +1

-
 sniper_master Sniper: Master - Rain of Arrows

Grant Mastery In: Rain of Arrows

-
 assassin Assassin - -

Passives:
Assassin: Deal +8% damage for each enemy on the battlefield

Strength +3

Assassins revel the thrill of the hunt. They seek out the most challenging prey and take it down with vicious efficiency. By employing all manner of bows,blades, and poisons they're able to land brutal killing blows on even the hardest to reach enemies. True Assassins are invigorated by a challenge and excel at taking out well protected, high-priority targets.
 killer Killer - Razor Strop

Grants Mastery In: Razor Strop

-
 scrapper_novice Scrapper: Novice - Slinking Assault

Grants Mastery In: Slinking Assault

-
 scrapper_journeyman Scrapper: Journeyman - -

Strength +1

-
 scrapper_master Scrapper: Master - Blood for Blood

Grants Mastery In: Blood for Blood

-
 reckless Reckless - All Out Assault

Grants Mastery In: All Out Assault

-
 hitman Hitman Deathcap Poison -

Crafting Recipes: Deathcap Poision

Training In: Deathcap Poison

-
 dirty_fighter Dirty Fighter  -  -

 Passive:
Counter Attacker: Upon taking melee damage, you strike back at the attacker for 0 damage

When fighting for your life you must fight to win. There's no room for chivalry or ethics when in a fight to the death. Dirty Fighters understand this and will use any oppurtunity to land a blow in combat. The dirtiest of fighters will use every oppurtinity to sneak in a stab or two, even while being stabbed themselves.
 swordsman_novice Swordsman: Novice  - Storm of Blades Grants Mastery In: Storm of Blades  -
 swordsman_master Swordsman: Master  -  Passing Slash Grants Mastery In: Passing Slash  -
 placeholder Critical Hit: Bows & Daggers - - Passives:
Criitcal Hit- Daggers & Bows: Critical: Dagger and Bow abilities (Loose Arrow, Rain of Arrows, Shiv. Slinking Assault, Blood for Blood) have 10% chance to deal 50% additional damage.
-
 placeholder Barbed Edges - - Passives:
Barbed Edges: Critical hits with Dagger and Bow abilities deal 25% more damage
-
 placeholder Precise Targeting - - Passives:
Precise Targeting: 20% increaesed Critical chance with dagger and Bow abilities.
-
 placeholder Tireless - - Passives:
Tireless: Critical hits with Sword abilities have a 50% chance to restore 1 Opportunity
-
 placeholder Cornered Rat - - Passives:
Cornered Rat: 10% increased Critical chance for each dead ally
-
 placeholder Critical Hit: Swords - - Passives:
Critical Hit-Swords: Sword abilities (Storm of Blades, Passing Slash, Sundering Smash, Sweeping Slash, All or Nothing, Last Breath) have a 20% chance to reset their cooldowns.
-
 placeholder Flurry of Blows - - Passives:
Flurry: 20% increased Critical chance with Sword abilities
-

Defense (Rogue Skill Tree)

 

Image Name Training In Grants Mastery In Description Quote
 basic_combat Basic Defense (Rogue) Padded Baedish Garb -

 Training In: Padded Baedish Garb

Constitution +6

-

 light_armor_novice1 Light Armor: Novice Leather Armor -

Training in: Leather Armor

Light armor grants the least constitution but the most strength when compared to medium or heavy armor. Light armor is also the only armor that grants spell points at higher levels. Light armor wielders can move nimbly around the battlefield thanks to their boots.

light_armor_journeyman Light Armor: Journeyman Reinforced Leather Armor -

Training In: Reinforced Leather Armor

Light armor provides the least constitution but the most strength when compared to medium or heavy armor. Light armor is also the only armor that grants spell points at higher levels. Light armor wielders can move nimbly around the battlefield thanks to their boots.

 placeholder Misdirection Straw Man -

Training In: Straw Man

-

 light_armor_master Light Armor: Master (Rogue) Elven Armor -

Training In: Elven Armor

Light armor provides the least constitution but the most strength when compared to medium or heavy armor. Light armor is also the only armor that grants spell points at higher levels. Light armor wielders can move nimbly around the battlefield thanks to their boots.

 shadow Shadow Shadow Power Bomb -

Crafting Recipes: Shadow Power Bomb

Training In: Shadow Power Bomb

Rogues who practice their stealth techniques eventually become one with the shadows. They can be nowhere and everywhere at once. They have a 1000 faces and are yet un-recognisable.

 placeholder Medium Armor: Novice Chainmail Armor -

Training In: Chainmail Armor

Medium Armor grants the highest constitution bonuses out of all the armor types. Their boots are mainly focused on defending yourself or allies as you move.

 placeholder Medium Armor: Journeyman Berserker's Battlegarb -

Trainning In: Berserker's Battlegarb

Medium Armor grants the highest constitution bonuses out of all the armor types. Their boots are mainly focused on defending yourself or allies as you move.

 placeholder Medium Armor: Master Officer's Mail Armor -

Trainning In: Officer's Mail Armor

Medium Armor grants the highest constitution bonuses out of all the armor types. Their boots are mainly focused on defending yourself or allies as you move.

 placeholder Many Faced Disguise Kit -

Crafting Recipe: Disguise Kit

Crafting Recipe: Disguise Kit

-

 placeholder Constitution 1 - -

Constitution +2

-

 placeholder Constitution 2 - -

Constitution +3

-

 placeholder Constitution 3 - -

Constitution+4

-
 placeholder Constitution 4 - -

Constitution+5

-

Subterfuge (Rogue Skill Tree)

 

Image Name Training In Grants Mastery In Description Quote
 sneak Sneak - Hide in Shadows

Grant Mastery In: Hide in Shadows

Intelligence +1

What separates a Rogue from a common street thug is subtlety. This skill is learned automatically and cannot be unlearned.

 spy Spy Paranoia Poison -

Crafting Recipes: Paranoia Poison

Training In: Paranoia Poison

-

 placeholder Pirate - -

Passives:
Gold Sense: The rogue speaks up when they feel that they're near chest, even if it's hidden

-
 placeholder Cavity Search - -

Passives:
Cavity Search: 25% chance on killing an enemy to find bonus Gold Skeatt

You're  the only one willing to check...
 placeholder Enthusiastic Digger - -

Passives:
Enthusiastic Digger: Cavity Search has a 50% chance to activate

-
 placeholder Trap Runner - -

Passives:
Trap Sense: Reduce damage taken from traps by 50%

-
 thug Thug - Coldcock

Grants Mastery In: Coldcock

-
 infiltrator Infiltrator - -

Passive:
Infiltrator: The Rogue's Party start stealthed

Constitution +2

Strength +1

 Infiltrators use their skills in espionage to disrupt the plans of their enemies. Through the use of toxins and non-lethal weapons they can cause more damage to an enemy party's plan than even the most well aimed arrow. Master infiltrators can even help their entire party stealthily enter combat.
 placeholder Feather Foot - -

Passives:
Light Footed: Traps don't trigger while your party is stealthed

-
 burglar Burglar  -  -

Crafting Recipes: Lockpick

Training In: Lockpick

 -
 safe_cracker Safe Cracker Master Lockpick -

Crafting Recipes: Master Lockpick

Training In: Master Lockpick

-
 master_thief Master Thief - -

Constitution +2

Strength +1

Rogues aren't motivated by glory, honor, or pride. All Rogues are driven by a lust for gold and the wordly comforts it can buy. A Master Thief can crack any safe, pick any lock, and fleece even the most attentive shop keep
 placeholder Intelligence 1 - - Intelligence +2  -
 placeholder Intelligence 2  -  - Intelligence +2 -
 placeholder Intelligence 3  -  - Intelligence +3 -

Crafting (Rogue Skill Tree)

Image Name Trainning In Grants Mastery In: Description  Quote
 science Science

 

-

-

Crafting Recipes: Draught of PowerElixir of FocusTonic of Armor  -
 placeholder Alchemic Enthusiast

-

-

Passives:
Greater Tolerance: All potions are 30% more effective on this adventurer.
-
master_chemist Master Chemist

 

-

-

 -Crafting Recipes: Greater Healing PotionGreater Draught of PowerGreater Elixir of FocusGreater Tonic of Armor  Master Chemists have trained extensively to transmute even the most humble herb or iniquitons secretion into a potent elixir. They can heal mortal wounds in mere moments, make your skin as hard as stone, give you the strength of ten men, or import complete mental clarity. Any party would be lucky to have a chemist in its ranks.
pyrosmith Pyrosmith

-

-

Crafting Recipes: Fairy Powder Bomb -
master_pyrosmith Master Pyrosmith

-

-

Crafting Recipes: Dragonsbile Bomb Master Pyrosmiths are usually chemists that lost their way and decided to use their powers for evil. They concoct potent weapons of war that rival even magical practitioners. They create bombs that can scorch or dismember entire group of enemies with a single blast.
craftsman Craftsman

-

-

- -
master_craftsman Master Craftsman - - Crafting Recipe: Caltrops Master Craftsman build tools of war for their party. They can construct deployable barricades that can defend weaker party members or create sacks of caltrops that turn the battlefield into a minefield for your enemies.

 




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