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 16 points in the 2nd tier. 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 |
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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. |
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Spell Points 1 | - | - | Spell Points +1 | - |
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Spell Points 2 | - | - | Spell Points +1 | - |
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Warchanter: Novice | - | Kael's Rudiment | Grants mastery In: Kael's Rudiment |
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Warchanter: Journeyman | - | - | Constitution +2 |
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Warchanter: Master | - | The Archer's Beat | Grant Mastery in: The Archer's Beat |
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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 | - | Wayland's Watch | Grants Mastery In: Wayland's Watch |
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Troubadour: Journeyman | - | - | Intelligence +1 | - |
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Troubador: Master | - | Song of Compulsory Cavorting | Grants Mastery In: Song of Compulsory Cavorting | - |
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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 |
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Rabble-Rouser: Novice | - | Rhyme of Duotine | Graints Master In: Rhyme of Duotine | - |
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Rabble-Rouser: Journeyman | - | - | Strength +1 | - |
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Rabble-Rouser: Master | - | Falkentyne's Fury | Graints Master In: Falkentyne's Fury | - |
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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. |
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Minstrel: Novice | - | Spellsong | Grants Mastery In: Spellsong | - |
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Minstrel: Journeyman | - | - | Spell Points +1 | - |
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Minstrel: Master | - | Lyric of Legends | Grants Mastery In: Lyric of Legends | - |
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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. |
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Intelligence 1 | - | - | Intelligence +2 | - |
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Intelligence 2 | - | - | Intelligence +2 | - |
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Intelligence 3 | - | - | Intelligence +3 | - |
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Intelligence 4 | - | - | Intelligence +3 | - |
Attack (Bard Skill Tree)
Image | Name | Training In | Grants Mastery For | Description | Quote |
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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 |
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Strength 1 | - | - | Strength +1 | - |
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Strength 2 | - | - | Strength +1 | - |
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Strength 3 | - | - | Strength +2 | - |
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Strength 4 | - | - | Strength +2 | - |
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Juggler | - | - | Passives: Dual Wield: You may equip one-handed weapons in your off-hand. |
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Swordsman: Novice | - | Storm of Blades | Grants Mastery In: Storm of Blades | - |
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Bludgeon: Novice | - | Head Knocker | Grants Mastery In: Head Knocker | - |
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Axeman: Novice | - | Lumbering Strike | Grants Mastery In: Lumbering Strike | - |
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1-Handed Weapons: Journeyman | - | - | Strength +1 | - |
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Swordsman: Master | - | Passing Slash | Grants Mastery In: Passing Slash | - |
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Axe: Master | - | Eviscerating Gash | Grants Mastery In: Eviscerating Gash | - |
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Bludgeon: Master | - | Foe Dropper | Grants Mastery In: Foe Dropper | - |
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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. |
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Tireless | - | - | Passives: Tireless: Critical hits with Sword abilities a 50% chance to restore 1 Oppurtunity |
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Flurry of Blows | - | - | Passives: Flurry: 20% increased Critical chance with Sword abilities |
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Blood Hunter | - | - | Passives: Blood Hunter: 20% increased Critical chance with Axe abilities. |
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Eviscerate | - | - | Passives: Eviscerate: Critical hits with Axe abilities add an additional stack of Bleed. |
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Shockwave | - | - | Passives: Shockwave: Critical hits with Bludgeon abilities will also knock down combatants behind the target. |
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Heaving Blow | - | - | Passives: Heaving Blow: 15% increased Critical chance with Bludgeon abilities. |
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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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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 |
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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. |
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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. |
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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. |
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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. |
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Tumbler | Jester's Shoes | - | - | Training In: Jester's Shoes | - |
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Jester | Jester's Cap | - | - | Training In: Jester's Cap | - |
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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. |
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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. |
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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. |
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Constitution 1 | - | - | - | Constitution +2 |
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Constitution 2 | - | - | - | Constitution +3 | - |
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Constitution 3 | - | - | - | Constitution +4 | - |
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Constitution 4 | - | - | - | Constitution +5 | - |
Brewing (Bard Skill Tree)
Image | Name | Training In | Grants Mastery For: | Description | Quote |
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Science | - | - |
Crafting Recipes: Draught of Power, Elixir of Focus, Tonic of Armor | - |
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Pyrosmith | - |
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Crafting Recipes: Fairy Powder Bomb | - |
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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. |
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Alchemic Enthusiast | - | - | Passives: Greater Tolerance: All potions are 30% more effective on this adventurer. |
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Master Chemist | - |
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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. |
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Wine Pairing | - |
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Passive: Wine Pairing Food heals your party twice as much. |
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Craftsman | - |
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Master Craftsman | - |
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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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Battle Brewer | - |
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Crafting Recipes: Elven Wine | - |
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Mean Drunk | - |
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Passive: Mean Drunk: After Chugging, throw your mug, dealing 0 Physical damage. |
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Town Drunk | - |
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Crafting Recipe: Dwarven Stout | - |
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Brew Master | - |
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Intelligence +1 Strength +2 Passives: 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. |
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Victory Shot | - |
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Passives: |
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Non-Alcoholic | - |
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Passives: |
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Quick to Celebrate | - |
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Passives: |
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Practitioner Skill Trees
Spellcraft (Practictioner Skill Tree)
Image | Name | Training In | Grants Mastery For | Description | Quotes |
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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. |
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Soul Leech | - | - | Passives: Soul Leech: Critical: Attacks with Spells have a 20% chance to restore 1 Spell Point to the Caster. |
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Greater Soul Leech | - | - | Passives: Greater Leech: 10% increased Critical chance with Spells. |
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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 |
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Sorcerer: Novice | - | Magnar's Mind Jab | Grants Mastery In: Magnar's Mind Jab | - |
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Sorcerer: Journeyman | - | - | Intelligence +2 | - |
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Sorcerer: Master | - | Oscon's Halt Foe | Grants Mastery In: Oscon's Halt Foe | |
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Grand Sorcerer | - | - | Passives: 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. |
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Psychic Backlash | - | - | Passives: |
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Conjuror: Novice | - | Dragon's Breath | Grants Mastery In: Dragon Breath | - |
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Conjuror: Journeyman | - | - | Strength +2 | - |
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Conjuror: Master | - | Warstrike | Grants Mastery In: Warstrike | - |
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Grand Conjuror | - | - | Passives: 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. |
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Archmage | - | Spectre Touch, Mangar's Mallet, Summon Herb | Passives: 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. |
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Wizard: Novice | - | Gate | Grants Master In: Gate | - |
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Wizard: Journeyman | - | - | Constitution +3 | - |
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Wizard: Master | - | Prime Summoning | Grants Mastery In: Prime Summoning | - |
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Grand Summoner | - | - | Passives: 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. |
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Magician: Novice | Feathered Charm | - | Training In: Feathered Charm | - |
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Magician: Journeyman | - | - | Spell Points +1 | - |
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Magician: Master | - | - | Intelligence +1 Strength +2 |
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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 |
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Basic Defense (Practitioner Skill) | Monk Robes | - | Training In: Monk Robes Constitution +6
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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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. |
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Constitution 1 | - | - | - | Constitution +2 |
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Constitution 2 | - | - | - | Constitution +3 |
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Constitution 3 | - | - | - | Constitution +4 |
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Constitution 4 | - | - | - | Constitution +5 |
Meditation (Practitioner Skill Tree)
Image | Name | Training In | Grants Mastery For | Description | Quotes |
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Arcane Attunement | - | - | Passives: Spell Point +2 Intelligence +1
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To be a Practitioner you must have at least some natural gifts to harness magic. This skills i learned automatically and cannot be unlearned. |
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Meditate | - | Meditate | Grants Mastery In: Meditate |
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Battle Mage | - | - | Passive: |
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Quick Thinking | - | - | Passive: |
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Mindful | - | - | Passive: |
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Harmonic Shielding | - | - | Passive: |
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Readied Mind | - | - | Passive: |
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Power Overflowing | - | - | Passive: |
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Inner Peace | - | - | Passive: |
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Spell Points 1 | - | - | Spell Points +1 |
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Spell Points 2 | - | - | Spell Points +1 |
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Intelligence 1 | - | - | Intelligence +2 |
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Intelligence 2 | - | - | Intelligence +2 |
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Intelligence 3 | - | - | Intelligence +3 | |
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Intelligence 4 | - | - | Intelligence +3 | - |
Bladecasting (Practitioner Skill Tree)
Image | Name | Training In | Grants Mastery For | Description | Quotes |
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Dagger: Novice | - | Slinking Assault | Grants Mastery In: Slinking Assault
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Dagger: Jouneyman | - | - | Strength +1 |
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Blood Pact | - | - | Passives: |
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Spell Blade | - | - | Passives: |
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Blade Caster | - | - | Passives: |
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Dagger: Master | - | Blood for Blood | Grants Mastery in: Blood for Blood |
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Strength 1 | - | - | Strength +1 |
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Strength 2 | - | - | Strength +1 | - |
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Strength 3 | - | - | Strength +2 | - |
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Strength 4 | - | - | Strength +2 | - |
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Strength 5 | - | - | Strength +2 | - |
Crafting (Practitioner Skill Tree)
Image | Name | Trainning In | Grants Mastery In: | Description | Quote |
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Science | - |
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Crafting Recipes: Draught of Power, Elixir of Focus, Tonic of Armor | - |
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Alchemic Enthusiast | - |
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Passives: Greater Tolerance: All potions are 30% more effective on this adventurer. |
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Master Chemist | - |
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-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. |
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Pyrosmith | - |
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Crafting Recipes: Fairy Powder Bomb | - |
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Master Pyrosmith | - |
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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. |
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Craftsman | - |
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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 |
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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. |
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Strength 1 | - | - | Strength +1 |
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Strength 2 | - | - | Strength +1 |
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Strength 3 | - | - | Strength +1 | - |
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Strength 4 | - | - | Strength +1 | - |
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Great Swords: Novice 1 | - | Sundering Smash | Grants Master In: Sundering Smash | - |
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Great Swords: Novice 2 | - | Sweeping Slash | Grants Mastery In: Sweeping Slash | - |
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Great Swords: Journeyman | - | - | Strength +1 | - |
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Great Swords: Master 1 | - | All or Nothing | Grants Mastery In: All or Nothing | - |
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Great Swords: Master 2 | - | Last Breath | Grants Mastery In: Last Breath | - |
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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. |
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Swordsman: Novice | - | Storm of Blades | Grants Mastery In: Storm of Blades | - |
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Axeman: Novice | - | Lumbering Strike | Grants Mastery In: Lumbering Strike | - |
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Bludgeon: Novice | - | Head Knocker | Grants Mastery In: Head Knocker | - |
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1-Handed Weapons: Journeyman | - | - | Strength +1 | - |
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Swordsman: Master | - | Passing Slash | Grants Mastery In: Passing Slash | - |
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Axe: Master | - | Eviscerating Gash | Grants Mastery In: Eviscerating Gash | - |
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Bludgeon: Master | - | Foe Dropper | Grants Mastery In: Foe Dropper | - |
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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. |
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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. |
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Flurry of Blows | - | - | Passives: Flurry: 20% increased Critical chance with Sword abilities |
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Tireless | - | - | Passives: Tireless: Critical hits with Sword abilities a 50% chance to restore 1 Oppurtunity |
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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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Blood Hunter | - | - | Passives: Blood Hunter: 20% increased Critical chance with Axe abilities. |
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Eviscerate | - | - | Passives: Eviscerate: Critical hits with Axe abilities add an additional stack of Bleed. |
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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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Heaving Blow | - | - | Passives: Heaving Blow: 15% increased Critical chance with Bludgeon abilities. |
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Shockwave | - | - | Passives: Shockwave: Critical hits with Bludgeon abilities will also knock down combatants behind the target. |
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Archer: Novice | - | Loose Arrow | Grants Mastery In: Loose Arrow | - |
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Archer: Journeyman | - | - | Strength +1 | - |
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Archer: Master | - | Rain of Arrows | Grants Mastery In: Rain of Arrows | - |
Defense (Fighter Skill Tree)
Image | Name | Training In | Grants Mastery For | Description | Quote |
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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. |
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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. |
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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. |
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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. |
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Shield: Novice | - | Deflect | Grants Mastery In: Deflect | - |
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Shield: Journeyman | - | - | Armor Class +1 | - |
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Shield: Master | - | Shield Wall | Grants Mastery In: Shield Wall | - |
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Critical Block: Shields | - | - | Passives: Critical Block- Shields: Critical: 10% chance to completely block Physical attack |
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Shield Bash | - | - | Passives: Shield Bash: Successfully blocking a Physical melee attack with a shield Stuns the attacker |
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Quick Reflexes | - | - | Passives: Quick Reflexes: 10% increased Critical chance with Shields |
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Armor | - | - | Armor Class +1 | - |
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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. |
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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. |
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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. |
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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. |
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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. |
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Guardian | Ancestral Plate Armor | - | Passives: 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. |
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Constitution 1 | - | - | Constitution +2 |
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Constitution 2 | - | - | Constitution +3 | - |
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Constitution 3 | - | - | Constitution +4 | - |
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Constitution 4 | - | - | Constitution +5 | - |
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Constitution 5 | - | - | Constitution +6 | - |
Command (Fighter Skill Tree)
Image | Name | Training In | Grants Mastery For | Description | Quote |
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Sense of Purpose | - | Taunt | Grant Mastery In: Taunt Intelligence +1 |
This skill learned automatically and cannot be unlearned. |
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Code of Honor | Battle Standard | - | Training In: Battle Standard |
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Loyalty to the Cause | - | - | Passives: |
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Code of Chivalry | - | - | Praise: |
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Gladiator School | - | - | Strength +2 |
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Biting Insult | - | - | Passives: |
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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. |
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Officer's Trainning | - | - | Constitution +4 Intelligence +2 |
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Drill Master | War Horn | - | Trainning In: War Horn |
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Commander | - | - | Passives: 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 |
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Forged by War | - | - | Passives: |
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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. |
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Intelligence 1 | - | - | Intelligence +2 |
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Intelligence 2 | - | - | Intelligence +2 |
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Intelligence 3 | - | - | Intelligence +3 |
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Crafting (Fighter Skill Tree)
Image | Name | Trainning In | Grants Mastery In: | Description | Quote |
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Science | - |
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Crafting Recipes: Draught of Power, Elixir of Focus, Tonic of Armor | - |
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Alchemic Enthusiast | - |
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Passives: Greater Tolerance: All potions are 30% more effective on this adventurer. |
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Master Chemist | - |
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-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. |
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Pyrosmith | - |
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Crafting Recipes: Fairy Powder Bomb | - |
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Master Pyrosmith | - |
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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. |
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Craftsman | - |
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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 |
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Strength 1 | - | - | Strength +1 |
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Strength 2 | - | - | Strength +1 |
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Strength 3 | - | - | Strength +2 | |
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Strength 4 | - | - | Strength +2 | - |
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Murderer | - | - | Passives: Dual Wield: You May equip one-handed weapons in your off hand. |
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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. |
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Sniper: Novice | - | Loose Arrow | Grants Mastery In: Loose Arrow |
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Sniper: Journeyman | - | - | Strength +1 |
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Sniper: Master | - | Rain of Arrows | Grant Mastery In: Rain of Arrows |
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Assassin | - | - | Passives: 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. |
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Killer | - | Razor Strop | Grants Mastery In: Razor Strop |
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Scrapper: Novice | - | Slinking Assault | Grants Mastery In: Slinking Assault |
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Scrapper: Journeyman | - | - | Strength +1 |
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Scrapper: Master | - | Blood for Blood | Grants Mastery In: Blood for Blood |
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Reckless | - | All Out Assault | Grants Mastery In: All Out Assault |
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Hitman | Deathcap Poison | - | Crafting Recipes: Deathcap Poision Training In: Deathcap Poison |
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Dirty Fighter | - | - | Passive: |
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. |
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Swordsman: Novice | - | Storm of Blades | Grants Mastery In: Storm of Blades | - |
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Swordsman: Master | - | Passing Slash | Grants Mastery In: Passing Slash | - |
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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. |
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Barbed Edges | - | - | Passives: Barbed Edges: Critical hits with Dagger and Bow abilities deal 25% more damage |
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Precise Targeting | - | - | Passives: Precise Targeting: 20% increaesed Critical chance with dagger and Bow abilities. |
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Tireless | - | - | Passives: Tireless: Critical hits with Sword abilities have a 50% chance to restore 1 Opportunity |
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Cornered Rat | - | - | Passives: Cornered Rat: 10% increased Critical chance for each dead ally |
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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. |
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Flurry of Blows | - | - | Passives: Flurry: 20% increased Critical chance with Sword abilities |
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Defense (Rogue Skill Tree)
Image | Name | Training In | Grants Mastery In | Description | Quote |
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Basic Defense (Rogue) | Padded Baedish Garb | - | Training In: Padded Baedish Garb Constitution +6 |
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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. |
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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. |
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Misdirection | Straw Man | - | Training In: Straw Man |
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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. |
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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. |
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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. |
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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. |
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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. |
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Many Faced | Disguise Kit | - | Crafting Recipe: Disguise Kit Crafting Recipe: Disguise Kit |
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Constitution 1 | - | - | Constitution +2 |
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Constitution 2 | - | - | Constitution +3 |
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Constitution 3 | - | - | - | |
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Constitution 4 | - | - | - |
Subterfuge (Rogue Skill Tree)
Image | Name | Training In | Grants Mastery In | Description | Quote |
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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. |
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Spy | Paranoia Poison | - | Crafting Recipes: Paranoia Poison Training In: Paranoia Poison |
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Pirate | - | - | Passives: |
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Cavity Search | - | - | Passives: |
You're the only one willing to check... |
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Enthusiastic Digger | - | - | Passives: |
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Trap Runner | - | - | Passives: |
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Thug | - | Coldcock | Grants Mastery In: Coldcock |
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Infiltrator | - | - | Passive: 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. |
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Feather Foot | - | - | Passives: |
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Burglar | - | - | Crafting Recipes: Lockpick Training In: Lockpick |
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Safe Cracker | Master Lockpick | - | Crafting Recipes: Master Lockpick Training In: Master Lockpick |
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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 |
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Intelligence 1 | - | - | Intelligence +2 | - |
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Intelligence 2 | - | - | Intelligence +2 | - |
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Intelligence 3 | - | - | Intelligence +3 | - |
Crafting (Rogue Skill Tree)
Image | Name | Trainning In | Grants Mastery In: | Description | Quote |
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Science | - |
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Crafting Recipes: Draught of Power, Elixir of Focus, Tonic of Armor | - |
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Alchemic Enthusiast | - |
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Passives: Greater Tolerance: All potions are 30% more effective on this adventurer. |
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Master Chemist | - |
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-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. |
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Pyrosmith | - |
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Crafting Recipes: Fairy Powder Bomb | - |
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Master Pyrosmith | - |
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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. |
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Craftsman | - |
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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. |