Mechanics

Excellencies

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Excellencies

Excellencies are the skills your character brings to the game world. A character can choose up to three Excellencies (this is a hard limit).

Excellencies are listed with alignment to one or more Domains. This alignment is informational only and helps you understand the types of skills offered by the Excellency. You may take any Excellency regardless of your chosen Domain.

Air

Ballista

Skill Name Cost Verbal Description Attribute
Trio of Arrows Included ‘3 Damage’ Spend one Attribute to make two archery attacks of 3 damage. 1 Insight
Refresh Quiver 4 ‘Refresh Quiver to self’ Spend one Attribute to instantly refresh your quiver. Effects that trigger from your quiver being refreshed are activated. 1 Prowess
Extended Quiver 2 N/A Once per Short Rest, you can refresh your quiver with a 10 second focus. N/A
Prepare Arrow 3 N/A Once per Short Rest, you can add +3 damage to a called damage archery attack. Thread Skill
Rain of Arrows 3 N/A You can add +1 damage to a called damage archery effect if this effect is targeting a different target than your last missile attack. Thread Skill
Restring Bow 4 ‘Restring Bow’ You can now restring your bow in 3 seconds versus 10 seconds. N/A
Half Score of Arrows 2 ‘3 Damage’ Once per event, you can call upon the Air and grant yourself 10 additional missile attacks of 3 damage by bow or crossbow. N/A
Refresh Ally 4 ‘Refresh Quiver’ You have trained to quickly put arrows in another’s quiver. Use a touch packet to refresh another person’s quiver. 1 Insight

Stalker

Skill Name Cost Verbal Description Attribute
Sharpened Arrow Included ‘4 Damage’ You make a basic archery attack at your foe of 4 damage. 1 Insight
First Blood 3 See description The first archery attack you make with a bow after refreshing your quiver is +3 damage. If your first arrow is uncalled, you can use a called ‘4 Damage’ attack. Thread Skill
Target of Ire 3 ‘Imbue to self’ Once per short rest, you can take 10 seconds to identify a target. During that time, you cannot move, attack, use any other game skills, or take non-beneficial effects. From that point on, all called damage arrows attacks towards your chosen target are +2 damage. If you hit anyone other than your chosen target with an archery attack, your aim is lost. Thread Skill
Hooked Arrow 4 ‘Agony’ You use an arrow with barbed ends to distract your foe. 1 Fortitude
Penetrating Arrow 4 ‘8 Damage’ Once per Long Rest, you use a specially prepared arrow to strike down your foes. 1 Insight
Watching your target 4 ‘Avoid’ If the individual you have set as your target attacks you, you can spend one Attribute to negate the attack. 1 Fortitude
Set your sights 2 ‘Imbue to self’ Twice per event, you can instantly choose a new target without taking time to study them. N/A
Celebration of a kill 3 ‘Heal 2 to Self’ Your success in felling a target buoys you, returning health. If you kill your target, you can heal 2 to self. N/A

Earth

Forge fire

Skill Name Cost Verbal Description Attribute
Serrated Blade Included ‘Grant Melee attack agony’ Grant Melee Attack ‘Agony.’ 1 Insight
Armor Repair 4 ‘Repair 1 Armor’ While Centered, use this Skill to gain 4 uses of ‘Repair Armor’. If you are not Centered, gain 2 uses of ‘Repair Armor.’ If you use this Skill again before all previous uses of ‘Repair Armor’ have been expended you lose the unused uses. 1 Fortitude
Weapon Repair 2 ‘Repair Weapon’ While Centered, spend 30 seconds to repair a destroyed weapon or shield. If not Centered spend 1 minute. N/A
Sharpen Weapon 4 ‘Grant Melee Attack 3 Damage’ You can Grant a melee attack to your companions or yourself. 1 Insight
Sharpen Arrow 4 ‘Grant Missile Attack 4 Damage’ You can Grant a missile attack to your companions or yourself. 1 Fortitude
Heat the Forge 3 N/A While Centered, your use of Sharpen Weapon and Sharpen Arrow gain an additional Grant effect. You can purchase this skill twice. Thread Skill
Special Blade 2 ‘Grant melee attack 5 damage’ Once per event, while Centered, gain three uses of “Grant melee attack 5 damage” to give to allies. N/A

Locus

Skill Name Cost Verbal Description Attribute
Channel Healing Included ‘Heal by your <beneficial Trait>’ Gain 3 effects for ‘Heal by <Trait>’ if you are Centered. If you are not Centered, gain one effect. 1 Insight
Watch the Battle 4 ‘Grant 4 protection to self’ The first time after a Long Rest, when you become centered you gain 4 points of Protection. N/A
Restore Limb 4 ‘Cure Maim or Cure All Maims by <beneficial trait>’ Spend one attribute to ‘Cure Maim.’ If you are Centered, you instead ‘Cure All Maims’ on the recipient. 1 Insight
Rejuvenate 2 ‘Imbue Long Rest’ Once per event, if you are Centered, you can Imbue an ally a Long Rest. N/A
Medic Station 3 N/A While Centered your use of the Skill ‘First Aid’ is reduced to 30 seconds. Thread Skill
Protection 4 ‘Grant Guard Melee’ You can protect companions from a melee attack. If you are Centered, when you use this skill, you can instead ‘Grant Guard Melee’ to two companions. 1 Prowess
Keep Ground 4 ‘By my Gesture Repel by <Trait>’ While Centered, you may use this Skill to point at a foe and Repel them. 1 Prowess
Strong Center 3 N/A While Centered, when you use a skill which provides multiple healing effects, you gain one extra effect. Thread Skill

Fire

Inferno

Skill Name Cost Effect / Verbal Description Attribute
Blast of Flame Included ‘3 Damage by Fire’ Spend an attribute to gain two packet attacks of 3 Damage by Fire to send at your foes. 1 Insight
Fuel the Fire 3 N/A When you use a skill which provides multiple damage packet effects, you gain one extra effect… Thread Skill
Overdraft the Flame 4 ‘5 Damage by Fire’ Once per Long Rest, spend one Fortitude to gain two packet attacks to burn your foes. Once per Long Rest you can use the Surge skill. 1 Fortitude
Control the Elements 3 N/A You can convert your Packet attacks to another element. Choose one additional element. You can choose the element from the Elemental Trait Group. You can now switch between the original trait and your new element for all Beneficial and non-Beneficial packet attacks. N/A
Channel of Fire 2 ‘3 Damage by Fire’ Once per event, you can call upon the flames and gain 10 packet attacks of 3 damage by Fire to rain upon your foes. Purchasing this skill also grants you, twice per event, you can call Surge and reset your packet flurry.
Draw Heat 4 ‘Slow by Fire’ You draw the heat from your foes leaving them lethargic. Spend one attribute and strike them with a packet attack and call out “Slow by Fire.” 1 Insight
Choking Smoke 4 ‘Silence by Fire’ Spend an attribute to make a packet attack of Fire to silence your foes. 1 Fortitude
Overwhelm 2 ‘8 Damage by Fire’ Once per event, you may make a packet attack with a great conflagration of flame. N/A

Slayer

Skill Name Cost Verbal Description Attribute
Immolate 2 ‘Death by Fire’ Once per event, you may make a packet attack to burn your foes to death. N/A
Bank the Flames 2 ‘Refresh Immolate to self’ Once per event, after a Long Rest, you can restore your use of Immolate. Thread Skill
Fiery Bolt 4 ‘5 Damage by Fire’ Spend one Prowess to make a packet attack of 5 damage by Fire to strike down your foes. 1 Prowess
Char the Flesh Included ‘Agony by Fire’ Spend a point of Fortitude to make a packet attack of ‘Agony by Fire’. 1 Fortitude
Nay to the Reaper 4 ‘Resist’ and ‘No Effect’ Once per Long Rest, if you are hit by a death effect or a death strike, call out ‘Resist death.’. You remain immune to death strikes (but not other death effects) until the end of your next Short Rest. 1 Prowess
Little Death 4 ‘Paralyze by Fear’ Once per Short Rest, you can Paralyze your foes with the images of their pending demise. Spend two Fortitude and make a packet attack to freeze your foes in place. 2 Fortitude
Death Curse 2 ‘Refresh Immolate to Self’ If your use of Immolate misses or it is totally negated by any called defense including No Effect, you can refresh the skill after Long Rest. Additionally, if you enter the gate of death as a spirit of the dead and emerge from the gate, you can refresh one use of Immolate or Bank the Flames. N/A
Death Washes Over 4 ‘Repel by Fear’ Spend one Prowess to make a Packet attack to keep your foes at bay. 1 Prowess

Ice

Bastion

Skill Name Cost Verbal Description Attribute
Well Fitted Armor Included ‘Grant Guard Called Damage to self’ When you spend a minute to reset your armor, you can invoke a ‘Guard versus melee damage.’ 1 Insight
Fully Armored* 3 N/A Your heavy armor is now worth 5 points. N/A
Extra Armor 3 ‘Grant Parry Called Damage to Self’ The skill ‘Well Fitted Armor’ now provides a Parry instead of a Guard. Thread Skill
Quick Fix 4 ‘Repair 3 Armor to Self’ Place your hand on your torso and roleplay for 3 seconds to repair 3 points of armor to the armor you are wearing. 1 Fortitude
Taking Time 3 N/A Once per Long Rest, you may use the Skill ‘Well Fitted Armor’ at no Attribute cost. Thread Skill
Retake the field 2 ‘Repair all armor’ Once per event, you can repair all your or a companion’s armor. If you use this skill on yourself, you can treat this as if you spent a minute fixing your armor for skills that impacts. N/A
Lockdown 4 ‘Grant 5 Protection and Slow to Self’ Once per short rest, you may ‘grant 5 Protection to self and Slow to self’. When the Protection is spent the Slow ends. (The Slow counts as a physical effect and can be cured without the loss of protection.) 1 Insight
Return the blow 4 See description When you are hit by a damage attack of 5 or less, and you take the damage or resist the damage with a called defense, you can use that exact same attack against your attacker with the same Trait as the triggering attack. 1 Fortitude

*Fully Armored does not raise the Heavy Armor maximum. It allows you to reach the normal Heavy Armor maximum through the skill, rather than relying on another effect to grant those armor points.

Defender

Skill Name Cost Verbal Description Attribute
Guard Included ‘Grant Guard Melee to self’ You can protect yourself from swords and spears by granting yourself a Guard. 1 Fortitude
Well Guarded 3 ‘Grant Extra Guard Melee to self’ When you receive a Guard grant you can instead treat it as a ‘Grant Extra Melee Defense, Guard.’ Thread Skill
Parry 4 ‘Parry’ Use this skill to ‘Parry’ a melee blow. 2 Fortitude
Shrug it off 2 ‘Reduce to 1 Damage’ Once per event, reduce the next 3 called damage effects you are reduced to ‘1 Damage’ each. Say ‘Reduce to 1 Damage’ each time. N/A
Just Tough 4 ‘Reduce to 2 Damage’ Once per Short Rest, reduce the first called damage effect you take to 1 damage. 1 Prowess
Riposte 4 See description Once per Long Rest, when you completely negate a called melee damage effect, you can spend one attribute to attack with that exact attack. 1 Prowess
Used to it 2 N/A Once per event, after you have been struck with a melee attack, you can invoke this skill to reduce the cost of your Parry skill down to 1 Fortitude for future attacks of that specific number or effect. The reduced cost continues until you Short Rest. Thread Skill
Once more into the Fray 3 ‘Refresh Used to It to self’ Twice per event, after a Long Rest, you can refresh the use of the skill ‘Used to it.’ N/A

Lightning

Dervish

Skill Name Cost Verbal Description Attribute
Flurry of Blows Included ‘2 Damage’ Spend one Attribute to make two melee attacks of 2 damage. 1 Fortitude
Storm of Blows 3 N/A When you use a skill which provides multiple melee attacks, you gain one extra attack. Thread Skill
Painful Strike 4 ‘Agony’ You strike a painful blow to your opponent, call ‘Agony’. 1 Prowess
Follow up Blow 3 ‘2 Damage’ When you hit an opponent with Painful Strike, and they take the effect without a defense, you gain a ‘2 Damage’ to use against them while they are under the effect of the agony. Thread Skill
Strong winds 2 ‘N/A’ Once per event, melee attacks that cause 2 damage now cause 3 damage. This ends when you take your next Long Rest. This Thread Skill breaks the rule of 3 Thread Skills per effect. Extra Thread Skill
Restart the Storm 4 ‘Purge Maim’ You have trained yourself to fix your own arm or leg in a matter of moments. Roleplay for 3 seconds and then purge your maimed limb. 1 Fortitude
Steady Blow 4 ‘6 Damage’ Once per Long Rest, you can strike a powerful blow against your foe of 6 Damage. 1 Prowess
Drive Back the Attackers 4 ‘Disengage’ Once per Short Rest, you can give yourself and your allies a moment of calm in the battlefield by calling Disengage. 1 Fortitude

Hurricane

Skill Name Cost Verbal Description Attribute
Strong strike Included ‘5 Damage’ Melee attack for ‘5 Damage’. 1 Fortitude
Stunning Blow 2 ‘Stun’ Once per event, when wielding a two-handed weapon with a single striking surface, you can strike an opponent with a melee ‘Stun’ attack. N/A
Rest up for Another Blow 2 ‘Refresh Stunning Blow to Self’ Once per event, after a Long Rest in a Place of Peace, you can refresh your use of ‘Stunning Blow.’ N/A
Disabling Strike 4 ‘Maim’ Make a melee attack of ‘Maim.’ 1 Prowess
Crushing Blow 4 ‘10 Damage’ Once per Long Rest, when wielding a two-handed weapon with a single striking surface you can make a melee attack for 10 damage. 1 Fortitude
No stopping the storm 4 ‘Resist’ You may Resist an effect of either Weakness or Frenzy. 1 Prowess
Complex Fracture 3 See Description When wielding a two-handed weapon with a single striking surface, your melee attacks for ‘Maim’ are ‘Double Maim.’ Thread Skill
Storms Fury 3 ‘5 Damage’ Once per Short Rest, when your foe falls after a melee damage attack you made, gain a melee 5 Damage attack. If you make any other called attack before using this ability, it is lost. N/A

Tempest (Lightning)

Skill Name Cost Verbal Description Attribute
Deadly Strike Included ‘Death’ Melee Death 1x / event
Refocus 3 N/A After taking a long rest you can refresh your use of Deadly strike 1x / event
Painful Strike 3 ‘Agony’ Agony 1 Insight
Quick Strike 4 ‘4 Damage’ 4 Damage 1 Prowess
A Little Bit More 4 ‘5 Damage’ When your death effect is negated by a called defense, you gain a melee attack of 5 damage Thread Skill
The Little Death 2 ‘Short Weakness’ Melee attack for ‘Short Weakness’ 1 Insight
Touch Death 4 N/A If you die and have the “Dead” condition, and you receive a Cure Death effect, you refresh a use of the skill Deadly Strike At will
Seeing Another’s Time 3 N/A During a short rest, study a single opponent, your damage melee attacks against that opponent cause from any source are +2 damage Thread Skill

Water

Awakener

Skill Name Cost Verbal Description Attribute
Restore the Dying Included ‘Cure Death by Water’ 1x / event make a touch packet to Cure Death N/A
A Second Chance 2 See description 1x / event, after taking a long rest in a Place of Peace, you can refresh the skill “Restore the Dying.” Additionally, when you use the skill “Restore the Dying,” the effect is now “Cure Death and Heal 5 by Water.” Thread Skill
Awaken the Afflicted 3 ‘Cure Metabolic by Water’ You can restore those affected by maladies of the body. 1 Prowess
Lifegiving Healing 3 N/A Your healing effects from Awakener are increased by 2. Thread Skill
Shield of Preservation 4 ‘Grant Guard Physical by Water’ You can provide a protection against harm to your allies. 1 Fortitude
Nay to the Reaper 4 ‘Resist Death’ Once per long rest, if you are hit by a death effect or a death strike, call out ‘Resist death.’ You remain immune to death strikes (but not other death effects) until the end of your next short rest. 1 Fortitude
Restore the living 4 ‘Heal 4 by Water’ You can heal those with injuries. 1 Prowess
Prevent Death 2 ‘Stabilize by Water’ At will you can stabilize those who are unstable. Use a beneficial touch packet and say ‘Stabilize by Water’ N/A

Wellspring

Skill Name Cost Verbal Description Attribute
Heal the world Included ‘Heal 2 by Water’ You gain 3 heal effects when you invoke this spell. Each of those effects must be given to a different person. If you invoke this spell a second time and you have not used all the effects, the remaining effects are lost. 1 Prowess
Spread the healing 3 N/A You gain 2 additional heal effects when you use Heal the World and two additional protection effects when you use Protect the line. Thread Skill
Balm to war 3 ‘Cure Physical by Magic’ You can undo the afflictions caused by weapons of war and similar physical effects. 1 Insight
Heroic Healing 2 ‘By your name <name> Heal 4 by Water’ Once per event, you can heal someone by their name. Call out ‘By your Name <name>, Heal 4 by Water’ 1x / event
Skillful Medic 4 See Description When you complete First Aid on a fallen individual, you also provide them with a point of healing. If you are using Earth’s Determination you heal them for an additional point. Thread Skill
Protect the Line 4 ‘Grant 2 Protection by Water’ You gain two grant 2 protections that must be used on different people. 1 Insight
If you Fall the Line Falls 4 ‘Spirit’ Once per Long Rest, you can turn to Spirit for up to one minute. Represent the spirit form by standing with your arms crossed over your torso. You may end the spirit effect at any time by saying ‘Cure Spirit to Self.’ 1 Prowess
All is not lost 3 ‘Refresh to self’ If someone attacks a downed person you just healed, you can get that effect back after spending 10 seconds of Focus. You can use other effects before you restore the one lost, but you cannot regain more than one effect lost this way. You also cannot regain this ability after a Short or Long Rest. N/A

Multi-Aligned Excellencies

Multi-Aligned excellences are tied to two or more Domains.

Alchemist (Water / Fire)

Details on the known alchemy substances, their costs, how they are crafted, and how they are used can be found in the Alchemy section. This excellency grants you the use of Alchemy as a method for spellcasting.

Skill Name Cost Verbal Description Attribute
Craft elixirs Included N/A You can craft alchemical substances of the elixir variety (healing and curative). Each elixir has a unique cost in coin and/or components. You spend the coin and Attribute as defined by the formula to create the substance. See formula
Craft volatiles 4 N/A You can craft alchemical substances of the volatile variety (damage and detrimental effects) See formula
Tinged with Poison 3 ‘By Poison’ You can convert your non-beneficial packet attacks to ‘By Poison’ from whatever Trait they had. Thread Skill
Volley of Poison 4 ‘2 Damage by Poison’ You quickly whip up two vials of acid which you can throw at your enemies as a packet attack. Gain two packet attacks of 2 Damage by Poison. 1 Prowess
Bottled Healing 4 ‘Heal 2 by Alchemy’ You quickly put together two small healing elixirs. Gain two uses of Heal 2 by Alchemy. 1 Fortitude
On the Fly Alchemy 2 By Alchemy, Grant <effect> Twice per event, you can take 10 seconds and create any elixir or volatile (if you have the craft volatile effect) on the field, away from an alchemy lab. N/A
Regain substance 3 ‘Refresh Alchemy’ Once per Long Rest, if you missed a volatile substance attack or had a volatile substance attack negated by a defense, you can spend 1 minute to recreate the substance. You cannot do this more than once on a given substance N/A
Curative Mixture 4 ‘Cure Metabolic’ You can cure the body of poison, disease, and other ills 1 Prowess

Arcaneer (Universal)

Details on the known Arcaneering creations, their costs, how they are crafted, and how they are used can be found in the Arcaneering section.

Skill Name Cost Verbal Description Attribute
Harness Fire Included N/A You can create Fire Arcaneering engines for use in-game. Arcaneering must be done at an elemental node and require ingredients as defined by the formula. You gain the ability to use Arcaneering as a method of spell casting. See Formula
Harness Air 4 N/A You can create Air Arcaneering engines for use in-game. Arcaneering must be done at an elemental node and require ingredients as defined by the formula. See Formula
Harness Water 4 N/A You can create Water Arcaneering engines for use in-game. Arcaneering must be done at an elemental node and require ingredients as defined by the formula. See Formula
Harness Earth 4 N/A You can create Earth Arcaneering engines for use in-game. Arcaneering must be done at an elemental node and require ingredients as defined by the formula. See Formula
Harness Ice 4 N/A You can create Ice Arcaneering engines for use in-game. Arcaneering must be done at an elemental node and require ingredients as defined by the formula. See Formula
Harness Lightning 4 N/A You can create Lightning Arcaneering engines for use in-game. Arcaneering must be performed at an elemental node and require ingredients as defined by the formula. See Formula
Elemental Surge 4 ‘4 Damage by <Element>’ You can channel a 4-damage packet or melee attack of any element you can harness 1 Prowess
Elemental Repair 4 ‘Repair 3 armor by <Element>’ You can instantly Repair 3 points of Armor on yourself or another. 1 Insight
Elemental Control 3 ‘By Elemental Power’ 3x per event you can convert a Damage or Agony effect to the ‘Elemental Power’ Trait. Thread Skill

Armorsmith (Ice / Earth)

Skill Name Cost Verbal Description Attribute
Battlefield Repair Included ‘Repair 1 Armor’ You know how to repair your and other people’s armor on the field of battle. For each use of this Skill you gain two uses of ‘Repair 2 Armor.’ 1 Insight
Adjust Armor 4 ‘Grant 1 Protection’ Gain two uses of ‘Grant 2 Protection.’ 1 Prowess
Ringing Hammer 3 N/A While Centered, when you use a Repair Armor or Grant Protection Skill which has multiple uses, you can increase the number of uses by 2. Thread Skill
Heat the Forge 3 N/A The first use of a Repair Armor or Grant Protection you use after Centering, has its effect increased by 2 (so grant 2 protection becomes 4). Thread Skill
Stir the embers 3 N/A Once per Long Rest, the next skill you use after you have lost your Centering, can still be counted as being Centered. N/A
Full repair 2 N/A Once per event, you can Repair all armor for yourself or another. You can use this skill a second time during the event, but only while you are Centered. N/A
Repair Weapon 2 ‘Repair Weapon’ While centered, take 10 seconds of roleplay to fix a destroyed weapon. N/A
Well fit armor 3 N/A While Centered, your Armor gains an additional point. N/A

Beguiler (Fire / Ice)

Skill Name Cost Verbal Description Attribute
Guard versus weapons Included “Grant Physical Defense to Self, Guard” You can provide yourself with a Guard versus physical effects. 1 Insight
Guard versus elements 4 “Grant Elemental Defense to Self, Guard” You can provide yourself with a Guard versus the elements. 1 Insight
Guard versus ailments 4 “Grant Metabolic Defense to Self, Guard” You can provide yourself with a Guard versus metabolic effects. 1 Fortitude
Reverse Protection 3 ‘4 Damage by <see description>’ If you have a “Guard” effect versus a Trait or Trait group active, you can expend the Guard to make a 4-damage packet attack. If the Guard is to a specific Trait, make the attack by that Trait. If the Guard is Elemental, choose Fire or Ice. For Metabolic, choose Poison or Disease. For Physical, choose Force or Force. For Mental, choose Will or Gloom. N/A
Empowered Defense 3 N/A If you have an active Guard effect and you use a damage packet attack of the same Trait Group as that Guard, increase the damage by one. Thread Skill
Absorb attack 2 ‘Absorb to Heal X’ Twice per event, if you have a Guard active against a damage attack, you can instead absorb the damage effect for a heal effect equal to the damage. N/A
Share protection 3 ‘Grant Guard <type>’ Once per Short Rest, when you use a “Grant Guard” on yourself from this Excellency, you can provide one to an ally as well. N/A
Banish Foe 4 ‘Repel by Fire or Ice’ You can Repel a foe by melee or packet. 1 Fortitude

Bladesmith (Lightning / Earth)

Skill Name Cost Verbal Description Attribute
Hand out Weapons Included “Grant Melee Attack 2 Damage” Gain one use of “Grant Melee Attack 3 Damage.” 1 Insight
Sharpen the Blade on the forge 3 N/A While Centered, when you use a skill to Grant a melee attack with a damage effect, increase the damage by 1. Thread Skill
Arm the line 3 N/A While Centered, when you use the Skills “Hand out Weapons,” “Dire Blades,” or “Blade of last resort,” you Grant an additional effect. Thread Skill
Dire Blades 4 ‘Grant Melee Attack Agony’ You can sharpen someone’s blade, so they cause extra pain when they strike. 1 Fortitude
Stir the embers 3 N/A Once per Short Rest, the next Skill you use after you have lost your Centering, can still be counted as being Centered. N/A
Load them down 3 N/A Twice per Long Rest, you can “Grant Extra” when using the Skill ‘Hand out Weapons,’ ‘Dire Blades,’ or ‘Blade of Last Resort.’ Thread Skill
Blade of Last Resort 2 ‘Triple Grant melee attack 5 damage’ Once per event, you can give someone a powerful set of blows to use in a flurry or to clear their path. This gives the person three attacks of 5 damage. N/A
Hardened Steel 4 ‘Grant Resist Destroy’ Gain two uses of ‘Grant Resist Destroy.’ You also gain the ability to spend 1 minute of roleplay to repair a weapon. 1 Insight

Combatant (Lightning / Ice)

Skill Name Cost Verbal Description Attribute
Simple Strike Included N/A Make a 4 damage melee attack. 1 Prowess
Parry 4 ‘Parry’ You can negate a melee attack made against you. 2 Fortitude
Weapon Style Prowess 3 N/A You can fight with a basic one-handed melee weapon in one hand and any of the following in the other: Buckler, Shield, a basic one-handed weapon, staff, or spear. N/A
Armored for War 4 N/A You can wear heavy armor. This skill has a prerequisite of medium armor. Thread Skill
Reset the field 4 ‘Disengage’ Once per Short Rest, you can clear the field around you. 1 Prowess
Take Ground 4 ‘5 Damage’ and ‘Grant Guard to self’ Once per Long Rest, make a melee attack for “5 Damage.” If you hit and the recipient acknowledges the strike, you gain a Guard versus melee attacks, 1 Fortitude
Turn the Tide of Battle 2 ‘8 Damage’ or ‘Parry’ Twice per event, you can either make a melee attack for “8 Damage” or use a Parry effect. N/A
Turn the blade 3 ‘3 Damage’ When you Parry an attack against you, gain a 3-damage attack. Thread Skill

Devastator (Fire / Lightning)

Skill Name Cost Verbal Description Attribute
Caster’s Companion Included N/A You may wield a single basic one-handed weapon while making packet attacks from your other hand. N/A
Channel Sparks 4 ‘2 Damage by Fire’ You gain two attacks of ‘2 Damage by Fire,’ they can be packet or melee. 1 Fortitude
Hand of Magics 3 N/A If you have only had a single, one handed weapon or packets in your hands since your last short rest, Packet attacks of 2 or greater are +1 damage. Thread Skill
Hand of Steel 3 N/A If you have only had a single, one handed weapon or packets in your hands since your last short rest, Melee attacks of 2 or greater are +1 damage. Thread Skill
Summon to your Blade 3 N/A Once per Long Rest, if you throw a packet and miss your target, you can instead convert that spell to a melee attack and use it without additional cost. If you use another called spell or melee attack before you use the converted spell, the converted spell is lost. Converted spells are also lost after a Long Rest. N/A
Channel Will 4 ‘Agony by Will’ You can make an ‘Agony by Will’ attack by packet or melee. 1 Prowess
Channel Flames 4 ‘Short Destroy by Fire’ Spend one Attribute to make a Short Destroy attack by packet or melee. 1 Fortitude
Channel Storm 2 ‘6 Damage by Wind’ Three times per event, you may make a melee attack or packet attack of 6 damage by Wind. N/A

Grenadier (Fire / Air)

You have a tinkered device that can create different effects based on the ammunition added. Your projector can also be a crossbow and used as such. To use a projector as a crossbow you must purchase the Archery skill. Since a projector is an Archery attack, all attacks from your projector are Missile attacks.

It takes one minute of RP to change ammo types. If your projector is disarmed, you must drop it and cannot use effects while it is dropped. If your projector is destroyed you cannot use the projector again until it is repaired, which can be done for no attributes at a tinkering or arcaneering station. When you assign a given element as your ammunition you gain both skills associated with that element.

Skill Name Cost Verbal Description Attribute
Lightning Ammunition Included ‘5 Damage by Lightning’ or ‘Weakness by Lightning’ Shocker - spend 1 Attribute to gain 1 packet attack of 5 damage. or Stunner - spend 1 Attribute to gain one packet attack of Weakness. 1 Insight
Fire Ammunition 4 ‘3 damage by Fire’ or ‘Agony by Fire’ Flamethrower - spend 1 Attribute to gain 2 packet attacks of 3 damage. or Burn - spend 1 Attribute to gain one packet attack of Agony. 1 Prowess
Earth Ammunition 4 ‘2 damage by Earth’ or ‘Maim by Earth’ Shardthrower - spend 1 Attribute to gain 4 packet attacks of 2 damage. or Shatter - spend 1 Attribute to gain one packet attack of Maim. 1 Insight
Ice Ammunition 4 ‘Slow by Ice’ ‘Short Paralyze by Ice’ Icy Surface - spend 1 Attribute to gain a packet attack of Slow. or Shatter - spend 1 Attribute to gain one packet attack of Short Paralyze. 1 Prowess
Double Barrel 3 N/A You may now have two ammunitions active at once. Choose which two from the ammunition types you know at the start of the event. During the event, you can switch one or both ammunitions after a minute of roleplay. N/A
Shift Loads 2 ‘Imbue <Element> to self’ Attribute to instantly change one active Elemental Ammunition without the need for one minute of roleplay. 1 Prowess
Twisted Projector 2 N/A Once per event, you can use the effects of one Elemental Ammunition you know with the Trait of another you also know. For example, you can have Ice Ammunition loaded, but do the effects by Lightning. This effect ends at the end of your next long rest. N/A
Well-made Device 3 ‘No Effect’ or ‘Reduce to short destroy’ Your Projector is built in a way that makes it immune to disarm or reduces destroy effects to short destroy. Additionally, twice per Long Rest, you may refresh your quiver with 10 seconds of Rest. N/A

Naturalist (Water / Air)

Skill Name Cost Verbal Description Attribute
Thorn Arrow Included You gain the ability to do a ‘4 Damage by Thorns’ missile attack with a bow or crossbow. 1 Fortitude
Wild Fletching 3 N/A Your called damage missile attacks (archery only) do damage by thorns. Attacks by thorns do +1 damage. Thread Skill
Curative Bolt 3 N/A You can use arrows to cast healing or cure effect. If you miss with a healing packet, you can spend 10 seconds to regain the effect. If you use another skill before you Rest, the missed one is lost. N/A
Shade of the Forest 3 N/A Your healing effects by “Salve” are +1. Thread Skill
Healing Ointment 4 ‘Heal 4 by Salve’ You can create a natural salve to Heal yourself or your companions. 1 Insight
Call Forth the Forest 2 See description Once per event, you can call upon the strength of the forest and gain 10 effects of “Heal 3 by Salve,” Cure ‘Slow by Salve,’ or arrows of “3 Damage by Thorns.” N/A
Living Bow 3 ‘Resist’ After a Long Rest, your bow is enchanted, and you can resist the first two strikes against it that would require you to restring your bow. When your bow is struck call out “Resist.” Additionally, once per Long Rest if you can touch a tree, you can refresh your quiver with 10 seconds of Rest. N/A
Nature’s Touch 4 ‘6 Damage by Thorns’ Once per Short Rest, touch a tree and gain a special missile attack that does ‘6 Damage by Thorns.’ 1 Fortitude

Ordinator (Water / Earth)

Skill Name Cost Verbal Description Attribute
Continuous Healing Included ‘Heal 2 by Water’ When Centered, spend 1 Attribute for one heal 2. You can refresh the heal 2 twice with 10 sec of roleplay. 1 Insight
Extended Healing 3 N/A You gain two additional refreshes when you use the Skills Continuous Protection and Continuous Healing. You can purchase this skill twice (for a total increase of 4 refreshes.) Thread Skill
Continuous Protection 4 ‘Grant 2 Protection by Water’ When Centered, spend 1 Attribute to ‘Grant 2 Protection.’ You can refresh this skill once with 10 sec of roleplay. 1 Fortitude
Instantaneous Casting 2 ‘Imbue by Earth’ Twice per event, you can forego the roleplay requirement to refresh a skill. N/A
Instantaneous Centering 4 ‘Grant [Centered]’ Once per Long Rest, spend 1 Attribute to be instantly Centered. 1 Insight
Stand Firm against the Flow 3 ‘Heal all to self’ When you restore your Centering, you can spend an Attribute to ‘Heal all to self.’ 1 Fortitude
Greater Healing 3 N/A Once per Long Rest, increase the effect of Continuous Healing by 3. Thread Skill

Paladin (Water / Ice)

Skill Name Cost Verbal Description Attribute
Shield of Protection Included N/A When casting beneficial effects, you may either have a shield on your arm, or a shield on your arm and a one-handed weapon tucked beneath the shield arm. N/A
Share the Bounty 4 ‘Heal 2 by Water’ When you use this Skill, you gain one packet effect you can only use on yourself and a second you can only use on another. If you invoke this Skill a second time, and have not used both packet effects, you lose the unused effects of the first casting. 1 Prowess
Overflowing Bounty 3 N/A When you use ‘Share the Bounty’ you gain a 2nd packet healing effect to use on someone else. Thread Skill
Companion Blessing 2 ‘By your name, <name> Heal’ 3 times per event, you can Heal an ally by their name. N/A
Restore Limb 4 ‘Cure Maim by Water’ You can use a touch packet to cure a Maim. 1 Fortitude
Free the entrapped 4 ‘Cure Root by Water’ You can use a touch packet to cure a Root. 1 Prowess
Protection from blades 4 ‘Grant Guard Physical’ Once per Short Rest, you can Grant a ‘Guard Physical’ to yourself and a second ‘Guard Physical’ to another. 1 Fortitude
Greater Healing 3 ‘Heal 5 by Water’ Once per Long Rest, increase the effect of Share the Bounty to a ‘Heal 5 by Water.’ Thread Skill

Poison Blade (Water / Lightning)

This excellency grants you the ability to use ‘Alchemy’ as your Method for spellcasting.

Skill Name Cost Verbal Description Attribute
Craft Blade Venoms Included N/A You can craft alchemical substances of the venom variety (blade and missile venoms). Each venom has a unique cost in coin, components and/or attributes. You spend the requirements when you craft the item not when you invoke them. See Formula
Craft elixirs 4 N/A You can craft alchemical substances of the elixir variety (healing and curative). Each elixir has a unique cost in coin, components and/or attributes. You spend the requirements when you craft the item not when you invoke them See Formula
Quick Toxin 4 ‘Grant Melee Attack to self, 5 Damage by Poison’ You are able to mix a quick poison attack to affix to your blade. 1 Prowess
Lingering Venom 3 ‘…by Poison’ Your weapon has a lingering toxin on it, and you can convert all melee attacks you make to Poison. With your knowledge of venom for use with blades, your crafted elixirs, and healing skills from this header that are elixirs, are +1 in effect. Thread Skill
Healing Venom 3 N/A venom as your base. With your knowledge of venom for use with blades, your crafted elixirs, and healing skills from this header that are elixirs, are +1 in effect. Thread Skill
Quick Elixir 4 ‘Grant Touch Packet to self, Heal 4 by Alchemy’ You can mix a quick elixirs effect to heal yourself or your companions. 1 Insight
Metabolize 4 ‘Purge Metabolic’ Twice per event, you can cast off a metabolic effect by your exposure to toxic substances. N/A
Poison Blood 3 ‘Absorb and Heal 2 to self’ Once per Short Rest, if you are affected by a Poison effect, you can absorb the effect and instead ‘Heal 2 Damage.’ N/A

Retributor (Air / Ice)

Skill Name Cost Verbal Description Attribute
Strike First Included ‘4 Damage’ Make a missile attack for 4 damage. 1 Fortitude
Bloody Arrow 3 N/A When you take Vitality damage, your next called damage missile attack is +2 damage. Thread Skill
Capture Momentum 4 See Description Twice per Long Rest, when struck by a damage attack, you can store that attack and return it as a missile attack as your next attack just calling the damage, not the trait. If you make another attack before you use this one, the stored attack is lost. 1 Insight
Fit Combatant 3 N/A You have +1 Vitality when wielding a bow. N/A
Healthy 3 N/A Gain +2 to the first healing spell or Skill you use after a short rest. Thread Skill
Return to the Fray 4 ‘Heal 3 to self by Ice’ You take a moment to heal your own wounds. 1 Fortitude
Cost of Blood 2 ‘Short Weakness’ Once per Short Rest, you can make an archery attack of Short Weakness, and, once it lands and is acknowledged, Short Weakness to self. N/A
Duel Ender 4 ‘Reflect’ Once per event, reflect a missile attack.

Sirocco (Air / Earth)

Skill Name Cost Verbal Description Attribute
Dual Arrows Included ‘3 Damage’ Make a missile attack for 3 damage. 1 Insight
Ready to Fire 3 N/A When Centered, you get an extra attack for any of the skills “Dual Arrows,” “Serrated Arrow,” “Piercing Arrow,” or “Bullseye.” Thread Skill
Set your feet 3 N/A While Centered, called damage archery attacks do +1 damage. Thread Skill
Serrated Arrow 4 ‘Agony’ Shoot an arrow to cause your enemy pain. This skill counts as having multiple attacks for the purpose of Thread Skills that grant additional attacks. 1 Prowess
Piercing Arrow 4 ‘5 Damage’ Once per Long Rest, make a damaging archery attack. This skill counts as having multiple attacks for the purpose of Thread Skills that grant additional attacks. 1 Insight
Bullseye 2 ‘8 Damage’ Once per event, make a large attack at your opponent. This effect counts as having multiple attacks for the purpose of Thread Skills that grant additional attacks. N/A
Instant Fletching 4 ‘Refresh Quiver’ If you are centered, spend an attribute to immediately refresh your quiver. 1 Prowess
Instant Restring 3 ‘Restring bow’ Once per Short Rest, if Centered, say “Restring bow” to instantly restring your bow. You may do so in combat. N/A

Tinkerer (Universal)

Details on the known tinkered items, their costs, how they are crafted, and how they are used can be found in the Tinkering section. This excellency grants you the ability to use tinkering and devices as your spell casting method.

Skill Name Cost Verbal Description Attribute
Craft Armament Included N/A Armaments are devices which can cause damage via projectiles. Each Armament has a unique cost in coin, components, and/or Attributes. You spend the cost when you create the item not when you invoke it. See Formula
Craft Defensive Implement 4 N/A Defensive Implements protect from damage and effects. Each Implement has a unique cost in coin, components, and/or Attributes. You spend the cost when you create the item not when you invoke it. See Formula
Craft Utility Device 4 N/A Utility Devices can be used for effects such as opening locks, holding doors closed, getting over pits, and other such effects. Each device has a unique cost in coin, components, and/or Attributes. You spend the cost when you create the item not when you invoke it. See Formula
Craft Weapon Enhancement 4 N/A Weapon Enhancements improve bows and crossbows. See Formula
Skilled Craftsmanship 3 N/A Damage effects you create with Tinkering are increased by 1. Thread Skill
Makeshift Creation 2 Imbue by Tinkering Twice per event, you can create a tinkered device on the field without the need for coin or attributes. This device cannot be given to another and fails at your next Long Rest. N/A
Get the most out of it 3 N/A Once per Short Rest, when you use a tinkered device which has multiple uses, you gain an additional effect from it. Thread Skill
Just use anything 3 Resist Once per Long Rest, when you are hit by a melee, missile, or packet attack, you can expend a charge from a tinkered item to Resist the effect as if you grabbed the item and used it to block the attack. Expend one tinkered item

Tornado (Air / Lightning)

Skill Name Cost Verbal Description Attribute
Bow and Sword Included N/A Fight with an offensive one handed weapon in one hand and use a bow to block attacks in your other hand. All skills in the Excellency can be melee or missile. (This skill has a pre-requisite of the Archery skill.) N/A
Simple Strike 4 ‘4 Damage’ You can attack your foes with a basic attack 1 Prowess
Specialized in Bow and Sword 3 N/A When wielding both a one handed weapon and a Bow, you gain +1 damage to all melee attacks. Thread Skill
Flowing Strikes 4 ‘2 Damage’ Spend a point of Attribute to gain three ‘2 Damage’ attacks. 1 Fortitude
Subduing Blow 4 ‘Agony’ Spend a point of Attribute to gain an attack of Agony. 1 Prowess
Ready to Fire 4 ‘Refresh Quiver’ Once per Short Rest, you can spend 10 seconds of Rest to refresh your quiver. Thread Skill
Strike True 2 ‘8 Damage’ Once per event, make an attack for 8 damage. N/A
Crushing Strike 4 ‘Short Destroy Weapon’ Once per Long Rest, make an attack for Short Destroy. 1 Fortitude

Volcano (Fire / Earth)

Skill Name Cost Verbal Description Attribute
Lava Burst Included “Grant Packet Attack 2/4 Damage by Fire” You gain the ability to grant a fiery packet attack to yourself or companions. When you are Centered, the strength of this attack doubles. 1 Insight
Lava Blade 4 “Grant Melee Attack 2/4 Damage by Fire” You gain the ability to Grant a fiery melee attack to yourself or companions. When you are Centered, the strength of this attack doubles. 1 Prowess
Lava Shard 4 “Grant Missile Attack 2/4 Damage by Fire” You gain the ability to grant a fiery missile attack to yourself or companions. When you are Centered, the strength of this attack doubles. 1 Insight
Lava Flows 3 N/A When you use a packet attack which came from a Grant effect, you can apply Thread Skills to the use of the grant effect as if it was a skill. If you miss with a Grant packet attack, and you are Centered, you can expend your Center to regain the packet attack. You must use the packet attack as your next called attack or it is lost. Thread Skill
Refocus 3 N/A If you miss with a packet attack, and you are Centered, you can expend your Center to regain the packet attack. You must use the packet attack as your next called attack or it is lost. N/A
Hardened Lava 3 “Root by Earth” Spend a point of Prowess to cast a Root effect. Prowess
Barrage of Lava 2 ‘Grant Packet Attack, 5 Damage by Fire’ Once per event, gain 4 uses of “Grant Packet Attacks, 5 Damage by Fire” N/A
Split Lava Flow 3 See description Once per long rest, when you Grant an attack to yourself, you can give the same Grant to an ally Thread Skill