Skill descriptions

To explain this chapter is a listing of all of the skills that are named over the course of the series, and I do have to stress, only named skills, if a side character or enemy uses a skill, it probably won't be put in here unless it is specifically named, and only after said enemy or side character is either defeated, or will never show up again, as the description will give away the weaknesses of the skill.

The skills will be ordered by ascending order of appearance

[Skill: property change (lv 1)

Cost: -

Effect: Allows the user to change the properties to what the user desires

At level 1 the skill is only able to change the basic properties of the material (example: Wood to metal)

The most basic necessity of the beast forger, without it, the task of making ego weapons would be an almost insurmountable feat if they did not have the luck of the gods]

[spatial lacerations:

Cost: 10MP

Cool-down: 10 seconds

Effect: Enhances the potency of slashing attacks by consuming weapon MP and unlocks the 'spatial rending' attribute path.

The first steps into the field of spatial rending, this is a novice attribute the allows the user to tear the fabric of space to cut through almost any material, however as a mere introduction, this attribute can only enhance the slashing effects of the weapon to a minor degree]

[Venomous enhancement:

Cost: 10MP

Cool-down: 10 seconds

Effect: Any entity hit when this attribute is active will gain the status 'lightly poisoned' and unlocks the 'toxic imbuement' attribute path.

A simple form of imbuement of the poison attribute, the poison produced is weak, slow acting, and easily cured, however this is merely an entry to this type of skill, at higher levels the effect can be amplified greatly and become an actual boon in combat]

[Durability enhancement (passive):

Effect: Enhances the durability of the weapon and unlocks the 'unbreakable' attribute path.

One of the most basic attributes an ego weapon can obtain, it increases the durability of the weapon by a minimal amount, however the effect is still noticeable when compared to similar items without the attribute]

[Natural regeneration (passive):

Effect: Enhances the natural regeneration of the ego weapon and unlocks the 'immortal weapon' attribute path.

One of the most basic attributes an ego weapon can posses, this attribute gives a boost to an ego weapon's regenerative capabilities and allows it to return to peak condition fast than others]

[Poison doping:

Cost:-

Effect: Take poison damage equal to 5% of your vitality per second, in return, all physical stats are doubled, the 'toxic addict' attribute path is unlocked

A double edged sword, while this attribute will deactivate just before it takes your life, it will not stop until that point is reached and the pain till then is unimaginable, however the power it grants can not be understated]

[Skill name: Magic adhesive

Cost:-

Effect: Permanently attaches two items together, once fused they can not be separated, to activate the skill, the two objects must be touching for one hour and they can't be alive

A skill used by the first beast forger to help with his lack of suitable adhesives, making him more and more frustrated at his disappointing works, he made this skill through sheer willpower and determination]

[Skill name: Eye of the divine (passive)

Effect: Turns one of your eyes into a divine eye, through this divine eye you can perceive all, the downside is that if it is over used, the user will suffer extreme pain and may permanently damage divine eye, the eye will only deactivate when closed or blocked, length of use is directly tied to users divinity, unlocks the divine sight skill path

A skill that the gods devise to stop mortals from rebelling or breaking taboos, by sacrificing an eye, the user will be able to see all truths, with this, the gods secured their reign so no mortal could resist, as before they could, the gods would know]

[Skill name: Divine radiance

Cost: All remaining MP

Effect: Releases a burst of pure, unfiltered divine energy, cleansing or eradicating all it comes into contact with, the more MP supplied, the higher concentration and amount produced

When a God is backed into a corner as a last desperate bid for survival, they shall release all of their energy at once, some gods even use this to bless lands and cure all]

[Skill name: quick equip (passive)

Effect: all lag time between switching equipment is set to 0

A skill created by the first beast forger, due to his vast arsenal and low overall stats, he created this technique to help him access his arsenal at high speeds while in a pinch. While the effect is good, unless you are in the same position as the first beast forger, its not that useful]

[Skill name: mana craft

Effect: Allows you to use mana runes to form spell matrix, at current level, only 5 runes may be used in one matrix

The most basic of all magic skills, simply put, without it, magic is impossible. it was said to be gifted by the gods and is one of the fundamental skill of this world]

[Skill name: Divine mana craft (Rank II)

effect: allows you to use mana runes to form a spell matrix, unlike basic mana craft, there is no limit on how many runes may be used, however, for every rune over the natural rune limit, a price is paid, at this level the cost of the spell increases by 1.5 times the natural mana cost, at this level up to 10 components may be used without a price

A skill made by the gods to make sure that mortals were always bellow them, due to their limitless sources of mana, they did not have to worry too much about the skills draw back, in fact, it did not even need to be implemented, but the gods placed it as punishment to all those foolish enough to try and covert the gods knowledge for free]

[Skill name: Spatial cammo

Cost: 10mp per minute

effect: Camouflages the user, unlocks the 'Spatial recluse' attribute path

A skill that throws the user into another dimension while maintaining all of their senses in their dimension, though it sounds impressive, it has many glaring flaws, firstly while you are able to move, and as such change your position, you are blind in the other dimension, and the dimension is random, though you will appear in a safe location, it does not mean you won't walk into a dangerous one. You are also tangible in both dimensions, though invisible in both]

[Skill name: Spatial/Poison mana flow (passive)

Effect: Spatial/Poison type mana is amplified when passed through the user, unlocks the 'spatial mastery' and 'poison mastery' attribute path

An indispensable skill when spatial/poison magic is being cast, it amplifies the mana in the body, which in turn amplifies the effect of the spell. It is a simple yet powerful skill that all spatial/poison mages must obtain]

[Skill name: Spatial warp

Cost: 20mp per minute

Effect: allows the user to temporarily phase out of existence, unlocks the 'Dimensional hopper' attribute path

A skill that constantly shifts the user through dimensions to give the effect of intangibility, the skill is high risk high reward, to put it simply, while you become invulnerable for a few minutes, this is not recommended, while you can't be hit by the enemy, you can't damage the enemy either, usually leading to a standstill without allays, and even then, a smart opponent will just ignore you, another drawback is that due to the fact you are being flung through hundreds of dimensions a second, your body starts to deteriorate after a while, depending on your level]

[Skill name: Void seer

Cost: 50 mp a minute

effect: allows you to peer through dimensions and see through "marks" that are placed in marked areas, unlocks the 'Void monitor' attribute path

A skill that has numerous advantages and very few disadvantages, it is a skill favoured by spys and informants due to its versatility in information collection, while it does not transfer sound, a skilled lip reader could still tell the contents of conversations, it can also be used to see threat sneaking up in other dimensions. The skill is able to connect to marks by creating two optical gates in close proximity to each other in a dimension that has a shorter distance than the users, this does mean it can be exploited by a skilled mage and turned into a two way optical gate]

[Skill name: Void sprout

cost: 10 mp per use

Cool-down: 1 minute

Effect: Turns part of the user into living void wood, this void wood can be manipulated, unlocks the 'void tree' attribute path

The void wood produced by this skill can be shaped and moulded to the users will, however, when the user has chosen one shape, the skill is ended. Void wood has the properties of being both dense and light, while at the same time being springy and shock absorbent, the wood is susceptible to skills with the fire or time or attribute, the shape can't be split into two either]

[Skill name: Spatial lock

Skill cost: 30 mp

Skill cool-down: 5 minutes

Effect: Locks a target in place for 1 minute, unlocks the 'spatial lock-down' attribute path

A skill that is favoured by tankers due to its high level of crowd control potential, though it is a single target skill, the skill catapults enemy's through many dimensions a second, locking them in place, while it is a good skill, it has many drawbacks, its first drawback is its single target nature, while against a single opponent it pays dividends to have this skill, against a group, it can only relive pressure for a minute, or set up one enemy for a killing blow, another drawback is that all of the backlash that comes from catapulting the target through dimensions is transferred to the user, the duration is also shortened on higher level opponents, lastly the enemy is intangible to all, as such this skill can't take advantage of the time the enemy is frozen to take them out]

[Skill name: Venomous coating

Cost: 30mp per second

Cool-down: 3 minutes

Effect: Coats the user in a layer of toxic mana that inflicts low-mid grade poisoned status on the enemy, unlocks the 'toxic tactician' attribute path

This skill allows the user to turn an enemy's attack against them, due to the high mana consumption of the the skill, it is best used as a counter rather than a prolonged defensive option, it does also announce itself a lot when it is used so any opponent with experience with the skill, or even just a bit of common sense, would know not to attack, and even if you did push this as an advantage, you would still run out of mana too quickly, it also only works on attacks connected to the attacker as the mana needs a path to travel down]

[Skill name: Venomous miasma

Cost: 80mp

Cool-down: 1 minute

Effect: Releases a cloud of toxic smoke that inflicts the high-low grade poisoned status and deals continuous magical damage, unlocks the 'bio-weaponry' attribute path

A skill that is perfect for a dangerous situation, due to its wide range of affect and slight visual impairment effects it is a perfect skill for a tactical retreat, its only real downside is its pitiful damage output]

[Skill name: Poisonous resistance (passive)

Effect: The effect of poisons is decreased, unlocks the 'poisoned protection' attribute path

a simple skill, it does what it says and nothing more, it has no real quirks or weaknesses]

[Skill name: Spatial slipstream

Cost: 30mp per second

Cool-down: 3 minutes

Effect: Creates a spatial distortion around the user that slightly alters trajectories inside the distortion, unlocks the 'spatial distortion' attribute path

a skill that is both powerful and flawed, while almost all attacks are deflected it has two major weaknesses, firstly it only affects trajectory to a certain degree so if the attack hits dead-centre or close, while it won't hit on target, it will still hit the user, secondly, if the attack is too fast, then the trajectory won't be affected as greatly]

[Skill name: Void devour

Cost: 50mp per use

Cool-down: 5 minutes

Effect: Distorts space around a certain point, breaking it down and destroying everything in a 30cm radius of the skills activation, unlocks the 'spatial destruction' attribute path

A skill feared by many due to its high destructive capabilities and decent range, it is a skill with many short comings however, due to the time it takes to warm up the spell, the spells target is telegraphed a second before use, while in a low level battle this means nothing, in a high level battle, it makes the skill almost useless, it also weakens its effects on higher level enemies, meaning it'll lose more damage to a higher level than most skills would]

[Skill name: Void booster

Cost:-

Cool-down:-

Effect: temporarily moves the user into different dimension where time moves faster and back in a fraction of a second, unlocks the 'dimensional hopper' attribute path

A skill that is hard to use and has a lot of drawbacks, the main problem with this skill is the backlash from constantly hopping dimensions is amplified, meaning you will lose health quicker while using it, fortunately the skill will automatically turn off once you can't take anymore backlash, your perception also stays the same so many adventurers can't keep up with their boosted body]

[Skill name: Venomous dash

Cost: 30mp

Cool-down: 2 minutes

Effect: Propels the user forward, leaving a path of residual poison mana that deals damage and inflicts the low-mid grade poisoned status on the enemy, unlocks the 'toxic movement"

A decent and common skill that is used by many rangers and ranged attackers that specialise in poison, it has no real drawbacks apart from the fact that you can't change direction while the skill is active]

[Skill name: Spatial leap

Cost: 40mp

Cool-down: 1 minute

Effect: Send the player to a dimension where distance is relatively shorter than ours and moves the player forward slightly before bringing the user back 30ft in front of the users original position, unlocks the 'dimensional hopper' attribute path

A skill that is easy to use, but hard to master, and easy to predict, one of its main drawbacks is that the distance is always the same and the direction is always where the user is looking, this means a smart opponent can predict the exit point, this means the skill is deeply flawed when against a smart opponent]

[Skill name: Venomous ripple

Cost: 30mp

Cool-down: 1 minute

Effect: Sends out a wave of poison mana that deals moderate damage and inflicts the mid-low grade poisoned effect, unlocks the 'toxic tactician' attribute path

A skill that is great for large groups due to its wide range and status effect, it is simple and has no true drawbacks such as backlash or odd restrictions, the only odd part of the skill is that the mana travels along the ground, so can be dodged by simply jumping]

[Skill name: Void fire

Cost: Varies

Cool-down:-

Effect: Allows the user to turn existing mp into void fire, which the user can manipulate to a certain degree, unlocks the 'void flame manipulator' attribute path

A skill that has puzzled magicians and scholars for years, since its discovery, it has been a widely debated what elemental classification this skill should be placed into, many argue it should be classified as fire as it displays the properties of a flame, many argue it should be classified as chaos due to the variety of different effects it can display, but the majority agree it should be seen as spatial as it draws its wide range of effects by taking on the properties of flames from alternate dimensions. A note able factor of the flame is its lilac coloration]

[Skill name: Venomous seer

Cost:-

Cool-down:-

Effect: Allows you to see through the eyes of enemies that are inflicted with a poison you created, Unlocks the "venomous monitor" attribute path

A skill that is quite situational, it is mostly used for recon or discovering enemy outposts or bases, many adventures will actively weaken, or bestow enhancing effects upon their poisons so the enemy is less likely to immediately cleanse the poison]

[Skill name: Nature speak (Passive)

Effect: When a plant based organism is speaking, you gain a basic understanding of what they want to say

A simple skill that has seen much use throughout history, due to most plant based species beings using vibrations to communicate, this skill was essential in form bridges between races that otherwise would be unable to communicate]

[Skill name: Green guardians blessing

Cost: 50 mp

Cooldown: 5 minutes

Duration: 30 seconds

Effect: Con and defence are increased by 25%, half of all damage is placed in stasis till the skill ends, once the skill ends half of the stored damage is transferred into a radial blast, and half is taken by the user

The guardians, sentries designed with the sole purpose of guarding a single location for their entire existence, as such many have developed their own set of techniques and skills to aid in their task. Green guardians have always been the most timid of all guardians, yet they have some of the highest disabilities out of all the guardian types, as such many of the techniques take a more passive approach to combat, and this skill is no exception]

[Skill name: Stone armour

Cost: 20 mp

Cooldown: 2 minutes

Effect: Creates stone armour equal to half of your remaining vitality, the armour will crumble after a single hit

one of the more simplistic skills of the earth element, the user crudely slaps rocks and dirt onto their skin so they can take one extra hit, but while crude, it has no real drawbacks]

[Skill name: Wall of nature

Cost: 10 mp

Cooldown: 1 minutes

Effect: Creates a wall out of whatever material the current surface it is being applied to is made of (The durability of the wall depends on the material, users level, and skill level, extra effects may also be applied depending on the material)

A skill that actively gets stronger the more extreme the environment, as a rule of thumb, the more dangerous or uninhabitable an area, the stronger this skill]

[Skill name: Stone bunker

Cost: 20 mp

Cooldown: 2 minutes

Effect: Creates a dome of magically produced stone around the user, with durability equal to the users max vitality

A skill that is the perfect defence for any low level earth elementalism, allowing for all round defence, perfect when used in a party for buying a few extra seconds]

[Skill name: Healing glade

Cost: 4 mp/sec

Cooldown: 3 minutes

Effect: Creates a 10 metre radius sphere in which all creatures in the radius will restore 1% vitality at the cost of 3 hp per second, any creature showing hostility within the radius will have their hostility diminished slightly per second

The gentle breeze blows as the indifferent care of the glade lets all into it's warm embrace, the glade cares not for friend or foe, only those that are injured, and those that aren't]

[Skill name: Spikes of earth

Cost: 10 mp

Cooldown: 10 seconds

Effect: Creates magically produced spikes of earth form the ground in whatever direction you use the spell (length and toughness depend on skill level and user level)

One of the very few early game offensive options of the earth element, which is notorious for hyper focusing defence early on, though compared to other elements, it is on the weaker side]

[Skill name: Natures spears

Cost: 10 mp

Cooldown: 30 seconds

Effect: Creates a spear out of whatever material the current surface it is being applied to is made of and launches it in a chosen direction (The durability of the spear and the speed it is launched at depends on the material, users level, and skill level, extra effects may also be applied depending on the material)

A skill that actively gets stronger the more extreme the environment, as a rule of thumb, the more dangerous or uninhabitable an area, the stronger this skill]

[Skill name: Wall of thorns

Cost: 30 mp

Cooldown: 1 minute

Effect: Creates a fragile wall of serrated thorns, any creature that makes a mele attack on the wall will take a moderate amount of damage and be inflicted with bleeding (natural)

As they say, every rose has its thorns, but this skill is all thorns]

[Skill name: Root bind

Cost: 20 mp

Cooldown: 1 minute

Effect: Create a thick root around a selected target, restraining their movement for up to thirty seconds, the roots have durability equal to 1/5 of the users vitality

One of the earliest forms of control skills that the plant element displays, useful but limited, as attacking the target may cause the roots to weaken]

[Skill name: Stone support

Cost: 50 mp

Cooldown: 5 minutes

Duration: 1 minute

Effect: Whenever you make an attack, stones, pebbles and other debris will follow your attack path and seek out the enemy, adding an extra 10% of the attacks power with earth attribute type damage

With this skill, no matter where, you will always have a weapon, as the very ground you walk on becomes your tool, while at low levels, this skill is unimpressive, at higher levels, even the continents are shaken with each blow]