Hero Skills Guide

 

Hero Skills Guide

Skill Name Credits Needed Discription Effects/Cost/Output Values Min. Level Required
Hero Skill 1 400 Class specific hero skill   45
Hero Skill 2 400 Class specific hero skill   60
Hero Skill 3 400 Class specific hero skill   70
Health/Vig/Damage Passive 75 Class specific passive skill    
Arcane Lore 75 Arcane Lore passive skill used to grant ability to use Items of the same  Arcane Lore value of the skill    
Heroic Mastery 75 Heroic Mastery passive    
Hero Portal Recall 300 THero Version of  “Portal Recall,” it costs Hero Credits instead of regular credits to buy, and uses Focus to cast. The Focus cost decreases as the level of the skill is raised. Allowing you to free up Credits for other regular skills. Focus Cost: 70 (L1) - 1 (L10) 45
Hero Summon Lifestone 400 Hero Version of  “Summon Lifestone,” it costs Hero Credits instead of regular credits to buy, and uses Focus to cast. The Focus cost decreases as the level of the skill is raised. Allowing you to free up Credits for other regular skills. Focus Cost: 70 (L1) - 1 (L10) 60
Hero Summon Portal 400 Hero Version of  “Summon Portal,” it costs Hero Credits instead of regular credits to buy, and uses Focus to cast. The Focus cost decreases as the level of the skill is raised. Allowing you to free up Credits for other regular skills. Focus Cost: 70 (L1) - 1 (L10) 60
Health Burst 200 An emergency burst of health is bestowed on the caster. This skill has a long reset timer. Focus Cost: 15 (L1) - 20 (L10)
Health Restored: 500 (L1) - 1500 (L10)
45
Vigor Burst 200 An emergency burst of vigor is bestowed on the caster. This skill has a long reset timer. Focus Cost: 15 (L1) - 20 (L10)
Vigor Restored: 500 (L1) - 1500 (L10)
45
Health Chant 200 Grants health over time to the fellowship for as long as it is active. This is a toggle-skill, meaning it can be turned on and off by the caster. Unlike other toggle-skills, however, it costs Focus to keep active. If the user runs out of Focus the skill automatically turns off. Focus Cost: 10 focus to start, plus 1 (L1) to 3 (L10) focus/sec
Health Restored: 12 health/sec (L1) - 58 health/sec (L10)
60
Vigor Chant 200 Grants vigor over time to the fellowship for as long as it is active. This is a toggle-skill, meaning it can be turned on and off by the caster. Unlike other toggle-skills, however, it costs Focus to keep active. If the user runs out of Focus the skill automatically turns off. Focus Cost: 10 focus to start, plus 1 (L1) to 3 (L10) focus/sec
Health Restored: 8 vig/sec (L1) - 33 vig/sec (L10)
60
Armor Force 400 Grants additional armor to the caster. This is a toggle-skill, meaning it can be turned on and off by the caster. Unlike other toggle-skills, however, the player loses Focus whenever they are hit while this skill is enabled. If the user runs out of Focus the skill automatically turns off. The user can only have one Force on at a time. Focus Cost: 10 focus to start, plus 2 (L1) - 10 (L10) focus/attack incoming
Armor Added: 10 (L1) - 100 (L10)
70
Reflection Force 400 While this skill is active, a portion of incoming damage is reflected back at the attacker. This is a toggle-skill, meaning it can be turned on and off by the caster. Unlike other toggle-skills, however, the player loses Focus whenever they are hit while this skill is enabled. If the user runs out of Focus the skill automatically turns off. The user can only have one Force on at a time. Focus Cost: 10 focus to start, plus 1 (L1) - 5 (L10) focus/attack incoming
Damage Reflected: 8% (L1) - 40% (L10)
70
Taunting Force 400 While this skill is active, each incoming monster attack causes the monster to be automatically taunted by the user. This is a toggle-skill, meaning it can be turned on and off by the caster. Unlike other toggle-skills, however, the player loses Focus whenever they are hit while this skill is enabled. If the user runs out of Focus the skill automatically turns off. The user can only have one Force on at a time. Focus Cost: 10 focus to start, plus 1 (L1) - 5 (L10) focus/attack incoming
Taunt Given: 1% of monster's max health (L1) - 5% of max health (L10)
70
Fickle Fate 400 When the user spends Focus on this skill, a potent effect is added to them (and their fellowship) at random. The vast majority of the skill’s effects are beneficial, though there are occasional negative effects. As the skill is raised in level, the potency of the beneficial effects goes up, while the potency of the negative effects goes down. Focus Cost: 35 (L1) - 45 (L10)
Duration: 5 Minutes (Negative Effects), 15 Minutes (Positive Effects)
Effect: a random effect, such as a damage boost, increase to earned XP, max. health boost, etc.
70
Nocturnal Blood 100 During the evening hours, health and vigor are regained at an increased rate. Cannot have the perk if Diurnal Blood is already owned. 30% Increase  
Diurnal Blood 100 During the daytime hours, health and vigor are regained at an increased rate. Cannot have the perk if Nocturnal Blood is already owned. 30% Increase  
Night Stalker 1 100 During the evening hours, accuracy is increased slightly. Cannot have this perk if any of the Day Stalker perks are already owned. 15 Point Bonus  
Night Stalker 2 150 During the evening hours, accuracy is increased slightly. Cannot have this perk if any of the Day Stalker perks are already owned. 30 Point Bonus  
Night Stalker 3 200 During the evening hours, accuracy is increased. Cannot have this perk if any of the Day Stalker perks are already owned. 50 Point Bonus  
Day Stalker 1 100 During the daytime hours, accuracy is increased slightly. Cannot have this perk if any of the Night Stalker perks are already owned. 15 Point Bonus  
Day Stalker 2 150 During the daytime hours, accuracy is increased slightly. Cannot have this perk if any of the Night Stalker perks are already owned. 30 Point Bonus  
Day Stalker 3 200 During the daytime hours, accuracy is increased. Cannot have this perk if any of the Night Stalker perks are already owned. 50 Point Bonus  
Hunter: Nature 1 100 Increased accuracy versus monsters of the Nature category. Cannot have this perk if any of the other Hunter perks are already owned. 15 Point Bonus  
Hunter: Nature 2 150 Increased accuracy versus monsters of the Nature category. Cannot have this perk if any of the other Hunter perks are already owned. 30 Point Bonus  
Hunter: Nature 3 200 Increased accuracy versus monsters of the Nature category. Cannot have this perk if any of the other Hunter perks are already owned. 50 Point Bonus  
Hunter: Martial 1 100 Increased accuracy versus monsters of the Martial category. Cannot have this perk if any of the other Hunter perks are already owned. 15 Point Bonus  
Hunter: Martial 2 150 Increased accuracy versus monsters of the Martial category. Cannot have this perk if any of the other Hunter perks are already owned. 30 Point Bonus  
Hunter: Martial 3 200 Increased accuracy versus monsters of the Martial category. Cannot have this perk if any of the other Hunter perks are already owned. 50 Point Bonus  
Hunter: Decay 1 100 Increased accuracy versus monsters of the Decay category. Cannot have this perk if any of the other Hunter perks are already owned. 15 Point Bonus  
Hunter: Decay 2 150 Increased accuracy versus monsters of the Decay category. Cannot have this perk if any of the other Hunter perks are already owned. 30 Point Bonus  
Hunter: Decay 3 200 Increased accuracy versus monsters of the Decay category. Cannot have this perk if any of the other Hunter perks are already owned. 50 Point Bonus  
Hunter: Arcanists 1 100 Increased accuracy versus monsters of the Arcane category. Cannot have this perk if any of the other Hunter perks are already owned. 15 Point Bonus  
Hunter: Arcanists 2 150 Increased accuracy versus monsters of the Arcane category. Cannot have this perk if any of the other Hunter perks are already owned. 30 Point Bonus  
Hunter: Arcanists 3 200 Increased accuracy versus monsters of the Arcane category. Cannot have this perk if any of the other Hunter perks are already owned. 50 Point Bonus  
Defense Against Nature 1 100 Increased evasion versus monsters of the Nature category. Cannot have this perk if any of the other Defense perks are already owned. 15 Point Bonus  
Defense Against Nature 2 150 Increased evasion versus monsters of the Nature category. Cannot have this perk if any of the other Defense perks are already owned. 30 Point Bonus  
Defense Against Nature 3 200 Increased evasion versus monsters of the Nature category. Cannot have this perk if any of the other Defense perks are already owned. 50 Point Bonus  
Defense Against Decay 1 100 Increased evasion versus monsters of the Decay category. Cannot have this perk if any of the other Defense perks are already owned.. 15 Point Bonus  
Defense Against Decay 2 150 Increased evasion versus monsters of the Decay category. Cannot have this perk if any of the other Defense perks are already owned. 30 Point Bonus  
Defense Against Decay 3 200 Increased evasion versus monsters of the Decay category. Cannot have this perk if any of the other Defense perks are already owned. 50 Point Bonus  
Defense Against Arcane 1 100 Increased evasion versus monsters of the Arcane category. Cannot have this perk if any of the other Defense perks are already owned. 15 Point Bonus  
Defense Against Arcane 2 150 Increased evasion versus monsters of the Arcane category. Cannot have this perk if any of the other Defense perks are already owned. 30 Point Bonus  
Defense Against Arcane 3 200 Increased evasion versus monsters of the Arcane category. Cannot have this perk if any of the other Defense perks are already owned. 50 Point Bonus  
Defense Against Martial 1 100 Increased evasion versus monsters of the Martial category. Cannot have this perk if any of the other Defense perks are already owned. 15 Point Bonus  
Defense Against Martial 2 150 Increased evasion versus monsters of the Martial category. Cannot have this perk if any of the other Defense perks are already owned. 30 Point Bonus  
Defense Against Martial 3 200 Increased evasion versus monsters of the Martial category. Cannot have this perk if any of the other Defense perks are already owned. 50 Point Bonus  
Commanding Presence 1 200 Increases the range of pet commands. 5 Meters  
Commanding Presence 2 200 Increases the range of pet commands. 10 Meters  
Commanding Presence 3 250 Increases the range of pet commands. 15 Meters  
Commanding Presence 4 250 Increases the range of pet commands. 20 Meters  
Commanding Presence 5 250 Increases the range of pet commands. 25 Meters  
Commanding Presence 6 250 Increases the range of pet commands. 30 Meters  
Aggressive Demeanor 1 100 Pets do more base damage. 2% Bonus Damage  
Aggressive Demeanor 2 150 Pets do more base damage. 4% Bonus Damage  
Aggressive Demeanor 3 150 Pets do more base damage. 6% Bonus Damage  
Aggressive Demeanor 4 150 Pets do more base damage. 8% Bonus Damage  
Aggressive Demeanor 5 200 Pets do more base damage. 10% Bonus Damage  
Aggressive Demeanor 6 200 Pets do more base damage. 12% Bonus Damage  
Nurturing Demeanor 1 100 Pets have more health. 2% Increase  
Nurturing Demeanor 2 150 Pets have more health. 4% Increase  
Nurturing Demeanor 3 150 Pets have more health. 6% Increase  
Nurturing Demeanor 4 150 Pets have more health. 8% Increase  
Nurturing Demeanor 5 200 Pets have more health. 10% Increase  
Nurturing Demeanor 6 200 Pets have more health. 12% Increase  
Death Hardiness 1 50 Gives a chance to not lose vitae on death. 2% Increase  
Death Hardiness 2 100 Gives a chance to not lose vitae on death. 4% Increase  
Death Hardiness 3 150 Gives a chance to not lose vitae on death. 6% Increase  
Swimming Mastery 1 50 Less health and vigor is lost when swimming. 25% Increase  
Swimming Mastery 2 100 Less health and vigor is lost when swimming. 50% Increase  
Pack Rat 1 100 Grants one additional pack slot. 1 Additional Pack Slot  
Pack Rat 2 100 Grants two additional pack slots. 2 Additional Pack Slots  
Pack Rat 3 100 Grants three additional pack slots. 3 Additional Pack Slots  
Pack Rat 4 150 Grants four additional pack slots. 4 Additional Pack Slots  
Pack Rat 5 150 Grants five additional pack slots. 5 Additional Pack Slots  
Pack Rat 6 150 Grants six additional pack slots. 6 Additional Pack Slots  
Transmutation Master 1 100 Items give extra gold when transmuted. 3% more gold  
Transmutation Master 2 100 Items give extra gold when transmuted. 6% more gold  
Transmutation Master 3 150 Items give extra gold when transmuted. 9% more gold  
Transmutation Master 4 150 Items give extra gold when transmuted. 12% more gold  
Transmutation Master 5 200 Items give extra gold when transmuted. 15% more gold  
Transmutation Master 6 200 Items give extra gold when transmuted. 18% more gold  
Fast Learner 1 350 Slightly more experience is granted per monster killed. 1% XP Increase  
Fast Learner 2 350 Slightly more experience is granted per monster killed. 2% XP Increase  
Fast Learner 3 350 Slightly more experience is granted per monster killed. 3% XP Increase  
Fast Learner 4 350 Slightly more experience is granted per monster killed. 4% XP Increase  
Fast Learner 5 350 Slightly more experience is granted per monster killed. 5% XP Increase  
Fast Learner 6 350 Slightly more experience is granted per monster killed. 6% XP Increase  
Kingdom Soldier 1 200 More damage is dealt when attacking monsters or players from other kingdoms. Has no effect if you are neutral. 1% Increase  
Kingdom Soldier 2 200 More damage is dealt when attacking monsters or players from other kingdoms. Has no effect if you are neutral. 2% Increase  
Kingdom Soldier 3 200 More damage is dealt when attacking monsters or players from other kingdoms. Has no effect if you are neutral. 3% Increase  
Kingdom Guard 1 200 Less damage is taken when defending against monsters or players from other kingdoms. Has no effect if you are neutral. 2% Increase  
Kingdom Guard 2 200 Less damage is taken when defending against monsters or players from other kingdoms. Has no effect if you are neutral. 4% Increase  
Kingdom Guard 3 200 Less damage is taken when defending against monsters or players from other kingdoms. Has no effect if you are neutral. 6% Increase  
Deadly Precision 1 350 Grants a greater likelihood of making a critical hit. +0.5% to Critical Chance  
Deadly Precision 2 350 Grants a greater likelihood of making a critical hit. +1% to Critical Chance  
Deadly Precision 3 350 Grants a greater likelihood of making a critical hit. +1.5% to Critical Chance  
Fortitude 1 100 Increases the effectiveness of incoming heals. 4% More health on heal  
Fortitude 2 150 Increases the effectiveness of incoming heals. 8% More health on heal  
Fortitude 3 150 Increases the effectiveness of incoming heals. 12% More health on heal  
Fortitude 4 200 Increases the effectiveness of incoming heals. 16% More health on heal  
Fortitude 5 200 Increases the effectiveness of incoming heals. 20% More health on heal  
Fortitude 6 250 Increases the effectiveness of incoming heals. 24% More health on heal  
Imposing Facade 1 200 Monsters will take more notice to damage dealt to them. 3% More damage Threat  
Imposing Facade 2 200 Monsters will take more notice to damage dealt to them. 6% More damage Threat  
Imposing Facade 3 200 Monsters will take more notice to damage dealt to them. 9% More damage Threat  
Imposing Facade 4 200 Monsters will take more notice to damage dealt to them. 12% More damage Threat  
Imposing Facade 5 200 Monsters will take more notice to damage dealt to them. 15% More damage Threat  
Imposing Facade 6 200 Monsters will take more notice to damage dealt to them. 18% More damage Threat  
Unimposing Facade 1 200 Monsters will take less notice to damage dealt to them. 3% Less damage Threat  
Unimposing Facade 2 200 Monsters will take less notice to damage dealt to them. 6% Less damage Threat  
Unimposing Facade 3 200 Monsters will take less notice to damage dealt to them. 9% Less damage Threat  
Unimposing Facade 4 250 Monsters will take less notice to damage dealt to them. 12% Less damage Threat  
Unimposing Facade 5 250 Monsters will take less notice to damage dealt to them. 15% Less damage Threat  
Unimposing Facade 6 250 Monsters will take less notice to damage dealt to them. 18% Less damage Threat  
Mining Master 1 50 Increases the amount of mined trait gained per swing. 2 Item Bonus  
Mining Master 2 100 Increases the amount of mined trait gained per swing. 4 Item Bonus  
Mining Master 3 100 Increases the amount of mined trait gained per swing. 6 Item Bonus  
Mining Master 4 150 Increases the amount of mined trait gained per swing. 8 Item Bonus  
Mining Master 5 150 Increases the amount of mined trait gained per swing. 10 Item Bonus  
Mining Master 6 200 Increases the amount of mined trait gained per swing. 12 Item Bonus  
Scholar's Craft 1 200 Increases the chance for critical success when crafting weapons, armor, and tools. +0.5% Critical Chance  
Scholar's Craft 2 300 Increases the chance for critical success when crafting weapons, armor, and tools. +1% Critical Chance  
Scholar's Craft 3 400 Increases the chance for critical success when crafting weapons, armor, and tools. +1.5% Critical Chance  
Prospector 1 300 Increases the chance of making a critical success while mining. +5% Critical Chance  
Prospector 2 300 Increases the chance of making a critical success while mining. +10% Critical Chance  
Dungeon Crawler 1 200 Increases evasion while indoors. Cannot be purchased if Plains Walker is already owned. 20 Point Bonus  
Dungeon Crawler 2 250 Increases evasion while indoors. Cannot be purchased if Plains Walker is already owned. 35 Point Bonus  
Dungeon Crawler 3 300 Increases evasion while indoors. Cannot be purchased if Plains Walker is already owned. 50 Point Bonus  
Plains Walker 1 200 Increases evasion while outdoors. Cannot be purchased if Dungeon Crawler is already owned. 20 Point Bonus  
Plains Walker 2 250 Increases evasion while outdoors. Cannot be purchased if Dungeon Crawler is already owned. 35 Point Bonus  
Plains Walker 3 300 Increases evasion while outdoors. Cannot be purchased if Dungeon Crawler is already owned. 50 Point Bonus  
Anatomy: Humans 1 100 Increases damage done when attacking Human players. 1% Increase  
Anatomy: Humans 2 100 Increases damage done when attacking Human players. 2% Increase  
Anatomy: Humans 3 100 Increases damage done when attacking Human players. 3% Increase  
Anatomy: Lugians 1 100 Increases damage done when attacking Lugian players. 1% Increase  
Anatomy: Lugians 2 100 Increases damage done when attacking Lugian players. 2% Increase  
Anatomy: Lugians 3 100 Increases damage done when attacking Lugian players. 3% Increase  
Anatomy: Tumeroks 1 100 Increases damage done when attacking Tumerok players. 1% Increase  
Anatomy: Tumeroks 2 100 Increases damage done when attacking Tumerok players. 2% Increase  
Anatomy: Tumeroks 3 100 Increases damage done when attacking Tumerok players. 3% Increase  
Anatomy: Drudges 1 100 Increases damage done when attacking Drudge players. 1% Increase  
Anatomy: Drudges 2 100 Increases damage done when attacking Drudge players. 2% Increase  
Anatomy: Drudges 3 100 Increases damage done when attacking Drudge players. 3% Increase  
Anatomy: Empyreans 1 100 Increases damage done when attacking Empyrean players. 1% Increase  
Anatomy: Empyreans 2 100 Increases damage done when attacking Empyrean players. 2% Increase  
Anatomy: Empyreans 3 100 Increases damage done when attacking Empyrean players. 3% Increase  
Treasure Hunter 1 200 Grants a chance to find higher quality loot. 2% Increase  
Treasure Hunter 2 200 Grants a chance to find higher quality loot. 4% Increase  
Treasure Hunter 3 200 Grants a chance to find higher quality loot. 6% Increase  
Wild Magic 1 400 Makes you susceptible to unpredictable magic effects. These effects occur randomly and without warning.    
Wild Magic 2 100 Increases your susceptibility to unpredictable magic effects. These effects occur randomly and without warning    
Wild Magic 3 100 Increases your susceptibility to unpredictable magic effects. These effects occur randomly and without warning.    
Wild Magic 4 100 Increases your susceptibility to unpredictable magic effects. These effects occur randomly and without warning.    
Wild Magic 5 100 Increases your susceptibility to unpredictable magic effects. These effects occur randomly and without warning.    
Wild Magic 6 100 Increases your susceptibility to unpredictable magic effects. These effects occur randomly and without warning.    
Intelligence 1 200 Increases your maximum vigor capacity. 50 Point Bonus  
Intelligence 2 200 Increases your maximum vigor capacity. 100 Point Bonus  
Intelligence 3 200 Increases your maximum vigor capacity. 150 Point Bonus  
Intelligence 4 200 Increases your maximum vigor capacity. 200 Point Bonus  
Intelligence 5 200 Increases your maximum vigor capacity. 250 Point Bonus  
Intelligence 6 200 Increases your maximum vigor capacity. 300 Point Bonus  
Intelligence 7 200 Increases your maximum vigor capacity. 350 Point Bonus  
Intelligence 8 200 Increases your maximum vigor capacity. 400 Point Bonus  
Intelligence 9 200 Increases your maximum vigor capacity. 450 Point Bonus  
Intelligence 10 200 Increases your maximum vigor capacity. 500 Point Bonus  
Vitality 1 200 Increases your maximum health capacity. 50 Point Bonus  
Vitality 2 200 Increases your maximum health capacity. 100 Point Bonus  
Vitality 3 200 Increases your maximum health capacity. 150 Point Bonus  
Vitality 4 200 Increases your maximum health capacity. 200 Point Bonus  
Vitality 5 200 Increases your maximum health capacity. 250 Point Bonus  
Vitality 6 200 Increases your maximum health capacity. 300 Point Bonus  
Vitality 7 200 Increases your maximum health capacity. 350 Point Bonus  
Vitality 8 200 Increases your maximum health capacity. 400 Point Bonus  
Vitality 9 200 Increases your maximum health capacity. 450 Point Bonus  
Vitality 10 200 Increases your maximum health capacity. 500 Point Bonus  
Heroism 1 50 Increases your maximum focus capacity. 10 Point Bonus  
Heroism 2 50 Increases your maximum focus capacity. 20 Point Bonus  
Heroism 3 100 Increases your maximum focus capacity. 30 Point Bonus  
Heroism 4 100 Increases your maximum focus capacity. 40 Point Bonus  
Heroism 5 150 Increases your maximum focus capacity. 50 Point Bonus  
Heroism 6 150 Increases your maximum focus capacity. 60 Point Bonus  

 

 

Misc. Information:

Walkthrough by: David/Skinlab