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