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Skill Trees


ShadowWolfSBI

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Basic Alchemy
Basic Transmutation
This allows the alchemist to perform the most basic of transmutations. With it the alchemist can create and repair minor objects, from small toys to wrenches and other basic tools as well as most clothing using the most basic of materials.

Average Transmutation [needs Basic Transmutation 6]
This allows the alchemist to transmute objects at an average level. Now with a greater understanding of how things work and are made the alchemist can work with a wider selection of items including basic machinery such as radio’s, television sets and telephones as well as using a wider variety of materials.

Expert Transmutation [needs Average Transmutation 6]
This allows the alchemist to transmute an even wider selection of items. As well as machinery and everyday objects the alchemist has been studying how weaponry such as guns and the like work as well as the ability to create doors in walls. Now the alchemist can repair and even create them if they have the right materials.

Master Transmutation [needs Expert Transmutation 6]
After extensive studying the alchemist can create and repair practically anything, the only limitation is the materials used.

Melee Weapon [needs Basic Transmutation 5]
This allows the alchemist to create a weapon of his/her choosing from the materials around them. The alchemist has to choose ONE melee weapon when purchasing this skill and once the decision has been made it cannot be changed.

A melee weapon can range from the ‘universal’ melee weapons (eg, sword, spear, club, axe etc…) to improvised and unexpected weapons (eg, lamp post, bench, plank of wood etc…) The only limitations is the physical strength of the alchemist and the materials at hand. The alchemist wouldn’t be able to create a wooden weapon out of metal just as the alchemist wouldn’t be able to create a metal weapon out of wood. Though it is possible for the alchemist to create a metal weapon for example by using a building (the metal would be transmuted from the metalwork inside).

Defensive Barrier [needs Melee Weapon 6]
This allows the alchemist to create a wall or other barrier in front of themselves to impede attack from their opponent. As well as supplying cover this skill has many other uses, though only the most imaginative will find them out.

Ranged Attack I [needs Defensive Barrier 6]
This allows alchemists to create spikes that run across the ground, wall, ceiling etc… towards the alchemist’s target.

Ranged Attack II [needs Ranged Attack I 5]
This allows alchemists to create a cannon, of most sizes, and fire a cannon ball at their target.

Flame Alchemy
Torch
This allows the alchemist to create a flame equal to that of a match or lighter. Whilst it appears to be useless it can be used as a light source or even to ignite a flammable material or fluid. This alchemy ability can also be used in conjunction with Ignition Cloth.

Flame Effect [needs Torch 5]
This allows the alchemist to create a momentary flash of fire over his hands or feet or their melee weapon as they deal a physical attack. The fire itself doesn’t last long enough to do damage to the alchemist who uses it though it does burn the alchemists target. For this to work the alchemist has to either have a transmutation circle somewhere on their body or use Ignition Cloth.

Area Blast/Fire Burst
[needs Flame Effect 6]
Whilst it has a different name depending on the method used it does the same effect. The alchemist uses either a transmutation circle drawn up or Ignition Cloth gloves to create fire in an area. Considered an advanced version of Torch, the user can create a fire as small as the Torch skill or a fire large enough to raze a wide area to the ground.

Explosion [needs Area Blast/Fire Burst 5]
This skill can only be used with Ignition Cloth gloves or with a match or lighter with a transmutation circle tattooed/carved onto the users hand. It is almost identical to the Fire Burst skill, though instead of creating just flames the alchemist creates a flaming explosion. Its power ranges from small, controlled explosions to wide-scale area clearing explosions.

Water Alchemy
Water Control (Skill)
This gives the alchemist control over water, be that in the form of a readily available supply (eg, river, lake, bottle of water) or from the moisture in the air.

Water Control I
The lowest level of Water Control, this allows the alchemist to control only a small amount of water. At most the alchemist can create water ball twelve inches in diameter.

Water Control II [needs Temperature Control I 6]
The second level of Water Control allows the alchemist to control a much larger supply of water. Now the alchemist can create and control a water ball that can fully engulf an average human.

Water Control III [needs Temperature Control II 5]
With this the alchemist can control vast amounts of water. Entire rivers can now be controlled and manipulated by the alchemist as well as use the water content of the human body against them.

Temperature Change (Skill)
This allows the alchemist to instantly change the temperature of any water source s/he is using to hot or freezing. Naturally any temperature in between hot and freezing can be used as well. With this the alchemist can create ice. At level II the alchemist can change the temperature of an even greater amount of water.

Temperature Change I [needs Water Control I 6]
This allows the alchemist to change the temperature of water from sub zero to boiling up to Water Control II.

Temperature Change II [needs Water Control II 6]
This allows the alchemist to change the temperature of water up to Control Water III, not including water inside a creatures body.

Ice Coffin [needs Water Control III 6]
This allows the alchemist to instantly freeze the water inside another person, animal etc… this, under most circumstances would instantly kill the target. To enable this skill the alchemist has to physically touch his or her target, meaning that the alchemist needs the circle either tattooed onto their body or have an item on them that has the circle carved, stitched etc… into it.

Water Explosion [needs Water Control III 6]
This allows the alchemist to instantly boil the water inside another person, animal etc… this, under most circumstances would instantly kill the target. To enable this skill the alchemist has to physically touch his or her target, meaning that the alchemist needs the circle either tattooed onto their body or have an item on them that has the circle carved, stitched etc… into it.

Plant Alchemy
Plant Manipulation
(Skill)
This allows the alchemist to control plants, using them not only for attacking and defending but for aiding with other tasks. Plant Manipulation offers very little at the beginning though as the alchemist gets better and increases their level in Plant Manipulation the benefits pay off. Though because of how demanding a skill it is very few people pick it up and learn it.

Plant Manipulation I

At level 1 the alchemist can control basic plants only, this includes grasses, simple flowers (eg, roses, daisy’s, tulips etc…), weeds, minor shrubs, creepers (ivy) as well as small fruit/berry plants and simple crops (eg, strawberry, potatoes, turnips etc…). These plants can also be made to grow larger than normal through cloning their cells, though naturally each plant has its limitations before dying.

As well as manipulating already grown plants the alchemist can use this skill to force seeds of these plants to mature earlier, though once the alchemy has worn off plants grown like this wither and die in a few hours. However, if growth is limited over a long period of time it is possible to create bountiful crops without killing the plant.

Plant Manipulation II [needs Plant Manipulation I 6]
This skill allows the alchemist to manipulate a wider variety of plants. Now the alchemist can manipulate vines, flesh-eating plants and other exotic plants as well as tree roots, though any tree’s whose roots were manipulated risk dying.

Whilst the selection may not seem much the alchemist can now manipulate a greater amount of plants. Seeds of these new plants can also be manipulated as well.

Plant Manipulation III [needs Plant Manipulation II 5]
This allows the alchemist to manipulate the very tree’s themselves, making seemingly entire forests not only move and attack the alchemists enemies but acting as a near-impenetrable wall. Naturally tree’s that have been moved in this way will die a few hours after the alchemy has worn off UNLESS the alchemist takes the time to re-root all the trees. As this is time consuming the few alchemists that have mastered this skill only manipulate a small selection of trees as so not to disrupt the ecosystem.

Healing Arts
Minor Healing
This allows alchemists to heal minor cuts and abrasions, as well as healing small bruises and easing swells and minor pains.

Antidote [needs Minor Healing 5]
An oddly named skill, this doesn’t actually fully remedy the effects of being poisoned, instead it forces the body’s immune system to create a temporary immunity which lasts for up to an hour for each use of this skill. As it doesn’t actually act as a true antidote a proper cure needs to be administered to permanently remedy whatever is ailing the person.

Average Healing [needs Antidote 6]
This allows the alchemist to heal deep cuts as well as coagulate blood to stop the loss of anymore blood. The alchemist can also fade away minor scarring and large bruises as well as ease large swelling.

Expert Healing [needs Average Healing 5]
This allows the alchemist to now mend broken bones, so long as the bone hasn’t shattered into pieces and isn’t currently poking out of the targets body. The alchemist can also fix up larger, possibly life threatening cuts and other injuries though only to the point that the patient will remain stable for a while, they would still need medical assistance.

Master Healing [needs Expert Healing 6]
This allows the alchemist to all but breathe life back into the dead. Whilst their skill could be considered on par with the God’s themselves they cannot reattach limbs that have been removed from their original place for more than an hour, and any person they work on will invariably have their life expectancy reduced depending on the severity of the damage dealt to them as the more their cells have to be forced to reproduce to replace lost skin tissue, organs etc... the less time they have at a later stage to recreate cells needed then.

Electricity Alchemy
Spark
Utilising a new form of glove, the alchemist clicks his or her fingers to create a spark and using alchemy to increase its power can manipulate it into a variety of electricity-based skills though normal transmutation circles can be used as well. Spark allows the alchemist to short circuit most basic mechanical devices, including simple electronic locks.

Electricity Effect
[needs Spark 6]
Similar to Flame Effect, though this adds electricity instead. It may also disrupt mechanical targets that use electricity to power them. As with Spark it is advised that the alchemist uses Static gloves with this alchemical skill as well as avoiding using it when in water or when the alchemist is wet.

Bolt/Lightning Streak [needs Electricity Effect 5]
This allows the alchemist to either create a bolt of lightning from his hand and shoot it at his target or in stormy weather to create steak of lightning from the clouds at a target. As with Spark it is advised that the alchemist uses Static gloves with this alchemical skill as well as avoiding using it when in water or when the alchemist is wet.

Lightning Arc [needs Bolt/Lightning Streak 5]
Similar to Bolt/Lightning Streak though it allows the alchemist to create a chained lightning attack either at one target or have the lightning arc at multiple targets. As with Spark it is advised that the alchemist uses Static gloves with this alchemical skill as well as avoiding using it when in water or when the alchemist is wet.

Advanced Alchemy
Dual Wielding [Requires M. Weapon 4 and Expert Transmutation 4]
This skill allows the alchemist to create two one-handed melee weapons instead of the usual one. As expected the alchemist needs the appropriate amount of materials in order to create the weapons.

Cauterise [Requires Flame Effect 3 and Minor Healing 5]
This skill allows the alchemist to seal up most wounds using the heat from fire. Whilst it forces the patient to feel more pain it not only seals up the wound but protects it from further infection as the heat kills any bacteria/virus’s on the wound. Naturally this is used as a last resort by most alchemists if there are other options available.

Electric Fence [Requires Electricity Effect 5 and Defensive Barrier 5]
Combining both a barrier and electricity this allows the alchemist to create a wall of electricity to act as the ultimate form of defence. So long as the alchemist is continually activating the circle or using a nearby electricity source (a generator for example) the electricity will continue to create an impassable wall to all but the hardiest of opponents.

Poison [Requires Minor Healing 4 and Plant Manipulation I 5]
This skill allows the alchemist to change the pollen of most plants into a toxic powder that, when it is inhaled causes the target to become nauseous and if left unchecked the target will eventually be unable to perform even basic actions due to vomiting, a high fever etc…

Paralysis [Requires Poison 5]
Under construction

Sleep Pollen [Requires Paralysis 5]
Under construction

Leaf Blade [Requires Plant Manipulation III 4 and T.Change II 5]
This allows the alchemist to freeze the water inside of plants to use them as a weapon. Not just restricted to leaves, the alchemist can also freeze all other plants to create a variety of improvised weapons.

Chemical Recomposition [Requires Master Transmutation 6 and Explosion 6]
This skill allows the alchemist to change most chemicals and compounds into an explosive concoction that acts as a bomb. Almost anything can be transmuted like this, from simple objects like stones and lamps to even human beings, and even the type of transmutation can be decided, from slow acting bombs to instant explosions. Naturally any humans that this skill is used on die, for that reason it has been classified as a forbidden art. Anyone caught using it will face prosecution and if used on humans it can lead to the death penalty.

Alchemical Deconstruction [Requires Master Transmutation 6 and Master Healing 5]
This skill stops the alchemical process at its deconstruction stage to allow the alchemist to destroy any obstacle in his or her way. It can be used to deconstruct anything, including humans and as such it has been classified as a forbidden art. Anyone caught using it will face prosecution and if used on humans it can lead to the death penalty.

Greater Spark [Requires Spark 6 and Expert Transmutation 4]
This skill acts just like Spark but on a wider variety of machines, including vehicles.

M.Weapon, Ice Variant [Requires T.Control I 3 and M.Weapon 4]
This skill acts just like M.Weapon but allows the alchemist to create his or her weapons from ice if the alchemist so chooses to do so.

Defensive Barrier, Ice Variant [Requires Defensive Barrier 3 and W.Control II 3]
This skill acts just like Defensive Barrier but allows the alchemist to create the barrier from ice if the alchemist so chooses to do so.

Ranged Attack I, Ice Variant [Requires Ranged Attack I 4 and W.Control II 4]
This skill acts just like Ranged Attack I but allows the alchemist to create the spikes from ice if the alchemist so chooses to do so.
 
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ShadowWolfSBI

ShadowWolfSBI

Chief Spam Hunter Why Are You Making Me Do This
Former Moderator
RP Moderator
Joined
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Messages
3,104
Reputation score
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Re: Skill Trees

Lock Skills

Smash
Gets in the fast way, although it would be pretty obvious that someone's gotten in. The more you know about this method, the more precise your attempts become, thus taking less time to actually smash the lock.

Repair
You actually know the basics on how to do minor repairs on a lock. The more you come to know about lock repairs, the better and faster your jobs become.

Snap - Requires Smash 6
Again, a fast yet obvious method. Breaks the tumblers slightly, then jams them open. The more skilled you become with this, the better your chances of getting it right and not ruining the lock before it's open.

Frame Break - Requires Smash 5
Similar to Smash, here you're breaking the actual door frame. Not very subtle, but at least you get faster breaks the more skilled you become.

Basic Locksmithing - Requires Repair 6
Congratulations, you now know enough about locks to make fairly simple ones. The advantage to skill in this area is your locks are harder to break when you know more about what you're doing.

Pick - Requires Basic Locksmithing 6 and Snap 7
An entry skill that actually has some chance of remaining undetected. The better skilled you become at this, the less chance of detection and lock damage.

Hinge Shatter - Requires Frame Break 6
A favorite manuever of a demon hunter, you simply kick the door clean off of its hinges. The more you learn about the aerodynamics of airborn doors, the more damage you can do it one hits someone.

Master Locksmithing - Requires Basic Locksmithing 7
You can now make even the most complex locks, and the more skilled you become, the harder it is to pick them. That skill bonus stacks with the hardness bonus of Basic Locksmithing.

Traceless - Requires Pick 8 and Master Locksmithing 10
The ultimate entry skill, you leave no trace and can pick the lock without damaging it. The more skilled you become, the faster you work.

Repair Skills

Basic Repairs
This lets you make simple repairs to something, like patching a tire. The more skilled you are at this, the faster you work.

Simple Construction
This lets you make simple objects, with a minimum of moving parts. The more you know about this work, the better materials you can use.

Improved Repairs - Requires Basic Repairs 5
This skill allows you to make more complex repairs, such as fixing a jammed engine with the proper tools and parts. Again, the more skilled you become, the faster and better your repairs.

Improved Construction - Requires Simple Construction 5
This skill allows you make items with a few moving parts. Again, more skill, better materials, and faster work.

Simple Upgrades - Requires Basic Repair 5 and Simple Construction 5
This skill lets you make simple upgrades to most objects, however complex modifications and complex devices are beyond your skill. The more skilled you become, the faster you work.

Advanced Repairs - Requires Improved Repairs 6
This skill allows you to repair damn near everything, including automail, even with sub-par tools and limited parts. The more skilled you become, the faster and better you work. You might even end up improving the object.

Expert Construction - Requires Improved Construction 5
This skill allows you to make most types of machines and objects. Once again, more skill allows better materials and faster work.

Expert Upgrades - Requires Simple Upgrades 7 and Advanced Repairs 8
This skill lets you modify almost everything, including automail. The more skill you have, the faster, better, and stronger your modifications.

Advanced Construction - Requires Expert Construction 9
This skill allows you to make even the most complex devices, including automail. The same as before, more skill makes for faster work and better materials.

Mechanical Mastery - Requires Advanced Repairs 8 and Advanced Construction 9
This skill improves the durability and effectiveness of all of your mechanical work.

Demolitions Skills

Basic Disarming
This skill allows you to disarm the simplest of explosive devices. While anyone can blow out a lit fuse, this skill allows you to cut the right wire, or disarming a pressure switch. The more you learn about explosives, the faster you can find the right method.

Basic Placement - Requires Basic Disarming 3
With this skill, you can do more than just droping an explosive next to the target. You now know what the best way to attach a bomb to something. The more you know about this, the less chance of the bomb falling off.

Improved Disarming - Requires Basic Disarming 5
Your knowledge about bomb defusing now includes how more complex triggers work, and how to safely shut them off. Explosives in this category include the ones you only send in an expert to deal with. The more you know, the smaller the chance of a mistake.

Simple Explosives - Requires Basic Placement 4 and Improved Disarming 3
With this skill, you can make actual simple explosives, such as basic fireworks. While it is possible to make explosives without this skill, there's less misfire chance with these. The more you learn of this skill, the less chance of a misfire.

Improved Placement - Requires Basic Placement 6
Your knowledge of explosive placement has grow to the point where you have a vague idea of where to put explosives to take out medium sized structures with minimal damage to the surroundings.

Master Disarming - Requires Improved Disarming 6
This skill allows you to do the damn-near impossible, safely disarm an improvised explosive. The more you know of this skill, the faster you can work without hazard.

Complex Explosives - Requires Simple Explosives 5
Your knowledge of explosive construction know is enough to allow you to make perfectly functional explosives that are safe enough for professional use. As an added bonus, the more skilled you become, the more transport-friendly your work becomes.

Advanced Placement - Requires Improved Placement 6
With this skill, your knowledge of explosive placement now is enough that you know what you're doing when taking down medium-sized buildings with a minimum of collateral damage, and even have a vague idea on how to drop larger ones, although collateral damage could be an issue...

Improvised Explosives - Requires Complex Explosives 8
Your knowledge of explosives now lets you safely make MacGyver-style explosive devices. What's more, they work and can be transported without risk.

Placement Mastery - Reqiures Advanced Placement 8
Your knowledge of explosives is so great, you now know how to take down the largest of buildings, with virtually no damage to the surroundings.
 
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