Basic Skills

Skills are a vital and essential aspect of your character in Fragment Skies, significantly determining how adept your character is at performing various tasks, aside from just the typical smashing and killing of foes. What specific skills your character excels at is determined by the allocation of their skill points. The more skill points your character has in a specific skill, the greater their chances of success in that skill. Upon character creation, you will be given 5 skill points in 2 specific skills. This is to show you which particular skills that the Adventurer Class should ideally excel at. However, this suggestion does not mean that you must put skill points into these specific skills in the future; it is merely a helpful guideline to round your character out as the stereotypical version of that Class. This is especially useful for those players who enjoy the art of min/maxing their characters to gain the most effectively optimized gameplay experience possible.
You will also be given a certain amount of skill points to distribute freely. This is where you really get to be a little bit creative and express your character's unique personality and talents. There are a total of 23 different skills in Fragment Skies, each with its own flair and significance. You can place these skill points wherever you want, allowing you to diversify your character in exciting ways; truly making them skilled at what you WANT them to excel at and shine in your adventures!

While skill points are indeed the most direct and straightforward way to increase the likelihood of succeeding with your various skills, it is certainly not the only approach available to you. There are many different factors and elements within the game that can apply beneficial modifiers to your skills, which can significantly enhance and further boost your overall likelihood of achieving success during your adventures. Upon character creation, you will likely obtain notable permanent modifiers to specific skills based on your chosen Race. This mechanic is designed to represent something intrinsic that your Race excels at, showcasing their unique strengths. Much like the skill points you receive from your Class, these racial modifiers serve as helpful suggestions regarding how to allocate your skill points if you are aiming to min/max your characters effectively. By utilizing these modifiers wisely, this is how you can achieve a remarkable +10 skill bonus at an early level in the game, setting your character up for success.

Not all modifiers are positive good, however. A “modifier” is an adjustment, and there is no limit to the number of modifiers a character can possess. When determining what your skill bonuses are, you will add together the total number of skill points you have invested in the skill to all positive and negative modifiers that apply to that skill.

For example. If you have 8 skill points in Investigation with a +2 modifier, a +4 modifier, and a -2 modifier, you skill bonus for Investigation would be 11 (8+2+4-2=12).

Many modifiers are often temporary or situational in nature. Some may originate from equipment, while others could stem from spell effects, and there are even instances where a modifier is applied simply because the GM said so. Regardless of the source, it is important to keep things clear and understandable, so to avoid any potential confusion during gameplay, you should diligently write this information down in the “Modifiers” section on your character sheet, directly alongside the corresponding skill it relates to. This way, everyone will be on the same page.

Skill Modifiers

There will likely be moments during your exciting adventure where your character may feel inclined to lend a helping hand to one of their teammates while utilizing a particular skill. This helpful act is known as assisting. Whenever one of your team members attempts to use a skill nearby and is prompted to make a skill check, you can confidently declare that you are going to assist them in their endeavor. When you do, your Game Master (GM) will likely ask you to elaborate on how you intend to assist. This inquiry is primarily for the sake of engaging in roleplay, and the detailed description you provide about how you are assisting can influence the outcome of the skill check result. After this has been established and confirmed, the Player who was originally asked to make their skill check will proceed to do so. Once they have rolled their d20 and added all applicable modifiers to the result, they will then further add an amount to their total, which is equal to 1/2 of YOUR skill bonus for the specific skill that is currently being tested. This ensures that the final outcome accurately reflects their character's proficiency and potential in the given situation.

For example, let's say your ally begins diligently searching a room, and they are asked to make an Investigation skill check to uncover any hidden clues. Your character is nearby, so you excitedly relay to the GM that your character is going to assist their ally with the search to increase the chances of success. Since your skill bonus for Investigation is a solid 12, your ally will get to add an additional +6 modifier to this crucial Investigation check. If the check is successful, your Game Master may thoughtfully narrate the scene as follows: “Annalia, with Scelletum's valuable help, you were able to find very faint footprints, barely visible in the thin layer of dust, leading towards the bedroom window.”

Assisting

Skill checks are used to test your character's ability to effectively utilize the designated skill in the current scenario or situation at hand. When a skill check is prompted, your Game Master (GM) will determine a Required Roll (RR) for that particular skill check and then ask you to make a skill check of a specified nature. For example, the GM might say, “Make an Investigation skill check,” indicating that it's time to engage your character's investigative prowess. You will then roll one 20-sided die, and add your “skill bonus” to that roll. The total of this combination will be your final result for the skill check. If your result is greater than or equal to the RR set by your Game Master, then your character succeeds in what they were attempting to do. If not, unfortunately, then the skill attempt is deemed unsuccessful.

If your character fails a skill check, then this means that, under the current circumstances, they cannot successfully complete the task at hand. To put it simply, you cannot just repeat skill checks over and over again until you magically succeed. In order to re-attempt a skill check, something significant and impactful enough must occur within the scenario to persuade your GM that you should be allowed the chance to try again. This could be a change in conditions, new information, or even unexpected help from an ally.

For example, you might find yourself failing an Investigation skill check while meticulously searching a shadowy room for important clues. Your character, alas, failed to uncover anything of significance, and unfortunately, you cannot simply repeat that check right away to try again. However, since the room is enveloped in darkness, your trusty Priest steps up to cast the Light spell, which brilliantly illuminates the space. This illuminating spell would significantly boost the visibility of the entire room. With the newfound light now flooding the area, your character can see things much more clearly, creating an opportunity to retry their Investigation skill check with much greater chances of success this time around.

Be warned that your Game Master may decide to increase the Required Roll (RR) of a skill check if you have already failed it, particularly in situations where you are attempting to use your Persuasion and Deception skills. Continually trying to influence non-player characters (NPCs) over and over again may not just irritate them, but it could also ultimately make them significantly less likely to trust you going forward. Additionally, there are some scenarios where failing a skill check can directly influence your environment, creating obstacles that make it even more challenging for either yourself or your party to achieve success. Just because you are being given the opportunity to retry a skill check, do not assume that the Required Roll will be the same.

Making a Skill Check

There is no limit to the number of modifiers you can accumulate on any given skill, but there are limits to the total number of skill points you can have in each of your skills. This limitation is determined by the level of your character, which reflects their overall experience and expertise. As your character's level increases, so too does their proficiency with skills. Every 10 character levels, your maximum allowable skill points will increase, according to the chart below.

You cannot have more skill points in any single skill than your current skill point maximum allows. You will gain skill points as your Adventurer Class level increases. The skill points that you obtain through leveling up can be strategically allocated to any skills you desire, allowing for personalized customization of your character’s abilities. However, it's essential to remember that this allocation must be done during the level-up process in which you obtained them. Different Adventurer Classes gain skills at different rates, leading to exciting variations in gameplay and character development.

Try to get some delightful variety with your skills, especially if you are a Class that receives a generous amount of skill points. However, it is recommended that you remain cautious and avoid making yourself too varied, as the age-old saying “Jack of all Trades, master of none” can definitely become a significant factor in your gameplay. Think carefully about what you want your character to excel at, and thoughtfully distribute your skill points accordingly to optimize your character’s strengths and capabilities.

Skill Point Maximum

Creation is a popular and engaging mechanic in Fragment Skies, and there are specific, separate rules regarding this process. The four skills that allow a character to craft and create are Brewing, Crafting, Mechanics, and Engineering. All of these skills follow the same general rules that help to maintain game balance and consistency:

  1. You cannot make something out of nothing. When creating an item, you will need to gather “materials” to bring your imaginative vision to life. These materials come in three different types, and three categories. The types of materials include Crafting Materials, Brewing Materials, and Scraps. Each of these categories can be further sorted into Basic, Quality, and Rare. This is a crucial distinction that you will need to keep in mind when determining the specific materials required to create the item you desire.

  2. Everything that you can make will necessitate a specific amount of materials, and it will likely involve the inclusion of Quality and Rare Materials as well. For items found within the rulebook, these material requirements are pre-determined, and your GM should reference them when your character is attempting to create something. If you’re trying to whip up something unique and special, it will be up to your Game Master to determine what materials will be required for that creation. Remember that higher quality materials can be used as substitutes for lesser quality ones, so 1 Quality = 5 Basic, and 1 Rare = 5 Quality. It is entirely possible to find and purchase all of the necessary materials for your creative endeavors.

  3. Creating something takes time and patience. Unless otherwise specified, the amount of time required to create an item is measured in an amount of minutes equal to 2 times the Required Roll (RR) of the skill check.

  4. Achieving a Natural 20, which indicates a critical success on the skill check, will result in your creation being a higher quality version of the item you were attempting to make. The specific details of what that means will be determined by your Game Master, so engage with them for the exciting possibilities! However, if you happen to fail the skill check, you will lose half of every type of material that was utilized in the crafting process; losing all materials when failing with a natural 1.

  5. If you find yourself with unwanted items, you have the option to break them down to gain materials. This process will take 15 to 30 minutes, with the exact time being determined by your Game Master. The breakdown will grant you an amount and type of materials that are appropriate to the item that was dismantled. The final amount and types of materials will also be determined by your Game Master and will require a Luck check to see what treasures you uncover.

Creation Skills

Brewing

When your character tests their knowledge of alchemy or brews their own alchemical items, they use the Brewing skill. The Required Roll (RR) for checking this skill will be set by your Game Master (GM) based on the situation. If your character is brewing something specific, the RR will depend on what they are trying to create. Each item in the rule book has a preset RR that your GM will use. If the item isn't listed, the GM will decide the RR.

Having a brewing kit will significantly improve your character's ability to make alchemicals, but it's not strictly necessary. If you try to make something without a kit, your Game Master might ask, “What are you using to create this potion?” To mix powders and liquids, you'll need heat and proper containers. Your GM needs to know you have these basics; without them, you can't make the potion. Also, making alchemical mixtures without a brewing kit will give you a -8 penalty on your Brewing skill check. Luckily, brewing kits are usually easy to find in shops or markets in the game.

Gathering brewing materials in the wild is the easiest way to get them. These materials usually include herbs and liquids found in nature. To collect them, you need access to a forest or jungle and spend at least 1 hour searching. After your hunt, your Game Master will have you roll for luck.

  • Roll 10 or less: find 1d6 Basic Materials.

  • Roll 11-20: find 2d6 Basic and 1d4 Quality Materials.

  • Roll 21-30: find 3d6 Basic, 2d4 Quality, and 1 Rare Material.

  • Roll 30 or more: find 4d6 Basic, 3d4 Quality, and 2 Rare Materials.

These amounts are collected for each hour spent hunting.

Crafting

This skill is used to create non-magical items and structures. If you're crafting something listed in the rulebook, there will be a set Required Roll (RR) and a materials list provided. Your Game Master will check this information. For something new and original, your Game Master will decide the RR. You can also use this skill to test your knowledge of what can be crafted.

Having a tool kit will help your character make various items, but it’s not strictly required. If you try to create something without one, your Game Master (GM) might ask, “What are you using to make this item?” You’ll need some basic tools at least. Your GM wants to see that you have something to use; otherwise, you can’t create the item. Also, if you create something without a tool kit, you will take a big -8 penalty to your Crafting skill check. Luckily, tool kits are usually easy to find at shops or markets in the game.

Building something complex is a special task. It usually needs hundreds or thousands of materials and cannot be done with just a toolkit. The time it takes for this craft is decided differently. You will talk with your Game Master (GM) about what you want to make, and they will estimate how long it will take. The crafting process is split into parts, and the total materials are divided by the hours needed. Each time you work on it, you must provide the required materials. After you work for the day, the GM will have you roll a skill check. If you fail, the time to finish increases by half the hours you worked that day. Rolling a natural 1 means no progress, while a natural 20 means your progress counts as double the hours worked.

Deception

If you try to be deceitful or dishonest with someone, you will likely use this skill. Usually, this means making a skill check against their Insight skill. But in different situations, your Game Master (GM) will set a Required Roll (RR) for the check, determining if your deception works.

Engineering

If you want to create, fix, use, or study any electronic device, you are using this skill. This includes technology like computers, scanners, and cameras that rely on electrical currents. If you’re testing your character’s engineering skills, your Game Master will set a Required Roll (RR) for your check.

This skill needs special tools from an Engineer's kit to create things, unlike many other skills. The materials used are called "scrap," and there is only one type. Creating something with this skill takes a lot of time—5 minutes multiplied by the skill's RR (roll result).

This skill is essential for creating and disarming various traps. It can handle electronic traps, like laser grids, sensors, and alarms that send signals elsewhere. When disarming a trap, your Game Master (GM) will set a difficulty level. If you fail, the trap activates or could have even worse effects!

First Aid

This skill helps to heal different injuries you get during your adventures, but it can't restore an entities Life. If you try to use it without a first aid kit, you'll face a big penalty of -8 to your skill check, making it harder to succeed. You can also use this skill to remove annoying status effects. Your Game Master (GM) will check this chart to find out the Required Roll (RR) for this skill check. Remember, using this skill will use up one charge from your first aid kit and takes 3 Phases of your turn. No matter if you succeed or fail, you'll still spend one use of your first aid kit. If you're treating bleeding or poisoning, this skill reduces the severity of the issue by one stage, helping your team in tough times.

This skill lets you test your character's medical knowledge. When their knowledge of health is questioned, you'll make a First Aid skill check. The Game Master will set the Required Roll, and you'll roll accordingly. If you succeed, you know the answer! If you fail, you're unsure. A natural 1 means your character thinks they know the answer, but it could be a guess, while a natural 20 shows they have detailed knowledge.

Geography

This skill helps determine how well your character understands the layout of an area. It refers to your current surroundings and any past experiences your character might have with a specific location. For example, if you're heading to the Marshes of Rotundra, you can make a geography skill check to see if your character has been there before or read about it. The higher your roll, the more knowledge you'll have about the area. If you roll low, your Game Master might say your character doesn't know anything useful about it. You can also use this skill to gather information about various creatures or entities you meet on your adventures.

History

This skill is very useful as it shows how much your character knows about the world’s lore. This knowledge could come from studying in their early years, stories from travels, or an old book found in a cave. Information about the past is called history, and this skill helps determine how well your character understands it. For instance, if your group finds a magical crown belonging to a long-dead prince named Ecanus from Mandarris, you can make a history check to see if you know anything interesting about him or his city. A higher roll means you discover more secrets, while a low roll might mean you don’t know anything about this bit of history. This skill can also help you gather important details about different characters you meet during your adventures!

Insight

When you're unsure about someone's intentions or feelings, you can use this skill to find out more. This ability helps you see if someone is lying, avoiding the truth, or acting suspiciously. For example, your adventuring group is trying to find a mercenary known to visit the tavern where you are. You ask the barkeep about him, and he quickly says “no.” But you have evidence that the mercenary comes here often, and the barkeep’s fast response raises suspicion. In this case, you can make an “Insight” check on the barkeep to see if he’s lying or hiding something. When you do an Insight check, be clear about what you want to know. You might ask, “Is the barkeep lying?” or “Does he seem scared to share information with us?” The result of your check will tell you yes, no, or maybe, based on your roll and the challenge set by your GM for this check.

Intimidation

If you're trying to scare or impress someone, you'll use this skill. Your Game Master (GM) will set a Required Roll (RR) for your intimidation check based on the person and the situation. If you succeed, people are more likely to follow your requests. This can help in many situations, like getting into a secret gambling club or convincing local guards to release you by threatening them with your strength.

Investigation

If you're focusing on a specific target, you're using this skill, which is different from your Notice Feature. The Notice Feature tests your senses, while the Investigation skill tests your character's analytical abilities. For example, if your group finds a dark cave at sunset, you might ask, "Do I hear anything strange coming from the cave?" This is a Notice Feature check. If you succeed, you hear only the faint wind inside. Then you might ask, "Do I see anything odd around the entrance?" This is an Investigation check. If you succeed, you notice unusual footprints that don't belong to a person, and deep claw marks on the stone walls. The Investigation skill is for specific details, while Notice is for more general observations about your surroundings.

Lock Picking

This skill is used to carefully open locks by picking them. You can unlock any door, chest, or cabinet that is locked, as long as it’s not magically secured. If you don't have a proper lock pick, you can use something else from your inventory, but this will give you a -5 penalty on your roll. Each lock has a level from 1 to 5, with each level having 20 points of integrity. When you attempt to pick a lock, your roll acts like damage to that lock’s integrity. If you get the integrity down to 0 before your pick breaks, the lock opens. Remember, you need to focus while lock picking; you can't do anything else with your hands. If anything interrupts you, like your pick breaking or leaving the lock, the integrity resets, and you have to start over.

Use this skill during your Perform Phase. If you fail to pick the lock on your first try, keep trying in your next Perform Phase. You can make another attempt to weaken the lock and improve your chances. Once you pick the lock successfully, you’ll get a +5 bonus on all future attempts on that same lock, making it easier next time. This bonus can stack with each successful pick, at your GM’s discretion.

Mechanics

If you're trying to create, fix, use, or study any mechanical object, you're using this skill. This means any machine that has moving parts, like gears, belts, and chain drives. Examples of machinery include vehicles, elevators, and sliding doors. To test your character's mechanical skill, your Game Master will decide a Required Roll (RR) for your skill check.

Having a tool kit greatly improves your character’s ability to create items, but it isn’t strictly necessary. If you try to create something without one, your Game Master might ask, “What are you using to make this item?” You need basic tools to create items from parts. Your GM needs to know you have something to replace these tools; otherwise, you can’t make what you want. Also, if you attempt to create something without a tool kit, you’ll get a -8 penalty on your Mechanics skill check. Luckily, tool kits are usually easy to find in shops or markets. The materials needed for creating items using this skill are called “scrap,” and there is only one type. Creating something takes a significant amount of time, specifically 5 minutes multiplied by the RR of the skill check needed.

This skill is crucial for creating and disarming traps. You can handle various traps, like spinning blades or falling spikes. To disarm a trap, your Game Master (GM) will set a Required Roll. If you succeed, the trap is turned off. If you fail, the trap activates or may even cause a bigger problem!

Mystic

This skill is used whenever your character wants to use, operate, or understand something powered by magic. It also helps when your character tests their magic knowledge, like remembering a spell's effects or figuring out what magical symbols mean. Since you’re in a lively world filled with magic in everyday life, you'll use this skill often on your character's thrilling adventures, including recognizing details about the monsters you might face.

This skill is often used to activate magical items like medallions and scrolls. Some items work automatically, while others need to be activated manually. To do this, you must make a Mystic skill check. The Required Roll (RR) for this check is 7 times the Tier of the spell effect on the item. For items enchanted with elemental art, the RR is 6 times the level of that elemental art.

Performance

This skill measures how well your character can perform activities like acting, dancing, or playing music. You might wonder when it will be useful, but there are more situations than you think! Imagine your group is trying to rescue someone being transported in a guarded wagon. You need to stop the wagon so your stealthy Assassin can pick the lock. You dash out from the forest, acting like a civilian chased by a monster, begging the guards for help. In this tense moment, a performance check will determine how convincing your act is. This is just one of many examples where this skill can be useful, and it’s up to your GM to decide when to use it over other skills.

Persuasion

When you want to influence someone's decision, you'll use this skill. This applies in many situations, like convincing a guard to let you into the town square to warn people about a disaster, or persuading a stubborn shopkeeper to lower the price of valuable vitality potions. You'll find many moments in your adventure where this skill is useful. Usually, when your Game Master asks for a Persuasion skill check, they'll set a target number for you to meet. The better your roll, the more likely you are to convince the person to side with you!

Religion

In the colorful world of Fragment Skies, many deities exist, each proven by important historical events. Each god plays a crucial role in creating and balancing the world your character lives in. Devoted followers often choose classes like Priest or Charmer that draw power from their deity. A character's knowledge of these gods is reflected in their Religion skill. If you need to make a Religion skill check related to your character’s deity, you get a +1d6 bonus. However, you don’t have to pick a deity-focused class to show devotion; you can express this through your character’s backstory.

Your character could be a sly Scout raised in a society that deeply worshiped Megnara, the Goddess of life. They might pray to her, hoping their next victim finds peace in her care. Alternatively, your character could be a tough Brawler from a family that worships Trelucion, committing acts of violence in his name as the God of calamity. There are endless possibilities, and including these elements in your character's story can add depth.

When your knowledge of deities or worship is tested, your Game Master (GM) will ask you to make a Religion skill check. They will set a Required Roll (RR), and you will roll your skill check like usual. The higher your roll, the better your character understands the topic. This skill is also helpful for gathering important information about beings you might meet during your adventures, like cultists or those closely linked to a deity.

Sleight of Hand

If your character is in view of others and tries to act sneakily without being noticed, they will make a sleight of hand skill check to see how discreetly they can perform their actions. This could involve activities like pickpocketing or trying to grab an officer's key card while a teammate distracts them. Anyone nearby can make a Notice check to see if they notice what you're doing. The difficulty for this Notice check is the result of your Sleight of Hand check, so it's important to roll high; otherwise, you might get chased out of the city and into trouble!

Sneak Attack

A sneak attack is a surprise hit on a target that doesn't see you coming. For a sneak attack to work, the target must be completely unaware of you. If the target suspects danger, they can make a Notice check based on your Stealth roll. This checks if you are hidden. The target must also be within range or your attack. If everything is right, you can make a Sneak Attack, and it will be your main attack for that turn.

When you try a sneak attack, add your Sneak Attack bonus to your RTH instead of your Battle Caliber. A successful sneak attack is always a critical hit and deals an extra 2 points of damage for each damage die rolled. However, the target will know your location after the sneak attack, losing any surprise for future actions. Additionally, each entity can only sneak attack one target per round, including in multi-attacks or combos.

Stealth

Your character’s Stealth skill is used often. Whenever they try to be sneaky, you’ll make a Stealth check to see how sneaky they are. This could be for sneaking up on a Minilark in the bushes or quietly moving through catacombs without waking the Zombie Lord.

You can also use this skill to stay still and remain unseen, which is called “hiding.” While hiding, your character can’t move, and they must be completely out of sight from whoever they’re hiding from. If they stay hidden, they get a +5 bonus to their Stealth check.
Being sneaky is a delicate process, and can be ruined by many things;

  1. Making what the GM declares is “too much noise”. Such as talking to loudly or rummaging through your back pack to pull out that sword you stashed away.

  2. Attacking a target usually makes noise, which can alert nearby creatures. However, there are situations where an attack might not draw attention. In these cases, you may need to make another skill check to see if your stealth is broken, depending on your GM's decision.

  3. Performing spells with an audio component. Again, this goes back to making noise. It is kind of hard to remain hidden when you are speaking the incantation of a spell, especially when the casting of that spell is flashy and takes more than a couple of seconds to cast.

  4. Using an Ability. All abilities cause a commotion in one way or another. Unless otherwise specified, any ability your character can do will make themselves very known to those around them.

  5. Standing in plain sight. Of course, if you are out in the open, others can see you.

  6. Touching an entity. If you touch an entity, that entity should have a pretty good idea as to your where abouts.

When you roll for stealth, the result lasts for 1 hour or until something changes that would require a new check. Hiding is different; if your character is hidden, they'll stay stealthy until something changes. If the wall you were hiding behind shifts because the Aviatrine pulled the wrong lever, you need to find a new hiding place.
While you are “in Stealth,” other entities with a Notice Feature lower than your skill roll won't notice you unless something obvious happens. However, some may be actively searching for you. To find an entity “in Stealth”, one must make a Notice Feature check, using the Stealth skill roll result as the RR.
For example, if you sneak into a Goblin camp and roll a Stealth score of 21, most Goblins won’t see you since their Notice Feature is about 7. The sentries, however, are actively looking for threats, so they can roll a Notice Feature check. They still have a Notice Feature of 7, so if they roll a 14 or higher on a d20, they will succeed in spotting you.

Sunder

Sundering something means damaging an item or structure, lowering its durability instead of its Life. All beings have a Life stat, while everything else has durability. If somethings durability hits zero, it breaks. When you want to reduce somethings durability, you'll use this skill. If you're using a weapon, damaging spell, or elemental art, add +1 to your Sunder skill for each damage die you normally roll. Usually, anything with durability can't recieve psychic damage. Your Game Master might ask you to make a roll to hit against the target. If they don’t, you hit automatically. If you hit, refer to this skill: roll 1d20 and add all of your modifiers for this skill. This total shows how much the target's durability decreases. If you used a weapon, its durability also goes down by 4. If it's a bludgeoning weapon, it only loses 2 durability.

Unarmed Fighting

If you attack using your body, you’re using the unarmed fighting skill. This includes punches, kicks, headbutts, elbows, etc. There are specific rules: your RTH won’t have a modifier unless your character is efficient in Unarmed Fighting, and a roll of “20” is a critical hit. If you hit, the damage will be 1d20 plus your Unarmed Fighting skill bonus and your Athleticism Feature. This damage will be reduced by the target's Wisdom Feature, which acts as their defense. This type of damage is Bludgeoning and won’t be further reduced by the target's Defense stat.

When you choose to attack a target with this skill, you can use your Perform Phase and Attack Phase for a multi-attack, hitting the target 1d4+1 times. This will use 4 Aura Counters but can be crucial when the boss is almost defeated and ready to strike your healer.

Wilderness

Wilderness refers to the natural parts of the world, like forests, oceans, and mountains, that are mostly untouched by people. When your knowledge in this area is being tested, you will make a Wilderness skill check. This often relates to plants, animals, and nature. You can also use this skill to learn about creatures you encounter on your adventures, like animal and plant-type monsters.