Contents
This document covers many different areas of the game’s rules, in the following order:
Rules:
Ladder Season Rules
Dungeons
Safe Zones
Challenge Gates
Adventuring Clock
Waypoint Warp
System Use:
Inventory, Items, and Gear
Hit Points and Resources
Primary Stats
Secondary Stats
Defensive Stats
Abilities
Ability Subtype
Affinity
Class
Skills
Ladder Season
In addition to containing a plethora of new items, abilities, and higher-rarity classes, each new Ladder Season comes with its own special set of rules to govern play. These rules typically follow a theme.
This Ladder Season is Called: Gaze Into the Mirror
Virtue and Vice
Good deeds will grant Virtue. Evil deeds will grant Vice. Your Virtue and Vice combine to give you a unique set of abilities which grow stronger as you earn more of either.
Truly great acts of good will convert a small amount of your Vice to Virtue. The reverse is true for great acts of evil.
Morality Balance & Rank
You have a Morality Rank. Your Morality Rank is determined by the sum total of all the Virtue and Vice you have earned and acts much like your class’s level.
You have a Morality Balance. Your Morality Balance is determined by the ratio of your Virtue and Vice. Your Morality Balance is like your class in that it determines which abilities you gain from Morality Ranks.
If your Morality Balance is too close to neutral (1:1), you gain no abilities from this feature.
Recharging Morality Abilities
Good abilities regain their uses at dawn, which is when the sun rises. Evil abilities regain their uses at nightfall, which is when the sun sets.
Dungeons
Free Dungeon
Dungeons start as free dungeons. Free dungeons spawn monsters that attack the surrounding environs and will also attack nearby settlements. There is no limit to how many people can assault a free dungeon, but free dungeons are very difficult and their inhabitants respawn quickly if the dungeon is not in contention.
Locked Dungeon
After a free dungeon is defeated, it becomes a Locked Dungeon. A Locked Dungeon is accessed via a portal near where the main entrance to the Dungeon is located. A Locked Dungeon is instanced and balanced for a limited number of players, typically making it significantly weaker than a Free Dungeon.
A locked dungeon can only be challenged by forming a party and venturing into it, at which point it becomes an instance for that party.
Safe Zones
Safe zones disallow PvP and PvNPC, but not monster combat. Most types of monsters will naturally avoid safe zones.
Safe Zones and Beacons of Safety
A Safe Zone is not permanently safe: it relies on one or more beacon of safety to keep its safe zone status. Any player or NPC can attempt to deactivate a beacon of safety by interacting with it and choosing the attack option.
Doing so will send a quest to all players and NPCs near or in the safe zone, allowing them to declare themselves as attackers or defenders. Players who do this will lose the protections of the safe zone but gain the ability to attack players of the opposing side.
Attackers will disable a safe zone if they have an attacker near each beacon of safety while no defenders are near that beacon of safety. Defenders succeed in defending a safe zone if no attackers are within or near the safe zone’s boundaries.
Large settlements can be comprised of multiple, interlocking safe zones, each of which can be disabled separately.
Challenge Gates
Players have all spawned near the center of the world’s vertical axis; difficulty increases as you travel up or down. Challenge Gates divide game areas and make it impossible for any player to progress into them until they are opened by meeting certain conditions.
Challenge Gates seal off areas of the game until their challenges are met. Unlike almost all other barriers, there is no way to access an area that is closed off by a Challenge Gate without completing its challenge, and the system will react unkindly to any character who successfully circumvents this rule.
Challenge Gates prevent breakaway leveling and often require at least a few characters to work together to access higher-leveled areas of the game with new loot and resources.
Adventuring Clock
You have an Adventuring Clock.
When you are in a safe zone or resting in camp, your clock counts up, to a maximum of 36:00:00
When you are outside a safe zone, your clock counts down, to a minimum of 0.
You cannot gain experience or loot rewards from any activity unless your clock has time left on it and is counting down.
PvP is an exception to these rules: if you are out of time on your clock, you still gain loot and morality points for killing another player (but not Experience Points).
Waypoint Warp
The Waypoint Warp ability allows fast travel between safe zones and locked dungeons. Players don’t gain the Waypoint Warp ability until they have completed a dungeon and visited at least 2 Safe Zones.
You gain 1 use of Waypoint Warp for every 12 hours. You can have a maximum of 2 uses, and Waypoint Warp has a cooldown of 6 hours.
Items, Inventory, and Equipment
Open and Private Loot
Items that can be seen and picked up by anyone, such as plants and stones, are called open loot.
Other items are private: only lootable, and in some cases only visible, to those entitled to it. When you slay a creature, its items (and often its corpse, or certain body parts) become your private loot.
Multiple options exist for distribution of loot while in a party.
Inventory and Containers
You have limited ability to store certain items in an extradimensional space called your inventory. Your inventory has 40 slots to start, but can be upgraded to hold more. Many items stack in your inventory, and many more items, such as containers, take more than 1 inventory slot to carry.
Some Boon Cards grant you extra, specialized inventory slots, such as the Boon of the Potion Case card. You cannot stack Boons that grant inventory slots of the same type—only the highest bonus will apply.
Chests and other containers also store items in an extradimensional space. Destroying such a container will spill its items into the area around it as free loot. A container cannot be placed in the inventory unless it is empty.
Equipment
Items that you equip into your equipment slots are classified as equipment.
Your equipment slots are:
Head
Neck
Back
Armor
Hands
Ring 1
Ring 2
Belt
Legs
Boots
Fragment
Wielding (Hand 1)
Wielding (Hand 2)
Legendary Fragments
Legendary items have been broken into pieces and scattered across the game world. These pieces all have a number listed after their name. That number is the item’s fragment count: it represents the percentage of the item that this piece constitutes. You have a fragment rating for that legendary item equal to the total fragment count of all pieces in your possession (no matter where they are).
When you equip a piece of a legendary item to your fragment slot, you gain a bonus whose power scales with your fragment count.
Be Warned: Legendary Items crave their restoration. Having a high enough fragment count allows you to automatically sense the exact direction to the closest person whose fragment count exceeds a certain threshold, shown below:
Fragment Count vs Detects Fragment Count:
5 — 5
10 — 4
15 — 3
20 — 2
25 — 1
Even if the fragment count thresholds are not met, legendary items may still find a way to make the bearers of their shards meet. Possessing the pieces of a Legendary Item will invariably end in being hunted, unless you yourself are the hunter.
If you die while in possession of a fragment and it is not in your inventory (such as if it is stored in a container somewhere), it will teleport to your corpse to be looted by your killer.
You cannot abandon a piece of a Legendary Item; you must trade it to a willing player to be rid of it.
Hit Points and Resources
Hit Points
When an effect would cause you harm, you instead lose Hit Points in proportion to the harm that effect would cause. You still take mild harm, such as a scrape where a sword slashed you or a bruise where a bullet passed through your body.
Weapons still encounter some resistance when they make contact with your body. The system will naturally push invading foreign objects, such as arrows, out of your body if their momentum is not enough to do so by themselves.
Stamina
Stamina is used primarily by martial characters to pay the cost of using their techniques. Stamina regenerates constantly at a moderate pace. This pace increases if you are in a safe zone, and increases further if you are in a safe zone and in a state of physical rest, such as sitting or lying down.
Mana
Mana is used primarily by spellcasting characters to pay the cost of using their spells. Mana regenerates constantly at a slow pace. This pace increases if you are in a safe zone, and increases further if you are in a safe zone and in a state of mental rest, such as if you are meditating, socially engaged, or on certain mind-altering substances.
Primary Stats
A character has four primary stats. Primary stats are increased with stat points which are received when leveling up. Very few other bonuses to primary stats exist outside stat points.
The primary stats are:
Agility
Agility is the main contributor to a character’s overall movement speed, their Haste and thus their attack speed, their Defense Rating and their balance. Combined with Strength, Agility also determines the effectiveness of a character’s explosive strength is (such as jump height) as well as their overall physical endurance and their Stamina.
- You add your Agility to your Haste
- You add 1 to your Defense Rating for every 3 Agility you possess
- You add 5 times your Agility to your Stamina
Strength
Strength is the main contributor to a character’s overall physical strength, their Might, their Physical Resistances, and their Hit Points. Combined with Agility, Strength also determines the effectiveness of a character’s explosive movements (such as jump height) as well as their overall physical endurance and their Stamina.
- You add your Strength to your Might
- You add your Strength to your Physical Resistance
- You add 5 times your Strength to your Stamina
- You add 10 times your Strength to your Hit Points
Focus
Focus is the main contributor to a character’s overall ability to concentrate, their Celerity, and their Magic Resistance. Combined with Spirit, Focus determines a character’s overall willpower, mental stamina, and their Mana.
- You add your Focus to your Celerity
- You add your Focus to your Psychic Resistance
- You add 5 times your Focus to your Mana
Spirit
Spirit is the main contributor to a character’s overall emotional stability, their Power, their Magic Resistance, and their Divine Resistance. Combined with Focus, Spirit determines a character’s overall willpower, mental stamina, and their Mana.
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- You add your Spirit to your Power
- You add your Spirit to your Magic Resistance
- You add your Spirit to your Divine Resistance
- You add 5 times your Spirit to your Mana
Secondary Stats
Secondary Stats are those stats that directly determine the effectiveness of your Attacks, Spells, and Techniques. The Magic and Spells section and the Weapons, Attacks, and Techniques section give detailed descriptions of these stats.
Prowess determines which techniques you can learn. As you level in certain classes, your prowess increases, enabling you to learn stronger martial techniques. Virtually no bonuses to prowess exist outside of gaining levels in prowess-granting classes.
Spellcraft determines which spells you can learn. As you level in certain classes, your spellcraft increases, allowing you to learn stronger spells. Virtually no bonuses to spellcraft exist outside of gaining levels in spellcraft-granting classes.
Precision determines how accurate you are with your abilities, and is compared with an opponent’s defense rating to determine your chance to hit and, if high enough, your chance to critically hit.
Haste is a physical attack stat that determines how fast you attack with any weapon or technique, as well as how quickly it cools down. You always add your Agility to your haste.
Might is a physical attack stat that determines the damage you deal with attacks and techniques. You always add your Strength to your might.
Celerity is a spellcasting stat that determines how quickly you cast your spells, as well as how quickly they cool down. Celerity also provides a cost reduction to all spells. You always add your Focus to your celerity.
Power is a spellcasting stat that determines how effective your spells are. You always add your Spirit to your power.
Defensive Stats
A character has a variety of stats dedicated to keeping them alive. These are listed below along with explanations as to how they work.
Defense Rating
Defense Rating determines how difficult you are to hit with attacks and spells. It offers no protection against some spells, such as curses, which don’t use a physical projectile, does protect against area of effect attacks.
Damage Resistances:
A resistance reduces the damage and effects that you suffer from a certain element. All incoming effects is reduced a percentage which is calculated as follows:
Adjusted Effect = [ N / (N + Damage Resistance) ] * Unadjusted Effect
Where N is a value that corresponds with the attacker’s character level and rises as they level.
You use the average value between both relevant resistances against an ability with two elemental types.
Abilities
Characters are defined not only by their class, but by which abilities they choose to use, both in and out of combat. The rules governing abilities are as follows:
Ability Slots and Gaining Abilities
Characters gain ability slots, both when they choose a class and when they level up. Each ability slot has one or more types associated with it, and each ability can only be prepared into an ability slot that matches its types.
When you reach level 1, you gain a starting set of ability slots, and these slots are filled with abilities common to all level 1’s of your class.
Past level 1, characters of the same class gain the same ability slots at the same levels, but fill the ability slot by making a choice between two or more abilities which favor different playstyles.
Replacing an Ability Gained Through Leveling
None of a character’s abilities are fixed. You can replace an ability you know with a new ability, as long as the new ability is eligible to use the slot occupied by the old ability. To do this, you must learn the new ability by consuming its ability card or using its ability book.
Ability cards and ability books function much the same, except that cards are expended upon use and books can be used any number of times. Ability books also take a long time to use.
Ability Types
The ability types don’t just interact with slots: each type comes with separate rules which govern how the ability functions. Types are listed below.
Iconic
Iconic abilities are especially powerful abilities that associate strongly with certain classes. If an ability has the iconic type, you can only learn that ability if you have one of its associated classes, such as the priest class for the Iconic Metaspell — Efficient Spell ability. Iconic abilities can be associated with more than one class.
Unlike with other ability types, can prepare an ability that isn’t iconic in an iconic ability slot as long as it matches all the other slot’s types. Doing this is usually sub-optimal.
Spell
Spell is one of the two most common ability types. Spells typically cost mana and often require complex words, verses, gestures, and emotional states to be employed by the caster. Spells also often have casting times, but rarely have cooldowns. Learning spells requires spellcraft.
Technique
Technique is one of the two most common ability types. Techniques typically cost stamina and rarely have use times or complex component requirements. Techniques are usually instantaneous and almost always have cooldowns, some of which are shared with other techniques.
Spell Augment
A spell augment modifies a spell as you cast it, usually to make it more powerful. Spell augments almost all come with drawbacks, such as making the spell take longer to cast, cost more mana, or adding / increasing the spell’s cooldown.
A spell augment’s description tells you how it modifies the spell in question. The most important detail to know about spell augments are how they interact with your spellcraft. Most spell augments modify a spell’s base spellcraft requirement, and you must have enough spellcraft to cast the modified spell.
When calculating a modified spell’s adjusted spellcraft requirement, you do the following:
1. First add all the base spellcraft adjustments of the spell augments to the spell’s required spellcraft
2. Then add together all the spellcraft multiplier percentages of the spell augments
3. Then multiply the first value by the second.
You can use any number of spell augments on a given casting of a spell as long as your spellcraft is high enough.
Technique Augments
A technique augment functions just like a spell augment, but for techniques. A technique augment will modify prowess, not spellcraft.
Passive
A passive ability provides a permanent bonus or change to your character. Passive abilities can be exchanged for different passive abilities just like other ability types.
Despite their name, some passives can still be engaged, either to toggle their bonus on and off or to toggle their bonus between modes.
Fixed
An ability with the Fixed type cannot be exchanged as normal and is permanently locked to the slot that you gained when you gained the ability.
For example, all classes come with a Fixed Iconic Passive ability which grants benefits that are core to the class’s identity.
Spell and Technique Descriptions
By default, Spells and Techniques are presented using simplified descriptions containing only the most relevant information. By engaging the (+) in a simplified ability description, you will open the detailed description.
Below is the template for a detailed ability description, followed by a description of which parts mean what:
[Ability Type(s)] – [Ability Name]
[Ability Subtype(s)]
[Required Equipment, Required Spellcraft or Prowess Required Elemental Affinities]
Oral Components: [None, Command, or Verse]
Bodily Components: [None, 1 Hand, 2 Hands, or Full]
Mental Components: [None, M - ([Mental State]), or Full]
[Cost] (Adjusted from [Base Cost])
[Cooldown] (Adjusted from [Base Cooldown])
[Use/Cast Time] (Adjusted from [Base Use/Cast Time])
[Range] (Adjusted from [Base Range])
[Effect] (Adjusted from [Base Leveled Effect])
[A description of what the ability does]
Ability Subtype
Abilities have subtypes based on what they do. Other abilities, items, and skills can interact with abilities based on their subtype. A few subtypes, like the [Illusion] or [Strike] subtype, have special rules that apply to all abilities of that subtype.
The subtypes are as follows: Artifice, Beneficial, Conjuration, Death, Destruction, Detrimental, Divination, Illusion, Kinesis, Life, Mana, Mental, Strike, Time, and Warp.
Artifice: this subtype includes all items as well as all abilities that enhance or create items. explosives, poisons, contraptions, potions, and recipes made using professions are all typed [Artifice].
Beneficial: this subtype includes all abilities that provide a lasting positive effect to a target, ie: a buff.
Conjuration: this subtype includes abilities that summon creatures and entities as well as abilities which create inanimate objects. Most [Conjuration] abilities requiring the Magic Affinity, with the next-most belonging to the Divine Affinity.
Death: this subtype includes all abilities that deal with the process of dying, with the remains of the living, and with draining or using Hit Points as a resource. Most [Death] abilities require the Divine Affinity, with the next-most requiring the Magic Affinity.
Destruction: this subtype includes abilities which damage or destroy creatures or objects with supernatural power. Physical abilities which deal damage rarely have the [Destruction] subtype, but damaging abilities requiring other affinities almost always do.
Detrimental: this subtype includes almost all abilities that afflict a target with a negative effect, ie: a debuff.
Divination: this subtype includes almost all abilities which provide their user with information, such as detecting nearby creatures or gleaning information about what the future might hold. It also includes augments which alter how abilities are targeted and many abilities which provide bonuses to precision.
Illusion: this subtype includes abilities which externally deceive the senses, ie: false sounds and images. It also includes abilities which reflect other abilities, conjure light or hardlight, manipulate shadows, and induce invisibility.
Most [Illusion] abilities require the Magic Affinity, with the next-most requiring the Psychic Affinity.
One Illusion Rule – Unless otherwise stated, a character can only one instance of a given Illusion ability active at one time—one Hardlight Construct, one Immobile Illusion, one Flawed Invisibility.
Kinesis: this subtype includes abilities dealing with motion: both those which a character moving themselves, such dodges, leaps, and flight, and those which move other characters or objects.
Most [Kinesis] abilities have the Physical or Psychic Affinities.
Life: this subtype includes abilities which restore health and remove or offset some [Detrimental] effects, along with some abilities that interact solely with living creatures or distinguish between the living and nonliving. The vast majority of [Life] abilities require the Divine Affinity.
Mana: this subtype includes abilities that consume a great deal of mana, replenish mana, modify the intensity of spells, dispel magical effects or counter spells, and so on. Almost all [Mana] abilities are spells, spell augments, or passives, and almost all of them require the Divine or Magic Affinities.
Mental: this subtype includes all abilities that deal with the mind, such as those which manipulate emotions or perceptions internally, allow thought speech, grant bonuses to Celerity, and store or quicken spells. The vast majority of [Mental] abilities require the Psychic Affinity.
Strike: this subtype includes all abilities which involve making a weapon attack as part of their resolution. The vast majority of [Strike] abilities require the Physical Affinity.
Strike Cooldown Rules – Unless otherwise stated, all [Strike] abilities will engage a cooldown called a Strike Cooldown that applies to all [Strike] abilities that a character knows. This is in addition to any cooldown the ability normally has.
Strike cooldown is based on four things: the ability’s base strike cooldown, which is typically higher for more powerful abilities; the speed of your weapon, with faster weapons having shorter strike cooldowns; the total number of [Strike] abilities you know, with more strikes meaning shorter strike cooldowns; and your Haste or Celerity, which apply to your strike cooldowns as normal.
Time: this subtype includes all abilities which involve manipulating time. Almost all [Time] abilities have a cooldown, including spells and spell augments.
Manipulation of time is powerful, and most [Time] abilities require high prowess or spellcraft. A high proportion of [Time] abilities are iconic abilities when compared with other subtypes.
Warp: this subtype includes all abilities which involve manipulating space, such as those which teleport creatures or objects, open portals, modify the way that matter interacts with its surroundings, and alter gravity.
Manipulation of space is powerful, and most [Warp] abilities require high prowess or spellcraft. A high proportion of [Warp] abilities are iconic abilities when compared with other subtypes.
Requirements
Some abilities require a certain elemental affinity in order to be used, such as the Divine Affinity for many healing and blessing spells. See Elemental Affinity for more details.
Some abilities also require specific equipment to be used, such as a shield or a ritual candle.
Cost
This is the cost of the ability, adjusted by your other abilities and, in the case of spells, your Celerity.
Cooldown
This is the cooldown of the ability, adjusted by your items and other abilities as well as by your Haste or Celerity
Use / Cast Time
This is the time it takes to complete the casting or initiation of the ability, adjusted by your items and other abilities as well as by your Haste or Celerity
Range
This is the furthest you can target with the ability.
Effect
All abilities which can be resisted have a value listed under effect. The Base Effect value for an ability increases as you level, and is then adjusted by your Might or Power. Note that all numbers listed under effect are adjusted by Might or Power, including durations and ranges.
The effect value is used to calculate resistances. If an ability deals damage, has a duration, or applies a percentage-based penalty, these effects are reduced in proportion to how much the target’s resistances reduce the effect value.
Oral Components
C means it has a command—a single word that must be spoken at the conclusion of its cast time. A V means it has a verse—a long string of words that must be spoken continuously as the spell is cast.
Movement Components
This is the ability’s movement requirements. 1 Hand means that one hand must make gestures as you use the ability. 2 Hands means that two hands must make gestures. An F stands for full-body—your character cannot move in any way except to cast the spell. Hands which are holding a spellcasting implement, such as a wand, book, or stave, can still make gestures for spellcasting.
Psychic Components
This is the ability’s psychic requirements. It describes a particular mental state you must attain in order to cast it, such as calm, focused, or angry. A caster not inhibited by psychic effects can always produce the required mental state for any of their spells, even in combat. An F stands for full, meaning that you must suffer from no effects which inhibit your mental state in any way to cast the spell.
Affinity
There are eight basic elemental affinities in the game: four source affinities and four primeval affinities.
Different abilities, items, and features grant differing amounts of affinities. You can have any number of any combination of affinities.
Affinities and Requirements
Most abilities require at least one affinity to be learned and used, and almost all of these affinities are from the source affinities: Divine, Magic, Physical, and Psychic.
Innate Affinities and Class Requirements
Affinities which are granted by class passives are called innate affinities. Innate affinities function just like ordinary affinities, but are the only affinities that can meet certain prerequisites—usually class prerequisites.
This means that in order to adopt a class, you must have already have adopted a class that meets its affinity requirement.
Note that you don’t need to use the class that grants the required innate affinity as your new class’s precedent if you are one of the chosen—either class will do.
Affinity and Damage Type
Unless otherwise stated, all abilities and attacks that deal damage will deal damage that is of a type with your highest overall affinity, ignoring all others. If you have two or more affinities tied for the highest, two of them will combine to create a hybrid elemental type.
Tiebreaker – ties of three or more equal affinities are broken thusly:
Primeval affinities are chosen first, with any that you have as innate affinities taking priority over other primeval affinities. Further ties will be broken by the state of your physical environment.
Source affinities are chosen next, with any that you have as innate affinities taking priority over other core affinities. Further ties will be broken by the sum total of required core affinities across your known abilities.
Affinity and Non-Damaging Abilities
Abilities which don’t deal damage are simply cast with whatever affinity is listed in their requirements. If more than one affinity is listed in their requirements (such as Hex of Chains being both divine and magic) and you have the same amount of both affinities, the ability will have a hybrid elemental type.
Source Affinities
One of these four affinities comes as the innate affinity on nearly every class in the game, including all common and almost all uncommon classes. Almost all abilities in the game require at least one of the four source affinities. With the exception of the agility stat, primary stats all grant resistance to at least one source affinity.
The four source affinities are Divine, Magic, Physical, and Psychic.
Primeval Affinities
The primeval affinities (sometimes referred to as the elemental affinities) are not often required to learn and use abilities and rarely come as innate affinities. Primeval affinities, however, add a bonus effect to any offensive abilities you use with them.
Fire – A hybrid fire affinity will stack a mild damage-over-time effect on targets. A pure fire affinity will stack a slightly stronger damage-over-time effect.
Frost – A hybrid frost affinity will stack a mild impairment to movement speed on targets. A pure frost affinity will stack a mild penalty to movement speed, haste, and celerity.
Nature – A hybrid nature affinity will stack a mild penalty to might and power on targets. A pure nature affinity will stack a slightly stronger penalty to might and power.
Lightning – A hybrid lightning affinity has a slight bonus to critical hit damage. A pure lightning affinity gains a slight bonus to damage the further you are from your target.
Classes
You begin at level 0. You reach level 1 when you choose a common class to adopt. A class has 10 levels of progression: after you have gained 10 levels in that class, you can choose a new class to adopt. If you continue gaining levels without adopting a new class, you will be limited to taking previously unchosen abilities in your current class when you level up.
At 11th level and every 10 levels thereafter, you can add a new class of the next-higher rarity to your current one. When you adopt a new class, you keep all your old abilities and passives, including any class passives you already have. If you gained more than 10 levels in the old class, you can choose to replace any ability you gained past 10th level with abilities from your new class.
Class rarities are as follows:
Common – Uncommon – Rare – Exceptional – Legendary
Skills
Skills represent a variety of domains that you can gain aptitude in. Training a skill grants unique benefits to your character apart from your class and abilities.
Skill Rarity
Skills have a rarity. Common skills are available to all characters whose class makes them eligible. Some skills of higher rarity are unlocked as you meet, or come close to meeting, their requirements. Others must be learned from expendable items called skill cards.
Skill Types
Skills have types. Some skill types are more generalized, such as Profession skills or Martial skills, and others are more specific, such as Poison skills.
Some examples of skill types, along with helpful information, can be found below:
Profession - Profession skills are those skills that are associated with a particular trade. Many other skill types, such as the Smithing, Carpentry, Enchanting, Alchemy, and Music skill types, are counted as Profession skills by default.
Talent - Talent skills are those which enable a character to perform extraordinary feats and are often useful in combat. Many other skill types, such as the Sneaking, Acrobatics, Legerdemain, Poisoning, and Music skill types, are counted as Talent skills by default.
Magic - Magic skills involve the use and understanding of magic. Many other skill types, such as Enchanting, Spell Specialization, Scribe
Martial - Martial skills involve weapons, tactics, and the fighting arts. Many other skill types, such as Smithing, Weapon Training, Poisoning,
Gaining a Skill
A skill costs a certain amount of skill points. Most classes receive both typed and general skill points when they level up. Typed skill points can only be spent on abilities with that type; general skill points can be spent on any skill.