SKILLS LIBRARY
This is simply a list of canonically known skills that tend to show up here and there. They've been modified to fit the mechanics of the site. You're free to use these for your Personal Skills. This also shows a list of how Class Skills work here.
Unless otherwise stated, all effects stack.YOU ARE NOT RESTRICTED TO ONLY THESE SKILLS. YOU ARE FREE TO MAKE YOUR OWN. THESE JUST ACT AS A HANDY LIBRARY.
CLASS SKILLS
Independent ActionThe ability to act independently of a Master. The Servant can freely act on its own and can even live on in the event the Master perishes. In mechanical terms, this skill increases the amount of threads a Servant can go without their Master appearing nearby or how long a Servant can last before the World starts working to remove them (draining their pools).
A: Servant can be in
five threads before they need their Master. In the event of Master loss, Servant can go
five threads before their HP and MP start dropping.
B: Servant can be in
four threads before they need their Master. In the event of Master loss, Servant can go
four threads before their HP and MP start dropping.
C: Servant can be in
three threads before they need their Master. In the event of Master loss, Servant can go
three threads before their HP and MP start dropping.
D: Servant can be in
two threads before they need their Master. In the event of Master loss, Servant can go
two threads before their HP and MP start dropping.
E: Servant can be in
one thread before they need their Master. In the event of Master loss, Servant can go
one thread before their HP and MP start dropping.
Item ConstructionThe ability to create magical items. The Servant can create items that could perhaps be considered Mystic Codes. In mechnical terms, this skill determines the rank of created items. Only the maximum amount of items listed in the rankings can exist at any time.
A: Servant can create
five item up to
A rank.
B: Servant can create
four item up to
B rank.
C: Servant can create
three item up to
C rank.
D: Servant can create
two items up to
D rank.
E: Servant can create
one item up to
E rank.
Mad EnhancementRaises basic parameters in exchange for hindered mental capacities. Can also seal away Personal Skills that require complex motion when Mad Enhancement is at a higher rank. In mechanical terms, this effectively trades a Servant's sanity for raw power.
A: Servant receives a rank up to
All parameters. The Servant is more a machine, unable to speak or think, it can only take orders.
B: Servant receives a rank up to
All parameters. The Servant is nothing more than a raging hulk.
C: Servant receives a rank up to their
Strength,
Endurance, and
Agility parameters. The Servant can no longer speak or think properly.
D: Servant receives a rank up to their
Strength and
Endurance parameters. The Servant's langauge skills are simple, but complex thoughts are difficult.
E: Servant receives a rank up to their
Strength parameter. The Servant is more irritable and childlike.
Magic ResistanceA Servant's ability to resist magecraft. Higher levels mean better resistance. In mechanical terms, allows for the cancelation of spells and Mystic Codes. Unlike the Mana Parameter though,
Magic Resistance is all or nothing. It either cancels the spell, or it continues on as if you didn't have it, and thus have to rely on the Mana Parameter.A: Cancels spells and Mystic Codes of
A Rank.
B: Cancels spells and Mystic Codes of
B Rank.
C: Cancels spells and Mystic Codes of
C Rank.
D: Cancels spells and Mystic Codes of
D Rank.
E: Cancels spells and Mystic Codes of
E Rank.
Presence ConcealmentThe ability to hide one's presence as a Servant. At higher levels it allows one to disappear completely. In mechanical terms, allows for a Servant to infiltrate a closed or private thread.
Send a personal message to a staff member with the post in order to infiltrate it. If Presence Concealment should be broken, inhabitants will be notified to your presence. Initial summoning threads cannot be infiltrated.A: The Servant is capable of infiltrating a Caster's Territory.
B: The Servant is capable of passing through a Bounded Field undetected.
C: The Servant can blend in and freely follow others, even when in public.
D: The Servant may follow others, but only when it isn't crowded.
E: By masking their presence, a Servant can spy on others, but cannot move without giving themselves away.
RidingThe expertise to ride animals and vehicles. In mechanical terms, allows for a Servant to use mounts.
A: All creatures but those of Phantasmal Beast and Divine Beast-rank can be used as mounts.
B: Modern day vehicles can be handled with above average skill.
C: Modern day vehicles can be handled with average skill.
D: The Servant can only make use of basic animals and smaller civilian vehicles, such as cars and small boats.
E: The Servant can only ride mortal animals such as horses.
Territory CreationThe ability to create a special terrain that is advantageous to oneself as a Magus. In mechanical terms, allows for a Servant to create a base from which to operate. The Servant is more powerful when they are in their territory, however, the bonuses only apply when inside their Territory.
Creation of a Territory fully exhausts a Servant's MP pool and all Territory Bonuses stack.A: Creation of a "Temple", which is superior to a "Workshop", becomes possible. The Servant receives a rank up to
All Parameters when inside their territory.
B: Creation of a "Workshop" becomes possible. The spells of a Servant receive a rank up.
C: Creation of an "Laboratory" becomes possible. The Servant continues to regenerate MP even if they are locked in combat.
D: Creation of an "Atelier" (a single floor in a building) becomes possible. The cost of a Servant's spells are halved.
E: Creation of a "Chamber" (a single room in a building) becomes possible. The Servant regenerates an additional 50 MP every post when inside their chamber.
PERSONAL SKILLS
Affections of the GoddessA skill dictating the bonuses one received when being chosen by a goddess. In mechanical terms, it's a string free rank up.
A: All Parameters are ranked up. Suitable for a goddess's considered "soulmate."
B: Strength, Endurance, Agility, and
Mana are all ranked up. Suitable for a child who enjoyed a close relationship with their mother.
C: Strength, Endurance, and
Agility are all ranked up. Suitable for a lover of a goddess.
D: Strength and
Endurance are both ranked up. Suitable for a close friend of a goddess.
E: Strength is ranked up. Suitable for one chosen to act in the name of the goddess.
Animal DialogueCommunication of intention with animals that don't speak a "language of words". In mechanical terms, it's communication with animals. This is actually a lot better than you think it is.
A: Full conversations can be held.
B: Simple conversations can be held,
C: A mutual understanding can be achieved.
D: Intentions can be ascertained.
E: The true meaning of actions can be ascertained.
Battle ContinuationThe ability to continue on after being dealt a mortal wound, even being allowed to survive if retreat is immediate. In mechanical terms, allows for a Servant to survive a certain amount of damage past reaching "0" HP. For example, at rank E, a Servant with 500 HP could take 50 more damage before finally succumbing.
A: Able to continue fighting until health reaches -50%.
B: Able to continue fighting until health reaches -40%.
C: Able to continue fighting until health reaches -30%.
D: Able to continue fighting until health reaches -20%.
E: Able to continue fighting until health reaches -10%.
Blood-SuckingThe act of absorbing anothers blood to replenish their own health and physical strength. As the Rank raises, the power of absorption increase. In mechanical terms, those with this skill can use this to rejuvenate their vitality, mana, and at higher ranks, even increase parameters.
A: Suitable for the Vampiric Lords. Recover Vitality & Mana at a rate of
100 per turn this skill is used. Also grants a rank up to
All Parameters for the remainder of the thread.
B: Suitable for true Vampires. Recover Vitality & Mana at a rate of
80 per turn this skill is used. Also grants a rank up to
Strength, Agility, and Endurance for the remainder of the thread.
C: Suitable for those where blood played an integral part of their legend. Recover Vitality & Mana at a rate of
60 per turn this skill is used.
D: Suitable for those who regularly partook in cannibalism. Recover Vitality & Mana at a rate of
40 per turn this skill is used.
E: Suitable for those who are said to have drank blood at least once in their lives. Recover Vitality & Mana at a rate of
20 per turn this skill is used.
CharismaNatural talent to command an army. Increases the ability of allies during group battles. In mechanical terms, when acting as the commander during a group battle, all allies receive extra points to buff up their
Parameters. This does not apply to yourself. In the event of multiple Charisma owners, only the highest rank will be used, rather than all of them simultaneously. For example, both Iskandar and Artoria have Charisma. As Iskandar's is higher than Artoria's, only his will be used.
A: Suitable for those who were amongst the most popular in the world. Allies receive a rank up to
All Parameters.B: Suitable for those who ruled a large country. Allies receive a rank up to
Four Parameters.C: Suitable for those who inspired large armies or ruled smaller countries. Allies receive a rank up to
Three Parameters.D: Suitable for those who led small armies. Allies receive a rank up to
Two Parameters.E: Suitable for those who led a small band. Allies receive a rank up to
One Parameter.ClairvoyanceConnotes superior visual perception and dynamic occipital capture, such as to supplement the long-range aiming of projectile weapons. In mechanical terms, it grants new abilities related to sight.
A: At this rank, one can see the trails of Mana, allowing not only for easy tracking of Masters and Magi, but the ability to strike astralized Servants.
B: At this rank, one acquires X-Ray vision.
C: At this rank, one acquires Thermal vision.
D: At this rank, one acquires Nightvision.
E: At this rank, one acquires Farsight and can see much farther so long as sight is not obstructed.
DisengageThe ability to break away from combat. In mechanical terms, this allows the Servant to break away from combat, and can be a guaranteed way to flee from a losing battle. In other words, it lets you immediately exit a thread when a battle is turning against you, so long as conditions are met.
A: Able to flee from combat even from an army.
B: Able to flee from combat even when caught in a trap.
C: Able to flee from combat even when surrounded.
D: Able to flee from combat with multiple combatants so long as there is a path.
E: Able to flee from combat with a single combatant so long as there is a path.
DivinityThe measure of whether one has Divine Spirit aptitude or not. At high levels one is treated as a mixed race of a Divine Spirit, and the level declines when the Heroic Spirit's own rank as a Monster, Demonic Beast raises. It also has an effect which reduces special defensive values called "purge defense" in proportion to the Divinity's Rank. It can break through Skills such as Protection of the Faith and Enlightenment of the Sacred Fig. In mechanical terms, it is more or less a skill that comes into play against various other skills, and gives the Servant's attacks the divine attribute.
A: Suitable for a Demi-god who eventually achieved full apotheosis.
B: Suitable for a Demi-god born to a major deity.
C: Suitable for a Demi-god born to a minor deity.
D: Suitable for one born to a Divine Beast.
E: Suitable for one who is a minor divine spirit.
Double SummonThe ability to summon a Servant in two different classes. In mechanical terms, this is the only way for a Servant to access class skills from another class they qualify for.
An exceptionally rare skill, accepted only on a very strict case by case basis. Furthermore, Double Summon cannot work with the Knight classes, only with the Cavalry (Rider, Caster, Assassin, Berserker) classes.A: Able to fully access both Class skills of another Class.
B: Able to access both Class skills of another Class up to a rank of
A.C: Able to access both Class skills of another Class up to a rank of
B.D: Able to access both Class skills of another Class up to a rank of
C.E: Able to access one Class skill of another Class up to a rank of
C.Eternal Arms MastershipAn ability assigned only to the best warriors who were openly acknowledged as such during their time. In mechanical terms, it prevents degradation of combat skills when mentally hindered or even when wounded.
A: Mastership of combat arts has reached the point of being unrivaled in one's era. It is possible to guard against rank down to
All parameters.
B: Mastership of combat arts has reached the point of being second best in one's era. It is possible to guard against rank down to
Four parameters.
C: Mastership of combat arts has reached the point of being amongst the most famous in one's era. It is possible to guard against rank down to
Three parameters.
D: Mastership of combat arts has reached the point of being revered in one's era. It is possible to guard against rank down to
Two parameters.
E: Mastership of combat arts has reached the point of being notable in one's era. It is possible to guard against rank down to
One parameter.
Expert of Many SpecializationsAccess to and use of many expert skills. In mechanical terms, allows for the usage of many more
mundane skills at certain ranks.
A: Suitable for those said to be of limitless talent for any skills. 20 skills can be used with
Rank B proficiency.
B: Suitable for those said to be of great talent for many skills. 16 skills can be used with
Rank C proficiency.
C: Suitable for those said to be of moderate talent for some skills. 12 skills can be used with
Rank D proficiency.
D: Suitable for those said to be of some talent for several skills. 8 skills can be used with
Rank E proficiency.
E: Suitable for those said to be of minor talent for a few skills. 4 skills can be used with
Rank E proficiency.
Eye of the Mind (False)A natural talent to avoid danger on the basis of an innate 6th sense, intuition, or prescience, where accuracy of instinct has been augmented by experience -- somewhat overcoming the problem of visual obstructions that appear in the course of combat.
A: The Servant has an almost sixth sense that allows them to instinctively sense any change on the Battlefield as well as discern intentions. It also allows them to discern traps and even see through forms of invisibility.
B: The Servant can sense any change on the battlefield, allowing them to discern and avoid traps, as well as discern intentions.
C: The Servant can sense changes on the battlefield close to them, and get a vague sensation on one's intentions.
D: The Servant can get a vague sensation on one's intentions.
E: The Servant can sense killing intent.
Eye of the Mind (True)A heightened capacity for observation, refined through experience.
A: Capable of calm analysis no matter the situation, so long as a path to victory exists, the Servant is able to strategize to take that path.
B: Capable of calm analysis during an extremely chaotic situation. Even with a 1% chance of victory, the Servant is able to strategize and exploit the possibility.
C: Capable of calm analysis during large battles. So long as there is a small chance of victory, they are able to devise a plan.
D: Capable of calm analysis during emotionally challenging situations.
E: Capable of calm analysis during battle.
Golden RuleMeasures one's fortune to acquire wealth. Great for helping to provide for your Master.
A: Money problems are completely unknown.
B: Financial problems can occur only due to extreme mismanagement.
C: With simple financial common sense, money can be made to last indefinitely.
D: Money can be made to last longer than usual, but is not self sustaining.
E: While wealth may be easily acquired, it will be quickly lost.
High-Speed Divine WordsThe power to activate Thaumaturgy without the use of Magic Circuits. The language of the Age of Gods, back when words played a heavy role in spellcasting. As such, it is power long lost by modern magi. In mechanical terms, allows for quicker casting.
A: High-Thaumaturgy-level Magecraft can be cast at the speed of Single-Action spells.
B: Ten verse incantations and ritual magic can be cast at the speed of Single-Action spells.
C: Five verse incantations can be cast at the speed of Single-Action spells.
D: Three verse incantations can be cast at the speed of Single-Action spells.
E: Single verse incantations can be cast at the speed of Single-Action spells.
High-Speed IncantationThe capacity to recite spells at high speeds. In mechanical terms, allows for quicker casting.
B: High-Thaumaturgy-level Magecraft can be cast at the speed of ten verse incantations.
B: Ten verse incantations can be cast at the speed of five verse incantations.
C: Five verse incantations can be cast at the speed of three verse incantations.
D: Three verse incantations can be cast at the speed of single verse incantations.
E: Single verse incantations can be cast at the speed of Single-Action spells.
Innocent MonsterAn attribute possessed by Servants whose history and existence have been distorted by the monstrous reputations they accrued across the course of their life and thereafter. As a consequence, the Servant's abilities and appearance have been rendered to conform to the specifications of their legend. Incidentally, this personal skill cannot be removed.
A: Suitable for those whose entire legacy was completely warped beyond recognition. The distortion is so powerful the Servant's entire build can revolve around it.
B: Suitable for those whose legacy was greatly warped with only minor fragments of truth. The distortion is powerful enough that they can draw on it to gain abilities and attributes they never truly possessed.
C: Suitable for those whose legacy was moderately distorted. The Servant's personality may be heavily influenced by this skill.
D: Suitable for those whose legacy was mildly distorted. More of a misconception than anything, the Servant may be influenced somewhat by the distortion, but remains mostly in tact.
E: Suitable for those whose legacy has been altered, but not noticeably. May result in an alignment change.
InstinctThe power to "feel" the most favorable developments for oneself during battle.
A: A refined sixth sense that is now closer to true precognition. Has the bonus effect of reducing penalties caused by obstructed vision and hearing by half.
B: The Servant possesses a powerful sixth sense that is capable of guiding one to the ideal path in a battle.
C: The Servant possesses a sixth sense that is only effective for the sake of defense.
D: The Servant possesses a sixth sense that allows them to gauge their chances against an enemy.
E: The Servant possesses a mild sixth sense that allows them to discern one's intentions.
MagecraftKnowledge about modern Thaumaturgy. In mechanical terms, it's a skill that allows a non Caster class Servant to cast spells. Damage and Cost is determined by Rank, so a B rank would deal 40 magic damage and cost 40 MP.
A: Capable of
Ten-Count (spells that requre at least ten phrases) spells.
B: Capable of
Five-Line (spells that requre at least five phrases) spells.
C: Capable of
Three-Line (spells that requre at least three phrases) spells.
D: Capable of
One-Line (spells that requre at least one word or phrase) spells.
E: Capable of
Single-Action (spells that don't require any words or incantations) spells.
Mana BurstThe increase in performance caused by infusing one's weapons and body with magical energy and instantly expelling it. Simply put, recreating the effect of a jet burst by expending large amounts of Magical Energy. In mechanical terms, provides a brief bonus modifier to Parameters at the cost of MP equivalent to Mana Burst's Rank.
A: + modifier to
All Parameters for the following turn for 50 MP.
B: + modifier to
STR, END, AGI, & MAN for the following turn for 40 MP.
C: + modifier to
STR, END, & AGI for the following turn for 30 MP.
D: + modifier to
STR & END for the following turn for 20 MP.
E: + modifier to
STR for the following turn for 10 MP.
Mental PollutionMakes it highly possible to shut out any mental interference Thaumaturgy, due to possessing a distorted mentality. However, at the same time it becomes impossible to come to an understanding with individuals that do not possess an equivalent rank of mental pollution.
A: The Servant's mind is twisted beyond all reason and their line of logic cannot be deduced. Renders the Servant impervious to mental interference Thaumaturgy.
B: The Servant's mental state has greatly deteriorated and their thought process can barely be followed. Nullifies mental interference Thaumaturgy of
B rank and below.
C: The Servant's mental state has deteriorated and their thought process can barely be followed. At this state they are considered psychotic. Nullifies mental interference Thaumaturgy of
C rank and below.
D: The Servant is considered clinically insane. Nullifies mental interference Thaumaturgy of
D rank and below.
E: The Servant is mentally unstable, but still sane. Nullifies mental interference Thaumaturgy of
E rank.
Military TacticsTactical knowledge used not for one-on-one combat situations, but for battles where many are mobilized. In mechanical terms, it provides a buff should you find yourself in command of an army.
Only the chief commander's Military Tactics will be considered.A: Suitable for those noted as a revolutionary commander. Armies receive a rank up to
All Parameters.B: Suitable for those noted as a brilliant commander. Armies receive a rank up to
Four Parameters.C: Suitable for those noted as a prodigal commander. Armies receive a rank up to
Three Parameters.D: Suitable for those noted as a skilled commander. Armies receive a rank up to
Two Parameters.E: Suitable for those noted as a competent commander. Armies receive a rank up to
One Parameter.Monstrous StrengthAn ability possessed by monsters and beasts, temporary boost of the Strength parameter by one rank for a time limit determined by the ranking of this skill. In mechanical terms, it provides a single rank up to the Strength parameter for a continued cost.
A: STR boost costs
10 MP per turn.B: STR boost costs
20 MP per turn.C: STR boost costs
30 MP per turn.D: STR boost costs
40 MP per turn.E: STR boost costs
50 MP per turn.Rune MagicKnowledge about this type of Magecraft that originated in northern Europe. In mechanical terms, this grants access to a variety of spells. It's a skill that allows a non Caster class Servant to cast spells. Damage and Cost is determined by Rank, so a B rank would deal 40 magic damage and cost 40 MP.
A: Capacity to use the 18 original runes at half the cost.
B: Capacity to use the 18 original runes.
C: Capacity to use 12 of the 18 original runes.
D: Capacity to use 6 of the 18 original runes.
E: Capacity to use 3 of the 18 original runes.
Subversive ActivitiesThe talent to reduce the enemy forces in the preliminary stages, before going into battle. An expert of traps. In mechanical terms, it allows for the hindrance of enemy armies. An excellent Anti-Army skill.
A: Suitable for those whose activities single handedly decided entire wars. Immediately incapacitate
60% of an enemy army.
B: Suitable for those whose activities single handedly decided battles. Immediately incapacitate
45% of an enemy army.
C: Suitable for those whose activities played a major role in victory. Immediately incapacitate
30% of an enemy army.
D: Suitable for those whose activities evened the odds. Immediately incapacitate
20% of an enemy army.
E: Suitable for those whose activities reduced allied casualties. Immediately incapacitate
10% of an enemy army.
Voyager of the StormThe talent to sail vessels recognized as ships. Because the ability as a group leader is also necessary, this unique Skill also has the effects of both Charisma and Military Tactics. In mechanical terms, it's a combination of Charisma and Military Tactics, but only so long as the battle can be said to take place on water with at least one naval party.
A: Suitable for those who commanded an entire armada.
B: Suitable for those who commanded a large fleet.
C: Suitable for those who commanded a small fleet.
D: Suitable for those who commanded a single large ship.
E: Suitable for those who commanded a single small ship.