Prof:Talismancy: Difference between revisions
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{{Ritual|Masterpiece {{ref}}| |
{{Ritual|Masterpiece {{ref}}| |
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− | You may make and recharge a {{gloss|personal magical device}}. This costs no money to create or recharge, does not count as your one piece of {{gloss|magic equipment}}, is permanently {{gloss|attuned}} to you and can replicate a single L1-3 Combat or Profession {{gloss|skill}}.}} |
+ | You may make and recharge a {{gloss|personal magical device}}. This costs no money to create or recharge, does not count as your one piece of {{gloss|magic equipment}}, is permanently {{gloss|attuned}} to you and can replicate a single L1-3 Combat or Profession {{gloss|skill}}.}} You may only have one of these in existence. |
{{Ritual|Attunement| |
{{Ritual|Attunement| |
Revision as of 12:15, 30 January 2015
Faction Skill of the Hegemony
Skills marked with require a ref to use.
Skills marked with are currently unavailable and will require player action to be unlocked.
Profession Skills give you access to various support, investigation and enhancement abilities.
Your Faction gives you a discount on one of these skills.
A profession skill gives you access to all rituals and abilities described for that level of the skill.
Skill | Effect |
---|---|
Talismancy 1 |
Ritual - Petty Talismancy
Ritual - Salvage
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Talismancy 2 |
Ritual - Artifice
Ritual - Custom Job
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Talismancy 3 |
Ritual - Greater Talismancy
Ability - Efficiency
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Talismancy 4 |
Ritual - Masterpiece You may only have one of these in existence. Ritual - Attunement
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Talismancy 5 |
Ability - Prototype
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