Guide on Novels and Games - FANTASY - SKILL LIST

The following list follow the alphabetical order and in the future is possible that will be changed based on the theme of the skills:


 * Absorb This	skill make possible absorb something.  The concept is basically	the ability of absorb something and is never used in its generic	concept but in specific ways... said like this may confuse so I'll	list the variations I know:
 * Absorb,		the purest version that make possible absorb anything the user		desire, I don't recall saw this skill in this "purest"		version.
 * Skill		absorption, the		ability of absorb the skills of other beings and use them.  Of		this variations there are various sub variations that have		different condictions for example in a TV series I saw that a user		was able to absorb only one skill at time and the original owner of		the absorbed skill had back its skill once the skill absorption		skill user took another skill (SA user take skill -> original		owner become unable to use the skill -> SA user take another		skill -> owner of the first skill return able to use its own		skill again).  Depending on the type of variation the condition		the user need to meet can differ, for example one can need to touch		the target for absorb the skill while another need to see the skill		in action for become able to absorb it.
 * Energy		Absorption, this		variation make possible absorb energy. Like the generalized concept		of absorption, this variation come with various sub variations, for		example there is "kinetic absorption" that make possible		absorb kinetic energy while "impact absorption" that		absorb the energy of any type of physical impact nullifying it		(with this you can jump from the roof of a skyscraper and land		without any damage because the moment you touch the ground that is		considered impact and so absorbed, same story for any type of blunt		attack like hit by a mace or by a punch), any damage received by		other type of damages (like cutting and perforation damages).
 * Magic Absorption, this		variation make possible absorb any type of magic. Looking around		I saw that there are mainly 3 types of this skill:
 * The type that absorb any type			of magic, this mean that any type of magic is absorbed and this			mean that even healing magic is absorbed
 * The type that absorb any type			that will damage the user, this mean that any type of magic that			can cause damages is absorbed (curses, wind blades, fireballs,			etc.)
 * The type that absorb only			certain type of magic. Matter Absorption, this variation			make possible absorb matter and this mean things like metal, wood,			rock, dirt, sand, etc.  This variation don't permit absorb			energy.  In all of this, for every	variations, there are always 2 variables to keep in mind and they	are the quantity that can be absorbed (if limitless or limited) and	if what is absorbed can be used (expelled or consumed in favor of	the user) or not.
 * Accelerated	Growth This skill increase the growth	speed of something.  In term of videogames this ability is	translated in a mathematical multiplier that increase the EXP and	Mastery EXP a character gain, the classical example for this skill	in a videogame is an accessory that give a x2 exp when is	weared.  Another example of this skill can be all that x2 X that	you encounter in various idle games where you look an ad and for	some time what you gain is doubled.  If applied in a contest	outside a game the principle don't change but instead of increase	the points it increase the ability of learn and refine what the user	have learned.
 * Blunt Resistence This	is a type of resistence that influence damages caused by weapons	that inflict such type of damages.  EXAMPLE: a hooligan use a pipe	and hit me in the back, this resistence low the damages I receive	from the attack, depending on the level of the skill and the power	of the attack, the damages can be lowered or even nullified.
 * Bravery This skill is	sometimes called to "fear resistence" or "courage	boost", the theory say that this skill make one more brave and	able to act like a "hero" but the use of this skill is	quite more complex so now I'll list the pro and con of it  PRO:  -	make one more brave  - make the user resist mental interference	caused by internal and external factors  CON  - numb judgement making the	user understimate situations and overstimate itself and other	people, mainly allies and supporters.   Despite this skill can be	called in different ways is even possible confuse so let me point	the two main variations I listed before:  - Fear Resistence, in	this case can be a passive skill that prevent magic and curses that	instill fear in the mind and heart of people.  - Courage Boost, in	this case the skill increase the natural courage a people have	without alter in any way the mind of the owner.
 * Brewing A skill normally used for	indicate the ability of make potions and various liquids BUT can be	used for indicate too the ability of make beer and liquors too.
 * Calculation This skill is basically the	ability of mentally do mathematical operations.  In all the works	I saw is show that this skill work like a mental calculator but is	mainly show that work with the 4 basic mathematical operation, not	sure if work for complex operations.
 * Cleaning This is a house related skill	that define the ability of clean, it mainly found in servants,	people that clean for job and housewives.
 * Cooking The ability of cook.  High	grade of this skill can be found in any high level chef, in the case	of adventurers can be found at low or middle levels but is not a	fixed rule.  In games, food is usually used for recovery HP or MP	and some of them have bonus effects like cure status alteration	and/or grant temp boosts, I said all of this because I saw a similar	thing in a fantasy work that have levels and status windows.
 * Corrosion	Resistence This "defensive"	skill make the user able to resist any type of the corrosive effects	of substances (liquid and/or gas) and poisons (since some of them	can have corrosive effects but the efficency of the skill is pointed	toward only the poisons with this type property).  Depending on the level of the	skill and how much powerfull the "attack" is, is possible	that the damages will be reduced or nullified.  This skill cover	only the physical defence and this mean that "corrosive	effects" caused by magic to mind and soul are not covered since	they are magical in nature and are not covered by this skill.
 * Cutting Resistence This	skill defend the owner from any type of cutting damage that is	caused by blades.  Is possible that some people can misunderstand	that this skill protect by any damages coming from blades so I'll	give you some example for make things more clear:
 * If I brand a sword and,		instead of use the cutting edge of it I use the flat part, I'll		inflict blunt damages and not cutting damages.
 * If I do a sword thrust, that		is a piercing type attack and not a cutting one and this mean that		the sword thrust will cause damages
 * Discount This skill make possible apply	discount to prices when talking with merchant and while doing	business.  Of this skill there are 2 main version:
 * Calculation Hacking,		this variation interfere with the Calculation skill and apply the		discount to the result of the calculation but can't be applied on		calculation made by something that don't have the Calculation skill
 * Mind Interferences,		this variation interfere with the normal calculation of a person		that don't depend on the Calculation skill but can't be applied on		result obtained using tools or that are made using the Calculation		skill. As is possible notice from the 2 version, one is the		opposite of the other and obviously the OP version of this skill		cover both the version and so can interfere with both the		Calculation skill and the anyone that do calculation.
 * Dismantle This skill	represent the ability of dismantle something for obtain materials,	more high the skill less damages have the materials extracted.  This	ability normally is referred to the ability of take materials from a	monsters since is not unusual found a fantasy adventurer with this	skill given the fact that various stories show that monster's	materials are used for create equipments and medicines like	ointments and potions.  Despite being referred as a skill used for	obtain materials from a living beings (for example skin and bones	from an animal) it can be used for not animal/monster things like	machines too.  Normally this type of skill can be used only on	inanimated things like corpses (not active undeads like zombies and	skeletons that walk toward you) and other things but is my personal	theory that if certain conditions are respected then is possible use	it on animated beings like still alive monsters and working machines	making this skill something that can be used for attack too.
 * Dual	Wielding The	ability of use 2 weapons at the same time.  This skill is generic	in terms and for this reason can be used for any user that wield the	same type of weapon (example: 2 swords) or 2 different type of	weapons (example: a sword and a gun).
 * Environment	Resistence A	compound skill that collect various skills that make possible	survive in harsh environment.  For make some example of the skills	that are included there is Heat Resistence for deserts, Cold	Resistence for icelands and any very cold environments and even	Poison Resistence for poisonous swamps or places full of poison.
 * Etiquette This	skill represent the manners of the user.  I	saw this in some works but personally I remember the title of only	one and usually I saw it in people like nobles and people that have	to deal with them like merchants and some servants.
 * Explosion	Resistence This resistence is a specific one that cover from	damages caused by explosion and similar things, for example if a	bomb detonate releasing shards, this skill will protect the owner	from the damages.  This	skill cover only the direct damages caused by the detonation and for	this reason if a bomb make collapse a building on someone than the	skill will protect from any damages directly caused by the bomb BUT	any other damaged caused by the collapsing will be fully take.
 * Fire	Resistence This	skill make possible resist to direct damaged caused by fire, hot	objects and the irradiated heat.  This skill don't fully protect	and this mean that once reached a certain degree, the skill can't	protect anymore so if for example the skill protect till flames that	are 35 °C (95 °F) hot than once reached the 36 °C it will not	protect anymore.  There are two ways for interprete this skill,
 * Mathematical		subtraction, any flame and heat is lowered by the protection		(example: the flame is hot 40 and the protection reduce of 35		resulting in a residual 5 that don't damage)
 * Shield,		the protection act like a shield but once surpassed the limit it		don't protect or lower the damages (example: the flame is 36 but		the protection stop at 35, given this than you feel all the 36		without any reduction). The	evolution of this skill is Fire Immunity where it prevent any damage	from heat and fire.  The main weak point of this skill is that	work only toward fire and heat but can't really block particular	effects so if, for example, I combine fire and lightning then while	the fire part is affected by the skill this don't happen with the	lightning part.  Another limit of this skill is that don't work	against energy that resemble fire so if something seems fire but is	not then the skill don't work.
 * Fishing The	ability of catch fish.  This skill cover the abilities and tricks	using tools (nets and fishing rod) or not (bare hands).
 * Gardening This	skill show the ability of take care of a garden.  The concept of	carden can be a little "abstract" infact this skill don't	"see" the differences between a garden of herbs for make	potions and one with only flowers.
 * Gathering This	skill represent the ability of collect materials that are found in	nature like mushroom and herbs.  This skill cover anything that	can be harvested in the environment and that don't need particular	actions, here some examples of actions that are covered by this	skill:
 * Take		a fruit from a tree
 * Pick		a mushroom
 * Pick		bones of a so long dead animal (mean that the only thing left are		the bons on the ground)
 * Pick		a rock Aside	pick the materials, I need to point that this skill influence the	quality of the picked material but let me give you a simple example,	I have this skill and I pick an apple from a tree, if the skill is a	low level one than the moment I grab and pull the apple I'll damage	it and damage too the branch BUT if is a high level one than not	only I don't damage the apple but  I don't damage the  branch too.
 * Herbology This	is a knowledge connected skill that represent the ability of the	owner of know and recognize plants and herbs.
 * Jewelry This	skill represent the ability of make jewels (rings, earrings,	pendant, tiara, etc.).
 * Ice	Resistence This skill make possible resist to direct damaged	caused by ice and cold things.  This skill don't fully protect and	this mean that once reached a certain degree, the skill can't	protect anymore so if for example the skill protect till -35 °C	(-31 °F) than once reached the -36 °C it will not protect	anymore.  There are two ways for interprete this skill,
 * Mathematical		subtraction, the effects of anything cold (ice and not) is		lowered by the protection (example: 5° cold water and the		protection reach -35 resulting in no effect).
 * Shield,		the protection act like a shield but once surpassed the limit it		don't protect or lower the damages (example: a piece of ice is -36		but the protection stop at -35, given this than you feel all the 36		without any reduction). The	evolution of this skill is Ice Immunity where it prevent any damage	from ice and coldness.  The main weak point of this skill is that	work only toward cold and ice so if something is mixed in them or	what is used is similar to ice but is not than the skill is useless,	for example, I shoot ice needle but mixed in it crystals that seems	ice, this will result in the ice blocked but the crystal will hit	without problems.  Another limit of this skill is that don't work	against energy that resemble ice the skill don't work.
 * Limit	Removal This skill is a variable one that usually can be	found with different names and what can seems different	abilities.  On itself this ability work on the concept of "remove	a limit", said like this is possible that don't make sense so	I'll explain it in a different way... everything have some kind of	limits, in games the most common one is the classical level cap	where there is a max level that can't be surpassed, the classical	one is usually 99 but this depend on the game... with a Limit	Removal skill that limitation is no more and once reach the max	level is possible continue to level up without any problem.  Despite	how great this skill can seems, is need to keep in mind that certain	limits are natural protection developed in the evolution for prevent	self destruction... an example of this is the prohibited taijutsu	used in Naruto where you deactivate your natural limiters resulting	in a. great strenght but at the same time you destroy your own body.
 * Magic	Mastery Generic	version of the skill "X Magic Mastery" that imply the	ability of the user on using magic.
 * Magic	Resistence This skill protect the user from any type of	magic, more high is less damages are taken.  One point is need to	say is that the pure and real version of the skill protect from any	type of magic and this include too healing spells but we usually see	that someone that have this skill is protected by the magics that	can hurt him/her.
 * Mapping This	skill is a compound one that grant to the user to create inside	his/her mind a map of a place, depending on the author the size of	the area change from user to user or respect the principle that	"power = range map" that mean that more one is powerfull	more large is the area.  The reason I said that is a compound	skill is because there are various type of maps an the evolution of	this skill provide various type of information but here I'll list	all the function and eventual skills name:  - Map, scan the	area and create a map, normally the information are limited to only	roads and tunnel but high level of this function grant other	information like how high or low is a place or if the section is a	forest or a desert.  Normally only not secret passages are show in	the map, if I'm in a castle and use search, the skill will never	show me any secret passage until I open the passage, for show	secrets like that the skill is, in theory, of high level.  -	Tracing, this function basically can show the way one have	took and the fastest way for reach a know point, the first part of	this function is quite usefull in place that confuse people so that	they can lost their way, like when inside some kind of illusion or	mist where you are not certain of where you are going.  - Search,	this function make possible detect living being in the range, the	stand on version of this function just detect but don't give any	information about the environment so if the user is inside a mine	and use search it don't see the tunnel but only the miners and	eventual animal or monsters.  - Material Detection, this	function is similar to "Search" but instead found living	beings it found resources like minerals and so on.  The	main weak point of this skill is that unstable places and or empty	ones without nothing can't be mapped and so the skill don't work or	work only in small part like if a group of people is in an empty	space the skill will detect only the people and nothing else.
 * Marksmanship The	generic ability of use range weapons such bows and guns.  As like	this the skill is a general one and is applied to any ranged weapon.
 * Mining This	skill represent the ability of extract materials from mines.  Contrary	to what some people can think, mine something can be quite dangerous	because if one hit something wrong then that event may result in the	mine's collapse, for this reason this skill don't involve only the	ability of mine a material with less damages as possible but hit too	the rocks and the mine's walls with less damages lowering any	possible dangers.
 * Pharmacy This	skill is a compound one that collect in itself all the abilities	that can be used for make medicines and this imply brewing,	herbology, etc.
 * Piercing	Resistence This skill protect the user from "stabbing"	damages.  Normally this type of attack is inflict by projectiles	like bullets, darts and arrows but weapons and objects that can	penetrate inflicts this type of damages too.  EXAMPLE, a sword	thrust inflict piercing damages like an arrow or a spear.  Looking	around I noticed that of this skill there are 2 variations, one	where the skill is applied to any source and one where if the user	fall on something that can inflict piercing damages the skill is not	triggered... in other words a "Cover any piercing attack	damages" variation and a degraded one where "The skill	cover only the damages inflict by others but not from incidents".
 * Poison	Resistence This skill protect the user from all the type of	poison, more powerfull the skill and owner are more high the defence	is.  Things like radiations and gas are covered but curses and	magic are not included.
 * Processing This	is a generic skill that represent the ability of process	something.  Is very very rare found it on its own because is	usually implemented in other skills, for example for cook one need	to process the ingredient, like cut a piece of meat or clean a	vegetable.
 * Regeneration This	ability indicate the healing ability of a body.  Usually this	ability is passive in nature (mean that self activate every time the	owner get injuried) and heal only the injuries, eventual missing	parts, like limbs and blood, are not regenerated.
 * Regrow This	ability make possible regenerate lost parts, like blood and lost	body parts like limbs, but is not heal injuries.
 * Sewing The	ability of sew together things.  Owner of this skills are usually	tailors but are included too any other people that sew and repais	clothes at home.  Normally the influence of the skill involve the	ability of sew good something but when we talk about sewing we need	to keep in mind that differend materials can be sew together when is	need.  This skill can be found in doctors too since there is a	medical technique called suture where the wound is "sew"	so that will close while healing.
 * Survival The	ability of survive in hostile environments.  Despite	this can be listed as a single skill, the truth is that it is a	compilation of various skills.  Swordmanship  The	mastery of a character in using a sword as weapon, this type of	skill is generic and is applied to any type of swords (bastard,	falchion, scimitar, etc.).
 * Tailoring This	skill represent the ability of make clothes.  Despite	this skill is mainly oriented on making clothes, such as pants and	shirts, make possible too make too shoes, gloves, small bags and	hats.
 * Temperature	Resistence This skill make the user able to resist low	temperatures, high temperatures or both.  This skill is able to	protect the user from not only the heat or coldness of the	environment but from the eventual damages that can be generated by	the contact of hot and cold things, for example is possible grab a	piece of hot iron without burn your own hand.  Contrary to what	someone can think, only the damaged caused by the heat or coldness	are stopped by the skill but let me make it more simple, if an	archer shoot a burning arrow, when it hit the damaged cause are	"Fire and heat damages" caused by the flames and "piercing	damaged" caused by the arrow itself, due to this the skill will	only protect the user from the damaged caused by the heat of the	flame and the heat of the arrow but will not protect from any	eventual damages caused by the arrow itself or the flames... the	heat is basically a type of radiation while the fire is a combustion	and for this reason they are 2 different type of damages.
 * Transmutation The	ability of trasmutate something.  Contrary	to what the anime "Full Metal Alchemist" told us,	trasmutation is the ability of fuse and alter materials of the same	type, for example if I have an animal skin that was damaged and	breaked into two pieces than I can use this skill for fuse it back	into a single piece, for use another example than I can use a game	like one, I kill two monsters and they leave as drop 2 small leather	pieces then using this skill I can fuse them together obtaining 1	big piece of leather.  While in games this skill can fuse 2 items	of the same type, in "real life" things like genetic are	in the way so for this reason we can't fuse a rabbit skin with a	wolf skin and even if the fusion is successful then the quality of	the skin will be altered with most of the times very low.
 * Weapon	Mastery-X Specific	skill where X is usually the name of a specific type of weapon and	imply the ability of use that type of weapon.
 * X	Magic Mastery Specific	version of the skill "Magic Mastery".  The " X "	or "X Magic"  in the name is usually the type of magic	(example 1: Fire Magic Mastery show the ability of use fire	magic)(example 2: Necromancy Mastery show the ability of use	necromancy).  Is possible found this skill with the name "	Elemental Magic Mastery ".
 * X	Weapon Resistence This	skill is a passive and defensive one where "X Weapon" is a	type of weapon and the skill make the user able to bear damages that	come from that type of weapon, for example a "Sword Resistence"	make the user able to resist damages inflicted by swords, that this	damages are slashing, piercing or blunt is not important, if they	come from a sword then they are reduced by the skill.  The OP	version of this skill can be called "All Weapon Resistence"	and cover all type of weapons BUT this don't mean that normal items	that are used as weapons are affected this because only things made	for be and work as weapons are covered, decorative ones and things	used as weapons are not influenced, for example if I use something	that is used for build, like a showel or a brick, as weapon for hurt	someone with this skill than I can because both the brick and the	showel are not made for work as weapons but for dig and build BUT if	I modify the showel for work as wepon or I use the brick for make a	weapon than it will become a weapon and will be covered by the skill	this because I transform the items (the showel as modification of	its function and the brick as component for make a weapon) into	weapons or weapon parts.  Addittional	effects owned by the weapon are not stopped by the skill, for	example if an assassin use a poisoned dagger or a dagger that have	some curse or spell on it than the normal physical damages made by	the dagger is stopped by the skill but the effects of the poison or	the spell will occur due to the skill that don't protect from them