Class Skills
(Note: s.p = Skill points)
Acrobatics: Gives the user high flexibility and mobility, as well as higher chance of dodging and striking during combat. Must have 'Balance' skill. COST: 5 s.p
Athletics: Allows the user to run and fight for prolonged periods of time without tiring. Also increases the users strength. COST: 5 s.p
Balance: Allows the user to walk across narrow ledges and ropes. COST: 4 s.p
Blood Lust: When a party member is severely injured, the user's strength and speed will double, but during this time, all in their way are enemies. Can only be used when a party member is close to death, effect ends when player dies, or enemies are defeated. The user will be drained for a week after. COST: 7 s.p
Culture: A basic training in the ways of each Hyrulian race, covering social skills to religion. COST: 3 s.p
Diplomacy: Allows the user to make connections with any races of the same alignment (good, Evil, Unaligned) easily. COST: 3 s.p
Disenchant: Removes enchantments from any object (unless the object is magical in origins or nature, for example; Dominion Rod) COST: 5 s.p
Exotic Weapons Proficiency: Allows the user to use any exotic weapons. COST: 5 s.p
Fleet Foot: Allows the user to sprint up to 1 mile. COST: 2 s.p
First Aid Lv 1: Basic healing skills - can make red potion. COST: 5 s.p
First Aid Lv 2: Intermediate healing skills - can make green potion. Must have 'First Aid Lv 1'. COST: 5 s.p
First Aid Lv 3: Expert healing skills - can make blue potion. Must have 'First Aid Lv 2'. COST: 5 s.p
Hawk Eye Lv 1: Allows the user to see targets up to 30 feet away with good accuracy. COST: 3 s.p
Hawk Eye Lv 2: Allows the user to see targets up to 30 feet away with excellent accuracy. Must have 'Hawk Eye Lv 1'. COST: 3 s.p
Hawk Eye Lv 3: Allows the user to see targets up to 40 feet away with excellent accuracy. Must have 'Hawk Eye Lv 2. COST: 3s.p
History: A basic training in Hyrule's history, myths and legends (Can be improved in game). COST: 2 s.p
Lock Picking Lv 1: Allows the user to pick simple, non-enchanted locks - DOESN'T WORK ON DUNGEON LOCKS! COST: 5 s.p
Lock Picking Lv 2: Allows the user to pick complex, non-enchanted locks - DOESN'T WORK ON DUNGEON LOCKS! Must have 'Lock Picking Lv 1. COST: 5 s.p
Mending Lv 1: Ables the user to make repairs on a simple object. COST: 3 s.p
Mending Lv 2: Ables the user to make repairs on average objects. Must have 'Mending Lv 1'. COST: 3 s.p
Mending Lv 3: Ables the user to make repairs on complex objects. Must have 'Mending Lv 2'. COST: 3s.p
Nature: Gives the user a basic knowledge of Nature - both plants and animals. COST: 2 s.p
Silver Tongue: Allows the user to talk his way in and out of many situations (Die roll needed: Any even number). COST: 4 s.p
Sleight of Hand: Allows the user to steal or cheat with out notice (Dice Roll: any odd number). COST: 4 s.p
Soft Tread: Allows the user to walk silently across the ground. COST: 5 s.p
Survival: Basic survival techniques (Can be improved in game). COST: 4 s.p
Tumble: The ability to use acrobatic moves while fighting. COST: 4 s.p
Quick Shot Lv 1: Allows the user to fire up to five shots in quick succession. COST: 3 s.p
Quick Shot Lv 2: Allows the user to fire up to ten shots in quick succession. Must be Lv 5 or above. Must have 'Quick Shot Lv 1'. COST: 3 s.p
Quick Shot Lv 3: Allows the user to fire up to twenty shots in quick succession. Must be Lv 10 or above. Must have 'Quick Shot Lv 2'. COST: 3 s.p
Weapons Proficiency Lv1: Allows the user to use Lv 1 - Lv 10 Starter weapons(For specialist weapon training, feats must be taken - See 'Impa's Training Grounds'). COST: 5 s.p
Weapons Proficiency Lv2: Allows the user to use Lv 10 - Lv 20 baisic weapons (For specialist weapon training, feats must be taken - See 'Impa's Training Grounds'). COST: 5 s.p
Wild Eyes: Allows the user to calm an animal with a look (only small animals and it has no effect upon monsters). COST: 4 s.p