Talents are learned on an ability point system. Each new character starts off with two points, and earns two new points every four levels; until level 16, when the character can learn no more (10 points).
Note: successive skills; i.e. speed, preternatural speed are not stacked; preternatural speed's bonuses replace the bonuses of its predecessor.

Cost: One ability point per talent.

Minimum Level: 1
Swimming: Character can swim well, trained swimmer. Gives +2 to Str checks whilst swimming.
Endurance: Character can move farther longer without ill effects - can go for two days without rest.
Speed: The ability to move with greater speed. +1 to defense, +2 to all rolls concerning speed.
Strength: The ability to attack with greater strength. +1 to melee damage +2 to all rolls concerning strength.
Direction Sense: wisdom check rolled at +1. Uses terrain, stars and so forth to determine which direction he or she is headed.
Alternate Communication: the ability to communicate with hands; lip reading, or other means at +2 Int.
Customs: Character can roll Int at +2. If passed, will know the local customs in any foreign land.
Underworld: Wis +1 on successful roll char can contact minor functionary in local crime for information.

Cost: Two ability points per talent.
Minimum Level: 4
Greater Alternate Communication: the ability to communicate with hand; lip reading, or other means at +4 Int [Alternate communication required]
Greater Direction Sense: wisdom check rolled at +2 Uses terrain, stars and so forth to determine what direction he or she is headed [Direction Sense required]
Greater Underworld: Wis +2 on successful roll char can contact minor functionary in local crime for information [Underworld required]
Preternatural Strength: The ability to attack with preternatural strength. +2 to melee damage, +4 to all rolls concerning strength. [Strength Required]
Preternatural Speed: The ability to move with preternatural speed. +2 to defense, +4 to all rolls concerning speed. [Speed Required]
Last Breath: +3 to all rolls when between 1-10 hp [Endurance required]
Improved Two-Handed Fighting (Ranger, Barbarian, Monk, and Martial Artist only): The Ranger gets 2 extra attacks instead of one and +4 defense when using this.

Cost: Three ability points per talent
Minimum Level: 12
Advanced Alternate communication: the ability to communicate with hand; lip reading, or other means at +6 Int [Greater Alternate communication required]
Advanced Underworld: Wis +4 on successful roll char can contact minor functionary in local crime for information [Greater Underworld required]
Advanced Direction Sense: wisdom check rolled at +4. Uses terrain, stars and so forth to determine which direction he or she is headed [Greater Direction Sense required]
Last Stand: the ability to roll Con for one attack at your opponent, should he knock you between 0 and -10 hp [Last breath required]
Supernatural Strength: The ability to attack with supernatural strength. +3 to melee damage, +6 to all rolls concerning strength. [Preternatural Strength Required]
Supernatural speed: The ability to move with supernatural speed. +3 to defense, +6 to all rolls concerning speed. [Preternatural Speed Required]

Note: Fighter Classes include Fighter, Paladin, Fencer, Hunter, Cavalier, Martial Artist, Archer, Barbarian, Ranger, Seafarer, Samurai, Monk and Mercenary.

Cost: One ability point per talent.
Minimum Fighter-class Level: 1
Point Blank: +3 Dmg when using a ranged weapon within 10 feet.
Shield Mastery: +1 defense when using a shield
Distance Shooting: Gives +1 Tht and called shot when shooting long-distance targets.
Lethal advance: - 1 to init.
Blind-fighting: the ability to fight without negatives when a character can't see.
Bullseye: Gives +1 Tht and called shot when shooting long-distance targets.
Ambidexterity: the ability to fight equally with both hands. +2 to defense.

Cost: 2 ability points per talent
Minimum Fighter-class Level: 4
Battle Tactics: The ability to act towards your best interest in a battle +1 to all battle related rolls -2 to Initiative and +2 to Wis rolls.
Greater Lethal Advance: - 2 to init. [Requires Lethal Advance]
Greater Shield Mastery: +2 defense when using a shield. [Requires Shield Mastery]
Deflect Missiles: +2 to defense against ranged attacks. [Requires Speed]
Evasive swordsmanship: +2 to defense. [Requires Speed]
Equalizer: Fighter can counter without defense penalties. [Requires Speed, Strength.]
Greater Ambidexterity: the ability to fight at a greater level with both hands. +3 to defense and one extra attack per round. [Ambidexterity required]

Cost: 3 ability points per talent.
Minimum Fighter-class Level: 12
Advanced Shield Mastery: +3 defense when using a shield. [Requires Greater Shield Mastery]
Advanced Evasive Swordsmanship: +3 to defense. [Requires Evasive swordsmanship]

Note: Mage Classes include Mages, Necromancers, Bards, Priests, Druids, Paladins, Gypsies, and Beastlords.

Cost: 1 ability point per talent.
Minimum Magicker level: 1
Spell Focus: +1 Tht to the casting of all magicks.
Concentration: Deeper concentration allows Magicker to cast spells despite distraction (+1 magick Tht)
Intensify magick: Magicker gets +2 Dmg on attack magicks/+2hp on healing magicks.
Power Surge: Once per day for one battle, the magick caster can cast an extra spell per round.
Silent Casting: Magicker can cast spells without chanting, though hand gestures are still needed.

Cost: 2 ability points per talent.
Minimum Magicker Level: 4
Mental Casting: Magicker can cast spells without speaking or gestures. [Silent Casting Required]
Fast Cast: Mage gets one extra spell per round.
Greater Intensify Magick: Magicker gets +4 Dmg on attack magickks. /+4hp on healing magicks. [Requires Intensify Magick]
Greater Power Surge: Once per day for one battle, the magick caster can cast two extra spells per round. [Power Surge required]
Greater Spell Focus: +3 Tht to the casting of all magicks. [Spell Focus Required]

Cost: 3 ability points per talent.
Minimum Magicker Level: 12
Advanced Fast Cast: Mage gets one extra spell per round. [Requires Fast Cast]
Advanced Intensify Magick: Magicker gets +6 Dmg on attack magickks/+6hp on healing magicks. [Requires Greater Intensify Magick]
Advanced Power Surge: Once per day for one battle, the magick caster can cast four extra spells per round. [Greater Power Surge required]
Advanced Spell Focus: +4 Tht to the casting of all magicks. [Greater Spell Focus Required]

Note: Rogue Classes include Assassins, Ninjas, and Thieves.

Cost: 1 ability point per talent.
Minimum Rogue Level: 1
Haggle: Rogue can buy items from NPC shops and characters at a 1d10% discount.
Foolery: Make the untrue and unreal seem possible (+3 to charm)
Disarm: With a Dex -2 roll, the rogue attempts to knock their foe's weapon tumbling for d2 rounds. One use per battle.
Balance: Rouge keeps their balance on tight ropes, high beams, and uneven floors. (+3 to dex roll)
Slight of Hand: +5% to pick pocket.
Item Lore: Int check +5 to tell a magical item and what it does.

Cost: 2 ability points per talent.
Minimum Rogue Level: 4
Greater Haggle: Rogue can buy items from NPC shops and characters at a 1d20% discount. [Haggle required]
Greater Foolery: Make the untrue and unreal seem possible (+5 to charm) [Foolery Required]
Greater Disarm: With a Dex roll, the rogue attempts to knock their foe's weapon tumbling for 1d3 rounds. One use per battle. [Disarm required]
Greater Slight of Hand: +15% to pick pocket. [Slight of Hand required]
Quick Mind: +3 to wisdom and Int checks.

Cost: 3 ability points per talent.

Minimum Rogue Level: 12 Advanced Foolery: Make the untrue and unreal seem possible (+9 to charm) [Greater Foolery Required] Advanced Slight of Hand: +30% to pick pocket. [Greater Slight of Hand required]
Advanced Haggle: Rogue can buy items from NPC shops and characters at a 1d30% discount. [Greater Haggle required]
Advanced Disarm: With a Dex+2 roll, the rogue attempts to knock their foe's weapon tumbling for 1d4 rounds. One use per battle. [Greater Disarm required]

Trades are earned on the basis of one trade point per primary level advancement. Each Trade point counts as a trade ranking. Rankings are as follows: Apprentice, Tradesman, Journeymen, Artisan and Master

Masons lay the building blocks for many other trades. They work with stone, learning how to bond it with mortar to create structures, be they buildings, or bridges.

Creators near unsurpassed in their uses. They work with wood, and are versed in all its uses, from matching grain, to creating doors, they can do it all.

They find many jobs in both civic, and private markets; making monuments for heroes, or portraits of loved ones. They work more in depth with stone than a mason does, but for more of an artistic, rather than functional, outcome. One of the more commonly seen skills, it is displayed through out the world in murals, as well as sculptures.

Working with cloth they can do almost anything. They make the clothes which most wear, with much skill. However, that is not all, they can also turn their skills to other uses than clothes. Some people who didn't make it, as tailors have become surgeons.

A person skilled in working with precious jewels. They take part in making most of the ornaments woman wear.

Some of the finest and most renowned craftsmen, working with gold and silver to make their masterpieces. Also working with softer metals like brass of tin, they make toys, and other pretty things. Not always using a hammer, sometimes they use smelting to get the desired effect.

Working with Iron, and steel they specialize in the making of weapons, though they can work on more mundane blacksmithing works.

Working with iron, and steel they specialize in the making of armor, though they can work on more mundane black smithing works.

A much more specialized version of carpentry that centers mainly on the making of ships. Knowing how to fit the hull onto the keel, and the like.

This is a person who studies wood, and its uses more for how to make weapons, than for how to make cabinets. They learn how to work wood into arrows, and bows, as well as cross bows with the help of others.

The culinary arts are one of the most paid for, and one of the most used. It is knowing how to add the right seasonings, to make a dish taste just right, or work with little, and still make a delicious meal.

Alchemists use their knowledge of science to mix and combine chemicals and liquids, engineering them to effect or react a certain way. They use logic and extensive testing to determine the proper formulas.

Engineers are the innovators of Orthos, using mathematical equations and physical law in the construction of machines and other devices.

Physician

This trade ranges from a wide variety of things. It can go from simple handing out of teas and medicine to surgery. These are very handy when no healer is around. They can also do things healers aren't great at, such as setting bones.

Luthiers are makers of stringed instruments. Commonly Bards, although they do not have to be. They do supply most of the Bard's necesities for questing. Their delicate work brings joy to many.

These skilled craftmen use leather and thread, dyes, and a varitey of mysterious supplies to create shoes, boots, and other footwear for the citizens of Crimson Bay.

Able to melt down and create anything that glass can be made into from plates and cups to vases and chandliers, the possibilities are endless.

Miners spend lots of time digging and retrieving ores from caves and mines, knowing where to look and how to extract them. The are also well versed in the use of explosives for minor demolition.

Herbalists work with what is nature, plants, flowers and roots to create herbal remedies or potions. They know quite a bit about the flora of the surrounding lands, and how to brew them into helpful remedies or harmful poisons.

Common: Common is the most simple language to speak and the most widely used. This language all races learn so they can communicate with each other. It was made by humans.

Elvish: Elvish is the base language all Evles share. While extremely entrancing, it doesn't compare to each specefic Elf race's primary language. It's toned down a bit so all elves can cleary understand it.

Ceremonial Elvish: Ceremonial Elvish is quite possibly the most melodic language. It's entrancing. The very sound of regular speach out shines many Bards. Every word flows into the next, a linguistic waltz.

Demonic: Demonic is a language manifested by the demon spawn, spoken in the depths of puss-spewing blood-gutted hell, this language's complexity is on par only with few Bantu languages, and puts a shiver down the spine of any who do not know it and hear it.

Fae: This langugae is spoken very quickly and with a high pitch tone to the voice. Questions are even more high pitched than the other parts of speach. The language just accents the over all hyperness of the race.

Halfling: This is quite possibly the most jovial language known on Orthos. Even when it's spoken in a serious tone. as compared to common, it sounds like joking. The very words lingering off of a Halfling's tongue reminds one of mischeif.

Gnomish: The home language of the gnomes, this highly complex language is hard to understand due to the common speech speed of the average gnome. This language sounds almost like a complete blur when heard, contributing to people's disability to understand gnomes

Angelic: The angelic language, while not as lyrical and flowing as elven, it's sound can soothen any who hear it. It has an uplifting feel to it, and those who speak it can feel it at a greater level

Dark Elven: The dark elven language is rough. To the common ear it sounds as if vowels aren't even part of the language. Hard conssotnants such as K are used very often and accented. The speech sounds as if it's produced by a partial or complete obstruction of the air stream.

Drelven Sign: Drelven sign is a series of very small finger movements. When a Dark Elf is signing it's almost imopssible for an untrained person to realize they're even talking. Sometimes this language is referred to as Theives Cant. Whatever you referr to it as, if someone is using it, chances are they are very shady.

Dwarven: Dwarven is a very guttural language. It has a harsh grating quality, as most sounds are porduced in the back of the mouth. Although guttural, one with a skilled Dwarven tongue some how twists the words to seem merry at the same time.

Orcish: This language emits from the mouth as gracefully as vomit, sounds made mostly from motions in the back of the throat, spoken by any non orcs, would leave oneself with a need for water

Troll: This language sounds much like Orcish, however, the sounds come from the gut instead of the throat. Often times, accompanied with the speech are strings of spit as the sounds are very hard to make without it. Most of the words actualy have a slosh of saliva added for emphasis.

Doppleganger: This language is very boring to the common ear. The language is flowing yet toneless. The language itself seems like a mist that most would ignore. For one that does not know the language, it takes must concentration to focus on one speaking it.

Giant: This language is spoken in deep and barren tones, powerful, with the same doom inspiring quality as a latin church chorus. It requires a great deal of breath, and proper use of breathing times

Sylvan: It could be a coincidence, but it its sound quality seems to well match the snobby mien of its creators. Flowing, but it gives off a tone as if it is condescending regardless of what the person is saying

Draconic: Draconic is, without a doubt, the hardest language to learn. Draconic is spoken with a series of odd clicks, growls, and almost purring. There seems to be no form to the language. To the untrained ear it doesn't even sound like a language at all. It is, however, the most complex system known on Orthos.

Druadic: This is a flowing language, known to only Druids. It caresses the ear of the listener, like a summer breeze flowing through tall grass, when spoken in good nature. When spoken with an ill tone, it's thunderous and reckless like an earth quake.

Siren: This is a purely enchanting language. It causes ones senses to falter. They're drawn towards the tone. When spoken harshly it can have the opposite effect and strike fear into the listener.

Runic: The mage language, this language manifested many years ago, to anyone listening it would sound esoteric, flowing, but in an odd quality. Any inexperienced or non-mage would perk an ear at the sound of it, it gives an ominous tone, as if it tells anyone a spell is coming

Feline: This language sounds exactly like any cat species does. There's a mix of growls, yowls and mewing. A very slight pitch conveys the message of the thought instead of words themselves.

Sign Language: This language consists of very animated hand shapes, facial expressions, and movements used as a form of communication.

Canine: often spoken by canine changlings, or the odd beastlord. This language can be unnerving in excess, the sounds are a series of growls, barks of different tone, and odd whimpering sounds. One who doesn't know the language would promptly tell the speaker to silence themselves

Aquatic: These languages are known only to experienced Seafarers. There are a multitude of various languages in this category. The speech can range from words to vibrations. It takes much skill and control of the voice, air flow, and body to be able to use these languages.

Nordic: A guttoral language, the sound is hefty and often in deeper tones. While scruffy, it actually works out into a nice consonance that sounds nice with a grand tamber. It's a nice quality however it requires a specific taste in a linguist, dialects can vary between nordic tribes but not so much that they would not understand each other