Torment: Tides of Numenera Skills are located on this page.
Each Skill starts at the Novice level and can be increased to Trained and Specialized (only certain equipment can increased a skill to Specialized+), granting greater bonuses at each level. Descriptors often leave some Skills at the Inability level, meaning they inflict penalties. When upgraded, these return to the Novice level. The bonuses are generally as follows:
- Inability: -15% to Effort success.
- Novice: No bonuses.
- Trained: +15% to Effort success.
- Specialized: +30% to Effort success.
- Specialized+: +45% to Effort success.
Exploration Skills
Name of skills |
Description |
Effects |
Anamnesis |
The Last Castoff can access the memories of previous consciousnesses. This represents your focus and acumen when attempting to recall those experiences. | +15% bonus per level on difficult tasks marked with this skill. |
Initiative |
A measure of reaction time and situational awareness. Training in this skill prevents enemies from getting the drop on the character. | Allow the character to act earlier in the turn order during Crises. |
Cypher Use |
All cyphers emit, ooze, or pulsate with strange energies and secretions. Without proper care and identification, storing too many together can cause catastrophic reactions. With training, you can learn to safely store cyphers. | Increase the character's cypher limit by 2 for each level of training (Inability decreases by one). |
Deception |
When you need to convince someone that something is true when it isn't. | +15% bonus per level on difficult tasks marked with this skill. |
Persuasion |
Convince an otherwise-reluctant character to see things your way or to do what you want them to do. | +15% bonus per level on difficult tasks marked with this skill. |
Perception |
Visual,aural,an even olfactory acuity. Allows the character to notice things others would miss. | Unlock conversation options and +15% bonus per level on diffcult tasks marked with this skill. |
Scavenging |
Knowing what panel to pry open or biomechanical pustule to pop is key to finding the most powerful cyphers and artifacts. | +15% bonus per level on difficult tasks marked with this skill. |
Stealth |
Slinking through shadows offer quite a few opportunities to evade or surprise your enemies. | +15% bonus per level on hide ability,only uses in Crises. |
Lore:Machinery |
Academic knowledge of machines, mechanics, and the physical sciences. | +15% bonus per level on difficult tasks marked with this skill. |
Lore:Mystical |
Academic knowledge of science that are not exactly physical nor natural, including strange or transdimensional creatures. | +15% bonus per level on difficult tasks marked with this skill. |
Lore:Natural |
Academic knowledge of natural science and physical creatures. | +15% bonus per level on difficult tasks marked with this skill. |
Endurance |
Measures the character's heartiness in the face of damage | +10 Health per Level.Inability decrease Health by 2 |
Intimidation |
A different kind of persuation, where you use your reputation(false or not) or other threats to get others to do what you want. | +15% bouns per level on difficult tasks marked with this skill |
Running |
The ability to sprint across a dangerous area, navigating hazards and enemies with more alacrity than slower-moving characters. | Bonus to movement distance on each Crisis turn |
Smashing |
The finely honed ability to break things. | +15% bonus per level on diffcult tasks marked with this skill |
Concentration |
Mitigates penalties for equipped Bonded Artifacts. | Inability: one Bonded Artifact slot is locked. Novice: Every equipped Bonded Artifact confers a negative effect. Trained: Bonded Artifacts equipped to the first slot,do not confer a negative effect. |
Quick Fingers |
Fine motor control and ability to manipulate delicate devices. | +15% bonus per level on diffcult tasks marked with this skill. |
Combat Skills
Name of skills |
Description |
Effects |
Heavy weapons |
Extreme coordination and poise is required to land a blow with a two-handed melee weapons or canno-like ranged weapons. | +15% bonus per level on attack with Heavy weapons. |
Tactical Weapons |
A balance of strength and speed allow Medium weapons like crossbows,rifles,and single-handed melee weapons to strike true. | +15% bonus perlevel on attacks with Medium weapons. |
Ranged Combat |
Aiming crossbows,pistols,and stranger firearms benefits from a keen eye and focused breathing. | +15% bonus per level on attacks with ranged weapons. |
Small Arms |
Light weapons like daggers, clubs, and pistols require quick movements and clever misdirection. | +15% bonus per level on attacks with light weapons. |
Melee Combat |
Wielding swords, axes, or maces requires steady footwork and a strong arm. | +15% bonus per level on attacks with melee weapons. |
Intellect Defense |
The willpower and force of personality to resist psychic attacks and charisma of others. | +15% bonus per level to Intellect defense. |
Speed Defense |
The reflexes and foreight required to dodge physical attacks and projectiles from cyphers and esoteries. | +15% bonus per level to Speed defense. |
Might Defense |
The physical strength required to block or take an enemy blow. | +15% bonus per level to Might defense. |
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