Vale Psychics - everyone on the Jaunt gains this skill automatically, and will be able to replicate the basic psychic powers of the Vale later simply by using the Psychic Network. This skill does not need to be claimed, and is listed here to clarify that its capabilities are available without a skill claim.
Vale Arts - the psychic skills of each Spire. When taking this skill, you must select Factor, Katador, Nector, Magnator, Vocator, Genitor, Cleritor, or Cabalist. With rare exceptions, it is impossible to master more than one Vale Art.
Wastelands Survival - surviving on a handful of grain while traveling in temperature that oscillates between roasting and freezing, finding water in the open desert, and weathering dust storms, yeast fields, and moth swarms is a highly specialized skill set. We do not recommend keeping this skill, as it is not likely to be relevant in endgame.
Improvised Weapons - the ability to turn your clothes and the environment around you into deadly fighting tools through desperation and ingenuity.
Crystalline Storage - the ability to store strong emotions, vivid sense memories, mundane skill instructions, or raw psychic power in an unprimed crystal, and access that stored thoughtform regardless of local psychic conditions or networks. Each time you take this skill you may apply it to up to three crystals, which may be re-used, but which may each only store one emotion, memory, instruction, or dose of power at a time. Using a crystal empties it of the stored thoughtform. It takes eight hours to refill a crystal with a new thoughtform.
SKILLS
Dreampushing, Shading, Astral Tripping, Reaving - as above. Requires Vale Psychics.
Vale Arts - the psychic skills of each Spire. When taking this skill, you must select Factor, Katador, Nector, Magnator, Vocator, Genitor, Cleritor, or Cabalist. With rare exceptions, it is impossible to master more than one Vale Art.
Wastelands Survival - surviving on a handful of grain while traveling in temperature that oscillates between roasting and freezing, finding water in the open desert, and weathering dust storms, yeast fields, and moth swarms is a highly specialized skill set. We do not recommend keeping this skill, as it is not likely to be relevant in endgame.
Improvised Weapons - the ability to turn your clothes and the environment around you into deadly fighting tools through desperation and ingenuity.
Crystalline Storage - the ability to store strong emotions, vivid sense memories, mundane skill instructions, or raw psychic power in an unprimed crystal, and access that stored thoughtform regardless of local psychic conditions or networks. Each time you take this skill you may apply it to up to three crystals, which may be re-used, but which may each only store one emotion, memory, instruction, or dose of power at a time. Using a crystal empties it of the stored thoughtform. It takes eight hours to refill a crystal with a new thoughtform.