Casting
What a spell costs, what it does, and what it needs.
A spell states everything about itself on its own page:
- MP and SP it costs.
- Cast time before it goes off, and a cooldown before it can be used again.
- Damage, or a heal range, Tiny Selfheal restores 3–5, Basic Selfheal 10–18.
- How long it lasts, for anything that keeps working.
- An element, for those that carry one.
- A level you must reach, and for some, a weapon you must be holding.
- An area, for spells that hit more than one square.
Cooldowns and effects
Skills can share a cooldown group: using one puts every skill in the group on cooldown. A skill with a cast time has to be cast standing still, and starting another skill interrupts it. Buffs and debuffs show as white icons in the lower right of the screen (0.4.42, 0.4.44).
Learning them
Spells are taught by skill masters. Each one teaches its own list; the services list has all of them and where they stand. A skill from a one-time quest can be learned again from the skill books, which list every general skill whose quest you have completed (0.4.41).
Where the masters are
Each class has a hub with its masters in it; the table below lists every skill master and book with its map and tile. A master’s page lists what it is known to teach.
Where
| NPC | Does | Map | Tile |
|---|---|---|---|
Mount Trainer (DEV) | skill master | Aeven Stable | (36, 35) |
Book Of Knowledge | skill master | Aeven Library | (6, 9) |
Book Of Wisdom | skill master | Aeven Library | (6, 7) |
Dash Master | skill master | Aeven North Entrance | (7, 36) |
Rogue Master | skill master | Den Hideout Classhub | (20, 7) |
Archery Master | skill master | Den Hideout Classhub | (8, 16) |
Warrior Master | skill master | Stronghold Classhub | (14, 14) |
Paladin Master | skill master | Stronghold Classhub | (4, 11) |
Priest Master | skill master | Academy Master Priest | (5, 8) |
Mage Master | skill master | Academy Mage Mastery | (9, 8) |
Orcy's Little Book | skill master | Orcys Room | (8, 5) |
Chef's Book | skill master | Aeven | (75, 15) |
From the game’s help window
Skills
Skills are certain abilties you can learn from skill masters. The third tab on the left is the skill tab.
What do I need to do acquire skills?
To aquire skills you need to see a skill master. Skill masters are npcs located at certain towns, they will give you the requirements to gain the skills you want. You need certain stats and levels to learn certain skills
What are the skills available?
Self Heal- You can heal yourself in battle for 1 HP.
Group Heal- You can heal yourself and everyone else in your party for 1 HP.
Small Heal- Heal any character for 1 HP.
Medium Heal- Heal any character for 5 HP.
Large Heal- Heal any character for 12 HP.
Lightning- Shoot bolts of lightning at your enemies.
Fire- Summon flames upon your enemies.
How do I use my Skills?
Go to the skill panel and above your skills are certain 'F' keys you press to summon your skills. You can also customize the keys by dragging the icon to different square.
Note: You can increase the strength of your skills by training them to a higher level (not active yet), or by learning higher forms of it by different skill masters.
Using Spells
Using Spells is quite simple. All you need to do is press the hotkey for the spell you wish to use and click who/what you want to use it on.
example: Press (hotkey for small heal) and click on yourself to heal yourself.
The text is the game’s own help (press F1 in game). Parts of it predate the current game, so where it disagrees with the numbers above, the numbers are current.
From the update notes
What the developer wrote when this was added or changed, newest first.
Return of the Casters pt2 , 0.4.53
To support this feedback, the Wanderer class has been reworked. As the starting class, players can simply remain a Wanderer if they don not want to specialize. Since Wanderers deliberately choose not to follow a specific path, they preserve the classic gameplay experience by being able to use all weapons and equipment without stat-restrictions and full access to General Skills. The trade-off is that Wanderers have access limited to a limited selection of special skills.
The goal for adding this small introduction quest is to make it clear that choosing a class is an opportunity rather than a permanent commitment. EO fully supports players to switch between classes at any time without losing the progress, levels, knowledge, skills and hotkeys they have already earned in previously trained classes.
A new deployable object system is on the way. Players will be able to place objects such as campfires, cooking stations, workbenches, and ovens directly onto the map. These can be deployed from both items and skills, making it easy to setup all kinds of new content using PubStudio.
- Various small fixes (skill range checks etc)
- New: Deployable Item & Skill items
Detail: Class / Skill Reworks: What is being removed: , 0.4.52
The hotkey menu created for the 3x builds is now deprecated and will be removed in version 5.52. Removing something that took a lot of time and effort is never an easy decision. Now development is focusing on supporting multi-class gameplay, the menu became an obstacle to properly support it. Keeping it would have meant adding more complexity to an already complicated system.
The new class dialog will now take over the role previously handled by the 'bottom panel slots', which will become the actual hotkeys. This creates a more natural flow, keeps important actions in a consistent place, and simplifies the overall interface. keep read to learn more..
Engine: Passive Skills , 0.4.52
One of the biggest tasks in this patch is expanding the foundation of the skill system. Since skill systems can quickly become complex, the goal was to build a structured pipeline that remains easy to maintain while supporting many different skill types, each with their own requirements, triggers, effects, and behaviours.
Detail: Skill Lighting: What has been made: , 0.4.52
The EO lighting system has been extended to support optional lighting effects for skill animations. While the current implementation is intentionally simple, it already makes certain spells feel more alive and visually impactful. It's a small feature that adds some atmosphere.
Lighting effects can be designed and attached to skills directly in the EO Skill Editor.
Skill/System: Status Effects (Friendly): What has been made: , 0.4.52
This patch introduces a new layered stats system* that allows direct and indirect stats to multiplex with each other throughout the combat pipeline. All character stats are calculated across multiple 'layers' of stats: base stats, level-up stats, equipment, and skill effects. Each layer can mutate its own stats and then add or remove values from each other layer, resulting in a real-time total stat calculation of both direct values (such as damage) and indirect values (such as power).
To live test this new system, a few group support skills have been added. Guardian Blessing and Blessing of Life . Both skills showcase the Paladin's new buff mechanics for a first live test. While the Warrior receives Warcry , which should be a powerful but very temporary damage buff using the new post-processing damage pipeline. Warcry also introduces the new circular range targeting system, affecting only the Warrior and nearby allies within a small (circle) range.
Skill/System: Secondary Damage ( AoE ): What has been made: , 0.4.52
This patch also expands the combat system with support for Area of Effect (AOE) damage. Instead of only processing direct hits, attacks can now create impact zones around the point of contact, allowing traps, projectiles, and other remote effects to damage the same and secondary targets with a skill effect. Supporting this required further restructuring of the combat logic and damage number spawning system to better handle grouped damage events while keeping the implementation flexible for future mechanics such as larger explosions, chained effects, and other environmental interactions.
To live test the new AoE support, two new skills have been added to the Rogue and Archer Class. Small Mines allow Rogues to place compact explosives that detonate when triggered, while Explosive Arrows is a passive attack skill that causes arrows to explode on impact, dealing damage in a small area. These skills primarily serve as practical test cases for the new AOE system while also introducing new gameplay possibilities for the classes.
20 more in the update notes.
See also
- Element, Light, dark, earth, wind, water, fire and divine.
- Class, Seven classes, three types, and what each is good at.
- Weapon class, Seventeen kinds of weapon, and what each is for.
Mount Trainer (DEV)
Book Of Knowledge
Book Of Wisdom
Dash Master
Rogue Master
Archery Master
Warrior Master
Paladin Master
Priest Master
Mage Master
Orcy's Little Book
Chef's Book