Passive skills are skills that happen automatically.
Active skills are skills that require you to use an action point.
Evasion: Sacrifice a turn to not be attacked for 2 turns. Cannot attack other players (active)
Evasion II: Sacrifice a turn to not be attacked for 3 turns. Cannot attack other players. (active)
Phase Shifter: Able to attack other players while using Evasion. (Passive)
Teleport: Move to any space up to 2 spaces away. Takes 2 turns to recharge. (active)
Teleport II: Move to any space up to 4 spaces away. Takes 2 turns to recharge. (active)
Plane Walker: Move to any space up to 5 spaces away. Takes 1 turn to recharge. (active)
Ambush: Attack a player up to one space away. (Passive)
Ambush II: Attack a player up to 2 spaces away. (Passive)
Storm Bringer: Players in the surrounding spaces lose 1 card. (Active)
Mobility: Perform an extra movement action. (Active)
Mobility II: Perform 2 extra movement actions. (Active)
Cloud Rider: Perform 3 extra movement actions. (Active)
Summon Creature: Add up to 3 creature to your deck for a duel. (Active)
Summon Creature II: Add up to 6 creatures to your deck for a duel. (Active)
Sacrifice: Sacrifice a card you own to gain electrum equal to the casting cost of the card. (Active)
Dark Prince: ???
Stealth: Move about the map while not being the target of skills or duels. Lasts 2 turns. (Active)
Stealth II: Move about the map while not being the target of skills or duels. Lasts 3 turns. (Active)
Backstabbing: Item given to opponent, after a loss, turns into a pile of dust. Must be used before a duel. 2 turns to recharge. (Active)
Shadow Walker: Steal 1 card from target player while using Stealth. 2 turns to recharge. (Active)
Cause Fear: Cannot be dueled. Lasts 2 turns. (Active)
Cause Fear II: Cannot be dueled. Lasts 3 turns. (Active)
Undead: Half of the creatures you lose from a loss turn into skeletons. (Passive)
Animate Dead: All of the creatures you lose from a loss turn into skeletons. (Passive)
Necromancer: Target player has 2 cards replaced with skeletons. (Active)
Poisonous Cloud: Target 3 hexagon area is now poisonous. (Active)
Death Touch: Target Player (within a given range) is poisoned for 2 turns. (Active)
Death Touch II: Target player (withing a larger range) is poisoned for 3 turns. (Active)
Lich: Immune to poison for 3 turns. (Active)
Toughness: Cannot be targeted by skills for 2 turns. (Active)
Toughness II: Cannot be targeted by skills for 3 turns. (Active)
Earth Golem: If you are the target of a skill, gain one Antlion. (Passive)
Miner: Lets you dug up to three times per turn. (Active)
Diversion: The first person to duel you gets pushed away one space. Duel canceled. 2 turns to recharge. (Active)
Diversion II: The first person to duel you gets pushed 2 spaces away. Duel canceled. 2 turns to recharge. (Active)
Confusion: Target player cannot choose which direction to move for the next 2 turns. (Active)
Trickster: Able to create a fake clone of yourself on the map. Clone does not gain resources and dissipates in 2 turns. Clone moves randomly each turn. (Active)
Scramble: All players in the adjacent spaces move a in a random direction. (Active)
Shapeshifter: Appear as a player from a different Element. (Active)
Destroy: Destroy a card from target player. (Active)
Destroy II: Destroy 2 cards from target player. (Active)
Bombard: All players sieging a city cannot deal damage to the city defenses for a turn. (Active)
Fireguard: All players in adjacent spaces lose 2 cards. (Active)
Burning: Target 3 hexagon area does not produce resources. Lasts 2 turns. (Active)
Burning II: target 4 hexagon area does not produce resources. Lasts 2 turns. (Active)
Flame Body: Lets you use the Fire Fast Travel without penalty. (Passive)
Pyro: Surrounding unoccupied hexes now produce resources for Fire. (Active)
Advanced Technology: The previous 2 spaces you occupied produce double the resources. (Passive)
Advanced Technology II: Target 3 hexagon area produces double the resources. (Active)
Cyborg: Target hex permanently gives double the resources. (Active)
Repair: Repair up to 5hp to city defenses. (Active)
Engineer: All players sieging only deal half damage to city defenses on the turn this is used. (Active)
Nature Rituals: Gain resources from a 3 hexagons right now. (Active)
Nature Rituals II: Gain resources from adjacent hexagons right now. (Active)
One With Nature: A random adjacent hex is converted to Life. (Passive)
Shaman: Gain an alchemy card for your next duel. The alchemy card disappears after the duel is over. (Passive)
Scouting: Reveals anything hidden up to 3 spaces away. (passive)
Scouting II: Reveals anything hidden up to 5 spaces away. (passive)
Hunter: If you win the coin toss, gain 5 extra cards from your opponent. (active)
Elder: Any fallen Life player may resurrect in a space adjacent to yours. (Passive)
Lightbringer: All friendly players in the same or adjacent spaces are allowed to use up to 6 extra upgraded Light cards during a duel. (Passive)
Cure: Gain 1 copy of a card that was salvaged from you during a duel. (Active)
Chosen One: Lose 5 less cards when you lose a duel. (Passive)
Manipulate Water: Target hex becomes flooded, reducing movement. (Active)
Manipulate Water II: Target 3 hexagon area becomes flooded, reducing movement. (Active)
Submerge: Able to move through flooded hexes without a movement penalty. (passive)
Tide Hunter: Target hex becomes an impassable water hex for 3 turns. (Active)
Waterbreathing: Able to move through impassable water hex. (Passive)
Arctic Mage: Target player cannot move for 2 turns. (Active)
Critical Strike: If you win a duel, your opponent must discard 2 extra cards. (Passive)
Critical Strike II: If you win a duel, your opponent must discard 3 extra cards. (Passive)
Disarm: If you lose a duel, the winner must discard 4 cards. (Active)
Cloaking: Target player cannot be dueled for 2 turns. (Active)
Assassin: Target player dies without penalty. Takes 5 turns to recharge. (Active)
Revenge: If you lose a duel, the winner must discard 2 cards. (Active)
Trading: Able to trade cards with other people of your element who know the Trading skill. (Active)
Trading II: Able to trade cards with any other person who knows the Trading II skill. (Active)
Persuasion: Persuades one NPC to give you a free card. Takes 4 turns to recharge. (Active)
Smuggler: Target player can enter any city with you. All attacks on that player are diverted towards you. (Active)