Flattery will get you everywhere. Okay I'll start and edit when I have more time. (N.B. More than any other adventure I think, there has been a lot of debate on whether skills only used a certain number of times count for one round or the whole fight).
Paido has 4 of 8 Vakeros skills:
1. Mystic Manouevre Select 2 sub-skills;
-Combat Alacrity: +2CS for one battle/once per adventure.
-Bleeding Wound: -2EP per hit single foe for one battle/once per adventure.
-Shadow Strike: Attacks shadow/ignores defences/+2CS/allows you to inflict -2EP (extra?) only used once per aventure (only one round?).
-Disenchanting Parry: Negates effect of foes +CS bonus from magical weapons. Once per adventure.
-Thunderous Blow: Enemy -half EP or kills if they are on 1. Once per adventure.
-Battleblade: +1CS -1EP extra to enemy, three times per adventure.
-Lightning Riposte: If enemy inflicts 0EP in combat to you, you inflict -2EP to them; even if you wouldn't wound them normally with that result. Three times per adventure.
-Twin Blades: Three times per adventure make two attacks instead of one, must possess a second weapon.
-Wall of Might: Once per adventure reflect damage back to attacker with shield.
2. Counterspell Counters enemies spells.
3. Elder Arts Pick a path:
- Alchemy Path: Must carry Mortar, Pestle & Bag of Herbs (3 Backpack spaces).You can make one potion Combat Potion +2CS, Endurance Potion +5EP for one battle only, Healing Draught +4EP. Other uses in adventure.
- Elementalism Path, use once in a single combat per adventure:
~Earth, all foes -5EP.
~Air, all foes -3EP + one fee attack without damage.
~Fire, sets fire to flammable foes (not metallic) for -2EP/round for 3 rounds.
~Water, heal self to full EP(Paido = 26) or -3EP single foe.
-Enchantment:
~Mental Coercion, once per adventure convince foe to lay down weapons; ignore battle/treat as won.
~Mental Probe, once per adventure gets an answer from a creature.
~Mental Mirage, confuse opponent once per adventure to escape, etc.
4. Prophecy
-Future Sight, ignore a single attack or return to the previous text section once per adventure.
-Location Sight, sense location or direction of a well known person/object.
-Aura Sight, detects true auras dispelling illusions and falsehoods of all kinds.
Evocation
-Spirit Speak, speak with dead - beware of possession!
Psychomancy
-Powersense, identify magic object & powers.
-Pastsense, gives glimpse of the history of a small object - weapon, talisman, etc.
7. Sorcery
-Force Shield, blocks three attacks in single combat. Once per three combat encounters.
-Force Blade, once per adveture reduces foe to 1EP, unless immune.
-Force Barrier, closes an object (such as door/window/chest) and keeps it locked/impervious to normal damage.
-Force Grasp, creates a massive hand to manipulate objects & items, no use in combat.
8. Battle Magic Choose one school:
-A. Puuros (Body)
~Hold Enemy, once per adventure one free attack.
~Knight's Vigour once per adventure +4CS +8EP -2EP Enemy when damaging, for one battle only.
~Lifesteal, once per adventure for a single combat you can restore all your lost EP from a foe in combat. You must sustain at least 1 point of lost endurance during the combat. In effect, you steal your opponent's EP to replenish your own the moment you are wounded. The number of EP that you steal in this way are deducted from your enemy's score.
-B. Kaenos (Mind)
~Baffle, makes foe clumsy CS is halved, three times per adventure.
~Clarity, +6CS once per adventure.
~Understanding, once per adventure pick 3 random numbers in a single combat phase use the best.
-C. Valos (Motion)
~ Battledance, +2CS -2EP damage to foe, additionally restore 2EP from wounds in one successful combat. Once per adventure.
~ Penetrate, hurl spear of force at enemy -4EP (Once per adventure?).
~Splinter, remove enemy's shield/damage armour - removes shield bonus or +2CS to you if damaging armour. Once pe adventure.
-D.Daernath (Energy)
~Blazing Aura, for three combat rounds -2EP each enemy tha hits you in this time. Twice per dventure.
~Flameshaft, fires burning shaft -3EP enemy in first round, -2EP for next two rounds. Twice per adventure.
~Power Grasp, electrical damage to ghosts/incorporeal foes immune to normal weapons doing -4EP to them. Three times per adventure.