Alchemy
The arcane skill of Alchemy deals with the production of potions and elixirs through the mixing of
reagents and other ingredients. The higher your skill in Alchemy, the more potent a mixture you can
create. Master Alchemists may also learn the process of applying these mixtures to weapons and
armor, imbuing them with extra abilities.
Arcane, Divination
The arcane skill of Divination deals with magicks of the spiritual and organic realms, used most
frequently by Healers and persons of the Druidic faith. The higher this skill is, the more powerful
the Divination spells you can cast, and the lower your chance of spell failure during combat.
Wisdom complements this skill.
Arcane, Elemental
The arcane skill of Elemental deals with magicks of the elemental realms: fire, earth, air and water.
The higher this skill is, the more powerful the Elemental spells you can cast, and the lower your
chance of spell failure during combat. Intelligence complements this skill.
Armor, Light
Light Armor encompasses the use of lightweight protection such as soft, hard and studded leathers.
To wear any piece of light armor without penalty, you must be sufficiently skilled for the armor.
Simple armors made out of hemp or hide require little skill to wear properly,
while complicated armors made out of dragon skin require more.
The more skilled you are with any armor, the less injury you take from physical attacks.
Armor, Heavy
Heavy Armor encompasses the use of heavyweight protection such as any armor fabricated from metal
alloys. To wear any piece of heavy armor without penalty, you must be sufficiently skilled for
the armor. Simple armors made out of copper or bronze require little skill to wear properly,
while complicated armors made out of adamantium require more.
The more skilled you are with any armor, the less injury you take from physical attacks.
Armor, Shields
The Shield skill deals with the effective use of hand-held shields in combative situations.
Beginning at skill level 10, using a shield will increase your chances of completely deflecting any
successful attack against you.
Cartography
Cartography is the ability to accurately map your surroundings as you explore. The on-screen automap
will not work unless you have at least one point in the Cartography skill. The automap will become
more accurate and informative as your Catography skill increases.
Dodge
Dodge allows you to avoid being attacked through evasive actions, such as a carefully timed sidestep
or a twist of your body. When you perform a successful dodge, your opponent is thrown off balance
granting you a +10% ToHit probability on your follow-up attack. Dodge is a passive skill and is
checked automatically each combat round. Your chance of successfully dodging any attack is 1% per
point you have in the Dodge skill.
Foraging
Foraging is a skill that is valuable to players who live off the land. A skilled Forager can
scavenge for food and water as they travel through the world. At higher levels of the skill, you
will find valuable reagents that can be used for Alchemy or sold for extra coins. Foraging only
works while traveling, and generally in wildernesses only.
Hide in Shadows
Hide in Shadows is the ability to utilize shadows and darkness to cover your movement. It is an
automatic skill that is always active, and it grants the effect "Hidden in Shadows" if you are
in a darkened area. The higher the skill, the less darkness you need to successfully
hide. Also, standing next to a wall or large object increases the effect.
Lore
Lore is the ability to identify any strange items you discover during your journeys. Intelligence
complements this skill.
Medicine
Medicine is the ability to dress wounds and utilize common herbs for faster recovery of Hit Points.
It also increases your resistance to toxins and diseases.
Meditation
Meditation is the ability to focus your mind to better resist the effects of magickal attacks and
extreme elements such as heat and cold. It also allows you to restore your spent Mana Points at a
faster rate.
Mercantile
Mercantile is the ability to negotiate better prices when buying and selling items from merchants.
The higher the skill is, the more money you make.
Move Silently
Move Silently is a stealth skill that allows you to move without producing sound so you can avoid
detection. The higher the skill is, the more it offsets the penalty imposed by wearing armor, and
the closer you can approach enemies before they notice you. When no enemy can hear you moving, the
effect "Silent" is displayed in the Effects window. Dexterity complements this skill.
Pick Locks
The Pick Locks skill is the ability to utilize lock picks to release locks on doors and chests.
Dexterity complements this skill.
Repair
The Repair skill is the ability to repair weapons and armor in your inventory while you are camping.
Initially, you will only be able to make small improvements to your currently equipped weapons and
armor, but as you increase this skill, your reapirs will become more thorough and efficient, allowing
you to repair more items in your inventory during the time you spend camping.
Skullduggery
Skullduggery is the mechanical understanding of traps and trickery, and the ability to effectively
disarm them. Concentration complements this skill.
Spot Hidden
The Spot Hidden skill is the ability to passively detect hidden items, doors, traps and abnormalities.
This skill is complemented by the Perception attribute.
Unarmed Combat
Unarmed Combat is the ability to attack a target using only your hands or feet, and inflict as much
damage as you would if you were holding a blunt weapon. Strength and Speed are the attributes that
complement this skill. Beginning at skill level 10, you have a chance of performing a "Fury Strike,"
hitting a target (creature or object) with 4X normal damage.
Weapon, Bludgeoning
Bludgeoning weapons include staves, maces, hammers, clubs and similar blunt-force weapons. They work
equally well at bashing in doors as well as skulls, and they are the most durable of all weapons.
Bludgeoning weapons are considered melee devices, and as such Strength and Speed complement this
skill. Beginning at skill level 10, you have a chance of performing a "Devasting Blow," striking
a target (creature or object) with 2X normal damage and permanently reducing the target's Armor
Rating by 50%.
Weapon, Bows
Bow weapons include any variation of archery devices that utilize arrows. Concentration and Dexterity
are the attributes that complement the Bows skill. Beginning at skill lelvel 10, you gain "Intense
Focus," which allows for precision strikes causing 3X normal damage.
Weapon, Cleaving
Cleaving weapons include axes, machetes, and similar chopping weapons. They are all durable and
dependable. Cleaving weapons are considered melee devices, and as such Strength and Speed complement
this skill. Beginning at skill level 10, you have a chance of performing a "Great Cleave," striking
not only your primary target but adjacent targets as well.
Weapon, Piercing
Piercing weapons include knives, daggers and spears. Generally speaking, Piercing weapons do not
produce as much damage as other weapons, but they are lighter and allow you the opportunity to strike
multiple times. The Piercing Weapons skill is complemented by Dexterity and Speed. Beginning at
skill level 10, you have a chance of performing a "Double Strike," hitting your target two separate
times per attack round.
Weapon, Swords
Swords include all forms of medium to long-bladed, single or double-handed weapons. Note that short
swords are considered true Swords and not Piercing Weapons. While Swords can be very effective
weapons, they require more maintenance than a simple hammer or axe to remain useful. Swords are
considered melee weapons, and as such Strength and Speed complement this skill. Beginning at skill
level 10, you have a chance of performing a "Masterful Reposte." This is a guaranteed strike, and
also includes perfect parrying of all enemy attacks in the following round. Parried enemies
suffer riposte damage equivalent to the Sword's base damage.
Weapon, Thrown
Thrown Weapons include special knives, hatchets and spears designed to be hurled at targets. Thrown
Weapons generally cause more damage to a target than other ranged weapons (such as arrows) due to
heavier weight and additional inertia, and, unlike Bows, Thrown Weapons can be used while holding a
torch or shield. The down side is that Thrown Weapons are heavier in your inventory and cost more
per unit than arrows. Strength and Dexterity are the attributes that complement the Thrown Weapons
skill. Beginning at skill level 10, you gain the ability of "Overwhelming Volley," allowing for up
to eight weapons to be thrown at once, showering your target and adjacent tiles.
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