Skills (To Index)

Through progression in experience and level, character will be able to gain skills to use. Skills are valuable and important tools in one's arsenal and can be highly useful in many situations, especially in combat where the good use of skills can greatly affect one's life and death.

There are certain feats that will improve the effects or defense to most skills, whether from items or the character's own pool of knowledge.

Each class will have a complete set of skills available for them for learn, which all work in a quite different manner due to their nature.

 

Combat Skills

Nature Skills

Traveler's Skills

Arcane Spells

Divine Spells

 

Casting & Learning

Characters can often learn new skills from scrolls they acquire, and they can begin use these skills when adequate level has been reached. If a character wishes to learn a new skill while limit is full, then one of the old skills must be erased first before doing so.

 

Level

The defined level (from 1 to 10) of the skill. It determines when the character is capable of learning skills on different levels. (Refer to Skill Progression & Experience Chart)

 

Target

The possible targets for the spell. Ranging from Touch (Single target at range 1), Single (Single target at any range in sight), Self (Only to caster itself), Area (All targets within certain area), Sight (All targets within sight) and Special (Accords in its own manner).

 

Type

The school and nature of the skill. Ranged from Entanglement (Strength), Weaken (Vitality), Damage / Trap (Dexterity), Magic (Intelligence) and Mind-affecting (Charisma).

 

Cast Time

The base amount of time (in turns, 1 turn = 3 seconds) required casting the spell.

 

Duration

The amount of time that the spell will takes effect.

 

Save

The save rolls available to avoid the effect of the spell. Characters with higher attributes are more likely to avoid effects.