YEARLING-CLASS SKILLS Level 2 Yearling Jab (A): A quick, sharp prod with a weapon. Benefit: +5 to attack value when used in combat. Prerequisites: None Sense (P): A better awareness of one's surroundings. Benefit: +5 to defense value. Prerequisites: None Track (P): Trail the enemy with ease. Benefit: Will follow target as soon as they part their location. Cannot track 'cloaked' characters. Prerequisites: Scouts Only Spirit's Whisper (A): The faint voice of the spirits offer warning of attacks. Benefit: +7 to defense value when used in combat. Prerequisites: Shaman Only Level 3 Yearling Sneak (P): Silent steps. Benefit: +5 to defense value. Prerequisites: None Staff Mastery (P): Can wield staves with ease. Benefit: +8 to attack value when a staff is equipped. Prerequisites: None Bash (A): A full body blow to one's opponent. Benefit: +5 to attack value when used in combat. Prerequisites: None Nature Spells Level 1 (A): Druid may select four level 1 nature spells. Benefit: Natural magics to aid them in combat. Prerequisites: Druids Only Accuracy (A): A more accurate attack with a ranged weapon. Benefit: +6 to attack value when used in combat. Prerequisites: Archers Only Spiritual Force (A): Ancient spirits lend their strength to the character in battle. Benefit: +10 to attack value when used in combat. Prerequisites: Wise Ones Only Level 4 Yearling Pierce (A): A violent jab with a weapon. Benefit: +12 to attack value when used in combat. Prerequisites: Jab Alertness (P): More attention is paid to one's natural surroundings. Benefit: +10 to defense value. Prerequisites: Sense Light Armor Mastery (P): Feels perfectly comfortable in light armor. Benefit: +10 to defense value when light torso armor is equipped. Prerequisites: None Nature's Wrath (P): Nature's power flows strongly through the character. Benefit: +12 to value of all nature spells. Prerequisites: High Druids Only Rapid Shot (A): Multiple ranged volleys are fired in quick succession. Benefit: +10 to attack value when used in combat. Prerequisites: Marksmen Only, Accuracy Call Spirits (A): May call one of the various spirits of the elements to aid them in battle. Benefit: Spirits give aid in combat. Prerequisites: Spirit Walkers Only Level 5 Yearling Pole-arm Mastery (P): Can wield a pole-arm with ease. Benefit: +10 to attack value if a pole-arm is equipped. Prerequisites: None Feral Link (P): Fight with feral efficacy. Benefit: +12 to attack value. Prerequisites: Sense Nature Spells Level 2 (A): Geomancer may select four level 2 nature spells. Benefit: Natural magics to aid them in combat. Prerequisites: Geomancers Only Concentrated Shot (A): The archer never misses its mark. Benefit: +14 to attack value when used in combat. Chance of automatic victory. Prerequisites: Eagle-Eye Only, Accuracy Soulstalk (A): Can pull its soul from its body and walk amongst the spiritual world to attack the soul of another. Benefit: Causes one day's healing to target within five squares distance. Ascended gains 10 exp. Can be used once per three days. Prerequisites: Ascended Only Level 6 Yearling Spear (A): A forceful thrust into the enemy. Benefit: +15 to attack value when used in combat. Prerequisites: Pierce Increased Senses (P): Senses become atuned to a level similar to that of Elven kind. Benefit: +15 to defense value. Prerequisites: Alertness Call Companion (A): Can call an animal companion to join them for life. Benefit: Animal companions offer various benefits and friendship. Can only have one companion at a time. Prerequisites: Creators Only Advanced Tracking (P): Can trail especially hard to follow enemies. Benefit: Will follow target as soon as they part their location. Can track 'cloaked' characters. Prerequisites: Rangers Only Attack Spirit (A): Reach into an enemy's spirit and cause them harm. Benefit: +20 to attack value when used in combat. Prerequisites: Ascended Only Level 7 Yearling Stealth (P): Barely a sound is heard when one moves. Benefit: +10 to defense value. Prerequisites: Sneak Nature Spells Level 3 (A): Creator may select four level 3 nature spells. Benefit: Natural magics to aid them in combat. Prerequisites: Creators Only Ranged Weapon Mastery (P): Can wield ranged weapons with ease. Benefit: +10 to attack value if a ranged is equipped. Prerequisites: Rangers Only Call Avenging Spirits (A): Calls upon the spirits of long dead warriors. Benefits: +25 to attack value when used in combat. Prerequisites: Ascended Only, Call Spirits Level 8 Yearling Medium Armor Mastery (P): Feels perfectly comfortable in medium armor. Benefit: +10 to defense value if medium torso armor is equipped. Prerequisites: None Gifts of Green (P): Bound to nature, body and soul. Benefit: +25 to value of all nature spells. Prerequisites: Creators Only Nature Spells Level 1 (A): Ranger may select three level 1 nature spells. Benefit: Natural magics to aid them in combat. Prerequisites: Rangers Only Spiritual Healing (A): Focus on their spirit and heals from the inside out. Benefit: Removes one day's healing. Prerequisites: Ascended Only Level 9 Yearling Nature Spells Level 4 (A): Creator may select four level 4 nature spells. Benefit: Natural magics to aid them in combat. Prerequisites: Creators Only Call Companion (A): Can call an animal companion to join them for life. Benefit: Animal companions offer various benefits and friendship. Can only have one companion at a time. Prerequisites: Rangers Only Call Defending Spirits (A): Calls upon the spirits of long dead warriors. Benefits: +25 to defense value when used in combat. Prerequisites: Ascended Only, Call Spirits Level 10 Yearling Nature Spells Level 5 (A): Creator may select four level 5 nature spells. Benefit: Natural magics to aid them in combat. Prerequisites: Creators Only |
Skills |
References Nature Spells Spirits Companions |
first | second |