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
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