Main | Rules | Joining | Roster | Player's Guide | Market Place | Lore | Tales | Message Board | Links
[ Back ]
Weapon Skills
The following abilities denote the use of weapons and armor used for adventuring. While no weapon or armor requires proficiencies to use, it is advised to not fight without one. Most of the skills are self explanatory, but definitions have been given where necessary. Where a group of skills is seperated by brackets, you are required to take a lower level proficiency before upgrading to the higher one for that specific proficiency tree. The number after a skills name indicates its EXP cost for a character to learn.



-
Novice Proficiency - Free
This skill is only available to Novices, and is lost on classchange. It gives the same effect as 1h proficiency, 2h proficiency, unarmed proficiency, bow proficiency, throwing weapon proficiency and shield proficiency all at once. Having this skill as well as any of the above enhances ones abilities further to a slight degree.
-

-
One Handed Weapons

1h proficiency - 10
This skill gives a basic knowledge in the use of all one handed weapons, excluding spears.

Axe adept - 50
Axe mastery - 100, grants +1 Str

Mace adept - 50
Mace mastery - 100, grants +1 Str

Dagger adept - 50
Dagger mastery - 100, grants +1 Str

Sword adept - 50
Sword mastery - 100, grants +1 Str
-

-
Two Handed Weapons

2h proficiency - 10
This skill gives a basic knowledge in the use of all two handed weapons, as well as spears.

2h Axe adept - 50
2h Axe mastery - 100, grants +1 Sta

2h Mace adept - 50
2h Mace mastery - 100, grants +1 Sta

2h Sword adept - 50
2h Sword mastery - 100, grants +1 Sta

Spear adept - 50
Spear mastery - 100, grants +1 Sta
-

-
Unarmed Combat

Unarmed proficiency - 10
This skill gives a basic knowledge in unarmed combat, as well as how to dodge. Tumbling masteries increase the ability to dodge.

Boxing adept - 50
Boxing mastery - 100, grants +1 Str

Wrestling adept - 50
Wrestling mastery - 100, grants +1 Sta

Tumbling adept - 50
Tumbling mastery - 100, grants +1 Agi
-

-
Bowmanship

Bow proficiency - 30
This skill gives a basic knowledge in all types of bows.

Shortbow adept - 50
Shortbow mastery - 100, grants +1 Str

Longbow adept - 50
Longbow mastery - 100, grants +1 Str

Crossbow adept - 50
Crossbow mastery - 100, grants +1 Agi
-

-
Throwing Skills

Throwing weapon proficiency - 10
This skill covers the basic use of all throwing weapons.

Throwing axe adept - 50
Throwing axe mastery - 100, grants +1 Agi

Throwing dagger adept - 50
Throwing dagger mastery - 100, grants +1 Agi

Throwing spear adept - 50
Throwing spear mastery - 100, grants +1 Agi
-

-
Magical Abilities

Basic Spellcasting - 60
This skill grants the use of the spells Detect Magic, Dispell and Magic Missile. Unlocks all lvl 1 magic schools.

Elemental Novice - 40, unlocks lvl 2 elemental magic
Elemental Adept - 80, unlocks lvl 3 elemental magic
Elemental Mastery - 120, grants +1 Int, unlocks lvl 4 elemental magic

Shamanism Novice - 40, unlocks lvl 2 Shamanism magic
Shamanism Adept - 80, unlocks lvl 3 Shamanism magic
Shamanism Mastery - 120, grants +1 Int, unlocks lvl 4 Shamanism magic

Necromancy Novice - 40, unlocks lvl 2 Necromancy magic
Necromancy Adept - 80, unlocks lvl 3 Necromancy magic
Necromancy Mastery - 120, grants +1 Cha, unlocks lvl 4 Necromancy magic
-

Additional Skills

Armor proficiency - 20
While this proficiency is not required to wear armor in battle, having it reduces the loss of movement incurred by using heavier armor.

Shield proficiency - 20
While this proficiency is not required to wear a shield in battle, people with this skill are better at blocking enemy attacks quickly.

Riding proficiency - 40
This skill is required to ride any kind of horse. It is also required for the skill Combat Mount.

-
Trade Charter - 60
This skill shows a certain knowledge in the arts of trading.

Trade Notary - 100, grants +1 charisma.
This ability grants a remarkable insight on the ways of trade.
-

Psychic affinity - 200, grants +1 Int.
This skill develops a persons latent psychic powers, allowing them to use very simple psychic abilities.

Offhand specialization - 70
This skill trains a person to use a weapon in each hand, making them considerably less clumsy with their offhands.

Classchange - 25
This "skill" must be purchased every time a character classchanges, whether they move up or down a class tree. It takes an action to classchange.

Affinities

Affinities are simple proficiencies that denote that a person has spent enough time in a particular region of Ourissa to know how to survive there. They will adapt to situations in that area quicker than those without the affinity, and perhaps be better equipped to deal with environment specific problems.

Urban affinity - 10
Water affinity - 10
Plains affinity - 10
Mountain affinity - 10
Woodland affinity - 10
Desert affinity - 10

[ Back ]