Skill Descriptions.   Posted by Dungeon Master.Group: 0
Dungeon Master
 GM, 43 posts
Mon 17 Feb 2020
at 09:06
Skill Descriptions
In reply to Dungeon Master (msg # 1):

===============================================================================
                                    WEAPONS
===============================================================================
Each weapon skill applies to a specific group of armaments, and determines
how well a character fights with a particular weapon.  The weaponsmaster
group provides talent in all weapons (save exotics), from chair legs to
halberds. If the character has the parry skill as well, he can parry
incoming attacks.

The weapon skills consist of the following:

GROUP ONE
Default: Necromancer, Mage, Rogue, Ranger, Druid, Psionicist, Warrior
Available to: Templar, Barbarian, Cleric, Bard, Warlock

sword           the warrior's standby, from rapier to claymore
dagger          the use of knives and daggers, and other stabbing weapons
staff           the use of long blunt objects, most are two handed

-------------------------------------------------------------------------------
GROUP TWO
Default: Wildmage, Bard, Cleric,
Available to: Templar, Rogue, Ranger, Druid, Barbarian, Warrior

flail           skill in ball-and-chain type weapons
mace            this skill includes clubs and hammers as well as maces
whip            the use of whips, chains, and bullwhips

-------------------------------------------------------------------------------
GROUP THREE
Default: Templar, Warlock, Barbarian
Available to: Bard, Cleric, Rogue, Ranger, Druid, Warrior, Warlock

axe             the use of axes, ranging from hand to great (but not halberds)
polearm         the use of pole weapons (except spears), including halberds
spear           the use of a weapon made from a shaft and spearhead, most are
                two handed

NOTE: Templar, Warlock, Bard, Cleric, Rogue, Druid - may only choose one
additional weapon group past their default.

Ranger, Warrior, and Barbarian can take all three weapon groups.

-------------------------------------------------------------------------------
OTHER:

hand to hand    Exclusive to monks

exotic          the use of strange magical weapons

                The exotic skill cannot be purchased, and is dependent solely
                upon level. Low level characters should not use exotic weapons.
===============================================================================

This message was last edited by the GM at 09:08, Mon 17 Feb 2020.

Dungeon Master
 GM, 44 posts
Mon 17 Feb 2020
at 09:09
Skill Descriptions
In reply to Dungeon Master (msg # 1):

SHIELD BLOCK
===============================================================================

   Shield block is a fancy term for the art of parrying with a shield. Those
   without the shield block skill cannot use their shields to parry attacks.
   All classes except mages, wildmages and monks may learn shield block.

===============================================================================
Classes: Cleric, Warrior, Barbarian, Psionicist, Druid, Ranger, Rogue, Bard,
         Warlock, Necromancer, Templar

This message was last edited by the GM at 09:10, Mon 17 Feb 2020.

Dungeon Master
 GM, 45 posts
Mon 17 Feb 2020
at 09:10
Skill Descriptions
In reply to Dungeon Master (msg # 1):

Hide

Hide and sneak are similar skills, both related to remaining undetected.
Hide has a very high chance of success, but only works for as long as the
character remains stationary.  Sneak may be used when moving (including to
sneak by monsters), but has a lower chance of success.
Dungeon Master
 GM, 46 posts
Mon 17 Feb 2020
at 09:12
Skill Descriptions
In reply to Dungeon Master (msg # 1):

Trip


 "Of course, you want to beat them while they're down.  But first, Trip them."

                                                        -- Hara, Rogue trainer

          Purpose: Chance to knock down single opponent
      Achieved At: Level 1 (Rogue, Warlock), Level 12 (Warrior, Templar),
                   Level 6 (Bard),           Level 22 (Ranger)
 Cost at Level 50: None
    Influenced By: Skill ------ Chance to trip is equal to skill %, modified by
                                any penalties or bonuses (as below)
                   Dexterity -- bonus equal to tripper's Dex
                   Level ------ penalty for low level characters trying to trip
                                high level characters (cumulative per level)
                   Haste ------ small bonus if tripper is hasted
                   Fly -------- significant penalty if victim is flying

            Class: Bard, Ranger, Rogue, Templar, Warlock, Warrior

================================================================================
Bard, Ranger, Rogue, Templar, Warlock, Warrior, Dex
Dungeon Master
 GM, 47 posts
Mon 17 Feb 2020
at 09:13
Skill Descriptions
In reply to Dungeon Master (msg # 1):

PEEK

 When characters with peek looks at another player or a mob, there is a chance
 that they will get a glimpse of what the victim is carrying in its inventory.
 This lets peekers know what items may be stolen from the victim, if they can
 steal, or satisfies a peeker's curiousity about what someone is carrying. As
 characters become better at peek,  they also become better at looking without
 being noticed by their victims. It is usually a good idea to practice peek
 with a trainer.

===============================================================================
Classes: Rogue, Bard
Dungeon Master
 GM, 48 posts
Mon 17 Feb 2020
at 09:14
Skill Descriptions
In reply to Dungeon Master (msg # 26):

PICK LOCK
================================================================================

 "Lock picking is one of the prime skills of Rogues and Bards, allowing them to
  gain access to many secured areas or objects.  Although the Charm spell seems
  to grant affected non-adventurers some ability to pick simple locks, only the
  Rogue and Bard classes are able to do it with true skill, cracking locks that
  lie far beyond the abilities of simpler minds.

  Rogues take this remarkably useful ability one step further: they can re-lock
  containers and doors using only skill.  Note that while this ability replaces
  the need for a key, it can only be used if a key actually exists for the lock
  in question. As you can imagine, this very useful ability comes in handy in a
  wide variety of shady circumstances."
                                         -- Hara, Rogue Trainer

             Cost: No cost
          Purpose: Unlock containers/doors
                   without using a key
      Achieved At: Level 1 (Rogue)
                   Level 22 (Bard)
    Influenced By: Skill % of user
                   Difficulty of lock
           Target: Container or Door
            Class: Rogue, Bard

================================================================================
Dungeon Master
 GM, 49 posts
Mon 17 Feb 2020
at 09:15
Skill Descriptions
In reply to Dungeon Master (msg # 27):

                                  INSPIRE
================================================================================

      "Unique to the bards of Rhia, inspire is a skill enabling those
       affected, to  feel a sense of  encouragement. This  ultimately
       grants the inspired to strike out with  more force and greater
       speed, as  well  as  allowing them to fend off maladictive and
       dispel magics."

                                          -- Hrobshur, Artisan of [Nahele]

            Purpose: Boosts Hitroll, Damroll
                     and lowers saves
         Spell type: Enhancement
        Achieved at: Level 35
   Cost at Level 50: Variable
      Influenced By: Level
             Target: Area affect
              Class: Bard
Dungeon Master
 GM, 50 posts
Mon 17 Feb 2020
at 09:16
Skill Descriptions
In reply to Dungeon Master (msg # 28):

                             SOOTHE
================================================================================

      "So in tune with their knowledge of the arts.  The  bard as is
       capable  of  inspiring  others  with  encouragement, boosting
       an audience's strength, speed, and defenses.  Is also able to
       soothe the hearts  of all those near  with an almost opposite
       affect.  This calming affect acts as a deterrent  to violence
       ultimately  enabling an  experienced bard to completely cease
       all  fighting  nearby  to  a complete  halt, if  their  music
       touches the heart and soul of monster and man, alike."

                                        -- Hrobshur, Artisan of [Nahele]

           Purpose: Stops all combat in room
                    Lowers Hitroll and Damroll
                    Prevents further use of rage,
                    fury, and battle focus
        Spell type: Defensive
       Achieved at: Level 39
  Cost at level 50: None
     Influenced By: Level
            Target: Area affect
             Class: Bard
Dungeon Master
 GM, 51 posts
Mon 17 Feb 2020
at 09:18
Skill Descriptions
In reply to Dungeon Master (msg # 29):

SHADOW FORM

Psionicists can project an image of themselves as shadows causing
them to go unseen to some, and hiding their movements.
Comparable to sneak.
Dungeon Master
 GM, 52 posts
Mon 17 Feb 2020
at 09:19
Skill Descriptions
In reply to Dungeon Master (msg # 30):

Battle Focus

Battle Focus is a skill that warriors and rangers are taught as part of
their training.  Part of this training is learning how to make your hits
land with more proficiency as well as learning from each battle to become
better as a fighter.  To use this skill you must be a ranger, warrior or a
warlock.
Dungeon Master
 GM, 53 posts
Mon 17 Feb 2020
at 09:20
Skill Descriptions
In reply to Dungeon Master (msg # 31):

                                    RESCUE
================================================================================

 "A friend in need is a friend indeed."  And when in combat, a fighter with the
 the rescue skill is just the friend everyone needs. Rescue allows most fighter
 classes to intercede in battle, saving friends from physical attacks by taking
 them on themselves.   Fighters can only rescue one friend from one attacker at
 a time, but even so this skill can mean the difference between life and death.
 It is also possible to order charmed creatures or pets  to rescue the charmer,
 with similar results (if the charmed creature is capable of rescuing).   Chance
 of a successful rescue is based entirely on the skill of the rescuer.

================================================================================
Classes: Warrior, Barbarian, Ranger, Templar
Dungeon Master
 GM, 54 posts
Mon 17 Feb 2020
at 09:21
Skill Descriptions
In reply to Dungeon Master (msg # 32):

Disarm

Disarm is a somewhat showy and unreliable skill, designed to relieve your
opponent of his weapon.  The best possible chance of disarming occurs when
you are skilled both your own and your opponent's weapon. Only talented
thieves and warriors may learn this skill.

This message was last edited by the GM at 09:23, Mon 17 Feb 2020.

Dungeon Master
 GM, 55 posts
Mon 17 Feb 2020
at 09:22
Skill Descriptions
In reply to Dungeon Master (msg # 33):

Dislodge

Warriors who are trained in this skill are able to attempt various methods
of separating an opponent from their shield.  There is a chance that this will
actually damage the shield beyond repair, though this is rare.

This message was last edited by the GM at 09:23, Mon 17 Feb 2020.

Dungeon Master
 GM, 56 posts
Mon 17 Feb 2020
at 09:24
Skill Descriptions
In reply to Dungeon Master (msg # 34):

Critical Strike

Critical strike is the ability of warriors and barbarians to
specially target their blows so as to create the biggest effect.
It is a passive skill, available at level 20.
Dungeon Master
 GM, 57 posts
Mon 17 Feb 2020
at 09:27
Skill Descriptions
In reply to Dungeon Master (msg # 35):

Warrior (Whirlwind)

  "Leave it to Barbarians to overlook the finer points of being able to use a
   whirlwind attack.  Combined with Trip, it is one of the best ways not only
   to put your opponent on the ground, but to keep him there."

                                                     -- Glod, Warrior trainer

          Purpose: Chance to knock down single or multiple attackers
      Achieved At: Level 40
 Cost at Level 50: None
    Influenced By: Nothing -- flat % chance to land on each victim
           Target: Automatically targets everyone fighting whirler
            Class: Warrior

=============================================================================


 "Barbarians have always had a basic understanding of Fly magic, but they have
  long avoided it due to its adverse affects on their ferocious Bash skill. No
  more. Whether flown against their will or by their own hand, Barbarians have
  developed the brutal Whirlwind technique,  suitable against single attackers
  and groups, allowing Barbarians to throw their weight around once more, even
  in thin air."
                                       -- Domenja, librarian of Arcaenum

          Purpose: Chance to knock down single or multiple attackers
      Achieved At: Level 35
 Cost at Level 50: None
    Influenced By: Skill ------ Chance to whirl is equal to skill %, modified by
                                any penalties or bonuses (as below)
                   Attackers -- if fighting multiple parties, chance to whirl is
                                divided by number of attackers (who may all be
                                affected)
                   Size ------- small penalty for smaller size characters trying
                                to whirl larger size characters (cumulative per
                                size rank)
                   Level ------ penalty for low level characters trying to whirl
                                high level characters (cumulative per level)
                   Haste ------ small bonus if whirler is hasted
                   Fly -------- significant penalty if whirler is NOT flying
           Target: Automatically targets everyone fighting whirler
            Class: Barbarian
Dungeon Master
 GM, 58 posts
Mon 17 Feb 2020
at 09:28
Skill Descriptions
In reply to Dungeon Master (msg # 36):

                                  Solemn Vow
================================================================================

  'Templars can purify themselves of rot for purity of body.   But for purity
   of the mind, we undertake solemn vows, swearing to our deity that we shall
   maintain this purity.  The mere act of reciting and renewing these vows is
   enough to strengthen the spirit and allow a templar to resist maladictions
   such as diseases, curses, and beyond.   The strength and duration of these
   vows, how long until they must be renewed,  depends on one's constitution.'

                                                 - Zepana, Rhian's Templar
          Purpose: Maladiction Resistance
      Achieved At: Level 30
 Cost at Level 50: None
    Influenced by: User's Constitution
           Target: Self
Dungeon Master
 GM, 59 posts
Mon 17 Feb 2020
at 09:29
Skill Descriptions
In reply to Dungeon Master (msg # 37):

                                Lay on Hands
================================================================================

  'A templar is much more focused on combat than healing magics.  That's left
   to the clerics.  This isn't to say that a templar cannot heal.  While they
   only know minor healing on themselves,  they can still heal others similar
   to a master cleric.   Acting as a vessel for their god, the templar places
   their hands on the wounded, and healing power courses from the deity, into
   the templar, and onto the patient. While the healing is quite powerful, it
   proves draining.  A templar will need some time before laying hands again.'

                                                 - Zepana, Rhian's Templar
          Purpose: Heals 200 HP to Target
      Achieved At: Level 40
 Cost at Level 50: 50 Mana
    Influenced by: None
           Target: Single Target, NOT self
            Class: Templar
Dungeon Master
 GM, 60 posts
Mon 17 Feb 2020
at 09:29
Skill Descriptions
In reply to Dungeon Master (msg # 38):

================================================================================
                                   Purify
================================================================================

  'If you want an example of the extreme a templar will go to keep their body
   pure, look no further than purification. When clerical magic fails when it
   comes to the rotting effects of necromancy,  a templar has no qualms about
   burning the affected parts off with purifying, holy flame.  For the future
   templars who might read this:  yes, it is as excruciatingly painful as you
   think it sounds like. It is still less painful, though, than suffering the
   rot's full duration, and the feeling of bodily purity is rather relieving.
   Don't be afraid to do what you must, even if it's...burning your own body.'

                                                 - Zepana, Rhian's Templar
          Purpose: Removes fester, blister, decay, atrophy
                   Damages user on affect removal
      Achieved At: Level 45
 Cost at Level 50: None
    Influenced by: Level of Caster
                   Level of spell affect
           Target: Self
            Class: Templar
Dungeon Master
 GM, 61 posts
Mon 17 Feb 2020
at 09:31
Skill Descriptions
In reply to Dungeon Master (msg # 39):

Rangers can wield two weapons at once at the expense of holding an item.
The item in a ranger's off hand has a chance to strike an additional
time each round.

Bows will be used by rangers in their offhands.

Two-handed weapons cannot be used in the offhand slot.
Dungeon Master
 GM, 62 posts
Mon 17 Feb 2020
at 09:32
Skill Descriptions
In reply to Dungeon Master (msg # 40):

Recurve Bows

Available to only rangers starting at level 1.

*Note that recurve bows are one grade better improved than longbows.
Dungeon Master
 GM, 63 posts
Mon 17 Feb 2020
at 09:33
Skill Descriptions
In reply to Dungeon Master (msg # 41):

                                  HARM TOUCH
===============================================================================

One of the most powerful abilities of the necromancer is the fabled harm touch.
This archaic ability allows the necromancer to cripple his victims' health with
a single touch, drastically reducing their ethereal energy.   Harm touch may be
executed only under the right conditions, but no other attack leaves the victim
feeling quite so violated as does this dreadfull skill.

===============================================================================
Class: Necromancer
Dungeon Master
 GM, 64 posts
Mon 17 Feb 2020
at 09:34
Skill Descriptions
In reply to Dungeon Master (msg # 42):

                                      RAGE
================================================================================

  "After the battle had been fought for hours,  we began to think the tide was
   turning in our favor. The snow all around us was stained dark with barbaric
   blood, and the plainsmen seemed to be tiring. But as we closed, axes raised
   and ready to finish the job, one after another they began to sound roars of
   furious rage.  The brute before me,  covered in sweat and blood, threw back
   his head and suddenly began to attack with a ferocious intensity, as if his
   his injuries no longer caused him any pain.  We were beaten back behind the
   shining walls, and the barbarians of the plain earned our respect that day."

                                                   -- Mahn-Tor of the Minotaurs

             Cost: 50 Mana
          Purpose: Boost to 2nd, 3rd, 4th, 5th Attack
                   Boost to Hitroll and Damroll
                   Minor healing effect
                   Haste effect
      Achieved At: Level 24
    Influenced By: Works best when used in combat
                   at less than 50% hp
           Target: Self
Dungeon Master
 GM, 65 posts
Mon 17 Feb 2020
at 09:35
Skill Descriptions
In reply to Dungeon Master (msg # 43):

                                    BACKSTAB

Backstab is the favored attack of thieves, murderers, and other rogues.  It can
be used with any weapon type, but most rogues prefer small weapons which can be
hidden in the hand for this type of work.   Only rogues may learn the backstab,
but anyone can stab a sleeping enemy in the back.


===============================================================================
Classes: Rogue
Dungeon Master
 GM, 66 posts
Mon 17 Feb 2020
at 09:36
Skill Descriptions
In reply to Dungeon Master (msg # 44):

STEAL attempts to steal coins, or an object, from a character.

There are penalties for using STEAL on other players.

In order to STEAL successfully, you must practice the appropriate skill.
Only rogues may learn this skill.
Dungeon Master
 GM, 67 posts
Mon 17 Feb 2020
at 09:37
Skill Descriptions
In reply to Dungeon Master (msg # 45):

================================================================================
                                 Poison Dagger
================================================================================

  "Throwing small poisoned daggers during combat is a specialty of the rogue.
   Not only do the daggers themselves do significant damage, their poison has
   an excellent chance of weakening the victim each time one hits home. A few
   precisely thrown daggers can make the strongest adventurer drop his weapon,
   ready for some nimble fingers to pick right up."

                                                    -- Hara, Rogue Trainer
          Purpose: Poison affect
      Achieved At: Level 38
 Cost at Level 50: 15 Mana
    Influenced by: Dexterity of Both
                   Hitroll of Thrower
                   Level of Thrower
                   Victim's Saving Check
           Target: Single Victim
            Class: Rogue