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Table of Contents
Skills
Skills are the trained abilities that set the professions apart – a fighter's opening strike, a woodsman's eye for an item's true worth, a wizard's spells. You learn and sharpen them at a trainer (a guildmaster) by spending skill points.
How training works
- train – also practice, prac, or pr – on its own shows your skill points,
the skills you already know (with your current %), and, if a trainer is here with you, what
that trainer can teach.
* train skill learns a skill you don't yet have, or improves one you do, for one skill
point. Each session nudges your proficiency upward (most skills by a random slice) toward 100% mastery.
* train str|int|wis|agi|con|cha instead spends a point to raise an ability score by 1.
- You earn skill points as you level (a couple at the big milestones), so spend them with a
little care.
Each profession has its own guildmaster, who teaches that class's skills. The Adventurer is the generalist: an adventurer – and the Adventurer guildmaster – can learn any class's skill, so long as it is a level 5 skill or below. A level-6-and-up skill is class-only – the deep craft the jack-of-all-trades never quite reaches.
The guildmasters
Seek out the trainer for the craft you want:
- Silas – the Adventurer guildmaster, on Main St. West.
- Ellie – the Woodsman trainer, in her shop on Main St. East.
- Gorin – the Warrior trainer, in his shop on Main St. East.
- Wizzy the Wizard, Master of Magic – in his emporium (“Wizard
Stuff”) on Moss St., just south of market square.
The skills
A class is the profession whose guildmaster teaches the skill natively. An adventurer – and the Adventurer guildmaster – can also learn any class's skill that is level 5 or below (hit, dodge, identify, sneak, dual wield, healing, mana, mana spec), but not the deeper level-6-and-up craft. “Level” is the character level you must reach before a trainer will teach it; “Cost” is in skill points.
The higher skills are each class's own deep craft: a woodsman's stealth chain (stealth attack, then ambush), a fighter's flurry (fury) and level-12 specializations (weapon, strength, armor). Level 5 is the line past which the adventurer's borrowed breadth gives way to the specialist's edge.
Fighter
| Skill | Class | Level | Cost | What it does |
|---|---|---|---|---|
| hit | Fighter | 1 | 1 | Open combat with a +1 hitroll bonus. |
| dual wield | Fighter | 5 | 1 | Wield a weapon in each hand (see offhand) for a chance each round at a bonus off-hand strike, at full off-hand damage. Off-hand weapons are the light blades – daggers, knives, shortswords. Adventurers can learn it too. |
| fury (second attack) | Fighter | 7 | 1 | A chance each round at a second main-hand attack. Train it as fury or second attack – the very same skill. |
| weapon spec | Fighter | 12 | 1 | A chance on any attack for +2 hitroll. |
| strength spec | Fighter | 12 | 1 | A chance on any hit for +1 damage. |
| armor spec | Fighter | 12 | 1 | A chance, when struck, for +10 armor (harder to hit) – the exact mirror of weapon spec, and it cancels one. |
| dodge | Fighter, Woodsman, Adventurer | 1 | 1 | Sidestep a blow – a chance in combat to make an attacker miss outright. (Trains +1% per point, capped at 5% for every class that can learn it – Wizards can't.) |
A note on the fighter's specializations
Weapon spec and armor spec are a matched pair on the same to-hit maths: +2 hitroll is +10 on the attack roll, and +10 armor is +10 the other way, so an armor-spec defender exactly cancels a weapon-spec attacker. Strength spec adds flat damage instead – kept to +1 on purpose, since flat damage on every hit is worth far more than a like-sized swing to a roll.
Woodsman
| Skill | Class | Level | Cost | What it does |
|---|---|---|---|---|
| identify | Woodsman | 1 | 1 | Read an item's nature – what it is, what it does, what it's worth. |
| sneak | Woodsman | 5 | 1 | Slip into stealth (type sneak); your first strike from stealth deals +sneak% damage (up to double at 100%). Any action but moving breaks stealth. Adventurers can learn it too. |
| stealth attack | Woodsman | 7 | 1 | From a stealth opener, a chance at a second backstab – same weapon, same sneak boost. |
| ambush | Woodsman | 9 | 1 | After a stealth attack lands, a chance at a third backstab. Years of hunting to survive teach the woodsman to lie in wait for the perfect moment. |
| dodge | Fighter, Woodsman, Adventurer | 1 | 1 | Sidestep a blow – a chance in combat to make an attacker miss outright. (Trains +1% per point, capped at 5% for every class that can learn it – Wizards can't.) |
Wizard
| Skill | Class | Level | Cost | What it does |
|---|---|---|---|---|
| healing | Wizard | 1 | 1 | A healing spell that restores 1d6 hit points for 1d6 mana. Use cast heal. |
| mana | Wizard | 1 | 1 | Attune to magic: your usable mana becomes this skill's % of your full pool (which grows 10 per level). |
| mana spec (mana specialization) | Wizard | 5 | 1 | Deepen the mana pool itself: a flat +1 max mana per %, up to +100 at mastery, stacking on top of what mana makes usable. Adventurers can learn it too. |
| recall | Wizard | 7 | 1 | A spell: cast recall to teleport home to the fountain for 10 mana. Unlike the free low-level recall, a wizard's own spell keeps working at any level. |
See also
- Classes – the four professions and how they play
- How to Play – moving, looking, fighting, the basics
- Social – chat, channels, and customising your character
