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CRAFTING SKILLS


ARTISTRY

This skill's primary attributes are INTELLIGENCE and WILLPOWER

A skill for those with an artistic flair, encompassing but not limited to painting, drawing, etching, cross-stitching or sculpting.

 

BAKING

This skill's primary attributes are DEXTERITY and INTELLIGENCE

A skill incorporating one's skills in preparing and baking bread, cakes, cookies, pastries, etc.

 

BREWING

This skill's primary attributes are DEXTERITY and INTELLIGENCE

A measure of one's ability to prepare and brew alcohol.

 

BUTCHERY

This skill's primary attributes are DEXTERITY and WILLPOWER

Encompassing knowledge pertaining to the gutting and slaughtering of animals, with particular focus on their

preparation for sale or cooking.

 

COOKING

This skill's primary attributes are DEXTERITY and INTELLIGENCE

The measure of one's ability to prepare and cook food. One of our most extensive craft categories, Cooking allows

your character to roast, fry, boil, and otherwise prepare a wide variety of food objects and turn them into cooked meals.

 

EARTHENCRAFT

This skill's primary attributes are DEXTERITY and STRENGTH

A skill encompassing one's ability to craft earthenware from natural materials like clay.

 

GARDENING

This skill's primary attributes are DEXTERITY and INTELLIGENCE

A measure of one's skill in gardening, from tool use and seed knowledge to planting and pruning.

This skill is not to be confused with farming, which deals with growing crops on a large scale.

 

LEATHERCRAFT

This skill's primary attributes are DEXTERITY and STRENGTH

A measure of one's talent with leather, particularly in crafting or repairing leather goods such as basic armor

and general items such as bags or pouches.

 

METALCRAFT

This skill's primary attributes are DEXTERITY and STRENGTH

Metalcraft is a very widely-utilized craft in the world of the artisan. Examples of metalcrafters include weaponsmiths,

armorsmiths, and even jewelers.

 

STONECRAFT

This skill's primary attributes are DEXTERITY and STRENGTH

Stonecraft is the skill-in-trade amongst masons and miners alike. It represents your character's ability to

fashion, shape, and bend stone to his or her will, used for anything from sculpting works of art, laying the

foundations of a stone building, to obtaining useful stone from a quarry.

 

TEXTILECRAFT

This skill's primary attributes are DEXTERITY and INTELLIGENCE

Textilecraft represents your character's skill at working with cloth. Using it, anything from the finest silk tunic to the most

ragged, torn set of breeches may be crafted.

 

WOODCRAFT

This skill's primary attributes are DEXTERITY and STRENGTH

The Woodcraft craft category deals with taking lumber and turning it into useful products. Woodcrafts include furniture

building, weapon hilts, practice weapons, bows, and other items crafted entirely or in part from wood. Woodcraft crafts

utilize the Woodcraft skill. Timberwrights use this craft category as well, to deals with the processes which turn trees into

useable lumber.

 

ARMOURCRAFT 

**Requires Leathercraft or Textilecraft**

This skill's primary attributes are INTELLIGENCE and WILLPOWER

A skill allowing individuals to craft, maintain or repair armor.

 

WEAPONCRAFT

**Requires Metalcraft, Woodcraft, or Stonecraft**

This skill's primary attributes are INTELLIGENCE and WILLPOWER

A skill allowing individuals to craft, maintain or repair weapons.

 

COMBAT SKILLS


AIM 

  **Aim is a universal skill, you do not need to select it**

This skill's primary attributes are DEXTERITY and INTELLIGENCE.

Using this command, characters wielding a loaded missile weapon may take aim at a target, either in their room or

in a room within range. The longer you aim, the more accurate your shot will be; you will receive a message informing

you when you have maximized your aim. You will be unable to aim at a creature in an adjacent room that you have not

first detected with a successful SCAN. If the target has been spotted by the POINT command by another PC,

you will also be able to aim at it.

 

Note that aiming at something with a ranged weapon while engaged in melee combat will result in SIGNIFICANT

penalties to your ability to defend yourself - this is not recommended!

 

DODGE

**Dodge is a universal skill, you do not need to select it**

 This skill's primary attributes are AGILITY and INTELLIGENCE

Dodge is a passive skill that represents your character's ability to evade attacks aimed at him or her.

 

DEFLECT

**Deflect is a universal skill, you do not need to select it**

This skill's primary attributes are DEXTERITY and INTELLIGENCE


BRAWLING

This skill's primary attributes are STRENGTH and AGILITY

A measure of unarmed, hand-to-hand combat, characterized by one's ability with punching, wrestling, kicking and

disabling an opponent.

 

SOLE-WIELD

This skill's primary attributes is AGILITY

Dual-Wield and Sole-Wield are both "style" skills used passive and actively in melee combat. The "style" skill you use is determined

by the current equipment your character is holding. If your character is holding a shield and a weapon OR they have a single weapon

wielded in both hands, then Dual-Wield is used. Sole-wield is holding a single weapon with both hands or in one hand and nothing else.

 

DUAL-WIELD

 **Requires Sole-Wield**

This skill's primary attributes are AGILITY and DEXTERITY

The effectiveness of one's ability to wield a weapon in both hands, defensively and offensively, normally characterized by

a double-handed grip.

 

SMALL-BLADES 

**Small-blade is a universal skill, you do not need to select it**

This skill's primary attributes are AGILITY and DEXTERITY

This skill determines your characters ability to use small bladed weapons, like knives and daggers, which are typically

wielded in one hand.

 

BLUDGEON

This skill's primary attributes are STRENGTH and AGILITY

Effectiveness of one's weaponry skills, attacking and defensive, with clubbed weaponry and axes, capable of dealing blunt

strikes to an opponent.

 

POLEARM

This skill's primary attributes is AGILITY

A skill encompassing the use of long-hafted weapon attached with a blade or spike, including but not limited to halberds,

glaives and voulges. This includes basic maintenance as well as how to best utilize the weapon.

Many long-bladed weapons are two-handed weapons only. If you want to use those, you should consider learning the

sole-wield style skill with this weapon skill.

 

LONG-BLADE

**Requires Bludgeon or Polearm**

This skill's primary attributes are AGILITY and DEXTERITY

The ability to utilize long-bladed weaponry such as longswords, cleavers and claymores.

    

CROSSBOW

This skill's primary attributes are DEXTERITY and INTELLIGENCE.

The skill to use a crossbow, which requires knowledge of a bow with shorter distance, is generally heavier, but is

more powerful at short range. Crossbows have a two-room range; they are most effective, however, when used

at close range, either point-blank or into adjacent rooms.

 

Another advantage crossbows have that makes them a favored weapon by less savory sorts is that they can be

stowed and worn while loaded - though their longer load time more than makes up for this perk.

 

SHORTBOW

This skill's primary attributes are DEXTERITY and STRENGTH

Shortbow is a measure of your character's skill with shortbows. They are most effective at mid-range, and carry a smaller

penalty than longbows when used at close range.

 

LONGBOW

This skill's primary attributes are DEXTERITY and INTELLIGENCE

Longbow is a measure of your character's skill with longbows. A more powerful version of the shortbow.

Large and awkward as they are, and with their sheer power, they are very difficult to use effectively at anything

but mid-to-long range.

 

Even more so than the other bows, expect absolutely dastardly penalties should you try to use a longbow

at point blank - not advisable at all.

 

STEALTH SKILLS


HIDE

This skill's primary attributes are AGILITY and INTELLIGENCE

The measure of one's ability to stay hidden in their environment, making use of camouflage, busy surroundings, or buildings.

Hide is a skill that allows you to conceal yourself in a number of ways. ICly, this can be anything from mingling into a large

crowd to disappearing into a dense thicket. Your character's success depends on a variety of factors; once hidden, you

may be detected by a successful search, or by some magicks. A hidden character may also be revealed when they perform

a social, or some other actions which would reasonably reveal his or her position.

 

The hide skill is also used to allow you to conceal objects, making them invisible to others. Hidden items can be detected by a

successful search; the higher your hide skill, the harder it will be for others to find what you've hidden.

Please remember to use proper roleplay when hiding items.

 

When you are hidden, to unhide, use the 'VIS' command.

 

PICKLOCK

**RPP Required**

This skill's primary attributes are AGILITY and INTELLIGENCE

Using this skill, characters may attempt to pick the lock on a door in the given direction. Note, however, that in

most civilized areas, the law enforcement sorts frown upon this sort of practice; if you do it in broad daylight

without some sort of disguise, expect to be seen and briefly flagged as a criminal. Repeated reports of lockpicking in a

short period of time may lead to permanent outlaw status.


SNEAK

This skill's primary attributes are AGILITY and INTELLIGENCE

This command is used for surreptitious movement from one area to another. A sneak must be made for each room you

attempt to enter silently. The hide skill is a prerequisite for sneak; also, if you are overly encumbered, you will

be unable to sneak from place to place.

 

STEAL

**RPP Required**

This skill's primary attributes are AGILITY and INTELLIGENCE

 

GENERAL LIFE SKILLS


 

EAVESDROP

This skill's primary attributes are INTELLIGENCE and WILLPOWER

A measure of one's ability to overhear other's conversations. It is a passive skill, often manifesting itself in a snippet or two

of overhead conversation from nearby tables in the common room of a bar.

 

FARMING

This skill's primary attributes are STRENGTH and INTELLIGENCE

Grants a knowledge of farming, which covers arable and livestock farming, as well as the familiarity with farming tools,

animal breeds, and seasonal rotations.

    

FIRST-AID

This skill's primary attributes are DEXTERITY and INTELLIGENCE

A measure of one's ability to apply quick ministrations to basic wounds or ailments.

    

MEDICINE

**Requires First-Aid**

This skill's primary attributes are DEXTERITY and INTELLIGENCE

An elaborate knowledge of medicines and healing in order to mend and prevent both basic and complex ailments.

 

EDUCATION

  **RPP required**

This skill's primary attributes are WILLPOWER and INTELLIGENCE

Opens Tengwar & Cirith

 

FISHING

This skill's primary attributes are DEXTERITY and INTELLIGENCE

A measure of one's ability to catch fish.

 

FORAGE

This skill's primary attributes are INTELLIGENCE and WILLPOWER

Forage is strictly food gathering and edible identification at the present time.

 

HAGGLE

This skill's primary attributes are INTELLIGENCE and PRESENCE

The ability of an individual to barter or bargain with shopkeepers or other individuals. A measure of one's ability in trade.

 

HANDLE

This skill's primary attributes are INTELLIGENCE and PRESENCE

The ability to effectively interact with and assert control over domesticated animals, including rideable mounts like horses or wargs.

 

HUNTING

This skill's primary attributes are INTELLIGENCE and WILLPOWER

The hunting skill encompasses one's ability to trace, trap, and flush out wildlife.

   

MUSIC

This skill's primary attributes are DEXTERITY and PRESENCE

One's affinity with musical instruments or the ability to read and recite music, incorporating instruments and singing.

 

 

 

 

 

 

 

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