Skill Descriptions
1st Circle of
<sponsoring deity of crusader> (XP
200/20, GP 0/0, Instructor, None, Code X 1530)
As crusaders prove themselves
in battle, service to their deity and service to the people, so they advance
through a series of 'ranks', called 'circles'. A Crusaders who has attained the
1st Circle is known as an 'Adamant'. Notes: An instructor is either the
Lord Crusader of the deity’s crusader order or a Crusader Keep. While not
confirmed, this skill grants 1 point of damage reduction and one point to one
statistic relative to that particular deity. Bethseline - Appearance, Marial -
Intelligence, Shanna - Wisdom, Merl - Willpower, Cambron - Strength, Selador -
Max Health.
The skill of acupuncture is a
strange one in which the practitioner learns to apply needles into nerve points
on a patient and access their inner strengths. The basic skill gives knowledge
of three procedures, full information on which can be gained by issuing the
order 'X 4810 1'. Info on Acupuncture specialisation can be gained by issuing
the order 'X 4810 2'. Player’s Note: Upon gaining the skill, an acupuncture
needle appears in the character’s backpack and the description of the needle is
shared when the learning order is issued. It is unknown if needles are used up
when the skill is used. It appears to have no pre-skill levels and goes active
as soon as it is learned.
An acupuncture needle is a
very fine steel pin used by those skilled in the art of acupuncture to perform
their procedures. Acupuncture needles can be bought in courtyards or general
trade locations using the order B 4811, at a cost of 12 GPs each.
No. per backpack slot: 50
Three procedures are mastered
in the basic acupuncture skill. These are "Xue Revitalisation", which
cleanses the blood and body (although this procedure is known to be dangerous
in some situations, for instance during pregnancy), "Jing-Luo" which
enhances the lines of energy flowing through the body known as
"channels", and finally "Shen Qi" which grants the body
temporary relief from some of the human constraints placed upon it. The orders
to perform these procedures are as follws;-"Xue Revitalisation" X
5593 <target ID>', "Jing-Luo" X 5594 <target ID>',
"Shen Qi" X 5595 <target ID>'. In all cases the subject must be
in the SAME square when the procedure is performed. Performing any of these
procedures costs 50 GPs in materials.
Specialists in Acupuncture
gain knowledge of a further five procedures, each one relating to one of the
five 'Elements' of Jing (meaning both life and energy.) The five elements are
Wood, Fire, Earth, Metal and Water. Mastering the specialist skill is only
possible when the basic skill has already been learned. It costs 3000 XP and
3000 GPs and is achieved by issuing the order 'X 4810 3'.
<skill holder’s name>
performed the "Xue Revitalisation" acupuncture procedure upon
<target recipient’s name>, placing small needles into nerve points and
places where energy channels are prevalent. This procedure leaves the recipient
feeling tired and weak, but also strangely renewed. Player’s Note: Target
character receives same message during the corresponding phase of the turn.
What effect, if any, are currently unknown. The target’s last sleep and eat
stats were already 0 when applied and there was no notable effect of it wearing
off like the others. No health was healed either.
<skill holder’s name>
performed the "Jing-Luo" acupuncture procedure upon <target
recipient’s name>, placing small needles into nerve points and places where
energy channels are prevalent. This procedure leaves the recipient feeling
wonderful and content. Player’s Note: Target character receives same message
during the corresponding phase of the turn. Under special conditions,
“Jing-Luo” was listed as being in effect with no further text. All three
acupuncture procedures were tested on the same turn. Xue Revitalization appears
to be a one shot effect and Shen Qi appeared to have worn off at the end of the
turn. If these are correct, then based on statistic observation, Jing-Luo
provides +2 to strength until it wears off. Observations after Jing-Luo expired
confirms that it provides a +2 to strength. On its initial investigation, it
appears to last one turn beyond the turn it was instilled.
<skill holder’s name>
performed the "Shen Qi" acupuncture procedure upon <target
recipient’s name>, placing small needles into nerve points and places where
energy channels are prevalent. This procedure makes the recipient feel
energetic and lively. Player’s Note: Target character receives same message
during the corresponding phase of the turn. At the end of the recipient’s turn,
a message read, ‘The "Shen Qi" effects have worn off.’ If it hadn’t
worn off, the effects might have been reflected under special conditions.
Adventuring 1 (XP 100/10, GP 0/0, Self, None, Code X 1031)
When the Adventurer’s Charter
was first formed, it was decided that all people risking their lives in such
places should have, at least, a modicum of training to stand them in good
stead. So it was that the Crown commissioned a school of adventuring ‘basics’
where enthusiastic novices could learn from old hands. Although the school has
long since disappeared, the idea lives on. No, adventurers attempt to practice
those old lessons alone hoping, by observation and practice, to gain a basic
knowledge of the adventuring trade. Once the Adventuring 1 skill is learnt it
grants +1 to magical defense, +2 to maximum health, and +1 to wisdom. Each of
these bonuses due to new insights gained through experience and the hard
lessons of life. Higher levels of this skill grant higher, or sometimes
different, bonuses.
Adventuring 2 (XP 300/30, GP 0/0, Self, Adventuring 1, Code X 1512)
When this skill fully matures
it grants +1 to attack skill, +2 to maximum health (for a total of +4), +1 to
normal defense, +1 to fire defense, +1 to cold defense, +2 to chemical defense,
+2 to magical defense (for a total of +3), and +2 to mental defense. Each of
these bonuses due to new insights gained through experience and the hard
lessons of life. Higher levels of this skill grant higher, or sometimes
different, bonuses.
As a result of practice and
experience my Adventuring skill has improved. My knowledge of the adventurers
profession puts me at an advantage to the newcomers to my trade. I have
successfully managed to achieve the Adventuring 2 pre-skill. (300 Experience
Points Charged To Character.)
Adventuring 3 (XP 800/80, GP 0/0, Self, Adventuring 2, Code X 1513
0)
When this skill fully matures
it grants +1 to attack skill (for a total of +2), +5 to maximum health (for a
total of +9), +1 to normal defense (for a total of +2), +1 to fire defense (for
a total of +2), +1 to cold defense (for a total of +2), +2 to chemical defense
(for a total of +4), +3 to magical defense (for a total of +6), and +2 to
mental defense (for a total of +4). Each of these bonuses due to new insights
gained through experience and the hard lessons of life. Higher levels of this
skill grant higher, or sometimes different, bonuses. A recently observed
recipient of the skill also received a +1 bonus to Willpower and Intelligence.
Adventuring 4 (XP 1500/150, GP 0/0, Self, Adventuring 4, Code X 1514
0)
When this skill fully matures
it grants +4 to attack skill (for a total of +6), +6 to maximum health (for a
total of +15), +8 to normal defense (for a total of +10), +8 to fire defense
(for a total of +10), +8 to cold defense (for a total of +10), +6 to chemical
defense (for a total of +10), +4 to magical defense (for a total of +10), and
+6 to mental defense (for a total of +10). Each of these bonuses due to new
insights gained through experience and the hard lessons of life. Higher levels
of this skill grant higher, or sometimes different, bonuses. A recently
observed recipient of the skill also received a +1 bonus to Strength and
Dexterity.
Animance (XP ?/?, GP ?/?, ?, ?, Code X ?)
The skill of animance, once fully learnt, allows for the creation of animates. In order to get more details on how to do this use the order 'U 3071 0'. You must have a Book of Animance to get these details.
Arctic Survival (XP 50/0 (Glacier Barbarians), XP 300/30 (all others),
GP 50/0, Barbarian Village, None, Code L 8)
Arctic Survival is a skill
mostly of use to those who will be traveling in the Southern Glacier, though it
does add a small amount to health and cold resistance. Once the skill is fully
known a character may burrow into snow to sleep. This can be done anywhere
within the Southern Glacier and uses the order 'U 2971'. There are various
other special things that can be done, specifically in the preparation of parts
of animals, using this skill. These will be given in more detail when the
relevant items are investigated.
Arena Combat 1 (XP 100/10, GP 100/10, Trader, Willpower 13+, Code X
1008)
Arena Combat is a specialist
skill, which can only be learned by certain sorts of warrior. It involves
techniques and tricks useful to fighters when engaged in combat in tight,
confined areas. The training includes close and point blank weapon work,
wrestling and maneuvering in small spaces. When the skill is attained the
fighter gains +5 on their Attack score and +1 to their strength. This skill can
be upgraded to higher levels, which grant other bonuses.
I spent a long time practising
my 'Arena Combat' in the hope of gaining the skill. I tried my various combat
techniques in small confined areas, with my back against a wall and other
similiar challenges. It all came quite naturally to me once I got past the
basic difficulties. Fighting close may be a different style of fighting, but
the moves are not actually difficult, just challenging. I managed to get the
Pre-Skill in Arena Combat 1. Now all I have to do is practice and I'll get it. (Practice
is automatic each turn. No orders are needed. When the pre-skill reaches (5)
the skill goes active.) (100 Experience points deducted from character.)
Arena Combat 2 (XP 200/20, GP 200/20, Trader, Arena Combat 1 &
Willpower 14+, Code X 1041)
Player’s Note: Benefits still
to be determined.
X 1041 0
A Veteran Gladiator was summoned by the trader to teach me the skill Arena Combat 2. I spent a long time being tested, while the warrior tried to find out if I had progressed enough with Arena Combat 1 to proceed. It was a gruelling time. The warrior put me through my paces with a series of hard and painful exercises aimed to test my standard of ability. Finally, after an exam and a practical test the Gladiator pronounced me ready and passed on the secret knowledge which enabled me to become a practitioner of Arena Combat 2. I now have the pre-skill, all I have to do is practice and I'll get it! (practice is automatic each turn. No orders are needed. When the pre-skill reaches (5) the skill goes active.) (200 Experience points 200 Gold deducted from character.)
Arena Combat 3 (XP 800/80, GP 800/80, Trader, Arena Combat 2, Code X
1520)
When this skill fully matures
it grants +4 to attack skill (for a total of +?) and +1 to normal defense (for
a total of +?).
Astrology is the power to read
the stars, their portents and predictions. Everything, the mystics claim, is
hidden in the stars. All the secrets of time and space are there to unlock, but
only to those who know how to read them. The Astrologist gains +1 vision due to
their ability to predict what may come in the near future.
I paid the trader and waited
while a mystic was summoned to teach me the art of Astrology. Finally, a cowled
woman arrived and worked some strange ritual upon me, testing me to see if I
was yet suitable for the skill. “I knew you would come, <enchanter’s
name>,“ said the strange old woman. “You are indeed ready to gain the Astrology
skill.“ She whispered several short words to
me and suddenly the secrets
revealed themselves! I have the pre-skill of Astrology. All I have to do is
practice and I'll get it. (practice is automatic each turn. No orders are
needed. When the pre-skill reaches (5) the skill goes active.) (150 XPs, 150
GPs deducted from character.)
Athlete 1 (XP 100/10, GP 0/0, Self, Strength 13+, Code X 1002)
The Athlete skill is simply a
high level of physical fitness attained by running, jogging, gymnastics,
stretching, and suppleness exercises. A character with the Athlete 1 skill
essentially gains +5 on their ‘maximum health’ statistic. Higher levels of this
skill grant higher bonuses.
I worked hard on my physical
fitness, trying to learn the 'Athlete 1' skill. Success! I could feel my body,
taut, hard and athletic. Already the moves and techniques of an athlete are
coming to me! I have gained the pre-skill of 'Athlete 1'. Now all I have to do
is practice and I'll get it. (Practice is automatic each turn. No orders are
needed. When the pre-skill reaches (5) the skill goes active.) (100 Experience
points deducted from character.)
Athlete 2 (XP 300/30, GP 0/0, Self, Athlete 1, Code X 1503)
When this skill fully matures,
the ‘maximum health’ bonus increases from +5 to +10.
As a result of practice and
experience my Athlete Skill has improved. I am on top form and in really good
shape... and it shows! I have managed to achieve the Athlete 2 pre-skill. When
the full skill matures my max health bonus will increase to 10. (300 Experience
Points Charged To Character.)
Athlete 3 (XP 800/80, GP 0/0, Self, Athlete 2, Code X 1504)
When this skill fully matures,
the ‘maximum health’ bonus increases from +10 to +15.
As a result of practice and
experience my Athlete Skill has improved. My physical fitness and bodily
resilience has never been better. I have managed to achieve the Athlete 3
pre-skill. When the full skill matures my max health bonus will increase to 15.
(800 Experience Points Charged To Character.)
Awareness 1 (XP 100/10, GP 0/0, Self, Wis 10+, Code X 1001)
The Awareness skill is the
ability to better understand surroundings, being able to pick up on small clues
and notice small things with the aim to work out what is around you more
quickly and efficiently. A character with the awareness skill essentially gains
+1 on their vision statistic. Higher levels of the awareness skill grant higher
bonuses.
I practiced watching my
surroundings and making deductions. I was hoping to gain the useful skill of
Awareness. After much practice I began to get the idea! This Awareness thing
isn't as hard as it had seemed. I managed to successfully acquire the pre-skill
of Awareness. Now all I have to do is practice and I'll get it. (Practice is
automatic each turn. No orders are needed. When the pre-skill reaches (5) the
skill goes active.) (100 Experience points deducted from character.)
Awareness 2 (XP 500/50, GP 0/0, Self, Awareness 1, Code X 1500)
When this skill fully matures,
it grants a +1 bonus to vision (for a total of +2).
As a result of practice and
experience my Awareness Skill has improved. My eyes and ears are keener than
ever and I seem to be developing a strange sort of sixth sense about my
surroundings. I have managed to achieve the Awareness 2 pre-skill. When the
full skill matures my vision bonus will increase to 2. (500 Experience Points
Charged To Character.)
Awareness 3 (XP 1000/100, GP 0/0, Self, Awareness 2, Code X 1501)
When this skill fully matures,
it grants a +1 bonus to vision (for a total of +3).
X 1501 0
As a result of practice and experience my Awareness Skill has improved. I can often detect things before any companion has seen them, my senses being heightened to almost supernatural ability. I have managed to achieve the Awareness 3 pre-skill. When the full skill matures my vision bonus will increase to 3. (1000 Experience Points Charged To Character.)
Barbarian Surgery (XP 1000/0, GP 500/0, ATC, Barbarian, Code L 916)
Barbarian Surgery is a
gruesome skill. The folk of the Glacier believe very strongly that what doesn't
kill you makes you stronger and they fix injuries with little finesse or
consideration for the patient. If there's a cut.. stitch it up. If there's a
deep wound, stitch it up. If there's a missing limb... yep, stitch it up.
Barbarian Surgery only works on other barbarians, whose constitution is used to
the pain and horror of it. Even on them, it sometimes just makes matters worse.
To stitch up an injured barbarian issue the order 'X 4954 <target ID>'
where the patient is in the same or an adjacent square. There is no chance in
failing to learn this skill. This skill may or may not have a pre-skill
learning period.
Battle cry (XP 1000/0, GP 500/0, ATC, Dwarf or Barbarian, Code L
914)
The idea of the clan is ingrained in every dwarf and barbarian due to their common upbringing. When one of their kind is in trouble, a cry will spur others to assist them. The skill battlecry affects a target character within 5 squares urging them to assist their kin, bringing fire to their blood and fury to their hearts until the end of the turn. The order to cry out is 'X 4944 <target ID>'. The target must be of the same race as the originator. There is no chance to fail learning this skill. This skill may or may not have a pre-skill learning period.
Berserking (XP 100/10, GP 0/0, Self, Dwarf, Code X 1011)
There is a great tradition of
Berserking in Dwarven forces that dates back to the time of the Great War and
before. The skill itself is a two-edged sword. When in combat the practitioner
goes absolutely crazy, losing themselves in bloodlust and rage. Although any
dwarf can perform an admirable semblance of a Berserk rage, the skill lies in
aiming only at the enemy and not smashing your friends into small chunks as
well! Once learnt this skill is always active and the owner of the skill is
known as a 'Berserker'. They gain +10 to their attack score and +1 to all
damage scores, but they lose 5 points of defense in all areas and 10 points of
'mental' defense.
My studies into the skill of
Berserking began with the timeless tradition of throwing myself at rock walls
over an extended period while screaming 'die you mutha, die'. Once I had
recovered from the abrasions I moved on to pounding my own head with my fist to
get myself good and angry and then frothing at the mouth and charging about
bashing into things. I got the hang of it in no time... like a duck to water!
Obviously, Berserking was truly in my blood! I am now the proud owner of the
pre-skill. All I have to do is practice and I'll get it. (Practice is automatic
each turn. No orders are needed. When the pre-skill reaches (5) the skill goes
active.) (100 Experience points deducted from character.)
Bethseline Scholar (XP 500/0, GP 500/0, ATC, Priest, Code L 924)
A Scholar of Bethseline has
studied the history and books of Bethseline at incredible depth and is able to
write or speak at length on the subject. There is no chance to fail learning
this skill. This skill may or may not have a pre-skill learning period.
Bladesing (XP 300/30, GP 300/30, Trader, Dexterity 12+, Code X
1545)
Certain races and classes
seem drawn to the Scimitar, a sword invented by the Kyrians and imported long
ago. Some have managed to master this impressive skill, whereby the weapon is
spun in a dizzying array of patterns in such a fashion that the wind resistance
seems to create a musical sound. While equipped with a scimitar, those with
this skill gain +3 normal defense, +3 damage and +3 attack.
Bless Food (XP 200/20, GP 200/20, Trader, None, Code X 1534)
After much prayer and many
devotions the Gods of Light have blessed me by granting me the holy power of
Bless Food. This skill allows me to bless normal rations, turning them into
mana bread. The order to do this is 'X 1569'.
Blessing (XP 500/50, GP 500/50, Trader, Wisdom 14+, Code X
1533)
By the grace of the gods of
light priests learning this skill have been granted the ability to bless those
who are in need of protection and security.
A priest need only issue the order 'X 1564 <target character ID>’
to bless somebody in the same or adjacent square as him. If the target character has the 'cursed'
status, the curse will be removed instead of a blessing placed. This skill
cannot be used until it is fully active. Any priest character can learn this
skill.
Blood Alchemy (XP 3000/0, GP 2000/0, ATC, Necromancer, Code L 917)
The practitioner of Blood
Alchemy uses the mystical properties of blood mixed with other natural
substances to produce magical effects. The Blood Alchemist can attempt mixes
with the order 'X 4959 <Alchemical Code>'. Each mix must use a pint of
blood as a base. Blood can be purchased from any trade location using the order
'B 675' for 25 GPs per pint. There is no chance to fail in learning this skill.
This skill may or may not have a pre-skill learning period.
Brokenlands Survivor (XP 0/0, GP 0/0, Special, Special, Special)
Player’s Note: Not a skill
strictly, but appears in the specialized skill section of a character. Unknown
if this counts against the limit of 12 skills character are supposed to have.
Can only be gained by characters started in the free Brokenlands sub-module,
that has since been integrated with the main module. Such characters who escape
the Brokenlands gain this ‘skill’. The ‘skill’ has no description, but grants
the escaping character +14 health and +6 attack and the added description when
viewed by other characters of ‘<character name> is a survivor of the
Brokenlands.’
Charm Making (XP 200/20, GP 0/0, Knowledge Tome (CM), Alchemist or
Witch, Code X 1683)
Charm Making is the skill of
manufacturing simple magical items from various materials, often the body parts
of creatures found whilst adventuring. Some charms can be made by anyone, but
many require the special skills and knowledge known only to the charm maker.
Most charms require some magical energy be infused in the process, this energy
provided by gold. In order to find out what charms may be made, investigate
likely items. The orders needed to make specific charms will be given in the
item descriptions. (Player's Notes: It appears as if Charm Making also grants
the alchemist 1 point of damage reduction and +4 to mental and magical defense)
Cloak of Midnight (XP 500/0, GP 500/0, ATC, PC Undead, Code L 945)
Undead have an affinity with
darkness and this affinity can be triggered in any open cave area, allowing
them to shift into the shadows. Move or attack orders negate the effectiveness
of the Cloak of Midnight. To use the skill, use the order 'X 5099'. There is no
chance to fail in learning this skill. This skill may or may not have a
pre-skill learning period.
Close Watch (XP 500/0, GP 500/0, ATC, None, Code L 953)
Guards who have learnt the
Close Watch skill are able to move quickly back to the wagon as long as it is
in sight of them in order to defend it more ably.
Cold Rage (XP 100/10, GP 0/0, Self, None, Code X 1021)
Glacier Barbarians have
become infamous for their chilling ferocity during combat. What is not
generally known is that this single-minded rage is not a natural characteristic
at all, but a special skill, which Barbarians learn when training for combat.
Once the skill is owned the fighter is able to concentrate so completely and
ruthlessly on their opponent that they gain +5 to their attack score and +1
damage on every wound they score.
Common Herbalism (XP 200/0, GP 200/0, ATC, None, L 907)
The Common Herbalism skill
represents a knowledge of simple but useful herbs which can be found on the
overland. Anybody with the skill can issue the order 'X 4914' while on the
overland to look around for herbs of use. There is no chance to fail learning
this skill. It may or may not have a pre-skill learning period. Player’s Note:
It does have a pre-kill period.
Creeping Vines (XP 500/0, GP 500/0, ATC, Druid or Dryad or Oakenman,
L 947)
The Creeping Vines skill
represents the ability to encourage the undergrowth in a forest to go wild,
turning the square into a maze of strange natural chaos, at a magical cost of
100 GPs. The order 'X 5109 0' activates the skill. There is no chance to fail
learning this skill. It may or may not have a pre-skill learning period.
Demonology 1 (XP 200/30, GP 200/30, Temple of Minh, Enchanter or
Necromancer, Inteligence 15+, X 1025)
Although it is a forbidden
magic, some mages choose to dabble in the secret art of Demonology, which
primarily means the summoning and binding of demonic creatures and entities.
The summoning of Demons can only take place in a Temple of Minh, the Dark God
of Demonics. Practitioners usually keep their skills very quiet, because
Demonology is illegal in most civilized lands and the penalty is usually death.
Indeed, should a Demonologist be discovered, they can be slain without an
outlaw status being applied and their summoning of Demons used as a valid
defense for their murder. Any guild harboring a Demonologist can be fined.
Summoning a Demon is a tricky matter. The skill must be active, the
Demonologist must have a pint of blood to sacrifice, and must be standing in a
Temple of Minh. Blood can be purchased on the black market for 25 GPs per pint
using the order 'B 675' at any courtyard or trader. Summoning a Demon is
achieved with the order 'X 680'.
X 91025 0 (Failed attempt
to learn)
As soon as I declared my
wish to learn the Demonology Skill the Temple dimmed visibly around me. I was
suddenly aware that reality had shifted, slid sideways so that I was no longer
entirely in the real world at all, rather I was hovering halfway into some
Demonic sub-plane. I could hear the distant sound of shrieks and cries of
agony, the blistering heat of fire on my skin. I waited, hoping that I would be
deemed worthy of the secret knowledge of Demonology. Somewhere in the back of
my mind I could feel a dark presence, searching, invading, crawling through my
thoughts like a spider through its web. Then displeasure, hatred, anger so
strong that it struck me like a terrible wave. I was thrown from the Demon
netherworld and back into reality with extreme violence which sent me reeling
in pain. (5 points of damage). The entity had rejected my plea to learn the
Demonology skill. Maybe I'll try again another day. (Penalty values of
Gold/Experience charged to character.)
X 91025 0 (Successful
attempt to learn)
As soon as I declared my
wish to learn the Demonology Skill the Temple dimmed visibly around me. I was
suddenly aware that reality had shifted, slid sideways so that I was no longer
entirely in the real world at all, rather I was hovering halfway into some Demonic
sub-plane. I could hear the distant sound of shrieks and cries of agony, the
blistering heat of fire on my skin. I waited, hoping that I would be deemed
worthy of the secret knowledge of Demonology. Somewhere in the back of my mind
I could feel a dark presence, searching, invading, crawling through my thoughts
like a spider through its web. Then laughter, pleasure, dark foul malice as the
entity found me suitable and gave me the root of the knowledge I would need. I
would be a Demonologist. All I have to do is practice and I'll get it.
(practice is automatic each turn. No orders are needed. When the pre-skill
reaches (5) the skill goes active.) (200 Experience points, 200 GPs deducted
from character.)
Devotion (XP 300/30, GP 300/30, Chapel of the Dei Vigilare, Dei
Vigilare Member, X 329 0)
The Devotion Skill
represents the spiritual purity and clarity of mind which can only be gained
after serious reflection, fasting and inner searching by members of the Dei
Vigilare guild. Such a skill is achieved by musing on the teachings of all the
gods and goddesses of light, on how they interact with one another and on how
their conflict in a beautiful disharmony. Dei Vigilare members who have
achieved the Devotion are willing to give their lives in pursuit of the cause
of the gods and the guild. At the heart of the devotion skill is an
understanding of their place in the world, a humbling before the Gods. Devotion
is not knowledge, it is inner strength. A person who has this skill is not a
priest because of it and does not have the education in the words of the Gods
that a priest has. They do, however, have a certain something which grants them
peace and joy. Player’s Note: Grants +1 bonus to Willpower and Wisdom.
X 329 0 (Failed attempt)
I prayed before the holy altar
in the Dei Vigilare prayer room, asking the gods to judge me worthy. Afte a
time, when no sign had been given to me, it became clear that the Gods had no
chosen to see me worthy of this skill at the present time. I dropped the
payment in the offering cup and went on my way. I will have to try harder to be
pious and pure. (30 GPs and 30 XPs penalty deducted.)
X 329 0 (Successful attempt)
I prayed before the holy altar in the Dei Vigilare prayer room, asking the gods to judge me worthy. I felt a warm glow pass through me as I was granted my deepest wish. Devotion. I had managed to get the Pre-Skill. Now it was just a matter of time until the full skill was mine! (300 GPs and 300 XPs deducted.)
Devotion 2 (XP 300/30, GP 300/30, Chapel of the Dei Vigilare, Dei
Vigilare Member, X 3503 0)
Devotion 2 grants a +2 bonus
to willpower and wisdom (for a total of +3).
Disarm Opponent (XP 100/10, GP 100/10, Trader, Dexterity 13+, Code X
1009)
The skill of disarming an
opponent is an ancient one and considered by many warriors as a skill that is
virtually invaluable. The movements taught will cause an opponent to lose
control of their weapon, usually dropping it on the floor. To use the skill an
order must be written. Format: 'X 240 <Target Characters ID>'. The target
must be in your square or an adjacent square (no further, no matter what your
weapons range is.) The Disarming skill is difficult to use and there is only a
small chance it will succeed.... but if you are fighting a foe with a powerful
magical weapon its certainly worth a try... A side-effect of this skill is that
the movements taught when learning it also increase your defense against
'normal' attacks by 2 points.
Duelling 1 (XP 200/20, GP 200/20, BEEF Guild Hall, Guild Member,
Code X 1400)
The Skill of Duelling is a
time-honoured tradition among nobles and heroes of the old-fashioned style.
Manners, etiquette and gentlemanly behaviour are the watchwords. Practicioners
of the skill work hard with their favourite weapon and can learn special
maneuvres and defences that they were not aware of. On top of all this they
learn to conduct themselves at all times with decorum, class and style. When
proficient in Duelling the character gains +2 Attack, +2 Normal Defence and +2
Max Health. Higher levels grant additional bonuses.
X 1400 0
I wanted to learn 'Duelling'
but I was missing either the 200 gps payment of the 200 XPs needed to learn it.
I'll have to try again another time. Player’s Note: The character had enough
experience, just not enough gold.
X 1400 0
I spent a few hours
practicing with one of the Bereny Eagle Duelling Masters. Unfortunately, the
intricate moves and motions eluded me this time. (30 GPs and 30 XPs penalty
deducted)
X 1400 0
I spent a few hours
practicing with one of the Bereny Eagle Duelling Masters and in short time I
had mastered the basics of this traditional skill. I was most pleased! I had
managed to get the Pre-Skill. Now it was just a matter of time until the full
skill was mine! (200 GPs and 200 XPs deducted.)
Duelling 2 (XP 500/?, GP 500/?, BEEF Guild Hall, Duelling 2, Code
L 20 0)
When this skill fully
matures it grants +1 attack (for a total of +3), + 1 to normal defense (for a
total of +3), +1 damage, and +1 appearance.
Earth Runemaster (XP 500/0, GP 500/0, Runeforge, Guild Member, Code L
300)
An Earth Rune-Master is a
person skilled at the ancient dwarven art of carving runes into magical
gemstones. This skill is only taught to the very exclusive members of the
Runeforge Guild. Once the master has the skill they can use it to inscribe a
glyph upon a Rock Crystal to charge it with powerful defensive magic. The stone
is then placed on the users back, where it performs its task until it 'burns
out' (20% chance per turn the runestone will burn out, whether or not it is
used.) To use the Earth Runemaster skill you must have a Rock Crystal and must
issue the order 'X 425'. Once made,anybody can be given and use a Runestone to
gain the benefit of its magic. Unlike normal skills, there are only three
pre-levels of Runemastery before the full skill is gained. Earth Runemasters
can actually take nourishment from minerals. By swallowing a simple Azurite or
Banded Agate (issuing the order 'X 421') it is as if they have had a full
nights rest and a good meal. Player’s Note: It was recently noted that the
Earth Runemaster skill provides a +1 bonus to chemical defense.
I used the tools of the
Runeforge to turn my Rock Crystal into a powerful Earth Runestone. Now anybody
can use the Runestone, by equipping it. When they do so its magical aura will
grant them +15 on their normal defense and +5 on all defense ratings. Every
turn there is a 10% chance that the magic of my earth runestone will 'burn out'
and the stone will crumble to dust ... so I should use it soon ... the clock is
ticking!
Earthsong (XP 500/0, GP 500/0, ATC, Druid or Dryad or Oakenman,
Code L 946)
The Earthsong skill is a
powerful ability to lend personal health to the natural world. When activated,
the practitioner loses 10 health, but sick forest, diseased crops and bad water
in the same square are healed. The order 'X 5104 0' activates. There is no
chance in failing to learn this skill. Player’s Note: This skill has a
pre-skill learning period.
I have successfully learn the new
skill, paying the relevent XP and GP costs. Player’s Note: 500xp and 500gp
deducted.
Enchanted Bow (XP 1000/0, GP 500/0, ATC, Centaur, Code L 913 0)
Centaurs learn about the bow
from a very young age and some are adept at the special rituals necessary to
enchant them. With this skill a normal short bow can be enchanted using the
order 'X 4939 1' at a cost of 100 GPs. A long bow can be enchanted using the
order 'X 4939 2'. Unfortunately, enchantment is a fine art and only one in five
bows can take the magic, the rest are wasted. Bow enchanters have good days and
bad days. There is no chance in failing to learn this skill. This skill may or
may not have a pre-skill learning period.
Endurance (XP 100/10, GP 0/0, Self, Will 13+, Code X 1022)
The wild lifestyle and long
hours of hunting have toughened many Glacier Barbarians to far beyond normal
levels. This is particularly true of those who have managed to force their
endurance to the point where it is a skill. When this state is achieved the
Barbarian is granted an additional 1 Move Point. A side effect of this skill is
that their robust health gives the Barbarian an additional 3 health points and
they gain 1 point of Willpower due to the tough life they have led.
I worked very hard at
increasing my endurance. I hoped that if 'roughed it' enough and lived in
severe enough conditions I would eventually gain the 'Endurance' skill which my
people are so well-known for. No matter how hard I tried I just couldn't seem
to get the hang of it. I'll have to try again another day. (Penalty values of
Gold/Experience charged to character.)
Eskimo Skills (XP 300/30, GP 30/30, Eskimo Village, None, Code L 6
0)
Eskimo Skills are useful only
in the Southern Glacier, though they add a little to cold defense. Using these
skills you may cut holes in Frozen Lakes or Frozen Rivers to enable fishing.
Also, you may build an igloo in any Snow or Ice Field sector. To cut fishing
holes use the order 'U 2972 0'. To build an igloo, use the order 'U 2973 0'.
The use of both these abilities requires you to have a Ice Axe.
U 2973 0
I cleared away snow and cut blocks from the packed snow underneath with my Ice Axe and then started to construct an igloo with the blocks. With speed and skill I erected myself a shelter.
Faerie Magic (XP 100/10, GP 0/0, Self, Wis 13+, App 15+, Code X
1026)
"Under Bow and Over
tree, amidst the darkest forest thee, a shadow born from the silvery light, of
the crescent moon on a winter night." - Old Elven Proverb. They say Faerie
Magic is within all of the Elven kind, just waiting for a chance to show
itself. So it is that, with rigorous training, an Elven Warrior Maiden can gain
the 'Faerie Magic' Skill. Once the skill is achieved the Elf can call upon the
magic of the Faerie to aid her in combat... for as all elves know ... the
faerie are everywhere! The power is used by an order, format:- 'X 295
'<Character Id. No of target>'. This causes a flash of glittering Faerie
Dust to shoot at the target from the elf's fingertips. This can be done
*without* unequipping the normal attack weapon and has a range of 4 squares.
X 1026 0
I tried to attune myself
with the natural world, while reaching inside myself to try and pry loose the
Faerie magic which surely resides within my body. No matter how hard I tried I
just couldn't seem to get the hang of it. I'll have to try again another day.
(Penalty values of Gold/Experience charged to character.)
X 1026 0
I tried to attune myself
with the natural world, while reaching inside myself to try and pry loose the
Faerie magic which surely resides within my body. Abruptly my body burst into
shimmering silvery light that washed around me, a kaleidoscope of beautiful
colors and patterns. As it faded I could feel the Faerie Magic in my chest,
warming me, exciting me... waiting to be released! I had achieved the Pre-Skill
of Faerie Magic. All I have to do is practice and I'll get it. (practice is
automatic each turn. No orders are needed. When the pre-skill reaches (5) the
skill goes active.) (100 Experience points deducted from character.)
X 295 <target ID>
I called upon the aid of the
faerie and pointed one slender finger. The glittering faerie dust shot forth to
envelop my target.
Fighting (Canine) (XP 200/0, GP 0/0, ATC, Canine, Code L 956)
A canine which has learned
fighting is better and more dangerous in combat. Presumable, this skill has no
pre-slill levels as it bonuses appeared immediately. Player’s Note: The skill
appears to grant +10 to normal defense, +12 to attack skill, +9 to health, and
adds 1 to 4 on damage (i.e. an exploding dog doing 1 to 5 damage now does 2 to
9 damage.) A subsequent report repeats
the damage boost and attack improvement, but claims only a bonus of +8 normal
defense and +6 health. It has been reported that the Huntinng (Canine) skill
offers a +1 to health. If this is true, the dog that gained Fighting and
Hunting had an improvement of +8 health from Fighting and +1 from Hunting. A
dog should attempt to learn these skills one turn to clear these issues up.
Fire Runemaster (XP 500/0, GP 500/0, Runeforge, Guild Member, Code L
400)
A Fire Rune-Master is a person
skilled at the ancient dwarven art of carving runes into magical gemstones.
This skill is only taught to the very exclusive members of the Runeforge Guild.
Once the master has the skill they can use it to inscribe a glyph upon a
Bloodstone to charge it with powerful offensive magic. The stone can then be
thrown by the user whereupon it explodes on target doing horrific fire damage.
Of course... the user still has to hit the target to succeed! To use the Fire
Runemaster skill you must have a Bloodstone and must issue the order 'X 430'.
Once made, anybody can be given and use a Runestone to gain the benefit of its
magic. Unlike normal skills, there are only three pre-levels of Runemastery
before the full skill is gained. Another ability of the Fire Runemaster is to
turn ordinary Steel Gauntlets into Power Gauntlets using the order 'X 1941'.
However, this involves the grinding of a pearl in the manufacturing process.
Player’s Note: It was recently noted that the Fire Runemaster skill provides a
+1 bonus to fire defense.
I used my power as a Fire Rune
Master to inscribe a powerful mark onto the body of a Bloodstone, turning it
into a Fire Rune Stone. Now I can use it, or give it to somebody else to use,
to gain a powerful offensive ranged weapon.
Flaming Arrows 1 (XP 300/0. GP 300/0, Ranger Station, Ranger, Code X
7709 9)
The master of the Flaming
Arrows skill is able to fire lighted arrows instead of normal arrows by using
an order to do so. The arrows then become fire attacks instead of normal
attacks. Flaming Arrows are harder to aim, but do more damage. The order to
shoot flaming arrows is 'X 7615 <Target
ID>' where the target is
within a range of 6, which is the range limit for fire arrows regardless of bow
type. Having the skill at higher levels means that more damage will be done by
the arrows. Player’s Note: It does have a pre-skill learning period.
Foundation Stone (XP 500/0, GP 500/0, ATC, None, Code L 908 0)
On lower levels of many
dungeons the sheer depth causes magical interference which prevents the use of
Teleport Home scrolls. The Foundation Stones skill represents an understanding
of the nature of this resistance. The skilled adventurer can place a special
Foundation Stone in an open cave area which will serve as a magical beacon,
allowing the use of teleport home scrolls from that square. The cost to set up
a Foundation Stone is 500 GPs, using the order 'X 4919'. Not all open cave
squares are suitable, a certain level of experimentation is necessary. Failed
orders cost no gold. There is no chance to fail learning this skill. This skill
may or may not have a pre-skill learning period. Player’s Note: It does have a
pre-kill period.
Ghost Form is a state of being
which very skilled Necromancers are able to bring about by secret techniques
and a great deal of concentration and sheer will. Although it resembles a
spell, it actually isn't one. It is something that is within everybody but only
those who have studied and understand the dead are attuned enough to it to
achieve it. A Necromancer who learns the Ghost Form skill is able to slip
partially out of reality, becoming one with the quasi-zone (the area between
dimensions) for a time.
While in this state the
Necromancer loses 8 move points, but gains +60 to 'normal' defence due to the
fact that he/she is only partially real. Once the full skill is possessed, a
Necromancer can bring about Ghost Form using the order 'X 606'. The order 'X
607' will 'turn off' Ghost Form when the Necromancer is ready to rephase with
reality. Player’s Note: While in Ghost form, an necromancer can still enact
normal attacks.
Too much time on the wrong side of the tracks makes an adventurer tough, surly and streetwise, but it doesn't do much for their interpersonal skills. The owner of this skill gains +2 Willpower, -2 Appearance.
X 1522 0
There's a dark side to life and some us have lived in it for too long. It has a way of shaping you, of making you hard and cynical. But it makes a survivor of you too. I have successfully managed to achieve the Hard Case pre-skill. (200 Experience Points Charged To Character.)
The healing skill is ancient
and many sages believe it was originally sponsored by the Goddess Marial to
promote her ways upon the land. Priests learn Healing to assist them in their
protection of the innocent. The Priest uses his skill to first bless a body of
water to create 'Holy Water', which is done with the order 'X 255' and can only
take place when *standing* on a water square. This creates a 'holy water' item
in your backpack. Then, using an order, format:- 'X 238 <Target Character ID
No>.' the priest throws the holy water over the intended target and they are
miraculously healed 1 point of damage. The target must be within 2 squares
range of the Priest for this miracle to take place. As a side-effect, owners of
the Healing 1 skill gain a point of wisdom, too.
The healing skill is ancient
and many sages believe it was originally sponsored by the Goddess Marial to
promote her ways upon the land. Priests learn Healing to assist them in their
protection of the innocent. The Priest uses his skill to first bless a body of
water to create 'Holy Water', which is done with the order 'X 255 0' and can
only take place when *standing* on a water square. This creates a 'holy water'
item in your backpack. Then, using an order, format:- 'X 505 <Target
Character ID No>.' the priest throws the holy water over the intended target
and they are miraculously healed 2 point of damage. The target must be within 2
squares range of the Priest for this miracle to take place.
The Crusader who has attained
the Healing Aura skill radiates the good will of Marial at all times. At the
beginning of each turn any good characters in the same square has the chance to
benefit from the aura. Player’s Note: Reports indicated that when this works,
the recipient is healed 5 health. Player’s Note: This skill has a pre-skill
learning period.
I have successfully learn the
new skill, paying the relevent XP and GP costs.
Herbalism (XP 200/20, GP 0/0, Knowledge Tome (HB), Druid, Code X
1225 0)
The skill of herbalism allows
for all kinds of simple herbal preparations to be made. When you examine a herb
which can be prepared in some way you will be told the orders needed to do so.
The herbalism skill alone is not enough to perform more advanced herbalist
operations: this requires a mortar and pestle or similar apparatus. Investigate
these items when you find them for more details on their use. Player’s Note:
This skill has a pre-skill learning period.
I opened the Tome of Knowledge
and started to read. After a while the process of Herbalism became clearer to
me. I have grasped the basics of Herbalism. (-200exp, Herbalism pre skill
gained)
Holy Fire (XP 200/20, GP 0/0, Self, Wisdom 13+, Code X 1033 0)
Although rare, some priests
have been able to become so pious and so good as to be able to learn the
special skill of Holy Fire. It is the ambition of any who don the cloth because
the skill is a direct conduit to the raw power of Selador himself. Once this
skill is gained, through many hours of fasting and prayer, the priest is able
to call a fragment of Selador’s holy spirit into himself and then send it forth
as a blistering ball of fire from his hands … a very effective attack form!
Using this power is physically draining through, since such immense power is
not meant to reside in a mortal body, even for such a brief time. Each time the
power is used the priest loses 5 health. To use this power the order is ‘X 491
<target ID>’. The range of the Holy Fire is own square +3 and the damage
type is ‘fire’.
Somehow, ‘target’ managed to
dive clear of the blast of Holy Fire at the last moment, avoiding the righteous
damage they so deserved! Next time they won't be so lucky!
The Hole Fire caught ‘target’
a glancing blow, sending them reeling but not doing serious damage.~ (3 points
of damage)
Seladors' spirit was strong in
me today. The searing ball of Holy Fire assailed ‘target’ with its blistering
heat and righteous fire. (9 points of damage.)
Hunting (Canine) (XP 200/0, GP 0/0, ATC, Canine, Code L 955)
A canine which has trained its
hunting is able to forage for its master with great success in difficult terrain.
Player’s Notes: The dog gains +1 health and the ability to use the ‘Y 6 0’
order to forage for food. Also see Fighting (Canine).
Jeweler (XP 200/30, GP 200/30, Trader, Intelligence 13+, Code
X 1005)
The Jeweller is a fine
craftsman whose abilities can transform a gemstone into a beautiful set piece
which can be sold for profit. Jewellers learn to cut and set the gems in such a
way as to enhance their natural beauty. The initial gems which can be set are 'Azurite' (order X 39), 'Blue
Quartz' (order X 41) and the 'Lapis Lazuli' (order X 43). Of course, you must
have one of the gems in order to set it. The cost of setting any of these gems
is 50 gps, which includes adhesives, gold, silver and other materials as
necessary. You can attempt a setting only at a trader, courtyard, or other market square. Expert Jeweller and Master
Jeweller skills will be available at a later date giving a wider range of gems
which can be set.
I spent some time concentrating
carefully while I worked the Azurite to the best of my skill. I set the stone
in silver, as is the usual treatment of them, creating a well-formed Azurite
Ring which should make me at least a small profit, I hope. (50gp used during
work, 1 Azurite transformed into Azurite Ring.)
Make Raft (XP 300/0, GP 300/0, ATC, Druid or Dryad or Oakenman,
Code L 948)
The ability to make a raft is
useful for those who need to travel swiftly on a waterway. A raft can be made
on any square adjacent to a river or lake using the order ‘X 5114 0’. Only one
raft can be made every 5 turns.
Magical Analysis (XP 150/15, GP 150/15, Trader, Dexterity 13+, Code X
1042)
Magical Attacks come in many
forms, but to the practiced wizard they are all the same; a means of tapping
into the magical energy field which surrounds the world. So then, a mage with
enough practice can begin to learn ways of avoiding magical attacks altogether.
Small tricks, clever ruses ... a kind of analysis of the form the magic takes.
When this reaches its peak the wizard can gain the skill Magical Analysis,
which grants its practitioner +6 on their 'magical' defense.
Magical Aura 1 (XP 150/15, GP 150/15, Instructor, Intelligence 13+,
Code X 1027)
Those attuned to the ways of
the faerie are able to touch the magical web that surrounds every living thing
and to to draw that web tight upon themselves. The nature of such fey powers is
to dampen damage done to the protected person or creature by 1 point on each
successful blow. Higher levels of this skill grant higher bonuses, though not
necessarily the same type of bonus.
Man’s Best Friend (Canine) (XP 500/0, GP 0/0, ATC, Canine, Code L 957)
Dogs are not known as Man’s
Best Friend for nothing. Using this skill a dog can sometimes save the life of
its owner at the cost of its own life.
Woof, Woof, Woof. Yip. Woof.
Yip, yip-yip. Woof Woof. Translation. I have successfully learned the new
skill, paying the relevant XP and GP costs. Dogs are not known as Man’s Best
Friend for nothing. If the owner of dog is killed, they remain alive on 10
health and the Dog dies instead. Dogs will not give their lives for outlaws or
monsters, such is their good spirit. GMs Note: You must contact your GM on the
death of the dogs owner to make this skill operate, it is not automatic or
controlled by the system, but hand-moderated by the GM on receipt of your
instructions to use the skill. The dog must be within 6 squares of its master
for this skill to function. The final decision as to whether the skill is
appropriate in a given situation is made by the GM, who may decide the skill
cannot be used in certain unusual situations. Player’s Note: It was observed
that the dog gaining this skill gained +15 health.
Marial Scholar (XP 500/0, GP 500/0, ATC, Priest, Code L 923)
A Scholar of Marial has
studied the history and books of Bethseline at incredible depth and is able to
write or speak at length on the subject. There is no chance to fail learning
this skill. This skill may or may not have a pre-skill learning period.
Martyrs Blessing (XP 200/20, GP 0/0, Self, None, Code X 1032)
When a hero dies in
righteous battle their sacrifice should not be forgotten. So it is that some
great heroes have become martyrs, their causes championed forevermore in song
and in tale. There is power in these legends and it is this power into which
Crusaders tap when they learn the elusive skill of the Martyrs Blessing. This
skill is granted by the Gods and it is achieved only after much prayer and
personal service to the cause of good. A Crusader learns the prayers for
Martyrs Blessing in their early training and can practice them whenever they
feel they are ready. The Gods may or may not choose to grant the skill as is
their whim. Once gained, Martyrs Blessing grants +5 max health. Also, in dire
straits, the Crusader can 'burn out' the skill by using the order 'X 475' at
any time, which has the effect of calling holy spirits to them and healing
their wounds fully.
X 1032 0
I practiced the prayers and
chanting that I had been taught when I was learning to be a Crusader. I hoped
that I was worthy enough to be deemed ready for the Martyrs Blessing skill, but
in the end I knew that only the gods could decide that. Hallelujah! My prayers
and faith have been rewarded. The Gods of Light have deigned to grant me the
Martyrs Blessing skill! I can already feel the infusion of those ancient heroes
flowing through me. I have the pre-skill. Now all I have to do is practice and
I'll get it. (practice is automatic each turn. No orders are needed. When the
pre-skill reaches (5) the skill goes active.) (100 Experience points deducted
from character.)
Mastery of Magic (XP 300/30, GP 300/0, IGW Guild Hall, IGW Member, Code
X 1042)
The Mastery of Magic skill
is taught by the IGW to its members. Once adept at the magic combinations
involved the wizards damage range in any form of combat (non-direct-spell)
attacks are +1.
Melee Combat 1 (XP 100/10, GP 0/0, Self, None, Code X 1006)
For adventurers who know they
are going to need a steady hand and quick wits during a fight, the skill Melee
Combat 1 is a great option. This skill is attained by a character spending time
practicing a steady fighting stance, reliable and strong weapon and bare hand
thrusts, and a basic control over their emotions. Once a character has this
skill they gain +2 to attack skill.
I worked hard on my combat
skills. I tried various stances and attack combinations, as well as rigorous
exercises to increase my combat stamina. I hoped to gain the Melee Combat 1
skill. I did it! After much hard work it just seemed to come to me, as if my
body just stopped blundering about and snapped into a series of movements! I
now have the Pre-Skill of Melee Combat 1. Now all I have to do is practice and
I'll get it. (Practice is automatic each turn. No orders are needed. When the
pre-skill reaches (5) the skill goes active.) (100 Experience points deducted
from character.)
Melee Combat 2 (XP 300/30, GP 0/0, Self, Melee Combat 1, Code X 1506)
Once this skill fully matures
it grants a +2 to attack skill (for a total of +4) and +3 to normal defense.
As a result of practice and
experience my Melee Combat skill has improved. Any opponent of mine is sure to
notice the confidence in my stance due to my long experience of the art of
battle. I have successfully managed to achieve the Melee Combat 2 pre-skill.
(300 Experience Points Charged To Character.)
Melee Combat 3 (XP 800/80, GP 0/0, Self, Melee Combat 2, Code X 1507)
Once this skill fully matures
it grants a +3 to attack skill (for a total of +7) and +2 to normal defense
(for a total of +5).
As a result of practice and
experience my Melee Combat skill has improved. I am a devil in battle,
terrifying my opponents with displays of my martial prowess. I have
successfully managed to achieve the Melee Combat 3 pre-skill. (800 Experience
Points Charged To Character.)
Melee Combat 4 (XP 1500/150, GP 0/0, Self, Melee Combat 3, Code X
1508)
Benefits unknown.
As a result of practice and
experience my Melee Combat skill has improved. My skills set me above my peers,
my prowess in battle is legendary for those of my class and type! I have
successfully managed to achieve the Melee Combat 4 pre-skill. (1500 Experience
Points Charged To Character.)
Merl Scholar (XP 500/0, GP 500/0, ATC, None, Code L 926 0)
A Scholar of Merl has studied
the history and books of Merl at incredible depth and is able to write or speak
at length on the subject. Player’s Note: This skill grants +6 health, +5
alchemical defense, +2 wisdom, and +2 intelligence.
L 926 0
I have successfully learn the
new skill, paying the relevent XP and GP costs.
Monkey’s Leap (XP 500/0, GP 500/0, ATC, None, Code L 939)
The Monkey's Leap skill is a
powerful defensive martial discipline. The monk who has the skill becomes even
more difficult to hit in combat.
Nerve Strike (XP 1000/0, GP 1000/0, ATC, None, Code L 941)
Monks who have studied the
physiology of the humanoid form are able to strike devastating blows to
unsuspecting nerve clusters on a humanoid opponent in the same square by using
the order 'X 5079 <target ID>'.
Open Chests (XP 150/15, GP 150/15, Trader, Dex 13+, Code X 1037)
Rogues who learn the open
chests skill have studied long and hard to understand the intricate nature of
the traps and locks, which can be used to protect their contents. The
variations are such that a rogue must be very careful, even when practiced in
the skill. Disaster can strike at any moment! To attempt to open a chest a
rogue must be standing on the chest square and use the order ‘Z 60’. The open
chests skill lowers the chance of something bad happening and increases the
chance of success. But the dangers are still there and things can still go
wrong. Nobody ever said a rogues life was easy!
Oration (XP 150/20, GP 150/20, Trader, Appearance 13+, Code X
1014)
Oration is that special skill
which a priest uses to speak to the masses. A priest with this skill certainly
stands out from the crowd, having learnt to use the power of his voice and the
passion of his beliefs to convert people to his faith. By using an order, ‘X
260 0' when in a Courtyard area, the priest has a chance of converting
followers to his cause. This sometimes earns the priest experience, sometimes
gold (donations) and *very* occasionally it will earn them a disciple (a
follower who you gain as a *free* new character.) As a side-effect of Oration
the skill-owner gains +1 in their Appearance statistic. Priest characters with
this skill report a greater effectiveness with it when they have high
appearance scores. What exact bonus, if any, is unknown.
I spoke proudly to the people
in the Courtyard, proclaiming the faith of the Gods of Light and commanding
them, beseeching them, demanding that they give up their sinful ways and
following the path of the righteous. The crowd were somewhat moved by my words,
but did not give any donations or offerings. However, I was sure that at least
some of them would consider what I had said... and for me.. that was enough.
I spoke proudly to the people
in the Courtyard, proclaiming the faith of the Gods of Light and commanding
them, beseeching them, demanding that they give up their sinful ways and
following the path of the righteous. The crowd were in an angry mood today and
I quickly saw that things were not going as I had hoped. Before I could finish
my proclamations they surged at me like a rabid mob shouting things like, “we
don't need your kind around here, priest“ and other worse insults. The Royal
Guard broke it up before I was seriously injured, but I was nevertheless given
a good drubbing. I am not proud of the fact that I knocked several of them
senseless before they were dragged off of me, but a Priest of the Light should
defend his faith when necessary. (+5 Experience, -~1 health.)
I spoke proudly to the people
in the Courtyard, proclaiming the faith of the Gods of Light and commanding
them, beseeching them, demanding that they give up their sinful ways and
following the path of the righteous. My words stirred the crowd, who broke out
into cheers and applause, many acclaiming their faith renewed. They threw me
some gold as offerings to the Gods, which I was to use to further my pursuit of
holiness and my battle against evil as I saw fit. Player’s Note: 20.4gp average
for each result of this (9 results for 184gp total).
I spoke proudly to the people
in the Courtyard, proclaiming the faith of the Gods of Light and commanding
them, beseeching them, demanding that they give up their sinful ways and
following the path of the righteous. My words were so convincing that one of
the crowd, a burly trader, charged towards me and threw himself at my feet.
“Rise,“ I told him, “I am only the servant of
the Gods. You need not kneel
to me.“ The man stood slowly, his face excited and passionate “Priest, your
words have touched me so that I wish to give my life to your cause. I am now
your Acolyte.“ GMs Note: You now control the merchant acolyte, who is a FREE
character for as long as you still control at least one paying character in
this Dungeon module (or until he dies.)
Acolyte |
|||
| Statistics | Defence
|
||
| Appearance: 11-14 | Normal: -45 | Gold: 50 | Attack: -10 |
| Willpower: 11 | Fire: -45 | Alignment: Good | Experience:
0
|
| Dexterity: 9-15 | Cold: -45 | Hostility: Neutral | Damage:
1 to 3 (Normal)
|
| Strength: 10-13 | Alchemical: -45 | Vision: 7 | Hire Cost: 0 |
| Wisdom: 10-14 | Magical: -45 | Move Rate:10 | Owner:
0
|
| Intelligence: 8-14 | Mental: -45 | Fear Factor: 0 | Current 10 out of 10 |
| Player’s Note: Comes with all
body slots available, but no starting equipment.
|
|||
Paired Axes (XP 1000/0, GP 500/0, ATC, None, Code L 915)
Sometimes known as Twin Axes.
The character with this skill gains use of a pair of specially weighted axes to
allow them to be used at the same time. It is possible to switch one of the
pair for a different axe if preferred. These axes are worthless except in the
hands of a character with the skill to use them. There is no chance of failure
to learn this skill. There is a pre-skill learning period. When the pre-skill
is acquired, two ‘paired axe’ appear in the dwarf’s backpack. There are no
benefits to equipping the axes until the skill goes active. When one of the
paired axes is equipped to the user’s attack hand, the axe grants +10 to attack
skill and does 3 to 8 damage plus the wielder’s strength bonus. When the second
paired axe is equipped to the defense hand (the defense hand must be empty at
this time or it will simply replace the weapon in the attack hand) it grants a
second attack with the same +10 attack bonus and 3 to 8 damage plus wielder’s
natural strength. The range of the two attacks is the wielder’s own square.
When one axe is equipped to the attack hand, the wielder also gains +5 to all
defenses. This skill will be tested with other weapons in the attack hand.
Psionics 1 (XP 300/30, GP 300/30, Instructor, Non, Code X 1538)
A person gifted with Psionics
has four abilities; Clairvoyance, Psychokinesis, Portokinesis and Psionic Duel.
Each of these powers uses a great amount of Psychic Energy, which must be
conserved over time to allow the powers to be used. Each turn the Psionic
gathers their will and gives it solid form, in the shape of Psi Crystals, which
are stored in the backpack. (Player’s
Note: 1 per turn at Adept level) These Psi Crystals are solid psychic energy,
which any psychic can use to fuel their abilities. Higher levels of the
Psionics skill allow more Psi Crystals to be made each turn, but add no
additional abilities. To research the various psychic abilities and find out
about them you can use special orders as follows:-
'X 2940 1' for Clairvoyance.
'X 2940 2' for Psychokinesis.
'X 2940 3' for Portokinesis.
'X 2940 4' for Psionic Duel.
This is a pre-skill. Psionic
Abilities cannot be used until the skill is fully active.
X 2940 1 (Clairvoyance)
Clairvoyance is the power of
the mind to see possibilities in the present and very near future. Although the
psionic does not get definite facts, or even very clear pictures, they do get a
form of precognition, which better prepares them for what may be coming their
way. All Psionic Powers must be powered by Psi Crystals, which are the
concentrated power of the mind in solid form. Each use of Clairvoyance costs 6
Psi Crystals. Once activated, Clairvoyance grants +1 vision to the psionic for
the duration of the turn and the following turn. To activate the Clairvoyance
Power the order 'X 2941 1' must be used.
X 2940 2 (Psychokinesis)
Psychokinesis is a psionic
discipline, which allows the mind to be used as a weapon, firing bolts of
mental energy at enemies. All Psionic Powers must be powered by Psi Crystals,
which are the concentrated power of the mind in solid form. Activating
Psychokinesis costs 1 Psi Crystal using the order 'X 2941 2'. Once activated
the power creates a mental weapon, which must be equipped to the Attack Hand.
Every time the mental weapon 'fires' off a psionic blast it costs 1 Psi
Crystal. When all Psi Crystals are gone, the weapon will be powerless (leaving
the Psionic with no defense… so be careful!) The mental weapon has a 25% chance
per turn of disappearing, calculated at the end of the turn.
X 2940 3 (Portokinesis)
Portokinesis is a mental
ability, which grants a psionic the power to shift their bodily location over
very short distances in the blink of an eye. A practitioner need only look at
another person and will themselves there and they will be instantly transported
to that other persons location. Obviously, that other person must be within
their field of vision. This ability is dependent on line of sight. All Psionic
Powers must be powered by Psi Crystals, which are the concentrated power of the
mind in solid form. Each use of Portokinesis costs 20 Psi Crystals. To activate
the Portokinesis Power the order:- 'X 2942 <target ID>', where target ID
is the Target ID # of the character you wish to teleport to, must be used.
X 2940 4 (Psionic Duel)
A Psionic Duel can only be
fought between two Psionics. Other characters are utterly immune to their
effects. A Psionic Duel is a terrible mental battle, which takes place in an
instant. The two minds meet, raw, unchecked, and smash against one another with
their psionic abilities. The victim loses all psychic abilities and can
sometimes also take damage of both a physical and mental nature. The victor
gains nothing but knowledge of their greater power. All Psionic Powers must be
powered by Psi Crystals, which are the concentrated power of the mind in solid
form. Each use of Psionic Duel costs 20 Psi Crystals for the initiator, but
nothing for the defender. Psionic duels are NOT illegal in Bereny. To activate
the Psionic Duel Power the order:- 'X 2943 <target ID>', where target ID
is the target ID # of the character you wish to duel, must be used. The results
of a Psionic Duel are based on many factors and potential results are not
always as easy to guess as might be expected.
I concentrated, using Psi
Crystals to access my portokinesis. I appeared immediately at <target
creature> side. Player’s Note: Character was transported to the location of
the target that was within visual range while 20 Psi Crystals disappeared from
the Character’s backpack.
Real Grit 1 (XP 100/10, GP 0/0, Self, None, Code X 1007)
Every fighter worth their salt
quickly learns that in the adventurers’ world, you’ve got to get tough to
survive. It is not at all uncommon to see warriors put themselves through
unpleasant and painful exercises with the sole purpose of ‘toughening themselves up.’ Sometimes,
with hours of banging their fists into walls and press-ups on grit, the
exercises pay off with the Real Grit skill. When the skill is owned the
character gains an artificial +5 points onto their health score and a point on
their Willpower score. Higher levels of this skill grant higher bonuses.
By sheer hard work and
determination I attempted to gain the 'Real Grit' skill. I did hundreds of
press-ups on broken glass, bashed my head against numerous walls, struck my
arms and legs with the flat edge of weapons ... all to try and increase my
tolerance to damage. Finally, I felt something in me change. It no longer hurt
when I smashed my knee into lumps of stone and concrete columns. A head butt to
the bridge of the nose did little more than make me sneeze. I'd done it ... I'd
gained the Real Grit Pre-Skill. Now all I have to do is practice and I'll get
it. (Practice is automatic each turn. No orders are needed. When the pre-skill
reaches (5) the skill goes active.) (100 Experience points deducted from
character.)
Real Grit 2 (XP 300/30, GP 0/0, Self, Real Grit 1, Code X 1517)
When this skill matures, its
total bonus to maximum health rises to +10 and its total bonus to Willpower
rises to +2.
As a result of practice and
experience my Real Grit skill has improved. I'm rough, I'm tough and I'm ready
to rumble. I chew nails for breakfast and I don't take no bull! I have
successfully managed to achieve the Real Grit 2 pre-skill. (300 Experience
Points Charged To Character.)
Real Grit 3 (XP 800/80, GP 0/0, Self, Real Grit 2, Code X 1518)
When this skill matures, its
total bonus to maximum health rises to +17 and its total bonus to Willpower
rises to +3.
As a result of practice and
experience my Real Grit skill has improved. People get out of the way when they
see me coming and nobody tries to mess with me ... unless they're suicidal ...
or some sort of idiot. I have successfully managed to achieve the Real Grit 3
pre-skill. (800 Experience Points Charged To Character.)
Regeneration 1 (XP 500/0, GP 500/0, ATC, PC Undead or Lizardman, Code
L 842)
Regeneration is simply the
body's ability to stitch itself back together at a rate far faster than normal.
At the beginning of each turn the skilled will gain 1 point per level of the
skill they have attained, although their health cannot rise beyond its normal
maximum. There is no chance to fail in learning this skill. This skill may or
may not have a pre-skill learning period.
Running (XP 100/10, GP 0/0, Self, Will 11+, Code X 1004)
The running skill is attained
by practicing jogging over long distances and for an extended period. It
involves a high level of physical fitness. A character with the running skill
gains an extra move point and an extra 2 points of willpower.
I did a lot of running,
jogging on the spot and hard cardiovascular work, trying to learn the 'Running'
skill. I had no trouble at all! My overall fitness proved an asset to me as the
'Running' skill came quickly to my highly tuned body. I have gained the
pre-skill of 'Running'. Now all I have to do is practice and I'll get it.
(Practice is automatic each turn. No orders are needed. When the pre-skill
reaches (5) the skill goes active.) (100 Experience points deducted from
character.)
Running (Canine) (XP 200/0, GP 0/0, ATC, Canine, Code L 954)
A canine which has trained its
running is able to move faster over more difficult terrain. Player’s Note:
Presumably, there are no pre-skill stages as a dog that learned this skill
learned it automatically and received a +4 increase to movement.
I spent many hours
contemplating the nature of the serpent. Its smooth graceful movement. Its cold
reptilian stare. Its hard dry body. To become one with the snake one must
understand everything about it. So I tried to become as a snake. To see life
through its eyes. Without warning my hand shot out from my body and snatched a
fly from the air where it had been buzzing past. Surprised, I rose to my feet,
only to find myself swaying rhythmically as I did so. I had done it! I had
achieved the Serpents state. I had gained the Pre-Skill in the 'Serpents'
Dance.' All I have to do is practice and I'll get it. (practice is automatic
each turn. No orders are needed. When the pre-skill reaches (5) the skill goes
active.) (100 Experience points deducted from character.)
Scouting 1 (XP 100/10, GP 0/0, Self, Wis 13+, Code X 1018)
Rogues and assassins learn the
scouting skill as an aid to their awareness, a vital point for every character
who works in the shadows. Essentially, this skill grants the user the ability
to better assimilate visual or sensory stimuli, which makes them more aware of their
surroundings. The results in the addition of +1 to their vision statistic for
Scouting 1. Higher levels of this skill grant higher bonuses.
I practiced my awareness and
assimilation of sensory information, trying to gain a better understanding of
the things I could see, hear and smell. I stretched out with my senses in the
hope of gaining the Scouting 1 skill. It wasn't long before I began to see a
difference in the way I observed my surroundings! Small sounds, vague scents,
every tiny element was a clue to me. I'd done it! I'd got my Pre-Skill in
Scouting 1. All I have to do is practice and I'll get it. (practice is
automatic each turn. No orders are needed. When the pre-skill reaches (5) the
skill goes active.) (100 Experience points deducted from character.)
Scouting 2 (XP 200/20, GP 0/0, Self, Scouting 1 & Wis 14+,
Code X 1036 0)
Rogues and assassins learn the
scouting skill as an aid to their awareness, a vital point for every character
who works in the shadows. Essentially, this skill grants the user the ability
to better assimilate visual or sensory stimuli, which makes them more aware of
their surroundings. The results in the addition of +1 to their vision statistic
for Scouting 1. Higher levels of this skill grant higher bonuses.
I practiced as best as I was
able, trying to improve my general awareness, my forward planning and my
ability to understand small signals, to use my senses to their best ability. My
plan was to improve my Scouting 1 to Scouting 2. Somehow, everything just
clicked. I could see warnings and signals in the smallest of stimuli, making my
ability to scout improve dramatically. I now have the pre-skill, all I have to
do is practice and I'll get it! (practice is automatic each turn. No orders are
needed. When the pre-skill reaches (5) the skill goes active.) (200 Experience
points deducted from character.)
Selador Scholar (XP 500/0, GP 500/0, ATC, Priest, Code L 922 0)
A Scholar of Selador has
studied the history and books of Selador at incredible depth and is able to
write or speak at length on the subject. There is no chance to fail learning
this skill. This skill may or may not have a pre-skill learning period.
Player’s Note: This skill does have a pre-skill learning period. When it
matures, it grants +6 health, +2 wisdom, and +5 fire defense.
Self-Defense 1 (XP 100/10, GP 100/10, Trader, Wis 8+, Code X 1030)
Danger lives around every
corner in the world of Myriad. There’s always some rogue trying to take you for
your purse, a tough-guy looking for a fight in the local tavern or a monster
lurking in the shadows. Trouble is, you haven’t always got your weapon ready
for use … or you might be caught with it at a strange angle. The self-defense
skill is a system of combat taught all over Bereny and beyond. Although not a
true monk’s martial art, the system is very effective, combining the use of
‘instant weapons’, boxing, wrestling, and a smattering of other fighting styles
to increase the users ability to defend their person in dangerous situations.
Even some monks learn this style to supplement their own formidable skills,
since they know that combat insight can be found in every corner of the world.
This skill grants +3 to normal defense. Higher levels grant higher bonuses.
Self-Defense 2 (XP 300/30, GP 300/30, Trader, Self-Defense 1, Code X
1509)
This skill is reported to
grants +2 to normal defense (For a total of +5) and +2 to maximum health.
I asked the trader to organize
tuition in an attempt to improve my Self-Defense skill. As a result of practice
and experience my Self-Defence skill has improved. I am now far more confident
of my ability to defend myself from unwanted intrusions upon my personal space.
I have successfully managed to achieve the Self-Defense 2 pre-skill. (300
Experience Points Charged To Character.) Player’s Note: And 300gp charged.
Self-Defense 3 (XP 800/80, GP 800/80, Trader, Self-Defense 2, Code X
1510)
This skill is reported to
grants +2 to normal defense (For a total of +7) and +3 to maximum health (for a
total of +5).
Self-Mutilation is the ability
of a necromancer to mutilate his body and become more resistant to normal, fire
and cold damage and better able to concentrate (+1 Damage Reduction, no sign of
defensive bonuses). The scars resulting from this strange practice may look
fearsome to others (-3 Appearance), but to a Necromancer it is a sign of great
dedication (+1 Willpower).
Serpents' Dance (XP 100/10, GP 0/0, Self, Dex 14+, Code X 1017)
The Serpents Dance was a
technique supposedly originated by the Grand Master Sum Hi Po, shortly before
his defeat at the hands of the evil Dragon Emperor and his evil trickery. One
who is proficient in the Serpents' Dance will have studied the movements of the
Serpent, watched it twine and curl itself along its path. By addressing those
supple curves to his own body the Monk's hypnotic movements become a very
effective defensive technique. The result of this is a +5 defence against ALL
forms of attack.. even mental!
Shadow Blending 1 (XP 150/20, GP 150/20, Instructor, Dex 13+, Code X
1020)
Those who walk in the shadows
must learn to stalk silently, to blend into the darkness, which is their home.
The Shadow Blending skill is achieved by those who have learned this and made a
fine art out of it. Owners of this skill gain +5 on all defenses. Higher levels
of the skill grant higher bonuses.
Shadow Blending 2 (XP 400/40, GP 0/0, Self, previous level, Code X 1541)
Owners of this skill gain +5
on all defenses, for a total of +10 on all defenses.
As a result of practice and
experience my Shadow Blending skill has improved. I am able to shift
effortlessly in and out of the darkness as if I were born to it. And perhaps I
was! I have successfully managed to achieve the Shadow Blending 2 pre-skill.
(400 Experience Points Charged To Character.)
Shadow Dancing (XP 200/20, GP 200/20, Trader, Wis 14+, Code X 1035)
Some people find the shadows
frightening, wondering what evil may lurk within. Not so, the Rogue, who judges
its cold embrace a welcome retreat. Among some rogues there is a talent for
using the shadows to an even greater degree. Called 'Shadow Dancing' it
involves careful coordinated movement in and out of the darkness, using it like
a protective cloak, blending with it in a graceful and delicate pattern. Such
Rogues find that in combat, the enemy is confused by their movements, by their
strangely beautiful dance. Practitioners of this skill gain +5 to their
'normal' defense. An unusual aspect of this skill is that as the Pre-Skill
levels are worked through, the student gains the bonus with them, unlike most
skills which come active only when the skill is fully learnt. The bonus
increases from 1 through 5 accordingly.
Shadow Magic (XP 3000/0, GP 2000/0, ATC, None, Code L 918)
Shadow Magic is a discipline
in which shadow energy is isolated and shaped into magical constructs. The
Shadow Mage gains four spells and can learn more through adventure and
research. The four initial spells are "Shadow Cloak", "Shadowshift",
"Shadowstrike" and "Shadow Monsters." There is no chance to
fail in learning this skill. This skill may or may not have a pre-skill
learning period.
Staff Expert (XP 400/40, GP 600/60, Trader, Dex 15+, Code X 1053 0)
I purchased expert instruction
in the use of the Staff and my attempt to become an expert myself was rewarded.
I have now got the Pre-Skill as an expert in this weapon. (600 GPs, 400 XPs
charged to character.)
Suffering 1 (XP 500/0, GP 0/0, BT Guild Instructor, ???, Code L 20
0)
Many hours of pain and torment
were my punishment for being so foolish as to attempt to learn the true meaning
of suffering. Many times I asked myself, why did I commit to this awful path?
My screams were many, my wracking sobs continuous. Time stretched into an
eternity as the truth of death in its darkest forms were impressed upon my
helpless will. Yet, when it was over, a measure of darkness remained. (500 XP used.)
Tiger’s Claw (XP 500/0, GP 500/0, ATC, None, Code L 938)
The Tigers Claw skill is a
powerful offensive martial discipline. The monk who has the skill becomes an
even more dangerous bare-handed opponent.
Wagon Protection (XP 200/0, GP 200/0, ATC, None, Code L 951)
Guards who have learnt the
wagon protection skill gain combat bonuses while mounted on a wagon.
Wagon Repair (XP 200/0, GP 200/0, ATC, None, Code L 952)
Guards who have learnt the
wagon repair skill are able to fix damage that a wagon has taken quickly and
easily.
Rulebook Description: To become one with the wilderness you must understand its very nature. The owner of this skill gains +5 cold defense and +1 vision while on the overland, to reflect their understanding of survival techniques.
Living on the overland, where
the weather is as changable as fate, where wind and rain and snow can assail
your body and tire your mind, those who have, you must learn to deal with the
raw side of nature. I have successfully managed to achieve the Way of The Wild
pre-skill. (500 Experience Points Charged To Character.)
Character Sheet Description: Living on the overland, where the weather is as changable as fate, where wind and rain and snow can assail your body and tire your mind, those who have, you must learn to deal with the raw side of nature. The Way Of The Wild skill grants +5 Cold Defense and +1 vision while on the overland. To gain the +1 vision you issue the order 'X 1549 0' each turn that you wish to make the effort required to scout the land. This order only works on the overland.