Below is a working list of the various skills available for characters to learn as they explore Aislynor.
This list is not a complete list, and is subject to change as development of the game progresses.
Survival Skills |
Survival Skills are basic skills that the peoples of Aislynor learn throughout the beginnings of their lives. Greater mastery in these skills allow the character to overcome greater physical obsticles. | |
| Sprint | Active |
Allows a player to move with increased speed at the cost of ENDURANCE. Greater mastery reduces END costs. |
| Climb | Passive |
Allows a player to manoveur over difficult terrain. Greater mastery increases movement speed while crossing difficult terrain and reduces chance of falling when Sprint is used on such terrain. |
| Jump | Active |
Allows a player to jump over obsticles in their path. Greater mastery increases both the height and distance a single Jump will carry a player. |
| Swim | Passive |
Allows a player to cross deep waters without drowning. Greater mastery decreases chance of drowning everytime the player moves in deep water as well as END cost. |
| Riding | Passive |
Allows a player to mount and ride various animals for transportation. Greater mastery decreases the chance of being thrown off the mount. |
| Tumbling | Passive |
"Learning to take a fall." Allows a character to take a minor fall without injury. Greater mastery can reduce the injury caused by more serious falls. |
| First Aid | Active |
Allows a player to learn to treat minor cuts and bruises. Greater mastery increases the severity of the wound that can be treated. |
| Concentration | Passive |
A measure of how well a character can focus upon the task at hand. Many skills that a great deal of focus will call upon this skill. |
| Listen | Active |
Allows a player to listen to another character to learn Knowledge skills. |
| Teach | Active |
Allows a player to share the Knowledge skills they have mastered with other characters. |
| Search | Active |
Allows a player to search their surroundings for things of interest. Greater mastery allows for the detection of hidden things. |
| Hide | Active |
Allows a player to hide from view in their surroundings. Cannot be performed without sufficent cover. Greater mastery allows for greater avoidance detection. |
| Scavange | Active |
Allows a player to scavange from their environment for edible or useful materials. Greater mastery increases the chance to find something. Has a low chance of success, and is not as refined as the various gathering skills. |
Combat Skills |
Combat skills are skills used and mastered in physical combat. Weapon skills reflect expertise in a particular variety of weapon, while defensive skills are used to prevent or reduce injury. | |
| Swords | Weapon |
Allows for the use and mastery of Sword weapons. (Long Swords, Short swords, great swords, rapiers, gladius, etc) Greater mastery reduces base END costs, unlocks new style training, and increases injury dealt when landing a blow. |
| Hammers | Weapon |
Allows for the use and mastery of crushing weapons. (Maces, Clubs, Hammers, Morning Stars, etc) Greater mastery reduces base END costs, unlocks new style training, and increases injury dealt when landing a blow. |
| Daggers | Weapon |
Allows for the use and mastery of small, piercing weapons. (Daggers, Knives, Sai, etc) Greater mastery reduces base END costs, unlocks new style training, and increases injury dealt when landing a blow. |
| Axes | Weapon |
Allows for the use and mastery of Axe weapons. (Single head axes, Double head axes, Battle axes, Valaška, Tomahawks, etc) Greater mastery reduces base END costs, unlocks new style training, and increases injury dealt when landing a blow. |
| Brawling | Weapon |
Allows for the use and mastery of unarmed combat. (Kicks, Punches, Grappling, Body throws, etc) Greater mastery reduces base END costs, unlocks new style training, and increases injury dealt when landing a blow. |
| Polearms | Weapon |
Allows for the use and mastery of polearm weapons. (Staves, Halberds, Spears, Tridents, etc) Greater mastery reduces base END costs, unlocks new style training, and increases injury dealt when landing a blow. |
| Projectile | Weapon |
Allows for the use and mastery of projectile weapons. (Long bows, Short bows, Crossbows, Recurve bows, Slings, etc) Greater mastery reduces base END costs, unlocks new style training, and increases injury dealt when landing a blow. |
| Thrown | Weapon |
Allows for the use and mastery of thrown weapons. (Throwing stars, Throwing knives, etc) Greater mastery reduces base END costs, unlocks new style training, and increases injury dealt when landing a blow. This skill is also applied when regular weapons are thrown. |
| Dodge | Defensive |
Reflects how well the character can move out of the path of an incoming blow. AGI has influence on this skill. Heavier armors can limit this skill. |
| Parry | Defensive |
Reflects how well the character can intercept an incoming blow with their own weapon. AGI and STR have influence in this skill. Successful parries have a chance of unbalancing your opponent. |
| Block | Defensive |
Reflects how well the character can block an attack with any type of shield. STR has influence on this skill. Greater mastery allows the shield to be used as a weapon. |
| Armor | Defensive |
Reflects your ability to move quickly in heavy armor types. Characters with low armor skill will find it easier to move and dodge in cloth than in plate. |
Professional Skills |
Professional Skills are skills used in various crafting professions. Skill level affects the quality of the item producted, as well as the characters ability to work with various materials. Artisan skills product items, while Gathering skills produce materials. | |
| Miner | Gathering |
Allows a character to gather ore, minerals, and gems from various rock. |
| Woodworking | Gathering |
Allows a character to harvest wood and tool it into various componients. |
| Herbalism | Gathering |
Allows a character to harvest various wild plants. |
| Weaver | Gathering |
Allows a character to convert a variety of materials into cloth, felt, and thread. |
| Skinner | Gathering |
Allows a character to skin an animal for its hide, horns, feathers, and other useful materials. |
| Butcher | Gathering |
Allows a character to gather the edible parts of animals for the use in cooking. |
| Cultivator | Gathering |
Allows a character to grow domesticated plants from seeds then harvest the produce. |
| Fishing | Gathering |
Allows a character to fish up the bounty of the sea, lakes, and rivers. |
| Blacksmith | Artisan |
Allows a character to turn metal into various items, including weapons and armor. |
| Fletcher | Artisan |
Allows a character to craft bows, arrows, staves, and other useful wood objects. |
| Tailor | Artisan |
Allows a character to turn cloth, thread, and felt into clothing, blankets, bags, and armor. |
| Leatherworking | Artisan |
Allows a character to turn leather, furs, and hides into clothing, armor, and other equipment. |
| Cook | Artisan |
Allows a character to produce high quality foodstuffs using meats and plants. |
| Jeweler | Artisan |
Allows a character to produce jewelry and cut gems. |
| Music* | Artisan |
Allows a character to play music. *Must be mastered for each type of instrament. (lute, drums, pipes) |
| Alchemy | Artisan |
Allows a character to concoct potions, elixirs, and salves using a wide variety of components. |
| Tinkering | Artisan |
Allows a character to make unusual items and break down some items to their base components. |
Knowledge Skills |
Knowledge skills reflect how learned your character is about the world around them. Mastery in these skills allow characters to identify the world around them and allows them to share their mastered knowledge with others. | |
| Language* | Allows a character learn another language other than the one of their birth. Must be remastered for every additional language. | |
| Botany | Allows a character to identify the various wild plant life on Aislynor. | |
| Geology | Allows a character to identify the various stone types that make up the lands. | |
| Agriculture | Allows a character to identify the various domesticated plants used in farming and cultivation. | |
| Anatomy | Allows a character to identify the various body parts of the people and beasts of Aislynor. | |
| Dendrology | Allows a character to identify the various trees, bushes, and shrubs that forest Aislynor. | |
| Gemology | Allows a character to identify and evaluate gemstones. | |
| Pathology | Allows a character to identify various sicknesses and diseases. | |
| Zoology | Allows a character to identify the various wild life that inhabits the world around them. | |
| Teratology | Allows a character to identify monsters and their weaknesses. | |
| Toxicology | Allows a character to identify poisons and their effects. | |
Mystical Skills |
Mystical skills are those related to both divine and arcane magics. Listed below are Divine skills that relate to all religions. Diety-specific skills are closely guarded secrets of their orders. Arcane skills will be left up to the players to discover! | |
| Devotion | Divine |
A measure of how devoted a disciple is to the Diety they follow. |
| Prayer | Divine |
A measure of how well a disciple is able to communicate to their Diety. |
| Channeling | Divine |
Allows a disciple to channel the power of their Diety. Greater mastery is required for more powerful spells. |
| Control | Divine |
A measure of how well a disciple is able to control a spell. |
Advanced Skills |
Advanced skills are skills that require mastery in other skills before you are able to undergo training for them. Some have only one or two requirements, while others have many more. They are all very difficult to learn, and take a great deal of training to master. | |
| Medicine | Allows a player to physically treat someone who is sick, poisoned, or severely injured. |
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| Sneak | Allows a player to attempt to move about without detection. |
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| Animal Training (Dom) | Allows a player to train a friendly domesticated animal. Req Masterys: Zoology, High Charisma |
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| Tracking | Allows a player to track the path of a target across terrain and read information about it. Req Masterys: Search, Zoology, Teratology |
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| Mounted Combat | Allows a player to attack or defend themselves while mounted on an animal or moving object. Req Masterys: Riding, Weapon Skill. |
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