Skill Descriptions

1-Handed Blunt (Weapon) – Continuous
Prerequisite: None
Self Taught: Yes

This skill allows the player to use a blunt weapon that is one-handed. These weapons include clubs, maces, and war hammers.


1-Handed Edged (Weapon) – Continuous
Prerequisite: None
Self Taught: Yes

This skill allows the player to use an edged weapon that is one-handed. These weapons include swords and axes.


1st School of Magic (Arcane) – Continuous
Prerequisite: None
Self Taught: No

If a scholar wishes to learn a school of magic in order to transcribe Arcane scrolls he must buy this skill for his first school. For more details see the Scrollcraft section.


2-Handed Blunt (Weapon) – Continuous
Prerequisite: None
Self Taught: Yes

This skill allows the player to use a blunt weapon that requires both hands to use. These weapons include two-handed hammers (mauls) and large clubs.


2-Handed Edged (Weapon) – Continuous
Prerequisite: None
Self Taught: Yes

This skill allows the player to use an edged weapon that requires both hands to use. These weapons include two-handed swords and over-sized axes.


Additional School of Magic (Arcane) – Continuous
Prerequisite: One school of magic
Self Taught: No

When a player starts the game as a mage, he may choose one school of magic to specialize in for free. As he progresses, he may later want to branch out and begin to study in another school. This skill allows him to do that. For more details see the Magic section. This skill will also allow a scholar to learn an additional school of magic if he has already chosen to learn one.


Alchemical Experiment (Scholar) – Per Event, Multiple Purchases
Prerequisite: 5 purchases of Alchemy
Self Taught: No

Through each purchase of Alchemical Experiment, a player may determine what potion a given component would be used for. If a player finds three of the same component and doesn’t know what they are used for, he may turn in all three components in exchange for one potion of the correct type and its recipe. The other two components are considered to be used up during the experimentation process. The player must still spend the character points to utilize this additional alchemical knowledge.


Alchemy (Scholar) – Per Event, Multiple Purchases
Prerequisite: None
Self Taught: Yes

Alchemy is the process by which various items can be combined to make potions. In a typical weekend of foraging at ROA, players will find alchemical components represented by artificial flowers, plants, animals and fungi. These components are used in various potions. Real, living plants and animals have no alchemical effects and should be left undisturbed where they are found. Every time this skill is purchased, the character will get one Alchemy point. Every potion has an associated cost in Alchemy points to make. When players have sufficient Alchemy points for a given potion they may learn that recipe. Players with this skill will purchase/receive alchemical recipes indicating what components can be combined to make what potions. In order to learn a new recipe more Alchemy points must be purchased. Characters may begin the game with the knowledge of any of the potions on the basic list, and will receive one potion of each type that they know how to make. There are dozens more potions waiting to be discovered in-game by the industrious player. Components will be traded in at the end of the weekend, and potions will be received at the beginning of the following weekend. Note that there may also be an in-game monetary cost to brew potions. For more information, please see the Alchemy section.


Apply Poison (Rogue) – Continuous
Prerequisite: None
Self Taught: Yes

This skill allows a character to apply blade poison to an edged weapon or contact poison to an object. Players who wish to use poison must have this skill or they will automatically poison themselves when they attempt to apply the poison to a weapon or other object. This skill is not necessary to use oral poisons.


Appraisal (General) – Continuous, Multiple Purchases
Prerequisite: None
Self Taught: Yes

Appraisal is the means by which a player can determine the value of a piece of jewelry or an item. All in-game jewelry and items will be tagged with a code representing its value. This code will be based upon what metals/rare materials/jewels are represented as well as any non-magical properties the jewelry or item may possess. This skill is purchased in levels and players who buy this skill will be given access to appropriate codes for their level. This knowledge should not be shared with other players who have not purchased the same level of skill.


Arcane Scrollcraft (Arcane) – Per Event, Multiple Purchases
Prerequisite: None
Self Taught: Yes

Arcane Scrollcraft is the skill that is used to create arcane battle scrolls. Arcane battle scrolls are one-time use spells that can be used by any mage, regardless of whether he knows that spell or school. Each time this skill is purchased the character gains one Scrollcraft point. Scrolls are created by spending a number of Scrollcraft points equal to the amount of Mana that would normally be required to cast a spell (Mana is not spent during scroll creation). The mage can create battle scrolls of any spell(s) he knows provided he has sufficient Scrollcraft points. Spells just learned in a previous event however will not be usable for this, as the character is not considered to have the spell until the start of the next event attended. (Example: Tornod the fire mage has 3 Scrollcraft points. He knows the spells Flame Dart (Mana cost 1) and Flame Arrow (Mana cost 2). He can create either three Flame Dart scrolls or one Flame Dart and one Flame Arrow scroll.). Scrollcraft points may not be saved up and must be used every event or they are lost. Note that while a scholar can create battle scrolls, he cannot cast from them because a scholar cannot read arcane magic. A scholar is able to create scrolls by memorizing the arcane writing and copying it from memory. This is equivalent to knowing the alphabet of another language but not knowing its vocabulary. Additionally, since rune magic uses a very specialized form of arcane energies, it cannot be used in conjunction with Scrollcraft, and rune mages may not cast from arcane scrolls.


Armor Field Repair (General) – Per Period, Multiple Purchases
Prerequisite: None
Self Taught: Yes

Armor Field Repair is the skill of making on the spot fixes to armor so that it is usable again. This skill will have to be role-played for 1 minute per Armor point restored, but the player will not be required to have the appropriate materials to repair their armor. A piece of armor can only be field repaired once before it will have to be brought to an armor smith for normal repairs. Each time a smith performs proper repairs on a piece of armor it may once again be field repaired one time. Since it is a rough patch, field repair restores up to HALF of the armor’s original value rounded up, whereas a smith with the proper tools and materials can restore that same piece of armor to full.  If a piece of armor was worth 3 armor points but has been reduced to zero, Armor Field Repair can be used to restore the armor to 2 armor points.


Backstab (Rogue) – Per Period, Multiple Purchases
Prerequisite: None
Self Taught: Yes
Maximum Damage: 20

The Backstab skill represents the ability of a player to deliver a surprise attack and do extra damage because the victim could not properly defend himself. The skill is performed by striking the target in the torso (area covered by a sleeveless T-shirt) and saying, “BACKSTAB (insert damage amount here.)” loud enough for the victim to hear it. You may whisper it so others are not alerted to the attack, as long as the victim can hear it. If the blow strikes the target but hits in an area outside the torso area it causes only 1 point of damage and the skill is not used. This skill cannot be blocked by a parry. A Backstab need not necessarily be from behind, but the attack must follow all rules of stealth skills. In order to use Backstab, the weapon must be edged.

When the skill is first purchased it costs 6 character points. This grants you one use of Backstab causing 2 points of damage. After the initial purchase, the skill can be increased in levels. For 3 points you can either A) get an additional use of Backstab per period or B) increase the damage of each Backstab by one. (Example: Violet the rogue purchases the Backstab skill for X points. She can now strike with a “Backstab 2” attack once per period doing 2 points of damage. After an event she decides she wishes she could deliver more attacks in this way, and decides to invest X character points into the skill. She could put all the points into attacks and her skill would look like this: 5/1 where she could do 5 “Backstab 2” attacks. Likewise she can put all the points into damage and her skill would look like this: 1/5 where she could still only do one attack but it would inflict 6 points of damage and called as “Backstab 6”. She could also divide the points any Multiple levels of Backstab may be purchased and each additional level increases the amount of damage done by 1 as stated in the damage call. (Example: Level I Backstab does 2 damage, Level II does 3, etc.). You may purchase Backstab a total of 19 times (20 damage maximum). In order to successfully Backstab a victim, the victim must be surprised by the attack. It is therefore impossible to Backstab an opponent while in combat. It is possible, however, to Backstab someone that is in combat if you are not involved in that combat. This applies to all levels and degrees of Backstab. Backstab can be used as many times as you have the occasion to catch your target by complete surprise. This skill can only be used with a short sword-sized weapon or smaller and the weapon must be edged. This skill may not be performed while wearing metal armor. Any skill classified as a stealth skill may only be performed if the user is wearing studded leather or below.


Bow (Weapon) – Continuous
Prerequisite: None
Self Taught: Yes

This skill allows a player to use a normal bow only (crossbow is a separate skill). For a bow to be allowed in-game its maximum draw weight cannot be more than 25 pounds and arrows must be well padded. Additionally bows may NEVER be used as melee weapons or to parry attacks. Arrows brought in to game will be scrutinized and you should be prepared to have one dissected to ensure their proper construction (See the Weapon Construction section for more details). An archer must NEVER fire a real bow at a target closer than 10 feet and they cannot be used after dark. Since the game is so safety focused, players who do not follow proper precautions will have their privilege of using real arrows revoked, possibly permanently. Players may also use NERF brand bows so long as they look in-game (The older bows and “Big Bad Bow” meet these requirements if painted or otherwise camouflaged, whereas the contraptions firing multiple arrows at a time do not). Lastly players may use “Packet Archery.” Players must still carry physical representations of a bow and arrows, but will throw a spell packet with a streamer at least 12 inches long attached to it rather than firing an arrow.(Note that phys-rep arrows must still be constructed as per the rules for real bows in case someone picks one up and fires it in combat!) Due to lack of range and overall safety concerns NERF bows and packet archery can be used within 10 feet and after dark. Phys-Rep arrows cause 3 points of damage, whereas a packet or NERF arrow does only 1 point of damage.


Brawling (Weapon) – Continuous
Prerequisite: None
Self Taught: Yes

This skill allows the player to use a “hand” as a weapon. The player will not actually attack with his hand, but will instead use a short boffer stick to represent striking with his hand (see weapon construction for details on boffer weapons). For game purposes, these “brawling sticks” are considered to be your hands and so a weapon that strikes your boffer stick is considered to have struck you and the appropriate damage applies. White or beige duct tape should be used to represent fists (though make-up races such as Agorians and Half-Orcs are permitted to use colored tape that matches the color of their character’s skin). Brawling with two hands will require two purchases of this skill. Brawling sticks cannot be enhanced magically.

Keep in mind that if your brawling stick is struck with a disable/break limb skill, it takes effect unless you have the means to stop it (as it represents your hand), but if your brawling stick is struck by a disarm or shatter weapon skill, it does NOTtake effect (call ‘no effect’).

Additionally, you may use ONLY the following skills with brawling sticks, should you possess them:

  • Daze
  • Disable
  • Disarm

 


Burst of Strength (General) – Per Period, Multiple Purchases
Prerequisite: None
Self Taught: Yes

This ability allows the character to focus all their energy to perform one feat of amazing strength. This skill may be used to break free of one bind OR one root OR one slow OR one frozen limb OR one pin effect. Additionally, this skill may also be used to retrieve a weapon, shield, or item which has been pinned to another surface, but may not be used to physically free another person from such an effect.


Chords (Arcane) – Per Period, Multiple Purchases
Prerequisite: None
Self Taught: Yes

Chords are used to cast bardic spells. This represents a character’s ability to harness magical energies using music and/or song as the focal point. While casting bardic spells NO PHYSICAL ARMOR can be worn. This includes physical armor that has magical properties. A Bard can use magic armor in the form of spells (Example: Ice Armor, Holy Armor, Stone Armor, Barkskin, etc.) and other forms of acceptable armor may be obtained in-game. For more information see the Magic section.


Claws (Weapon) – Continuous
Prerequisite: Kelonian only
Self Taught: Yes

This skill allows a Kelonian to use a “claw” as a weapon. The player will not actually attack with his hand, but will instead use a short boffer stick to represent striking with his claw (see weapon construction for details on boffer weapons). For game purposes, these “brawling sticks” are considered to be your claws and so a weapon that strikes your boffer stick is considered to have struck you and the appropriate damage applies. White or beige duct tape should be used to represent claws (though use colored tape that matches the color of your character’s fur). Brawling with two claws will require two purchases of this skill.

Poisons may not be delivered with claws, nor can claws be magically enhanced. Claws may not be used to touch-cast spells. In order to touch-cast with claws, a spell packet must be attached (glued, taped, sewn, etc.) to your hand/glove and that packet must come in contact with your target for the spell to take effect. If during your attempt to touch-cast your claw comes into contact with the target before the packet, the spell is considered to be miscast and the mana is spent.

Keep in mind that if your brawling stick is struck with a disable/break limb skill, it takes effect unless you have the means to stop it (as it represents your claw), but if your brawling stick is struck by a disarm or shatter weapon skill, it does NOTtake effect (call ‘no effect’).

Additionally, you may use ONLY the following skills with brawling sticks, should you possess them:

  • Daze
  • Disable
  • Disarm

 


Courage (General) – Per Period, Multiple Purchases
Prerequisite: None
Self Taught: Yes

Courage represents a character’s ability to resist one “Fear” based attack. If subject to any fear attack a character with the skill may simply call “COURAGE” and the attack will have no effect.


Craft: Merchant (General) – Per Event, Multiple Purchases
Prerequisite: None
Self Taught: No

This character plies his abilities as a merchant in his time between events. For each time this skill is purchased the player will get 1 merchant point. These merchant points can be redeemed for in-game items. A player must submit a section in his character update stating what he will be trading for between events, based off any merchant lists available to him. At check-in of the next game the player will receive the items. If this section is not included in the update, the player will not receive items the following event.

When the skill is initially purchased, the player will receive a basic list in his packet. As his skill progresses his list will improve, and he may also make contacts in game with various NPC merchants to get access to different and more exotic lists. Merchant points may be saved or “banked” so that more expensive purchases can be made with a limited amount of points. When a new character selects this skill, he will receive something random off the basic list (basic money or items) appropriate to his level of skill. This random determination shall be made in logistics. Note that this skill is variable, and as such market fluctuations, inflation, and other things beyond the player’s control may impact this skill. Therefore it can be more or less effective at various times.


Create Holy Water (Divine) – Per Event, Multiple Purchases
Prerequisite: Must be dedicated to a deity
Self Taught: Yes

This skill represents a cleric’s ability to perform rituals between events to create holy water in the name of their deity. For each time this skill is purchased, a cleric will get one vial of holy water at check-in of their next event. Holy water is represented by a potion vial and if thrown it is represented by a spell packet. A plastic vial should NEVER be thrown. Holy water has various uses, from rituals to weapons used versus the undead. If the holy water is being used in a public setting, clerics of Ethali may call a different god’s name in order to keep up their masquerade.


Create Preservation Oil (Scholar) – Per Event, Multiple Purchases
Prerequisite: Alchemy
Self Taught: Yes

This skill represents an alchemist’s ability to create a preservative for components between events. For each time this skill is purchased, an alchemist will get one vial of preservation oil at check-in of their next event. Normally, most alchemical components do not last between events – a flower picked will surely die within a month. By using 1 vial of preservation oil, an alchemist may preserve any 1 component of his choosing. This component will then be stored as a potion vial and can be used at any later date with the same potency of a fresh component. This is exceptionally useful if an alchemist finds a rare component that he does not have an immediate use for.


Critical Backstab (Rogue) – Per Period, Multiple Purchases
Prerequisite: 4 Purchased Uses of Backstab per 1 Critical Backstab
Self Taught: Yes

This is the second degree of Backstab available to a player. Critical Backstab will multiply the amount of damage delivered during a Backstab attempt by 2. Purchasing Critical Backstab multiple times will only increase the number of times you can use the skill. The skill is performed by striking the target in the torso (area covered by a sleeveless T-shirt) and saying, “CRITICAL BACKSTAB (insert damage amount here. It is your normal Backstab x2)” loud enough for the victim to hear it. You may whisper it so others are not alerted to the attack, as long as the victim can hear it. If the blow strikes the target but hits in an area outside the torso area it causes only 1 point of damage and the skill is not used. This skill cannot be blocked by a parry. Like Backstab, Critical Backstab does not necessarily have to be delivered from behind, but the attack must follow all rules of stealth skills. In order to use Critical Backstab, the weapon must be edged and short sword size or smaller.

When you first learn this skill you must first have purchased Backstab and be able to deliver at least 4 Backstab attacks per period. The amount of Backstab damage you can do does not factor at all towards this pre-requisite. You must then purchase the ability to deliver 4 additional Backstab attacks per Critical Backstab you wish to purchase. (Example: Violet the rogue continues her career as a deadly dagger for hire. She has grown in power with a Backstab skill that currently looks like this 3/6. She can now perform 3 Backstabs per period for 7 damage each. Wanting an attack or two with some additional kick, she sets her sights on Critical Backstab, but in order to buy it she must first be able to perform one additional Backstab per period. Once she has raised her skill to 4/6 she can now purchase a single Critical Backstab which will do double her Backstab damage (7 x 2 = 14) once per period. She also still retains the ability to perform 4 regular Backstabs at 7 damage each. If she decided she wants to learn Additional Critical Backstabs she must raise her Backstab skill to 8/6, 12/6 and so on, purchasing 4 uses of Backstab per additional Critical Backstab she wishes to buy.


Crossbow (Weapon) – Continuous
Prerequisite: None
Self Taught: Yes

This skill allows a player to use a crossbow only (normal bows are a separate skill). For a crossbow to be allowed in-game its maximum draw weight cannot be more than 25 pounds and bolts must be well padded. Additionally crossbows may NEVER be used as melee weapons or to parry attacks. Bolts brought in to game will be scrutinized and you should be prepared to have one dissected to ensure their proper construction (See the Weapon Construction section for more details). An archer must NEVER fire a real crossbow at a target closer than 10 feet and they cannot be used after dark. Since the game is so safety focused, players who do not follow proper precautions will have their privilege of using real bolts revoked, possibly permanently. Players may also use NERF brand crossbows so long as they look in-game (The older crossbows though difficult to find meet these requirements if painted or otherwise camouflaged, whereas the contraptions firing multiple bolts at a time do not). Lastly players may use “Packet Archery”. Players must still carry a physical representation of a crossbow and bolts, but will throw a spell packet with a streamer at least 6 inches long attached to it rather than firing a bolt. (Note that phys-rep bolts must still be constructed as per the rules for real bows in case someone picks one up and fires it in combat!) Due to lack of range and overall safety concerns NERF crossbows and packet archery can be used within 10 feet and after dark. Real and NERF bolts cause 3 points of damage, whereas a packet bolt does only 1 point of damage. No form of repeating crossbow will be allowed.


Daze (Combat) – Per Period, Multiple Purchases
Prerequisite: Blunt Weapon, Staff, or Brawling
Self Taught: Yes

Daze represents your ability to knock a victim “out on their feet” by blunt force to the head or chest. The attacker must call “DAZE” and strike the torso (area covered by a sleeveless T-shirt) with a blunt weapon in order for the attack to take effect. A successful Daze attack will cause 1 point of damage and the target will be effectively stunned for the next 10 seconds. The target will be unable to attack, use skills (other than innately defensive ones), cast spells, or run away during this time. The victim of a daze attack may still defend himself normally or use defensive skills such as parry, sixth sense, hard headed etc. Despite its in-game effects, attackers should not try to hit their target in the head and such an attack will have no effect. If the blow strikes the target but hits in an area outside the torso area it still causes 1 point of damage but the skill is not used. This skill can be blocked by a parry. The daze effect does not break if the victim is damaged.


Decipher Script (Scholar) – Per Period, Multiple Purchases
Prerequisite: None
Self Taught: Yes

Decipher Script is a skill which represents the ability of the player to decode/translate the various coded messages, archaic manuscripts, runes and glyphs which may be found during weekend events at Realms of Adventure, making it a highly valuable skill often sought out by adventuring parties (especially those planning on expeditions to ancient tombs or other such places). Should you encounter such a script, if it is indeed decipherable, a ‘Decipher Script Tag’ will be attached to it, upon which will be printed a number. This number represents the minimum amounts of purchases of the Decipher Script skill you would need in order to translate the text, interpret the image, and so on and so forth.

Should your skill level be high enough, you must then spend an amount of REAL WORLD MINUTES equal to the level of the tag roleplaying the deciphering process before opening it to reveal the translated text or hidden message (though Of course, whether or not you choose to share this information with others is completely up to you). When you’re finished reading or transcribing the results, you must then fold the tag back up and place it back where you found it.

If the amount of purchases of decipher script you have is equal to the number printed on the paper/tag, you may then open it up and read its contents after spending 5 minutes roleplaying the act of deciphering the text, though this time is reduced by 1 minute for each level of decipher script you possess above the minimum amount needed to decipher the script in question. Like lockpicking, the amount of time needed to decipher a script can never be reduced below 10 seconds.

For example, if a scholar had 10 purchases of decipher script and they came across a tag that said ‘Decipher Script 10’, it would take them 5 minutes to decipher it. However, if the tag instead read ‘Decipher Script 7’, it would only take them 2 minutes to decipher it. If the tag read ‘Decipher Script 4’, it would still take the scholar at least 10 seconds to decipher the script.


Deitys Favor (Divine) – Per Period, Multiple Purchases
Prerequisite: Must be dedicated to a deity
Self Taught: Yes

This skill allows a cleric to perform a rite upon the body of a deceased character. This rite fills the spirit with positive energy and will increase their chances of it surviving a visit with death. This skill must be performed on a corpse and cannot be cast on anyone living or a character that has already dissipated into a spirit.


Destroy Undead (Divine) – Per Period, Multiple Purchases
Prerequisite: Must be dedicated to a deity
Self Taught: Yes

This skill allows a cleric to call upon his deity in order to destroy the living dead by throwing a spell packet at them. In order to use this skill the cleric must display a holy symbol of their deity. A shield may be painted to act as this symbol. When the skill is first purchased it costs 2 character points. This grants you one attack causing 1 point of damage to undead creatures. After the initial purchase, the skill can be increased in levels. For 1 point you can either A) get an additional attack or B) increase the damage of each attack by one. (Example: Aletha the cleric purchases the destroy undead skill for 2 points. She can now throw one spell packet and do 1 point of damage. After an event she decides she wishes she were better at destroying undead, and decides to invest 4 character points into the skill. She could put all the points into attacks and her skill would look like this: 5/1 where she could do 5 attacks for 1 point of damage each. Likewise she can put all the points into damage and her skill would look like this: 1/5 where she could still only do one attack but it would inflict 5 points of damage. She could also divide the points any other way she chooses (2/4, 3/3, etc.) In order for destroy undead to work you must call out the deities name, the name of the skill, and the amount of damage caused. For example “By the strength of Negoro, I destroy undead, power level 5!” Clerics of Ethali may call a different god’s name in order to keep up their masquerade.


Detect/Attune (Arcane) – Per Event, Multiple Purchases
Prerequisite: None
Self Taught: Yes

This skill allows a mage to determine if items have magical properties and calibrate them to the use of a specific individual. Magic items at ROA cannot be used until they are attuned to the person who wishes to use them. This skill can be purchased multiple times and for each time it is purchased you may either A) Detect all items handed in at the end of an event to determine if they possess magical properties (although the specific magic properties will not be known) or B) Attune a single item to yourself or another individual if you know (or suspect) that it is magical. If the item or items turn out to not be magical the skill is wasted. Also be aware that cursed items do exist and by their very nature will not likely be apparent as such.


Diagnose (Divine) – Continuous
Prerequisite: None
Self Taught: Yes

This skill will allow a cleric to determine what is negatively affecting another character such as physical injury, paralysis, poisoning, disease, etc. as well as how close to dying they may be if they are in danger of it. This skill will not reveal the nature of some magical effects that do not relate directly to injury (i.e. Charm). Responses should be short and descriptive. Example: “Poison and damage, 2 minutes to live” or “Unconscious, waylaid.” The person diagnosed should try to keep their voice down so that only the cleric hears the diagnosis. Eavesdropping and using the information gained by the cleric without them specifically telling it to you is considered meta-gaming.


Disable (Combat) – Per Period, Multiple Purchases
Prerequisite: None
Self Taught: Yes

Disable represents a strong or particularly skillful blow to a limb that renders it useless for 10 minutes. The attacker must call “DISABLE” and strike either an arm or leg in order for the attack to take effect. If the blow strikes the target but hits in the torso (area covered by a sleeveless T-shirt) it causes only 1 point of damage and the skill is not used. This skill can be blocked by a parry. This attack can only be delivered with a melee (i.e. NOT Missile) weapon. A disabled limb cannot be used for 10 minutes, unless it is healed or the character returns from Death. If a leg is disabled, a character may only move by limping at a very slow pace.


Disarm (Combat) – Per Period, Multiple Purchases
Prerequisite: None
Self Taught: Yes

This skill represents a skillful or sudden powerful strike knocking an opponent’s weapon from their hand. The attacker must call “DISARM” and strike the targets weapon in order for the attack to take effect. If the blow strikes your opponent but misses his weapon it causes 1 point of damage and the skill is not used. This skill can be blocked by a parry. This attack can only be delivered with a melee (i.e. NOT Missile) weapon. The victim of this attack must discard the weapon by safely tossing the weapon 10 feet from the combat area; it may not simply be dropped. After this time the weapon can be recovered normally if you are able to do so. Two-handed weapons cannot be disarmed.


Disarm Trap (Rogue) – Continuous
Prerequisite: None
Self Taught: No

This skill allows a character to attempt to disarm a trap. Without this skill any attempt is considered to automatically fail. Players may bring a small kit of “thieves’ tools” which can include items for disarming traps (i.e. dental mirror, small scissors, a small dowel to use as a probe, etc.). ROA will inspect these tools prior to game. This skill only gives you the ability to ATTEMPT the disarm, it does not make the disarm automatic. If during your disarm attempt, you accidentally set off the trap, your disarm has failed and you take damage as appropriate.


Divine Scrollcraft (Divine) – Per Event, Multiple Purchases
Prerequisite: None
Self Taught: Yes

Divine Scrollcraft is the skill that is used to create divine battle scrolls. Divine battle scrolls are one-time use spells that can be used by any cleric, regardless of whether he knows that spell, so long as it fits within the beliefs of his deity. Each time this skill is purchased the character gains 1 Scrollcraft point. Scrolls are created by spending a number of Scrollcraft points equal to the amount of piety that would normally be required to cast a spell (piety is not spent during scroll creation). The cleric can create battle scrolls of any spell(s) he knows provided he has sufficient Scrollcraft points. Spells just learned in a previous event however will not be usable for this, as the character is not considered to have the spell until the start of the next event attended. (Example: Chloe the cleric has 3 Scrollcraft points. She knows the spells Minor Healing (piety cost 1) and Release (piety cost 2). She can create either three Minor Healing scrolls or one Minor Healing and one Release scroll.). Scrollcraft points may not be saved up and must be used every event or they are lost.

  • Remember, when casting a spell from a divine battle scroll as a dedicated cleric, you must do so in the name of the deity to which you are dedicated.

 

Empathic Healing (Divine) – Continuous
Prerequisite: None
Self Taught: Yes

This allows the cleric to give either 1, 2, or 3 points of his/her own Health to a target creature or character. This basically heals the target for the chosen amount of points and damages the cleric by the same number. Since this skill mimics the transfer of one’s own life-force, the cleric giving up his or her health in this manner may only do so once per minute. In other words, you may not use empathic healing in rapid, chained succession. It is also important to note that the cleric doing this, is taking physical damage, and this should be role-played accordingly. The damage taken by the cleric can then be healed normally using potions, spells, etc. A cleric cannot give away his last point of Health and may not give more Health points to the target than their normal maximum. Magical Health points cannot be exchanged in this manner.


Escape Artist (Rogue) – Continuous
Prerequisite: None
Self Taught: Yes

This skill represents the ability to escape from bonds or other restraints. It is available in three levels of increasing complexity. At Level I, a character can escape from ropes or bonds of a similar nature. At Level II, a character can escape from metallic bonds such as a ball and chain, hand shackles, or bonds of a similar nature. At Level III, a character is virtually impossible to confine, being able to escape from stocks, jail cells, cages, or similar confinements.


Evade Trap (Rogue) – Per Period, Multiple Purchases
Prerequisite: None
Self Taught: Yes

This skill allows you to avoid the effects of one trap that has already been triggered. If you trigger a trap immediately say “EVADE TRAP” and you will suffer no damage or other ill effects from it. Note that this does not and cannot be used to protect others in the vicinity of the trap.


Favor (Divine) – Per Period, Multiple Purchases
Prerequisite: None
Self Taught: Yes

Favor is used to cast shamanic spells. This represents a character’s dedication to the spirits of nature and their ancestors, and the subsequent power they derive from them. Unlike arcane spells, armor can be worn when casting shamanic spells. For more information see the Shaman section.


First Aid (General) – Continuous
Prerequisite: None
Self Taught: Yes

This allows a character to prevent someone whose Health points have been reduced to 0 or below from slipping into death. It takes 1 minute to perform this skill and if it is interrupted for any reason the dying victim resumes his death count where he left off or at 1 minute, whichever is greater. If the character has less than 1 minute to live the First Aid is considered to immediately stabilize them for the duration that it is performed. This skill only works if the character’s Health points have dropped to 0 or below due to a damage-causing attack. First Aid will not cure disease, counteract poison, or fix a broken limb, disabled limb, or hobbled leg. First aid cannot be performed on yourself or while carrying a victim, or being attacked yourself. The physical representation used for this skill is a “bandage” (a simple strip of cloth that can be tied around an arm or leg) that must be worn until the victim is healed at least 1 point by some other means (i.e. by spell or potion). If the bandage is removed before this healing takes place the victim loses the health point gained, slips into unconsciousness and begins a new death count at the usual 5 minutes.


Florentine I (Combat) – Continuous
Prerequisite: Small Weapon
Self Taught: Yes

This skill allows a character to fight with one weapon in each hand simultaneously. In order to use this skill the character must have the appropriate skills for both weapons that he is wielding. The primary weapon may not be longer than the maximum length of a one-handed weapon and the other must be a small weapon.


Florentine II (Combat) – Continuous
Prerequisite: Florentine I
Self Taught: Yes

This is the second stage of two-handed fighting and allows the second weapon wielded to be up to the size of a short sword. In order to use this skill the character must have the appropriate skills for both weapons that he is wielding.


Florentine III (Combat) – Continuous
Prerequisite: Florentine II
Self Taught: Yes

This is the third and final stage of two-handed fighting and allows both weapons to be up to the maximum length of a one-handed weapon. In order to use this skill the character must have the appropriate skills for both weapons that he is wielding.


Gemology I (General) – Continuous, Single Purchase
Prerequisite: None
Self Taught: Yes

This skill grants only the basic knowledge of the names and colors of the various gemstones found during your adventures with RoA.  Each purchase of Gemology grants the knowledge of four stones.  Gemology I is self-taught but you must find a teacher to progress any further in this field.  This skill also allows the gemologist to turn uncut stones into a fine powder.

* Gemologists are NOT automatically in the Gemology Guild or considered Guild Gemologists.  Entry into the Gemology Guild is a route that must be pursued through in-game roleplaying.  Membership in the Gemology Guild does not count against the amount of Guilds or Organizations a player may join.


Hard Headed (General) – Per Period, Single Purchase
Prerequisite: None
Self Taught: Yes

Hard Headed represents a character’s ability to resist a particularly hard blow to the head that would otherwise cause them serious harm. The two attacks that can be resisted are Waylay and Daze, but you MUST resist the first one that is attempted against you. You may not save the skill for the attack type of your choosing. When struck with one of these attacks you call “RESIST” and you will take no damage and suffer no ill effects. The attacker’s skill will be wasted. Note that if you have both Hard Headed and Sixth Sense and are struck with a Waylay, it is your choice which skill to use to resist the attack but you still must use one of them. This skill can only be purchased once and can therefore only be used once per period during each event.


Hard to Kill (General) – Per Period, Single Purchase
Prerequisite: None
Self Taught: Yes

This ability represents the extraordinary resiliency some characters’ possess. With this skill, when a character’s Health points have reduced to 0 or below he still collapses and begins the 5-minute death count. However, after 5 minutes instead of dying, the character becomes conscious again, but with only 1 Health point. This skill can only be purchased once and can therefore only be used once per period during each event.


Health (General) – Per Event, Multiple Purchases
Prerequisite: None
Self Taught: Yes

This is the standard unit of measure as to how resistant a particular character or creature is to damage. Characters begin with 1 health point before racial bonuses are applied. Every time you purchase this you get 1 more health point added to your total. Every character class has a maximum number of health points they can get. As your total health increases, it becomes more expensive to purchase additional points (See the skill chart for your class for more information on this). Racial bonuses are applied BEFORE you can begin purchasing health. For example if you play a Dwarf you start with 1 health, add your racial bonus of +2 health and begin with three health. If you wish to buy additional health the first point you purchase will bring you to 4, the second you purchase will bring you to 5 and so on.


Health (11-14) (General) – Per Event, Multiple Purchases
Prerequisite: 10 Health
Self Taught: Yes

This is the standard unit of measure as to how resistant a particular character or creature is to damage. Characters begin with 1 health point before racial bonuses are applied. Every time you purchase this you get 1 more health point added to your total. Every character class has a maximum number of health points they can get. As your total health increases, it becomes more expensive to purchase additional points (See the skill chart for your class for more information on this). Racial bonuses are applied BEFORE you can begin purchasing health. For example if you play a Dwarf you start with 1 health, add your racial bonus of +2 health and begin with three health. If you wish to buy additional health the first point you purchase will bring you to 4, the second you purchase will bring you to 5 and so on.


Health (15-18) (General) – Per Event, Multiple Purchases
Prerequisite: 14 Health
Self Taught: Yes

This is the standard unit of measure as to how resistant a particular character or creature is to damage. Characters begin with 1 health point before racial bonuses are applied. Every time you purchase this you get 1 more health point added to your total. Every character class has a maximum number of health points they can get. As your total health increases, it becomes more expensive to purchase additional points (See the skill chart for your class for more information on this). Racial bonuses are applied BEFORE you can begin purchasing health. For example if you play a Dwarf you start with 1 health, add your racial bonus of +2 health and begin with three health. If you wish to buy additional health the first point you purchase will bring you to 4, the second you purchase will bring you to 5 and so on.


Health (19-22) (General) – Per Event, Multiple Purchases
Prerequisite: 18 Health
Self Taught: Yes

This is the standard unit of measure as to how resistant a particular character or creature is to damage. Characters begin with 1 health point before racial bonuses are applied. Every time you purchase this you get 1 more health point added to your total. Every character class has a maximum number of health points they can get. As your total health increases, it becomes more expensive to purchase additional points (See the skill chart for your class for more information on this). Racial bonuses are applied BEFORE you can begin purchasing health. For example if you play a Dwarf you start with 1 health, add your racial bonus of +2 health and begin with three health. If you wish to buy additional health the first point you purchase will bring you to 4, the second you purchase will bring you to 5 and so on.


Health (23-26) (General) – Per Event, Multiple Purchases
Prerequisite: 22 Health
Self Taught: Yes

This is the standard unit of measure as to how resistant a particular character or creature is to damage. Characters begin with 1 health point before racial bonuses are applied. Every time you purchase this you get 1 more health point added to your total. Every character class has a maximum number of health points they can get. As your total health increases, it becomes more expensive to purchase additional points (See the skill chart for your class for more information on this). Racial bonuses are applied BEFORE you can begin purchasing health. For example if you play a Dwarf you start with 1 health, add your racial bonus of +2 health and begin with three health. If you wish to buy additional health the first point you purchase will bring you to 4, the second you purchase will bring you to 5 and so on.


Health (27-30) (General) – Per Event, Multiple Purchases
Prerequisite: 26 Health
Self Taught: Yes

This is the standard unit of measure as to how resistant a particular character or creature is to damage. Characters begin with 1 health point before racial bonuses are applied. Every time you purchase this you get 1 more health point added to your total. Every character class has a maximum number of health points they can get. As your total health increases, it becomes more expensive to purchase additional points (See the skill chart for your class for more information on this). Racial bonuses are applied BEFORE you can begin purchasing health. For example if you play a Dwarf you start with 1 health, add your racial bonus of +2 health and begin with three health. If you wish to buy additional health the first point you purchase will bring you to 4, the second you purchase will bring you to 5 and so on.


Intercept (Combat) – Per Period, Multiple Purchases
Prerequisite: None
Self Taught: Yes

This is the ability to get in the way of a physical attack meant for another character. Without this skill, you may not physically interfere with a player who is about to get attacked. You can warn the other player by yelling “LOOK OUT!” but you cannot physically stop the attack from happening. When another character is hit with a physical attack you may decide to intercept the attack, but must do so immediately following the attack. In order to do this, you must touch the other player on the shoulder and say, “INTERCEPT.” By doing so the full force of the attack affects you instead of the intended target. You may intercept any type of NON-SURPRISE physical attack. When intercepting a physical attack it is considered to be a split second decision, therefore you cannot defend against it with a Parry. It may be possible, due to certain resistances or tolerances you may already possess, to be unaffected or less affected by the attack then the original target would have been.


Killing Blow (Combat) – Per Period, Multiple Purchases
Prerequisite: None
Self Taught: Yes

When a character is reduced to 0 Health points or below they are in the process of slowly bleeding to death. Attalia, the goddess of compassion grants all living things this reprieve from death so that if they are at 0, -1, or -100 Health points it is effectively the same. Killing Blow is a representation of the ability to pierce this thin veil with a coup de grace and cause the victim to die immediately. The victim should still do a 5-minute death count to allow for the possibility of being raised, granted Deities Favor, or even looted though he can no longer become conscious through healing. In order to use this skill, simply take your weapon and touch it to the fallen victim’s torso. Say “Killing Blow 1, Killing Blow 2, Killing Blow 3.” The victim will now stop their death count wherever they are and slip into death. When you say “Killing Blow 1, Killing Blow 2, Killing Blow 3,” it is NOT a spell incant, and it can be interrupted only if someone strikes your weapon or if the person administering the killing blow removes their weapon before the full sentence is complete. The weapon may only be struck by another weapon and may not be done bare handed. If the killing blow does not finish you do not waste your skill.


Knockdown (Combat) – Per Period, Multiple Purchases
Prerequisite: 2 Handed Weapon
Self Taught: Yes

This skill allows you to strike so forcefully on a single blow that the target is sent careening to the ground. When struck successfully the victim must immediately and safely fall to the ground and lie flat on their front or back for 5 seconds before being able to get back up. The attacker must call “KNOCKDOWN” and strike the torso (area covered by a sleeveless T-shirt) in order for the attack to take effect. If the blow strikes the target but hits in an area outside the torso area it causes only 1 point of damage and the skill is not used. This skill can be blocked by a parry. This attack can only be delivered with a two-handed edged or two-handed blunt weapon. This skill cannot be performed by weapons that fall into other classifications, such as polearms or staves.


Literacy (Scholar) – Continuous
Prerequisite: None
Self Taught: No

This skill gives your character the ability to read and write the common tongue. All characters without this skill are considered illiterate and cannot read letters, the message board in the tavern, words on a map, or any other written things. You can still read the message board on-line and it will be assumed someone has read it to you so that you are still able to participate. This must be role-played. Characters who are illiterate are not necessarily stupid or ignorant; they just can’t read and write.


Literacy Other (Scholar) – Continuous
Prerequisite: Literacy
Self Taught: No

By purchasing this skill you can gain knowledge of reading and writing an additional basic language. The particular language you choose must be approved by ROA (Example: if you are a Dwarf you should have a good explanation as to how you know Grey Elf). More advanced or hidden languages may be discovered in-game.


Lockpicking (Rogue) – Continuous
Prerequisite: None
Self Taught: Yes

This skill allows characters to bypass locked items such as chests and other various containers. This skill may be purchased multiple times and each time it is purchased it increases your ability with more difficult locks. When a lock is encountered in-game it will be represented by a “locked” tag with a number on it. The number represents the difficulty in picking that particular lock. If for example you have Lockpicking 3 and encounter a lock with a 5 on the tag you are unable to pick it, but if you encounter a lock with 3 or below on it you can. Players must role-play picking the lock and should have physical representations of the appropriate tools. Examples of this can be in a “thieves’ tools” kit containing a few picks or other devices, or can be as simple as a few bent paper clips made to look like picks. A player must spend 5 minutes picking a lock that is equal to their current level and can reduce the time by 1 minute for each level of Lockpicking they possess above the minimum. A rogue can never pick a lock in less than 10 seconds regardless of his level. (Example: Myra has Lockpicking level 10. If she came across a lock of level 10 she would need 5 minutes of role-playing time to pick the lock, as it is the most difficult lock she can manage. If the lock had been only level 7, three levels beneath her level of Lockpicking, it would only take her 2 minutes. If she encountered a level 5 or lower lock (5 levels below her Lockpicking level) it would still take her 10 seconds to pick. Above the locks level is the word “Removable” and a “Y/N” indicator. If the “Y” is circled, once the lock is picked the rogue can either take the lock for his own use or leave it behind. If the “N” is circled it indicates that the lock is built into the item in question and cannot be taken. If neither “Y” nor “N” is circled, the lock is assumed to be non-removable. Broken lock tags can be replaced by logistics at designated times. If this is abused (Example: you keep breaking your own tag to go in the locked box over and over again) the privilege will be revoked. Some merchants will also sell lock tags in-game.


Mana (Arcane) – Per Period, Multiple Purchases
Prerequisite: None
Self Taught: Yes

Mana is used to cast arcane spells. This represents a character’s ability to harness the raw magical energies that permeate the world. While casting arcane spells NO PHYSICAL ARMOR can be worn. This includes physical armor that has magical properties. A Mage can use magic armor in the form of spells (Example: Ice Armor, Holy Armor, Stone Armor, Barkskin, etc.) and other forms of acceptable armor may be obtained in-game. For more information see the Magic section.


Parry (Combat) – Per Period, Multiple Purchases
Prerequisite: None
Self Taught: Yes

Parry is a skill that represents a characters ability to block or avoid a combat skill aimed at them. When you are struck with a combat skill successfully (Example: a Slay that hits dead center on your chest), you may say, “PARRY” and the attack is effectively wasted. Skills such as Slay, Sweep, Smite, Pierce, Knockdown, Shatter Shield, Shatter Weapon, Daze, Break Limb, Disarm, and Disable may be parried. Stealth skills such as Backstab and Assassinate cannot be parried, nor can Smite or Deathstrike. Note that a character must be carrying his weapon in his hand in order to use the skill.

    • Stealth Skills CANNOT be Parried.

 

    • Smite CANNOT be Parried.

 

  • Deathstrike CANNOT be Parried.

 


Pierce, Edged (Combat) – Per Period, Multiple Purchases
Prerequisite: Edged weapon skill
Self Taught: Yes

This skill represents the ability to find “a chink in the armor” of a foe. A successful strike with this skill will bypass all armor and cause damage directly to a foe’s Health points. The attacker must call “PIERCE” and strike the opponent in order for the attack to take effect. If the blow strikes the target it causes 1 point of damage directly to the target’s Health points. If the swing misses or is blocked by a shield or weapon, no damage is caused and the skill is not used. This skill can be blocked by a parry. This attack can only be delivered with a melee (i.e. NOT Missile) weapon. Thrown and missile weapons are covered under separate skills. Pierce can be used with poison or venom but cannot be used with another skill (a call like “PIERCE POISON” would be acceptable but “PIERCE SLAY” would not be).


Pierce, Missile (Combat) – Per Period, Multiple Purchases
Prerequisite: Missile weapon skill
Self Taught: Yes

This skill represents the ability to find “a chink in the armor” of a foe. A successful strike with this skill will bypass all armor and cause damage directly to a foe’s Health points. The attacker must call “PIERCE” and strike the opponent with the missile in order for the attack to take effect. If the blow strikes the target it causes its normal damage directly to the target’s Health points. If the missile misses or is blocked by a shield or weapon, no damage is caused and the skill is not used. This skill cannot be blocked by a parry. This attack can only be delivered with a missile weapon. Thrown and melee weapons are covered under separate skills. Pierce can be used with poison or venom but cannot be used with another skill (a call like “PIERCE POISON” would be acceptable but “PIERCE SLAY” would not be).


Piety (Divine) – Per Period, Multiple Purchases
Prerequisite: None
Self Taught: Yes

Piety is used to cast divine (cleric) spells. This represents a characters dedication to their god and the subsequent power they derive from it. A cleric may only have piety for one particular deity. It is important to note that although most characters believe in all the various gods, clerics dedicate their lives to the service of only one. Unlike arcane spells, armor can be worn when casting divine spells. If dedicated to a deity, a holy symbol of your deity MUST be worn to cast Divine spells. Undedicated clerics may cast without a holy symbol. A shield may be painted to act as this symbol. For more information see the Religion and Piety section.


Poison Craft (Rogue) – Per Event, Multiple Purchases
Prerequisite: None
Self Taught: Yes

Poison Craft is the process by which various items can be combined to make poisons. This process and Alchemy are very closely related. In a typical weekend of foraging at ROA, players will find alchemical components represented by artificial flowers, plants, animals and fungi. These components are used in various poisons. Real, living plants and animals have no alchemical effects and should be left undisturbed where they are found. Every time this skill is purchased, the character will get 1 Poison Craft point. Every poison has an associated cost in Poison Craft points to make. When players have sufficient Poison Craft points for a given poison they may learn that recipe. Players with this skill will purchase/receive poison recipes indicating what components can be combined to make what poisons. In order to learn a new recipe more Poison Crafting points must be purchased. Characters may begin the game with the knowledge of any of the poisons on the basic list. There are many more poisons waiting to be discovered in-game to the industrious player. Components will be traded in at the end of the weekend, and poisons will be received at the beginning of the following weekend. Note that there may also be an in-game monetary cost to craft poisons. For more information please see the Alchemy section.


Poison Tolerance (General) – Per Period, Multiple Purchases
Prerequisite: None
Self Taught: Yes

This skill represents the ability to resist poison attacks either by natural resistance or a tolerance acquired through accidental (or intentional) poisonings. When you are the victim of any attack using “Poison” you may resist the first such attack. You may not save the skill for the attack type of your choosing.


Polearm/Spear (Weapon) – Continuous
Prerequisite: None
Self Taught: Yes

This skill allows the player to use a spear or polearm in combat. These weapons must be used two handed.


Research (Scholar) – Per Event, Multiple Purchases
Prerequisite: Literacy
Self Taught: Yes

Research is a skill that occurs between events. A player with this skill must submit the topic they wish to research toresearch@realmsofadventure.net within 48 hours of the end of the event in question. All scholars start out with access to the Dunford Bay Library, and its corresponding information sheet that you’ll get during check-in will let you know exactly which topics are available for you to research. MANY additional libraries and sources that will allow you to obtain information on even more topics can be found in-game, so always be on the lookout and never be afraid to ask! Keep in mind that sometimes the information may not be 100% correct.


Self Sacrifice (Divine) – Continuous
Prerequisite: None
Self Taught: Yes

This skill allows a character to take 1 negative effect another character is suffering from (Example: Sleep, poison, death, Broken Limb, Fear, Feeblemind, etc.) upon themselves. This may not be used to transfer vitality and may not be resisted. For example if you take on someone’s poison and have the Poison Tolerance ability you cannot use it. You can still take on the poison and do not lose your tolerance skill since it is a divine transference of the effect. You take on all aspects of the effect and the other person loses them. After you Self Sacrifice the other player should inform you of how much longer the effect should last. An example of how this skill works is if you Self Sacrifice a comrades sleep, you will fall asleep as they are waking up. If they tell you they had 3 minutes left to sleep, you now have to sleep for 3 minutes. Occasionally an effect cannot be Self Sacrificed and in this case the target will inform you as such. It should be noted however, that self sacrifice can be resisted in the case of sacrificing a death. The point being, if someone wants to die in an epic way, they are entitled to do so. Additionally, if Self Sacrifice is used on someone who is dead, the person will return bleeding out at 0 health and the cleric will die instead, picking up the death count from where the target left off. The person in question should still do a 5 minutes bleed out count, but may be healed by someone else or get up from Hard to Kill.


Set Traps (Rogue) – Continuous
Prerequisite: None
Self Taught: No

This skill allows you to set as many traps as you have access to. Any unusual trap must be approved by ROA.


Shield (Combat) – Continuous
Prerequisite: None
Self Taught: Yes

This skill allows the player to use a shield to block incoming attacks. Though shields may be constructed out of any sturdy material, players should specify if their shield is wood or metal for in-game purposes. For more information on shields see the Combat section.


Sixth Sense (General) – Per Period, Single Purchase
Prerequisite: None
Self Taught: Yes

This skill represents the uncanny ability to sense danger before it happens. It allows you to resist the first Waylay, Hobble Leg, Backstab, Critical Backstab, Assail, or Assassinate that is attempted against you. You may not save the skill for the attack type of your choosing. When struck with one of these attacks you call “SIXTH SENSE” and you will take no damage and suffer no ill effects. The attacker’s skill will be wasted. Note that if you have both Sixth Sense and Hard Headed and are struck with a Waylay, it is your choice which skill to use to resist the attack but you still must use one of them. This skill can only be purchased once and can therefore only be used once per period during each event.


Slay (Combat) – Per Period, Multiple Purchases
Prerequisite: None
Self Taught: Yes

This skill allows you to strike for 20 points of damage on a single blow. The attacker must call “SLAY” and strike the torso (area covered by a sleeveless T-shirt) in order for the attack to take effect. If the blow strikes the target but hits in an area outside the torso area it causes only 1 point of damage and the skill is not used. This skill can be blocked by a parry. This attack can only be delivered with a melee (i.e. NOT Missile) weapon.


Small Weapon (Weapon) – Continuous
Prerequisite: None
Self Taught: Yes

This skill allows you to use a small weapon, such as a dagger in combat.


Spirits Favor (Divine) – Per Period, Multiple Purchases
Prerequisite: None
Self Taught: Yes

This skill allows a shaman to perform a rite upon the body of a deceased character. This fills the spirit with positive energy and will increase their chances of surviving a visit with Death. This skill must be performed on a corpse and cannot be cast on anyone living or a character that has already dissipated into a spirit.


Staff (Weapon) – Continuous
Prerequisite: None
Self Taught: Yes

This skill allows you to use a staff in combat. A staff must be used with two hands and cannot be swung “baseball bat” fashion. A staff cannot be disarmed by the disarm skill but may be able to be disarmed by magical means.


Sweep (Combat) – Per Period, Multiple Purchases
Prerequisite: Staff, Spear, or Polearm
Self Taught: Yes

This skill allows you to sweep a person off their feet (literally) with a staff, spear, or polearm. In order to succeed you must call “SWEEP” and strike the target in the leg. The victim must immediately and safely fall to the ground and lie flat on their front or back before being able to get back up. Sweep also causes 1 point of damage. If the target is struck but is hit in part of the body other than the leg, the attack still causes 1 point of damage but the target is not swept and the skill is not wasted. This skill can be blocked by a parry.


Thrown Weapon (Weapon) – Continuous
Prerequisite: None
Self Taught: Yes

This skill allows you to use thrown weapons including daggers, small axes, and rocks. Thrown weapons must be made ENTIRELY out of foam with no pipe, weights, or solid objects in or on them.


Waylay (Rogue) – Continuous
Prerequisite: None
Self Taught: Yes

This skill represents a precision strike to the base of the skull of an unsuspecting character that would render them unconscious. This skill can only be used with a short sword-sized weapon or smaller, must be by surprise, and delivered from behind the intended victim. The skill is performed by tapping the target gently between the shoulder blades with the pommel (bottom of the handle) of your sword and saying, “WAYLAY” loud enough for the victim to hear it. You may whisper it so others are not alerted to the attack, as long as the victim can hear it. The victim falls to the ground immediately and is considered unconscious for 10 minutes. While unconscious the victim may be killed using the Killing Blow skill, although upon receiving any damage the waylay effect will end and the target will immediately wake up or even. Waylay does no actual physical damage. This skill cannot be parried but will be blocked by a helmet, Hard Headed, or Sixth Sense. This skill may not be performed while wearing metal armor. Any skill classified as a stealth skill may only be performed if the user is wearing studded leather or below.


Weapon Smith (General) – Continuous
Prerequisite: None
Self Taught: No

Weapon Smithing is the skill of making and repairing both metallic and wooden weapons. In order for a smith to repair a weapon, he will need to have the appropriate type (metal or wood) and number of chits available to him. These chits are used up and the weapon is considered repaired. Weapon Smithing also requires 5 minutes of role-playing time per chit that is being used. If the smith does not have enough chits to fully restore the weapon, he cannot partially restore the weapon with what he has. A weapon is either considered fully functional, or broken. The amount of chits it takes to fix weapons of various sizes is as follows (Small Weapon: 1, 1 Handed Weapon: 2, 2 Handed Weapon: 3, Polearm/Staff: 3). The material used to repair it should be governed by the primary material the weapon is made from. In other words a sword is clearly metal, whereas in an axe the most probable breaking point would be the wooden shaft, so wood chits should be used. So if your sword is one handed and is made of metal, you must apply 2 metal chits and 10 minutes respectively to repair it fully. If by way of example you were using a 2 handed great axe, and it was shattered in some way you would need 3 wood chits and 15 minutes respectively to repair it. If you are interrupted during a repair attempt, you must start again from the beginning! Always work the forge in a safe area with ample protection. For more information, please see the Weapons section.