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Warrior Skills

 

Warrior Skills XC Costs

When a Guild from the Warrior tree buys any Skill from the Warrior Skill List, they buy it for listed price.  Buying from the Rogues list will cost 50% more than the listed price.  Buying from the Cleric or Wizards Lists will cost 100% more than the listed price.
Click on the bold, underlined letters to jump straight to where you wish.

AAA  ~ Amputate 750,  Apprentice 150,    

BBB ~ Battle Charge 800,  Berserk 1200,  Blind Fighting 300,  Bloodlust 200,  Break 150,  

CCC Cannibalism 360,  Clan Nature 50,  Create Black Powder 850,  Create Holy Scroll 750,  

Create Pain 550,  Crowd Pump 200,  Crush 900,  

DDD ~ Decapitate 1000,  Disarm All 625,  Disarm Basic Traps 165, Disarm Advanced Traps 310,  

Disarm Master Traps 465,  Disembowel 1000,   Divine Symbol 500,

EEE ~ Exorcism 1200,  

FFF ~ Fearless 300,  First Aid 200,  Flintlock 1000,  Focus Inner Power 750,  

Forced March 150,  Forgery 950,  Formation 300,

GGG ~ This letter has been removed from this list for your protection.

HHH ~ Haymaker 750,  Heart Rip 1000,  Hone Weapon 750,  

III ~ Impale 1000,  Incorruptible 300,  Inner Bells 100,  Iron Mind 300,

JJJ ~ There are no J skills, for J only stands for Justice

KKK ~ Knock Out 250,  

LLL ~ Licence to Kill 250,  

MMM ~ Master Blood Lust 350,  Master Formation 400,  Meditate Prayers 350,  Mentor 150,  Morale Boost 750,  Musket 1100,
NNN ~ Nullify Magic 500,  

OOO ~ No!  There are no O's!

PPP ~ Paralyzing Strike 150,  Patience 450,  Punch for Damage 550,
Punch for Push 450,  Pure Will 550,  

QQQ ~ Please ex-Q's us for having no Q skills.

RRR ~ Rage 900,  Rally 150,  Read/Write Common (Mortal Speech) 250,  Read/Write Dwarven (Mortal Speech) 350, 

Read/Write Elven (Mortal Speech) 350,  Read/Write Goblin (Mortal Speech) 350,  Read/Write Halfling (Mortal Speech) 350, 

Read/Write Ogre (Mortal Speech) 350,  Read/Write Orc (Mortal Speech) 350,

Read/Write Magic Symbols 250,  Repair Armour 150,  Rise 1100,  Run Through 900,  

SSS - Scent 300,  Scholar 750,  Self Sacrifice 500,  Sever Stone 1000,  Sharp Eye 250,  Strong Arm Tactics 150,  

Summon Familiar 780,  Surefooted 300,  Symbol of Faith 525,  

TTT ~ Thick Skulled 250,  True Strike 500,

UUU, ZZZ ~ 6 letters missing?  They must have gone over to the enemy!

A Definition of Skills and Magic

In The Mixed Medieval Arts we have three main ways of producing certain actions, or Effects, upon the people or situations around us. Those are Skills, Faith based Magic, and Mana based Magic.

Skills are Actions and techniques that the Character has learned, practiced and which produce an in game Effect.  Skill uses are typically limited to how many times per day that particular Skill may be used/utilised.

Faith based Magic would be any Effect that originates from a Cleric, Nature or Warlock Prayer.  All 3 of these are fueled by Faith, through a Prayer Cycle.
Mana based Magic would be any Effect that originates from any Spell, Psionic, Circle or Rune.  All 4 of these are fueled by Mana through a Mana Pool, or through a Spell Cycle or Psionic Cycle.

Instant vs Lingering Skills or Magic

All Skills and Magic, regardless of it's source, are either~

Instant

 If you are the Casting Character of the Skill or Magic -

Instant Skills or Magic are when the results, or the Effects, of the Skill or Magic happens immediately, and DOES NOT leave any lasting Effects upon the casting Character. 

An example of this would be FireBall, where after it is made and thrown, the Casting Character has no further beneficial or negative Effects.

If you are the Target Player of the Skill or Magic -

Instant Skills or Magic cast upon you will leave no lingering Effect, rather only an immediate result.

An example of this would be Healing Magic cast upon you where your Hit Points get a one time 'boost' but no further Effect.

Lingering

 If you are the Casting Character of the Skill or Magic -

Lingering Skills or Magic are when the results, or the Effects, of the Skill or Magic happens over a period of time, and DOES leave lasting Effects upon the casting Character. 

An example of this would be "Fly", where after it is cast, the Casting Character has a declared length of time to enjoy the Effects.

If you are the Target Player of the Skill or Magic -

Lingering Skills or Magic cast upon you will have a declared Time Call that will leave a lasting Effect.

An example of this would be Invisibility cast upon you, where you disappear from sight for a declared length of time.

At any one time, no Character may be under the BENEFICIAL Lingering Effects of more than ONE Mana based, ONE Prayer based and ONE Skill based source. 

Durations

Each Skill will clearly state it's individual duration time.  Durations means how long an active Skill may be used for,

if not canceled first.

Example~

A Character wants to use one of their daily uses of Hide in Shadows (this is the 'Cast').  It is a Level 2 Skill, and has a duration of 6 minutes (this is the Duration).  The hunker down in a shady spot, with an closed fist held above their head and arm bent at 90 degrees (this is the Game Mechanic).  Then, 3 minutes into the duration, they decide that they need to be seen, and so they drop the arm and hand signaling Hidden.

The Skill is now cancelled.  

Despite the fact that the Skill could have lasted for 3 more minutes, it's use is now over, it's use is done, and another use of Hide in Shadows must be employed.

In short ~

  The Skill determines the Game Mechanic, if that Game Mechanic then lingers, when the Game Mechanic is dropped/lowered, the Skill is instantly cancelled.

 

Warrior Skills

 

Amputate

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Target Player must not be wearing Leg Armour or upper Arm Armour

Character must strike the target player in a Leg or Arm with a bladed Great Weapon and yell "Amputate".

Effect

Target Players limb that was struck receives 6 Hit Points of damage, 

Character can use this Skill 1 time a day.

Details

There is nothing one may possess, that another cannot take away.

Level 2
Character can now cleave through Medium armour.

Character can use this Skill 2 times a day.

Level 3
Character can now cleave through Heavy armour Levels 1 - 2, but Lv 3 Heavy armour is still too thick.

Character can use this Skill 3 times a day.

Apprentice

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must have a willing Target Player who knows the Skill Mentor and a Skill that the Character has yet to learn but wishes to acquire.

Character ( Apprentice ) and their Target Player ( Mentor ) both must report to the Troll booth together, on three separate days, to sign the Master Mentor List.

Effect

On the fourth day the Character may purchase, with XC, the Skill that has been written down in the List for three days at 10% cost reduction.

Character may only Apprentice one Skill at a time.

Details

Social communities are a constant treasure trove of knowledge.  If one is persistent they may find someone, a professional or an old timer in the back of a tavern, that can help them learn any number of surprising things.

Level 2

Character may Apprentice two Skills, from the same or different mentors, at the same time.

Level 3

Character now receives a 20% cost reduction.

~~NOTE~~

If a Mentor and an Apprentice have different levels of of these two Skills, the lowest level of both of the Players will determine the cost reduction.  Example - Mack the Mentor ( Mentor Level 3 ) and Apendy the Apprentice ( Apprentice Level 1 ) work together to teach Apendy the Skill True Strike.  On the fourth day, Apendy may purchase the Skill with a 10% cost reduction.

​~~~~~~~~

A

 

Battle Charge

Races restricted - Halfling, Goblin,

Guilds Disallowed - Scribe, Witch, OverLord, Assassin, Thief, Warlock, Witch Doctor, Arcanist, Enchanter, Psionicist, Summoner

Skill Type - Linger

Action

Character must yell first their personal war cry and Character must run at least 10 feet into combat.

Effect

Character receives +1 Body Hit Point, +1 Arms and +1 Legs Hit Points.

Extra Hit Points remain for 10 seconds or until lost normally.
Character can Battle Charge 3 times per day.

Details

Some veterans refer to this maneuver as ' The Double Quake ' as first the foe quake in their boots at the sound of vicious battle cries, then the ground quakes as armoured death runs you down.

Level 2

Character now receives +2 Body Hit Point, +2 Arms and +2 Legs Hit Points.

Extra Hit Points remain for 10 seconds or until lost normally.
Character can Battle Charge 6 times per day.

Level 3

Character now receives +3 Body Hit Point, +3 Arms and +3 Legs Hit Points.

Extra Hit Points remain for 10 seconds or until lost normally.
Character can Battle Charge 9 times per day.

​​

Berserk

( Variation of Rage )
Races restricted - None

Guilds Disallowed - Scribe, OverLord, Weapons Master, Assassin, Trapper, Bishop, Warlock, Arcnist, Enchanter, Psionicist,

Skill Type - Linger

Action
Character must have eye contact with Target Player.
Character must be wearing gauntlets.

Character must drop all weapons and shields.

Character must yell “Berserk”.
- OR -
Character must be wearing gauntlets.

Character must drop all weapons and shields.

Character is subject to an Instant Trigger which automatically put the Skill into use.  Instant Triggers are NOT to be counted as a use per day of the Skill.
Instant Triggers are -
- Character is down to 1 Body Hit Point.
- Character has just been Back Stabbed
- Character has just been Shanked. 

Effect

Character receives +3 Body Hit Points, +2 Arms Hit Points and +2 Legs Hit Points.

Characters punches now inflict 1 point of damage each.
Character must immediately attack the target player unless before reaching target player, a second player crosses between them.  This second player now becomes the target player, the first forgotten.  Character will never target a Player that he shares Clan Nature with, they are immune.
After killing 1 target player Berserk and its effects are cancelled and the Character  must spend 30 seconds unable to do nothing more than defend themselves due to exhaustion.

Character can choose to "Swallow their rage.".  Instead of spending 30 seconds in an exhausted state after going Berserk, Character can spend 30 seconds kneeling down / hunched over a target player they have just killed using the Berserk skill and if the Character has taken damage on his Body, Arms or Legs Hit Points, and still has extra Hit Points that was given to them when they went Berserk, can add those extra Points to his Hit Points to heal themselves.  Character can not exceed their Hit Point Maximum on any area of the body, extra Hit  Points are lost.  Example : Grog the Barbarian enters combat with Pete the Pontiff.  The Pontiff hits the Barbarian in the leg with his staff dealing 1 hit point to the leg.  This upsets Grog and he goes Berserk.  Receiving no damage in return, Grog pounds Pontiff Pete into the pavement.  Afterwards, Grog crouches over Pete for 1 minute and he then can add 1 Point of the +2 Leg Hit Points that he gained with the skill to his previously injured leg.  Grog the Barbarian now stands up fully healed.  All the other Hit Point bonuses are now lost.
Character can go Berserk by choice up to 3 times per day, there is no limit on the auto triggered Berserk.

Details
If Fear had Fists, they would belong to a Berserker
Level 2

Character may select two target players before suffering exhaustion.
Character can go Berserk by choice up to 6 times per day.
Level 3
Character may select three target players before suffering exhaustion.

Character can go Berserk by choice up to 9 times per day.

​​

Blind Fighting

Races restricted - None

Guilds Disallowed - None

Skill Type - Linger

Action

Character must come under the effect of any variation of 'Blind'.
Character must announce "Blind Fighting".  No time limit must be given.

Effect

Character can fight as normal for the first 3 seconds, then must suffer effects of the Blind should they still linger.
Character can Blind Fight 3 times per day.

Details

If someone has enough time and money, they can hire a bunch of peasants and give them sticks and tell them to follow you into a pitch dark room to beat you senseless, until you learn to adapt.  Some folks find this fun.

Level 2

Character can fight as normal for the first 6 seconds, then must suffer effects of the Blind should they still linger.
Character can Blind Fight 6 times per day.

Level 3

Character can fight as normal for the first 9 seconds, then must suffer effects of the Blind should they still linger.
Character can Blind Fight 9 times per day.

​​

Blood Lust

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must kill two target players within 30 seconds of each other.

Effect

+1 Limb Hit Point to be assigned as Character wishes to any damaged limb.

Details

After the battle, the warrior raised his arms in victory of his skills, and in doing so, reset his dislocated arm.

Level 2

+2 Limb Hit Points

Level 3

+3 Limb Hit Points

​​

Break

Races restricted - Halfling, Goblin,

Guilds Disallowed - Scribe, Druid, Arcanist, Psionicist, Summoner

Skill Type - Instant

Action

Character must not be holding weapons.  Character must be wearing Gauntlets.

Character must with both hands grab onto and control any one of a target players limbs.

Character must maintain hold of the limb for 9 seconds.

On the ninth second Character must yell "Break".

Effect

Target limb receives 3 Hit Points of damage, regardless of armour.

Character must then release the hold and may not attempt to Break anything else for 3 seconds.
Character can attempt a Break 3 times a day.

Details

An old gladiator trick designed to prolong the battles instead of immediately going for blood.  This tactic is loud and leaves screaming victims writhing in pain so that the crowd feels like they have gotten what they paid for.

Level 2

Character must maintain hold of the limb for 6 seconds.
Character can attempt a Break 6 times a day.

Level 3

Character must maintain hold of the limb for 3 seconds.

Character no longer needs to release the limb for multiple Break attempts.  Just hold on and re-start the 3 second counter to announce "Break".
Character can attempt a Break 9 times a day.​

B
C

 

Cannibalism

Races restricted - None

Guilds Disallowed - Musketeer, Enchanter, Rune Master,

Skill Type - Instant

Action

Character must be previously injured.

Character must approach and kneel / crouch beside / over a dead target player.

Character must "rip open the stomach to access the heart and remove it", Character must spend no less than 30 seconds doing this.

Character must spend 30 seconds to 'eat' the heart.

Character can perform Canabalism 3 times per day.

Effect

Character receives +1 Hit Point that they can assign to any Limb or their Body.

Details

Some tribal people believe that to eat the heart of ones foe after defeating them, makes them stronger.  Believe this long enough and who knows what can really be accomplished.

Level 2

Character now receives +2 Hit Points to assign.

Character can perform Canabalism 6 times per day.

Level 3

Character now receives +3 Hit Points to assign.

Character can perform Cannibalism 9 times per day.

Clan Nature

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character and at least 2 or more other Players that also have Clan Nature and also agree to join together into one solid Clan, or Faction, must all wear matching symbols openly for all to see.

Effect

Characters are immune from all negative effects from any Skills, Spells, Prayers, Psionics, Circles, Runes or Abilities that would otherwise affect them that was originated by a member of their Clan.
All benefits of joining into Clan Nature with a Clan or Faction start only AFTER reporting to the Gate House.

Details

Strength in numbers is a standard saying around the realm.  Of course, the bigger the numbers, the more the friendly fire.  Scholars have proven that folk that are truly committed to each other or a have a shared emotional goal, have very little casualties reported from this so called friendly fire.

Level 2
Character may now join into 2 Clans or Factions if they should wish.

Level 3

Character may now join into 3 Clans or Factions if they should wish.

**Clan Nature Specialization~ Lavellan’s Gypsy Lore**

During his travels to Ghur Shondel to retrieve the Lady Myne and return her to Sunderwall, the Princess introduced Lavellan to many friendly Gypsy Caravans along the way.  As they traveled along together, he witnessed how freely the Gypsies shared their knowledge within their close knit community.  After they and the Gypsies parted ways, the Lady and the Elf continued on with this practice, and shared much knowledge between them.

Character may now join into 4 Clans or Factions.

Character can “Instant Knowledge Level 1” (as per the Spell with no Spell Cycle/Slots needed) known Skills between Clan Members, three times per day.​

​​

Create Black Powder

Races restricted - None

Guilds Disallowed - Scribe, Witch, Barbarian, Paladin, Weapons Master, Assassin, Thief, Trapper, Bishop, Druid, Shaman, Warlock, Wich Doctor, Arcanist, Psionicist, Rune Master, Summoner,

Skill Type - Instant

Action

Character must have a loaded Gernado (for details on how to construct a Gernado please refer to its description in the Weapons and Armour section, under Thrown Weapons) made to MMA rules.
Character can throw the Gernado at a Target Player and it must hit and "explode" on the Body, Arms or Legs.  

Character may only use this skill 3 times per day.

Effect

The area hit receives 6 Hit Points of damage.
The "explosion" also acts like the Spell of Push, and the Target Player must travel directly backwards from the impact at least 5 feet and fall to the ground.  Character may wish to announce "Push" when the Gernados successfully strike a Target Player.
Small and Large Shields do not stop Gernados, a grounded Tower Shield does.

Details

Deadly, small and chaotic.  Napoleon would love these.

Level 2

Character may use this skill 6 times per day.

Level 3

Character may use this skill 9 times per day.

​​

Create Holy Scroll 

Races restricted - None

Guilds Disallowed - Only Characters with a Prayer Cycle may learn to Create Holy Scrolls.

Skill Type - Instant (though individual Effects may vary)

Action

Character must possess the appropriate Read/Write Skills to write a scroll.

All appropriate Magic Symbols must be drawn in Black (for Clerical Prayers) or Green (for Nature Prayers).

After all Symbols are drawn, the Scroll must be rolled into a tube and sealed with tape coloured Black (for Clerical Prayers) or Green (for Nature Prayers).

Character may draw a Holy Symbol or their personal sigil for a makers mark.

Character must chant, pray, etc while working with the Scroll.

Character must spend the appropriate cost out of their Prayer Cycle for the Prayer being channeled into the Scroll, plus 1 Slot more per Level of the Magic being enchanted, to empower the Scroll.  

All Holy Scrolls expire by midnight.

Effect

Creates a Holy Scrolls version of the Prayer desired, with a Level of power equal to or lesser than the current Level of Create Holy Scrolls by the creating Character.

A Scroll can be read at any time and by any body regardless of Read/Write Skills known, and the magic takes its effect with no Prayer/Prayer Cycle cost to reading Player.

Scrolls may be read by anyone of any Guild.

At Level 1 a Character can Create 3 Holy Scrolls per day.

Details

The written word is very sacred to Clerics, this is a large part of the reason why.

Level 2

The Character can now Create 6 Holy Scrolls per day.

Level 3

The Character can now Create 9 Holy Scrolls per day.

Create Pain 

Races restricted - None

Guilds Disallowed - Beast Master, BlackSmith Charlatan, Healer, Bishop, Druid, Warlock, Engineer, Musketeer, Arcanist, Oracle,

Skill Type - Linger

Action

Character must with both hands grab onto and control any one of a Target Players limbs/digits.

Character must maintain hold of the limb/digit for 10 seconds.

On the tenth second Character must announce "Pain 10S".

Effect
Target player must behave as if their entire body is in great pain.  Target Player receives 1 Hit Point of Damage to the Body and can do nothing but answer the Pain creating Character's questions and be racked with pain until duration ends.

While the duration is still in effect and the limb/digit is still being held, Character may ask Target Player any number of questions that they can fit into that time span, each followed by an announcement of "Words of Truth!"

Target Player, while still maintaining the effects of "Pain", must answer any question asked by the Character within the duration as truthfully as they can.

Character must wait at least 90 seconds before using Create Pain on the same Target Player again.

Effects lasts for 10 seconds.

Character may Create Pain 3 times a day.

Details

"I assure you, this will hurt you alot more than it will me."

Level 2

Character must announce "Pain 20S".

Effects lasts for 20 seconds.
Character must now only wait 60 seconds before using Create Pain on the same Target Player again.

Character may Create Pain 6 times a day.

Level 3

Character must announce "Pain 30S".

Effects lasts for 30 seconds.
Character must now only wait 30 seconds before using Create Pain on the same Target Player again.

Character may Create Pain 9 times a day.

​​

Crowd Pump

Races restricted -  Giant, Troll

Guilds Disallowed - Witch, Assassin, Ranger, Thief, Trapper, Shaman, Warlock, Arcanist,

Skill Type - Instant

Action

Target Player (another Player or themselves as this can be the Character using the skill for their own benefit) must be heading into combat.

Character with Crowd Pump must start a chant using the Characters name who is about to enter combat.

Character must have at least 3 other people join them in the chant for at least 6 seconds.

Character must then yell "Crowd Pump 1M".

Effect

Target player may now ignore the very first strike, and that first strike only, that should deliver Hit Point damage, as long as it is received while the Skill is still in effect.

Effects last for1 minute.
Character can use this Skill 3 times per day.

Details

Once a gladiator has the crowd behind him, fueling his adrenaline with their cheers, he is very hard to stop.

Level 2

Effects will linger for 2 minutes.

Character must then yell "Crowd Pump 2M".
Character can use this Skill 6 times per day.

Level 3

Effects will linger for 3 minutes.

Character must then yell "Crowd Pump 3M".
Character can use this Skill 9 times per day.

​​

Crush

Races restricted - None

Guilds Disallowed - Warlock, Arcanist, 

Skill Type - Instant

Action

Target player must be lying on the ground and must be wearing Light Armour or less.

Character must hit Target Player in the body with a two handed mass weapon, or if the Character is a Monk they may perform this with a double handed smash to the body of the grounded Target Player.

Character must yell "Crush".

Character can use this Skill 1 times per day.

Effect

Target Player receives 6 Hit Points of damage to the Body.

Details

 Tell the next of kin that if they want to hold services for the deceased, they had better bring a bucket and sponge.

Level 2

Character can use Crush 2 times per day.
Character can now Crush Medium Armour.

Level 3

Character can use Crush 3 times per day.

Character can now Crush Lv 1 and 2 Heavy Armour, but not Level 3.​​

D

 

Decapitate

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be using a two handed bladed Great Weapon.

Character may not swing their weapon at any target for 9 seconds, though the Character may still defend themselves with the weapon should they wish.
Target Player must not be wearing Heavy Armour
Character must then strike Target Player in the upper arm/shoulder with a swing of their Great Weapon as they announce "Decapitate".

Effect

Target Player receives 6 Hit Points of damage to the Body.

Character can Decapitate 1 time a day.

Details

After but a scant few moments of appraisal, and a hearty spit into his rubbing hands, the Executioner raised and lowered the massive axe all in one motion.  '1 swing + 1 condemned = 2 parts'.  The hooded beast giggled at this math as he headed back to his gallows.

Level 2

Effects the same as above but with only a 6 second study time.

Character can Decapitate 2 times a day.

Level 3
Character can now Decapitate through Heavy plate Level 1 - 2, but can not cleave through the heavy collar and gorgets of Heavy Armour Level 3. 

Effects the same as above but with only a 3 second study time.

Character can Decapitate 3 times a day.

​​

Disarm All

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must discover any active concealed Trap of any design.

Effect

Character may safely disarm 6 Traps per day.

Details

Mind your step ...
Level 2
Character may safely disarm 9 Traps per day.
Level 3
Character may safely disarm 12 Traps per day.

​​

Disarm Basic Traps

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must discover an active concealed Trip-Alarm or Trip-Snare trap.

Effect

Character may safely disarm 9 Traps per day.

Details

... and keep your heads up ...
Level 2
Character may safely disarm 12 Traps per day.
Level 3
Character may safely disarm 15 Traps per day.

​​

Disarm Advanced Traps

Races restricted - None

Guilds Disallowed - Barbarian, Paladin, Bishop,

Skill Type - Instant

Action

Character must discover an active concealed Step-Spike or Step-Mine trap.

Effect

Character may safely disarm 6 Traps per day.

Details

... cause these nasty little surprises ...
Level 2
Character may safely disarm 9 Traps per day.
Level 3
Character may safely disarm 12 Traps per day.

​​

Disarm Master Traps

Races restricted - None

Guilds Disallowed - Scribe, OverLord, Barbarian, Paladin, Bishop, Mercenary, Musketeer, Weapons Master, Thief, Gypsy, Pirate, Pontiff, Witch Doctor, Arcanist, Battle Mage, Psioniucist, Summoner

Skill Type - Instant

Action

Character must discover an active concealed Multi-Step-Spike or Trip-Acid trap.

Effect

Character may safely disarm 3 Traps per day.

Details

... can be anywhere!
Level 2
Character may safely disarm 6 Traps per day.
Level 3
Character may safely disarm 9 Traps per day.

​​

Disembowel

Races restricted - None

Guilds Disallowed - Scribe, OverLord, Watchman, Assassin, Gypsy, Bishop, Druid, Pontiff, Shaman, Witch Doctor, Arcanist, Enchanter,

Skill Type - Instant

Action

Character must have been in combat for 9 seconds fighting / studying a single opponent wearing no Body armour.

Character must have 2 weapons each with minimum 6 inch blades, one in each hand.

Character can then attempt to place the right blade against the Target Players right side, the left blade against the Target Players left side so that the weapons and the arms make an X shape and cross over.

Character must then draw back their arms and yell "Disembowel".

Effect

Target Player receives 6 Hit Points of damage to the Body.
Character can Disembowel 1 time per day.

Details

Those that have truly studied the art of bladed weapons can do astounding things should the opportunity arise.  Those that have studied with the Swords-master Agrippa, if he favoured the student, would be taught the Over-under-double-draw Technique, or the ' Agrippa Rip-a ' as some call it.  Regardless of the name, with but a few moments of time to study the flaws in the opponents own technique, and this will guarantee victory and a messy floor.

Level 2

Same as above but with a 6 second study time.
Character can Disembowel 2 times per day.

Level 3

Same as Level 2 but with a 3 second study time and opponent may be wearing Medium armour or less.
Character can Disembowel 3 times per day.

​​

Divine Symbol

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be wearing openly at all times in plain sight a holy symbol of their faith no less than 6 inches in height or length.

Effect

 Character receives +1 Prayer / Prayer Cycle

Details

To those unafraid to show their faith in their Gods, their Gods show their faith to them in return.

Level 2

Character receives +2 Prayers / Prayer Cycle.

 Level 3

Character receives +3 Prayers / Prayer Cycle.

E

 

Exorcism

Races Restricted - None

Guilds Disallowed - Engineer, Weapons Master, Charlatan, Scribe, Shaman, Warlock, Alchemist, Psionicist

Skill Type - Instant

Action

Character must spend at least 45 seconds of meditation, chanting, preparing etc. before an Exorcism can be attempted.

Character must be in the presence of a Target Player who is:

1) Under any effect of Mind control.  This includes all variations of Persuade, Dominate and Possesion.  This also includes any detrimental lingering effects on a Target Player from a Psionicist or any Psionic source.

2) In the Astral Plane.

3) A Summoned NPC\Monster or a Target Player who is presently in control of a Summoned DemonSpawn, DevilKyn, Familiar or a prepared Voodoo doll with a Lootable Body Part already attached to it.

Effect

1) For a victim of Mind or Psionic control, the Exorcist (the Character performing the exorcism) must touch the forehead of the negatively affected Target Player.  They must maintain contact and chant\pray\command the controlling force out for no less than 10 seconds.  Character must then announce 'Exorcism', while still maintaining touch.  The Target Player is now free from all lingering negative effects of the mind control or Psionics compulsion.  An Exorcism can only be performed on others and never on one self.

2) Against Target Players in the Astral Plane, Exorcism allows Character throw rice to hit the Astral Player and announce 'Exorcism!'.  If the Target Player is hit with the rice, they are immediately rejected from the Astral Plane and may not return there for 1 minute minimum.  Note: Exorcism in no way allows the Exorcising Character to see into, or otherwise sense anything from the Astral Plane, but if the Character is aware, or has been made aware, of "Ghosts" amongst them, they may try an Exorcism.  The rice throw must come from the Character who has the Exorcism Skill, though thier throw can be guided by others.

3) Against a Summoned Monster\NPC (a service worker) the Character must touch the Target Monster on thier forehead for no less than 10 seconds, and then announce 'Exorcism!'.  The Summoned Monster\NPC is now free from the control and commands of the Summoning Character and may act and behave in any manner they choose.  They do have a limited time to enjoy their new found Master-less freedom though, before the magic that brought them is exhausted and they disappear back to where they came from.  This time limit is 10 minutes per level of the Summoned Monster, but in that time they may do whatever they wish including seeking revenge on the one who summoned it.

Against a DemonSpawn, DevilKyn, Familiar or a Voodoo doll with a body part attached, the Exorcising Character may throw rice and must hit the Summoned Monster\Doll.  They must then announce 'Exorcism!'.  The Monster summoning is now cancelled and the Summoning Player loses all bonuses and benefits of the Summoning.  To regain the Summoned Monster and its benefits, the Summoning Player must repeat the Summoning process if they have a remaining per day use of the Summon Familiar Skill.   In the case of an active Voodoo doll, the Body Part attached to the Voodoo doll is now ruined, and may not be used for any Voodoo effect.  It must be removed and a new Body Part attached, the Exorcism effects the Body Part attached and not the doll.  The doll can be reused with a new use of Create Voodoo Doll.

The Character can use Exorcism 3 times per day.

Details

After producing the powerful potion made from the petals of the St Christopher blossom, the sacred herb of her holy order, she turned and faced the demon.  "Demon, be gone!" she commanded, "You are helpless before me!  The Flower of Chris compels you!" 

Level 2

The Character can now Exorcise 6 times a day.

Level 3

The Character can now Exorcise 9 times per day.​

F

 

Fearless

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be effected by any variation of "Fear”.

Effect

Character is immune to Fear.

Character can use this Skill three times per day.

Details

Some reach this level of personal control through hard experience and by having already stared most of the monsters of the realm down the gullet and still they live to tell the tale.  Some are born with such bravado that death, and the fear that precedes it, is unimaginable to them and thus easily ignored.

Level 2

Character can use this Skill six times per day.

Level 3

Character can use this Skill nine times per day.

​​

First Aid

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Target Player Must still be alive and must have less then full hit points.

Character must spend at least 30 seconds tending to, caring for, and/or working with the injured Target Player.

This Skill can not be used by the Character on themselves, only on other players.

Character may only use this skill 3 times per day.

Effect

Character has healed 1 Hit Point on target area on Target Player.

Details

Thank all the Gods in the heavens when your call for a medic is answered.

Level 2

Character may use this skill 6 times per day.

Level 3

Character may use this skill 9 times per day.

Flintlock

Races restricted - Giant, Troll

Guilds Disallowed - Witch, Weapons Master, Ranger, Witch Doctor, Psionicist

Skill Type - Instant

Action

Character must have a replica cap gun i.e. percussion cap or those little red caps, and those little red caps, which come in rings typically of 8, must be cut into individual rounds.  All effort must be taken to make it look like a Flintlock pistol, or a Pirates gun.

Character must spend 30 seconds doing nothing else to reload any flintlock.

Character must aim Flintlock at a Target Player.

Target player must be within 25 ft.

Eye contact between the Character and the Target Player must be made.

Character must pull the trigger and the cap must sound, if cap does not sound it was a misfire and that shot is counted as wasted and must be disposed of and the Flintlock must be reloaded following all time penalties.

Effect

The Target player receives 3 Hit Points of damage, but if the Flintlock Firing Player was more than 5 feet away from the Target, the Player taking the 3 Hit Points may choose where the damage goes.  For example a Pirate within 5 feet of a Novice fires successfully the Novice must take the damage to their body and thus they are dead.  If the Pirate was further away, the Novice could choose to assign the damage to a Limb, instead of the Body.  These weapons were notoriously unreliable and the aiming of them was more to a general target than a specific area on a target.

Small shields do not deflect Flintlock rounds, Large shields and Towers do.

At Level 1 the Character may have up to 3 Flintlocks in their possession. 

Details

" When ye got a choice mate, why wouldn't ye bring a gun to a knife fight? "

~ Captain Scythe ' Blackbeard ' Teach.

Level 2

At Level 2 the Character may have up to 6 Flintlocks in their possession. 

Level 3

At Level 3 the Character may have up to 9 Flintlocks in their possession.

​​

Focus Inner Power

Races restricted - Giant, Troll

Guilds Disallowed - Barbarian, Engineer, Musketeer, Watchman, Assassin, Charlatan, Pirate, Scribe, Thief, Trapper, Bishop, Necromancer, Pontiff, Shaman, Warlock, Witch, Alchemist, Arcanist, Battle Mage, Enchanter, Rune Master, Summoner

Skill Type - Instant (though indiviual Effects may vary)

Action

Character must meditate for 10 seconds, then they must announce what effect they are activating.

Effect

Character can choose any one of the following Psionic effects per use of Focus Inner Power -
Deaden Pain, Resist Cold, See the Hidden
All the above function exactly like Psionic ability at Level 1 strength.  Details on these can be found in the Psionics section.
There is NO Mana cost or expenditure for the Character to access these abilities, instead, the 10 seconds of focus and meditation is all that they have to do, and the ability begins for free at the conclusion of the 10S.
Character can Focus Inner Power three times per day.

Details

Chi, Karma, Mojo, or whatever you wish to name it, the Masters that can focus and harness it, are capable of wonders. 

Level 2

Character can choose any one of Level 1 effects or any one of the following Psionic effects per use of Focus Inner Power -
Bio-Regenerate, Resist Fire, See the Invisible
All the above (including all Level 1 effects) function exactly like Psionic abilities and at Level 2 strength.  Details on these can be found in the Psionics section.
Character can Focus Inner Power six times per day.

Level 3

Character can choose any one of Level 1 or 2 effects or any one of the following Psionic effects per use of Focus Inner Power -
Healing, See the Astral, Telekinetic Push
All the above (including all Level 1 and 2 effects) function exactly like Psionic abilities and at Level 3 strength.  Details on these can be found in the Psionics section.
Character can Focus Inner Power nine times per day.

Forced March

Races restricted - None

Guilds Disallowed - None

Skill Type - Linger

Action

Character must vigorously rub and shake their Legs for 10 seconds.

Effect

Character is +1 Legs for 3 minutes, then the hit point fades and the limb is returned to it's state as it was before the skill was used.  This Hit Point is also lost through normal damage.
Character must announce "Forced March".
Forced March can be used to negate all but the first 10 seconds (while Character is rubbing/massaging the Leg) of any variation of Paralyse Limbs which targets the Legs.
Character can Forced March 3 times per day.

Details

Some fights are a bit of a walk for the average soldier for hire, those that get there first, get to engage first, rack more kills, and get to know the Paymaster personally before any reward for services are rendered.  There is money in miles, one just has to have the will to put those miles behind them.

Level 2

Character can Forced March 6 times per day.

Level 3

Character can Forced March 9 times per day.

​​

Forgery
Races restricted - Giant, Troll
Guilds disallowed - Barbarian, Monk, Musketeer, Paladin, Weapons Master, Assasin, Gypsy, Ranger, Trapper, Druid, Necromancer, Shaman, Warlock, Witch, Witch Doctor, Arcanist, OverLord, Oracle, Summoner,

Skill Type - Instant
For a regular Forged document-
Action
Character must have at least one Read\Write Skill in any language.
Character may now write a scroll, a letter, a writ, a contract, etc. and they may sign it and "authorize" it under any other Character and\or Faction name.
Character must draw a square about the size of a quarter in the bottom right hand corner of the document, and inside the square must be a capitol "F" and the number 1, 2 or 3, which represents the level of forgery possessed by the Forging Character.  For example - Sully the Smuggler has Read\Write Common at Lv1, and Forgery at Lv2, his Forgeries must have a square with F2 inside it.
Effect
The document must be accepted as official, although it may be heavily scrutinized if it demands the bizarre or something completely out of character for the supposed "author" of the forgery.
The only way to discover if a document is a Forgery is to have that document read by any Character with the appropriate Read\Write Skill that must be at least one level higher than the forgers level of Forgery indicated in the bottom right hand square.  For example - Sully's above mentioned forgery is being read by a Player with Read\Write Common Lv1.  That player believes the forgery to be authentic, but because it asks to have all of that factions gold to be transferred to Sully himself, the Lv1 reader decides to get it verified.  A Player with Read\Write Lv3 is found and the forgery is discovered.
In the case of Lv3 forgeries, the document must be read\inspected at the same time by TWO readers at once, and they both must possess the Read\Write Skill of the document and both at Lv3.
Character can create 3 Forgeries a day.
Forgery for Magic Scrolls ~

Action
Magic also has a written language, and it too may be forged.  At Level 1, a Character with Forgery may choose 1 Spell from the Master Spell List with an XC cost of 400 or less.  Once chosen, this Spell may not be changed and the Forging Character will always know it.

Effect
Character can create 1 Forged Magic Scroll per day.

Details

"Of course what I say is true!  I have the documentation right here should you care to inspect it!" ~ Brey Gurt, Smuggler, or as she preferred to identify herself, a purveyor of particular, unquestionable goods.

Level 2
Character now learns to Forge a new Spell.  Character may choose from the Master Spell list, and the Spell must cost 600 XC or less.
Character can create 6 regular Forgeries, and 2 Magic Forgeries per day.
Level 3
Character now learns to Forge a new Spell.  Character may choose from the Master Spell list, and the Spell must cost 800 XC or less. 
Character can create 9 regular Forgeries, and 3 Magic Forgeries per day.

Formation

Races restricted - Goblin, Ogre, Giant, Troll

Guilds Disallowed - Scribe, Witch, OverLord, Assassin, Gypsy, Thief, Bishop, Shaman, Witch Doctor, Arcanist, Enchanter,

Skill Type - Linger

Action

Character must call for a Formation.

Three or more players must join the Character in a line that may be several ranks deep if enough other Players joined.

Character calling for the Formation must be in the center of the front line.

Character and every Player in the line must stay within arms reach (3 feet) of the next person in the line making a chain of players all within 3 feet of each other, with the Character in the center.  If there are multiple ranks all ranks behind the first must must stay within 3 feet of the line in front of them and within 3 feet of the Other players on their left and right.

Players moving away from the line for more than 3 feet breaks the chain and they lose all benefits from this Skill.  Players past the "missing link" of the chain have 3 seconds to get back into arms reach of a person in the line and make the chain whole, or they too lose all benefits from this skill.

If the Character ever moves more than 3 feet away from the line, every one in the line including the Character loses all benefits from this skill.

Characters and Players must be stationary and "hold the line" for 10 seconds.

Character must then yell "Formation 3M".

Character can only successfully use Formation once per day, if the Formation is called for and no one responds and "Formation 3M" was never announced, then it does not count as the daily use.

The benefits of this Skill will last for 3 minutes.  Character can call a Formation 3x/Day.

Effect

Character and everybody in the line receive +1 Body, +1 Arms and +1 Legs.
No one can travel or move away from where they called Formation.  To move away breaks the chain and cancels the effects of the person that moved, and possibly others down the line.  If the Formation calling Character moves the line and all its effects are lost

Details

All hail the Field Marshal, as their cry to regroup thunders over the battlefield to bring cool resolve to the heat of the slaughter.

Level 2

The benefits of this Skill will last for 6 minutes.  Character must then yell "Formation 6M".

Character can call a Formation 6x/Day.

Level 3

The benefits of this Skill will last for 9 minutes.  Character must then yell "Formation 9M".

Character can call a Formation 9x/Day.  

H

 

Haymaker

( Variation of Punch for Damage )
Races restricted - Halfling, Goblin

Guilds Disallowed - Scribe, Witch, Assassin, Gypsy, Thief, Arcanist, Psionicist,

Skill Type - Instant

Action
Character must be wearing Gauntlets

 Character must not be holding anything in their hands.
Character must clasp their hands together as if to deliver a two handed   'Haymaker' punch.
Character must announce "Haymaker!".

Effect

Target Player takes 3 Hit Points of damage per successful punch.
Character can use this Skill three times per day.

Details

Some folk are strong enough, or fierce enough, or even crazy enough to punch plate mail to pieces.

Level 2
Character can use this Skill six times per day. 
Level 3
Character can use this Skill nine times per day. 

**Haymaker Specialization~  "Karmic Judgment"**

Character can perform a normal Haymaker for 3HP nine times a day.

Additionally, the Character can purposefully strike a Shield.  Character must announce "Shield Break!".  Shield now broken until repaired, or until midnight.

Character can attempt a Shield Break three times per day.

​​

Heart Rip

Races restricted - Halfling, Goblin, Elf

Guilds Disallowed - Scribe, Gypsy, Bishop, Druid, Arcanist, Battle Mage, Psionicist,

Skill Type - Instant

Action

Character must be wearing Gauntlets.

Character must punch target player in an unarmoured stomach.

Character must yell “Heart Rip”.

Effect

Target Player receives 6 Hit Points of damage to the Body.
Character can use Heart Rip once per day.

Details

Legends speak of an evil Dwarf of unsurpassed cruelty, named Braal.  To intimidate the foe, Braal before battle would commonly rip out the hearts of his own soldiers and tie the bloody organs into his beard.

Level 2

Character can use Heart Rip two times per day.

Level 3

Character can now Heart Rip through Medium Armour.

Character can use Heart Rip three times per day.

​​

Hone Weapon

Races restricted - Giant, Troll

Guilds Disallowed - None

Skill Type - Instant

Action

Character must have a non enchanted weapon and they must have the proper Weapon Skill for that weapon.  For example, a Character without the Great Flail Skill could not Hone a Great Flail.
Character must spend 1 minute of time "working on and adjusting" the weapon.
Character must announce "Hone Weapon 10M".

Effect

That weapon now acts as an Enchanted Weapon and may be used to strike NPC/Monsters that may only be hit by such.
Character can Hone 3 weapons a day.
Effects last 10 minutes.

Details

" Take it from me laddy, in a fight when the odds are grim, having courage is nice, having allies is better, but nothing is more important than having a good, sharp blade. "  ~ Dross the Pikeman, an old travel worn Mercenary.

Level 2

Character can now Hone 6 weapons a day.
Effects last 10 minutes.

Level 3

Character can now Hone 9 weapons a day.
Effects last 10 minutes. 

I

 

Impale

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be using a two handed weapon with a minimum 6 inch of blade or top thrusting spike, although Monks can perform this with only their fist.

Character may not swing their weapon at any target for 9 seconds, though the Character may still defend themselves with the weapon should they wish.
Target Player must not be wearing Heavy Armour
Character must then strike Target Player in the body with a thrust of their weapon as they announce "Impale".

Effect

Target Player receives 6 Hit Points of damage to the Body.

Character can Impale once per day.

Details

After a few moments of study, the trained eye can spot the holes in any armour.

Level 2

Effects the same as above but with only a 6 second study time.

Character can Impale twice per day.

Level 3
Character can Impale through Heavy plate Level 1 - 2, Impale will not puncture Level 3 Heavy Armour . 

Effects the same as above but with only a 3 second study time.

Character can Impale three times per day.

​​

Incorruptible

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must have just been targeted with any version of Persuade or Tongues of Truth.

Character must announce that they are "Incorruptible".

Effect

Character is immune to the Persuasion attempt.

A Character can use their Incorruptible skill three times daily, at their choice.

Details

To derail the minds of the devoted is a difficult task indeed.  Some minds are so firmly entrenched in their ways of thinking that no amount of reason or effort  will ever get them to do something they do not wish to do.

Level 2

A Character can use their Incorruptible skill six times daily, at their choice.

Level 3

A Character can use their Incorruptible skill nine times daily, at their choice.

​​

Inner Bells

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be affected by a variation of “Sleep”.

Effect

Character needs only to be asleep for 3 seconds.
Character can use this Skill three times daily, at their choice.

Details

The minds alarm clock.  Every warrior worth their salt has developed one.  They say this Skill is taught through meal times in the barracks where commonly the last people served only gets everyone else's scraps.

Level 2

Character can use this Skill six times per day.

Level 3

Character can use this Skill nine times per day.

​​

Iron Mind

Races restricted - None

Guilds disallowed - None

Skill Type - Instant

Action

Character must be affected by any variation of  "Confusion", or affected by any variation of emotional tampering.  This includes any effect announced with "Beguile" or "Calm". 

Iron Mind does not negate any ability announced with "Fear".

Character must announce ''Iron Mind'.

Effect

Character is unaffected and the Confusion or emotional tampering is negated.

Character can use the effects of Iron Mind 3 times per day.

Details

Some Folks have an astounding mental ability to hold a thought firmly in mind, no matter the chaos that surrounds them.  In fact, with most of these individuals, if one wished to knock a thought out of their head, one had better bring a bat.

Level 2

As well as all effects listed above, Iron Mind can now negate any effect announced as "Cute" or "Joy".

Character can now use Iron Mind 6 times a day.

Level 3

As well as all effects listed above, Iron Mind can now negate any effect announced as "Sorrow" or "Words of Truth".

Character can now use Iron Mind 9 times a day.

K

 

Knock Out

( NOT a variation of Sleep )
Races restricted - Halfling, Goblin, Elf,

Guilds Disallowed - None

Skill Type - Instant

Action

Character must make eye contact with a Target Player.
Character must be wearing Punch gloves.

Character must place their fist upon the head of the Target Player.

Can not be used through helmets.

Character must announce “Knock Out 1M”.

Effect

Target Player is knocked out and must fall to the ground. Target Player can only regain consciousness three different ways ~ with another Player shaking/waking them out of it for a period of no less than 3 seconds, or, they awaken with the first Hit Point of damage received while unconscious, or, they awaken after a maximum of 1 minute has passed, whichever is first.
Skills such as Rally can negate Knock Out as well.

Character can use this Skill 3 times per day.

Details

When in lack of brilliant tactics, or stunning strategy, some times brute force applies.

Level 2

Character can use this Skill 6 times per day.

Level 3

Character can use this Skill 9 times per day.

L

 

Licence to Kill

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must register with the Regent as an Authorized Agent of Town Justice.

Character may now check the wanted posters located in town for collectible rewards.

Effect

Character is now legally sanctioned to kill the Target Player depicted on the Wanted Poster.  They are exempt from any legal charge of murder or any other charges they may have piled up in the act of 'apprehending' the Target Player.
Character can kill wanted target player at any time, any where, as often as they wish and claim the posted reward multiple times, as long as Target Players Wanted poster is still displayed.
Character is only authorized to collect on 3 Wanted Target Players a day.

Details

" I think you will find my papers all in order officer, now what's this I heard  about a reward...?".

~ Admiral Caderial Malkovai, Pirate King.
Level 2
Character is now authorized to collect on 6 Wanted Target Players a day.
Level 3
Character is now authorized to collect on 9 Wanted Target Players a day.

M

 

Master Blood Lust

Races restricted - None

Guilds Disallowed - Scribe, Bishop, Arcanist, Psionicist

Skill Type - Instant

Action

Character must kill two Target Players within 30 seconds of each other.

Effect

1 Body Hit Point healed.  Character can use Master Bloodlust 3 times per day.

Details

Some revel in war and the thrill of victory fuels them and drives them for more.

Level 2

2 Body Hit Points healed.  Character can use Master Bloodlust 6 times per day.

Level 3

3 Body Hit Points healed.  Character can use Master Bloodlust 9 times per day.

Master Formation

Races restricted - Goblin, Ogre, Giant, Troll

Guilds Disallowed - Scribe, Witch, Assassin, Gypsy, Thief, Bishop, Shaman, Witch Doctor, Arcanist, Enchanter,

Skill Type - Linger

Action

Character must call for a Formation

Three or more players must join the Character in a line that may be several ranks deep if enough other Players joined.

Character calling for the Formation must be in the center of the front line.

Character and every Player in the line must stay within arms reach ( 3 feet ) of the next person in the line making a chain of players all within 3 feet of each other, with the Character in the center   If there are multiple ranks all ranks behind the first must must stay within 3 feet of the line in front of them and within 3 feet of the Other players on their left and right.

Players moving away from the line for more than 3 feet breaks the chain and they lose all benefits from this Skill.  Players past the "missing link" of the chain have 3 seconds to get back into arms reach of a person in the line and make the chain whole, or they too lose all benefits from this skill.

If the Formation calling Character ever moves more than 3 feet away from the rest of the line, every one in the line including the Character loses all benefits from this skill.

Characters and Players must be stationary and "hold the line" for 10 seconds.

Character must then yell "Master Formation 3M".

If the Formation is called for and no one responds and "Master Formation 3M" was never announced, then it does not count as the daily use.

The benefits of this Skill will last for 3 minutes. or until the Hit Points granted are lost normally.

Effect

Character and everybody in the line receive +1 Body, +1 Arms and +1 Legs.

The line may move and charge and position themselves and must not stay stationary if they do not wish.

Master Formation may be called for 3 times a day.

Details

When amid the chaos and carnage of battle, pay heed to the one with the calm head crying out for everyone to re-form the lines.  Find shared strength with your fellows and the one who brought back order to the chaos, and then march and charge and slay in strength and numbers.

Level 2

The benefits of this Skill will last for 6 minutes.  Character must then yell "Master Formation 6M".

Master Formation may be called for 6 times a day.

Level 3

The benefits of this Skill will last for 9 minutes.  Character must then yell "Master Formation 9M".

Master Formation may be called for 9 times a day.

Meditate Prayers

Races restricted - None

Guilds Disallowed - None

Skill Type - Linger

Action

Character must sit cross legged and with eyes closed and may not communicate with anyone for 1 minute.

Effect

Character then receives 1 Prayer back into his Prayer Cycle per every 3 minutes of Meditation.

Details

' I remember when this nature priest once marched with us, fought with us and marched with us again.  18 hours of hard going later this guy just up and sits on the ground!  Quarter hour later the Nature feller stood up with a smile looking fresh as a daisy!'

~ Pablo the Peasant.

Level 2

Character now receives 1 Prayer back into his Prayer Cycle per every 2 minutes of Meditation.

Level 3

Character then receives 1 Prayer back into his Prayer Cycle per every 1 minute of Meditation.

Mentor

Races restricted - None

Guilds Disallowed - None

Action

Character must have a willing Target Player who knows the Skill Apprentice and a Skill that the Target Player has yet to learn but wishes to acquire.

Character (Mentor and their Target Player (Apprentice) both must report to the GateHouse together, on three separate days, to sign the Master Mentor List.

Effect

On the fourth day the Target Player may purchase, with XC, the Skill that has been written down in the List for three days at 10% cost reduction.

That cost reduction goes immediately to the Mentor.

Character may only Mentor one Skill at a time.

Details

Where would the world be without teachers?

Level 2

Character may Mentor two Skills, to the same or different Apprentices, at the same time.

Level 3

Character now receives a 20% cost reward.

~~NOTE~~

If a Mentor and an Apprentice have different levels of these two Skills, the lowest level of both of the Players will determine the cost reduction.  Example - Mack the Mentor ( Mentor Level 3 ) and Apendy the Apprentice (Apprentice Level 1) work together to teach Apendy the Skill True Strike.  On the fourth week, Apendy may purchase the Skill with a 10% cost reduction.

~~~~~~~~​

Morale Boost

Races restricted - Giant, Troll

Guilds Disallowed - Witch, OverLord, Assassin, Ranger, Thief, Trapper, Shaman, Warlock, Arcanist,

Skill Type - Linger

Action
Character must make an inspiring 10 second minimum speech all about a maximum of 3 Target Players.

Target Players must be called by their Characters name at least once during the speech to receive any benefits of Morale Boost.
The speech must last for at least 10 seconds, then Character must announce "Morale Boost 3M".

Effect

Character and all Target Players named receive + 1 Hit Points to the Body, Arms and Legs each, or 1 Wound Point (Non-Combatants).

Effects last for 3 minutes.

Character can perform a Morale Boost 3 times per day.

Details

" Aye, run from a fight and you will live, but, years from now, as you lie on your death bed, would you not trade every day from now 'til then for one chance, just one chance, to come back and stand and fight, and to tell your foes that they will never take our freedom! " 

Level 2

Character can now name up to 6 Target Players and all players named receive the benefits.

Character may now announce "Morale Boost 6M".

Character can perform a Morale Boost 6 times per day.

Level 3

Character can now name up to 9 Target Players and all players named receive the benefits.

Character may now announce "Morale Boost 9M".

Character can perform a Morale Boost 9 times per day.

Musket

Races restricted - Halfling, Goblin,

Guilds Disallowed - Scribe, Witch, Barbarian, Mercenary, Weapons master, Gypsy, Thief, Bishop, Druid, Shaman, Warlock, Witch Doctor, Arcanist, Battle Mage,

Skill Type - Instant

Action

Character must have a game approved Musket.

Character must aim Musket at a legal target area of a Target Player..

Character must pull the trigger and a single ball must fire, if it does not it was a misfire and that shot is counted as wasted and the Musket must be reloaded.
Character must hit the Target Player with a Game approved musket ball.

Effect

Target Player receives 6 Hit Points of damage to the area hit.

Small and Large Shields do not block muskets, Tower Shields do.

Details

" Here, really, put this apple upon your head, trust me, at ten paces I cant miss!"

~ Gary the Cross-eyed Musketeer.

Level 2

Character may now fire two musket balls at once if they should wish.

Level 3

Character may now fire three musket balls at once if they should wish.
~~NOTE~~

For the building materials needed and more info on Muskets and Musket Balls please refer to the Weapons and Armour section of this Master Manual.

 ~~~~~~~~

N

 

Nullify Magic

Races restricted - None

Guilds Disallowed - Engineer, Assassin, Pirate, Thief,

Skill Type - Linger

Action

Character must be within 10 feet of a Mana based Spell magic using Target Player.

Character must make eye contact with the Target Player.

Character must chant loudly and repetitively any chant they wish, punctuated with "No Mana" and pointing/gesturing at the Target Player at least once every 3 seconds.

Effect
Any Spell or effect with a Mana base effect that was in the process of being cast by the Target Player is interrupted and ruined.  The Mana that was going to be spent is lost and no effects happen.

Target Player can not cast or spend any Mana Points while still in range of the chanting Nullifying Character .

Effects last as long as the chanting Character remains chanting and in range of the Target Player.
Character can Nullify Magic 3 times every day.

Details

"Will some body please shut that one up!"

~ a frustrated Artemist the Arcanist.

Level 2

Character must be within 25 feet of Target Player.
Character can Nullify Magic 6 times every day.

Level 3

Character may affect two Target Players and must point at both Target Players while chanting.
Character can Nullify Magic 9 times every day.​​

P

 

Paralyzing Strike

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be in combat with a Target Player.

Character must be wearing at least one Punch Glove.

Target Player must not be wearing Leg Armour or upper Arm Armour

Character must strike the target player in a Leg or Arm with their gloved hand and yell "Paralyse 10S".

Effect

Target player takes no damage.

Target players Leg or Arm that was struck is rendered useless and paralyzed, and goes limp and will not support or lift weight at all for 10 seconds.
Character can use this Skill 3 times a day.

Details

Never, never, never underestimate the power of a charlie horse.

Level 2

Character may now announce "Paralyzing Strike 15S".

Effects last for 15 seconds.

Character can use this Skill 6 times a day.

Level 3

Character may now announce "Paralyzing Strike 20S".

Effects last for 15 seconds.

Character can use this Skill 9 times a day.

​​

Patience

( Variation of Hidden )

Races restricted - Ogre, Giant, Troll

Guilds Disallowed - Paladin, Pontiff,

Skill Type - Linger

Action

Character must be motionless and unnoticed for 10 seconds.

Effect

Character becomes hidden for 3 minutes.

Character must hold one arm out with the forearm bent at 90 degrees bent to point upwards and the hand must be in a fist in the air.

All benefits are lost with movement and Character does not need to be concealed in a Shadow.

Character can attempt Patience 3 times per day.

Details

Hunters know this skill well.  Stay still long enough and everything kind of forgets that you were there at all.

Level 2

Character becomes hidden for 6 minutes.

Character can attempt Patience 6 times per day.

Level 3

Character becomes hidden for 9 minutes.

Character can attempt Patience 9 times per day.

​​

Punch for Damage

Races restricted -  Halfling, Goblin

Guilds Disallowed - Scribe, Musketeer, Assassin, Thief, Bishop, Warlock, Arcanist, Psionicist, Summoner

Skill Type - Instant

Action

Character must be wearing a Punch Glove on the hand that they want to Punch with, and they may not be holding anything in that hand.

Character must deliver one 'Punch' to a Target Player in the Body, Arms or Legs.

Character must announce "Punch for Damage".

Effect

Target Player receives 1 Hit Point of Damage per Punch in targeted area.

Character may attempt Punch for Damage once every 9 seconds.

Details

With experienced or powerful foes, beware of not only the weapons that they hold in their hands, but verily the hands themselves, for they may be as deadly as any blade.

Level 2

Character may attempt Punch for Damage once every 6 seconds.

Level 3

Character may attempt Punch for Damage once every 3 seconds.

​​

Punch for Push

Races restricted -  Halfling, Goblin

Guilds Disallowed - Scribe, OverLord, Assassin, Thief, Bishop, Warlock, Arcanist, Psionicist, Summoner

Skill Type - Instant

Action

Character must be wearing Punch Gloves and they may not be holding anything in their hands.
The Character must then clasp their hands together as if to deliver a two handed punch.

Character must deliver one 'Punch' to a Target Player in the Body, or upon a Target Players Small or Large Shield.

Character must announce "Punch for Push".

Effect

Target Player must jump / travel directly away a minimum 5 feet from the Character and fall down.  

This attack does no Hit Point damage.
Small Shields and Large Shields do not stop Punch for Push, grounded Tower Shields do.

Character may attempt Punch for Push three times per day.

Details

When cunning fails and knowledge is lost, brute force often applies.

Level 2

Character may attempt Punch for Push six times per day.

Level 3

Character may attempt Punch for Push nine times per day. 

​​

Pure Will

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be targeted and affected by any variation of the Spells listed below.

Character must announce "Pure Will!".

Pure Will can only be used three times per day.

Effect

Self Dispel Blind

Self Dispel Sleep

Details

The arms carved the stone into mighty blocks, the legs carried those blocks for many leagues, the body heaved and strained to lay those blocks into a mighty defensive wall but it is the Mind that commands it all.  Like a battlefield General, what the Mind orders, the rest of the body must do, if possible.  Master the mind and anything is possible.

Level 2
Character may also -

Self Dispel Pain
Self Dispel Persuade
Pure Will can be used six times per day.

Level 3
Character may also -

Self Dispel Fear

Self Dispel any Set On Spell following that particular remedy for that particular Set On.
Pure Will can be used nine times per day.

**Pure Will Specialization~ "Magnamind"

Character must announce "Magnamind".
Character may now also negate all Cloud magic with "Breathe without Air" (same as Lv1 Wizard Spell) and

Turn all time calls of "Petrify" from M to S. 

For example, a call of "Petrify 10M" (10 minutes) would now be "Petrify 10S" (seconds).​​

R

 

Rage

Races restricted - None

Guilds Disallowed - Weapons Master, Arcanist, Psionicist,

Skill Type - Linger

Action
Character must be wearing gauntlets.

Character must drop all weapons and shields.

Character must yell “Rage” and choose a target player.
- OR -
Character must be wearing gauntlets.

Character must drop all weapons and shields.

Character is subject to an Instant Trigger which automatically put the Skill into use. Instant Triggers are NOT to be counted as a use per day of the Skill.
Instant Triggers are -
- Character is down to 1 Body Hit Point.
- Character has just been Shanked.

Effect

Character receives +2 Body Points, +1 Arms Points and +1 Legs Points.

Characters punches now inflict 1 point of damage each.
Character must immediately attack the target player unless before reaching target player, a second player crosses between them.  This second player now becomes the target player, the first forgotten.  Character will never target a Player that they share Clan Nature with.  They are immune.
After killing 1 target player Rage and its effects are cancelled and the Character must spend 15 seconds unable to do nothing more than defend themselves due to exhaustion.
Character can Rage by choice up to 3 times per day, there is no limit on the number of auto triggered Rage.
Details
' They advanced slowly.  Feral Elves, faces covered in war paint.  I remember thinking it peculiar why there were so little arrows in the air then my aide informed me that none of the Elves seemed to be armed.  I had no time to respond to this information for, as one, the Elves roared and charged.  They defied mortal wounds, fought with battered limbs and tore into us.  After that was all carnage.  Bloodied, battered fists, and carnage.'

~ Sir Henry of Copperbottom, Retired Knight of Durp.
Level 2
Character may select two target players before suffering exhaustion.
Character can Rage by choice up to 6 times per day.
Level 3
Character may select three target players before suffering exhaustion.
Character can Rage by choice up to 9 times per day.

~~NOTE~~

Shank is an Instant trigger for any Target Player who has the Skill Rage, and as such only does 1 Hit Point of damage to the Target Player who automatically goes into Rage with the Shanking Character as their Target.

**Rage Specialization~ "Hragn"**

Character must announce "Hragn" (pronounced as "Her-Rage-In")
Character can Hragn by choice up to 12 times a day.

There are no limits to the number of Targets.  Rather, when a Hragn Character runs out of Targets, they will then suffer the 15S exhaustion penalty.  

​~~~~~~~~

Rally

Races restricted - Giant, Troll

Guilds Disallowed - None

Skill Type - Instant

Action
Character must have both feet planted.

Character must have Clan Nature with at least 1 other Target Player suffering the negative effects of the list below.
Character must yell their personal war cry and then their Faction name.

Character must blow a war horn.

Character must sound the horn for a minimum of 3 seconds.
Character must announce "Rally _____ (  Name of the Faction )".

Effect

Friendly target players who share Clan Nature with the Character calling for the rally, if they are within 50 feet of the Character and hear the horn and Clan name, may -
Dispel Sleep
Dispel Knockout.

Dispel Fear.
Dispel Pain.

 Dispel Persuade.
All effects are instant with the announcing of the Skill.

Rally may be used 3 times per day.
Details

The raiding party appeared from out of the nights mist and took the town completely by surprise.  In all but moments over half of the defenders, found in their beds asleep, were either unconscious, terrified or being brutalized   From the far tower sharp eyes turned around to see the silent savagery happening behind him.  He raised his horn to his lips and roused the rest of the town.  Great losses were suffered that day, but the town and its folk held.
Level 2

Rally may be used 6 times per day.

Level 3

Rally may be used 9 times per day.

​​

Read/Write Common (Mortal Speech)
Races Restricted - None
Guilds Disallowed - None

Skill Type - Instant

Action
Character must be attempting to read or write something in the Common language (any Scroll with a White Duct Tape back).
Effects
Character can read, write and understand any word written in the Common language that is 5 letters in length or less.  Any word 6 letters or longer is not understood by the Character at all.
Level 2
Character can read, write and understand any word written in the Common language that is 8 letters in length or less.  Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write the Common language at will.


Read/Write Dwarf (Mortal Speech)

Races Restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be attempting to read or write something in the Dwarf language (any Scroll with a Grey back).

Effects

Character can read, write and understand any word written in the Dwarf language that is 5 letters in length or less.  Any word 6 letters or longer is not understood by the Character at all.

Level 2

Character can read, write and understand any word written in the Dwarf language that is 8 letters in length or less.  Any word 9 letters or longer is not understood by the Character at all.

Level 3

Character can read and write the Dwarf language at will.

 

Read/Write Elven (Mortal Speech)

Races Restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be attempting to read or write something in the Elven language (any Scroll with a Blue Duct Tape back).

Effects

Character can read, write and understand any word written in the Elven language that is 5 letters in length or less.  Any word 6 letters or longer is not understood by the Character at all.

Level 2 

Character can read, write and understand any word written in the Elven language that is 8 letters in length or less.  Any word 9 letters or longer is not understood by the Character at all.

Level 3

 Character can read and write the Elven language at will.

 

Read/Write Goblin (Mortal Speech)

Races Restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be attempting to read or write something in the Goblin language (any Scroll with a Green Duct Tape back).

Effects

Character can read, write and understand any word written in the Goblin language that is 5 letters in length or less.  Any word 6 letters or longer is not understood by the Character at all.

Level 2 

Character can read, write and understand any word written in the Goblin language that is 8 letters in length or less.  Any word 9 letters or longer is not understood by the Character at all.

Level 3

 Character can read and write the Goblin language at will.

Read/Write Halfling (Mortal Speech)

Races Restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be attempting to read or write something in the Halfling language (any Scroll with a White Duct Tape back bordered by Grey).

Effects

Character can read, write and understand any word written in the Halfling language that is 5 letters in length or less.  Any word 6 letters or longer is not understood by the Character at all.

Level 2 

Character can read, write and understand any word written in the Halfling language that is 8 letters in length or less.  Any word 9 letters or longer is not understood by the Character at all.

Level 3

 Character can read and write the Halfling language at will.

Read/Write Ogre (Mortal Speech)

Races Restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be attempting to read or write something in the Ogre language (any Scroll with a Brown Duct Tape back).

Effects

Character can read, write and understand any word written in the Ogre language that is 5 letters in length or less.  Any word 6 letters or longer is not understood by the Character at all.

Level 2 

Character can read, write and understand any word written in the Ogre language that is 8 letters in length or less.  Any word 9 letters or longer is not understood by the Character at all.

Level 3

 Character can read and write the Ogre language at will.

Read/Write Orc (Mortal Speech)

Races Restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character must be attempting to read or write something in the Orcish language (any Scroll with a Brown Duct Tape back bordered by Black).

Effects

Character can read, write and understand any word written in the Orcish language that is 5 letters in length or less.  Any word 6 letters or longer is not understood by the Character at all.

Level 2 

Character can read, write and understand any word written in the Orcish language that is 8 letters in length or less.  Any word 9 letters or longer is not understood by the Character at all.

Level 3

 Character can read and write the Orcish language at will.

Read / Write Magic Symbols

Master Magic Circle Symbols.jpg

Races restricted - None

Guilds Disallowed - Engineer, Witch, Mercenary, Musketeer, Paladin, Weapons Master, Pirate, Trapper, Shaman, Warlock, Psionicist,

Skill Type - Instant

Action

Character must be attempting to understand a drawn magic Symbol in front of them.

Writing, or in this case drawing, of Symbols is possible, but if the character is not a Enchanter or has not purchased the Symbol they are drawing with their XC, it is not magical, no mana can be put in it and it has no game effect.

Effect

Character now understands all Symbols dealing with the level of the magic Symbol phrase and will be able to identify if it is a powerful potion/scroll (a Level 3) or a regular variety (ie a Level 1 Potion/Scroll)
Character now understands all Elemental Symbols as well.

Details

The written word of magic, or the art of the arcane.  For those that know how to channel power into these Symbols, and in what order to place them, fantastic things will be possible.

Level 2

Character now also understands all Symbols of The Beings and all Symbols of Conditions as well.

Level 3

Character now understands all the Symbols of Magic.

~~NOTE~~

A Character ( who is not a Enchanter by Guild ) with Level 3 Read/Write Magic Symbols may with their XC purchase the individual Symbols necessary to create a Magic Symbol Phrase and can use the abilities of that Phrase to create magic Potions or Scrolls, as long as the character has enough Mana to do so, and follows all rules laid out in the Potion/Scrolls section..

~~~~~~~~​

Repair Armour

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Target Players armour must have less then full Armour Points.

Character must have white hockey tape and they must make an X with the tape on the target players damaged armour.

Character must spend at least one minute for each X, or use of the Skill.

This Skill can be used by the Character on their own armour but it must be removed first, on other players the Character can repair it as they wear it.

Character may only use this skill 3 times per day.

Effect

Character has Repaired the Armour completely and has restored the armour's Hit Points in full.

Details

Snapped leather straps.  Blown buckles.  Wrenched rivets.  No problems, just give them a minute, and they will help spare your life.

Level 2

Character may use this skill 6 times per day.

Level 3
Character may use this skill 9 times per day.

** Repair Armour Specialization:  Auroras Star Forge **

Character may use the Effects of Repair Armour Level 3 Effects 9 times per day.

Additionally, Character may use the Effects of Auroras Star Forge three times per day.

Character may enhance the Armour upon the Star Forge, which allows for the wearer of the Armour to negate any physical blow which would normally damage the Armour.  This includes all physical 'hits' ranging from a normal weapon strike, to Heart Rip and Impale.

Wearer of the Armour is allowed three physical Negates per use of Auroras Star Forge, and these uses linger until Midnight, unless used normally or the Armour is reduced to Zero Armour Points.  To replenish these charges a new application of Auroras Star Forge must be used.

If the Armour has been reduced to 0 Hit Points in any Targetable Area (NOT the wearer, but the armour itself) the Negates are lost in that area.
Example~ 

Bob the Barbarian had his full suit (Body, Arms and Legs) of Level 3 Medium Armour (which adds 2 Armour Points to any Targetable Area covered) repaired with Auroras Star Forge.  Later, in an ambush, Bob takes an arrow to his armoured leg, and Bob does not Negate the 'hit' for he has other more pressing matters on his mind (like staying alive!).  The arrow does 2 Hit Points to Medium Armour, which reduces the Armour on that Leg to zero Armour Points.  Later in the fight, a dastardly Rogue lands a "Hamstring!" (a 3 Hit Point leg strike) on that same leg with the arrow damaged Armour.  Because the Armour on that Targetable Area has been reduced to zero, this blow may not be Negated.  Sorry Bob.

Rise

Races restricted - None

Guilds Disallowed - None

Skill Type - Instant

Action

Character has just died / been killed.
Character must wait 1 minute.

Effect

Character self resurrects automatically in whatever bonded or unbonded state they were in before they died.  Characters that can Rise do so with only 1 Body Hit Point, 1 Hit Point on each Arm and 1 Hit Point on each leg, and with no Mana and no Prayers/Prayer Cycle (if any).

Character can use this skill once per day.

Details

Some folks just hate leaving unfinished business behind them.
Level 2
Character now Rises with 2 Hit Points on their Body and 2 Hit Points on each Arm and Leg.
Character can use this skill twice per day.
Level 3
Character now Rises with 3 Hit Points on their Body and 3 Hit Points on each Arm and Leg.
Character can use this skill three times per day.

Run Through

Races restricted - None

Guilds Disallowed - Bishop, Warlock, Arcanist, 

Skill Type - Instant

Action

Target player must be lying on the ground or against an un-moveable object (like a wall, a treeor a grounded Tower Shield) and must be Armourless on the Body.

Character must stab target player in the Body with a thrusting tip or blade 6 inches long or greater.

Character must yell "Run Through".

Effect

Target Player receives 6 Hit Points of damage to the Body.

Character can use this Skill 1 time per day.

Details

 A quick death to those that have fallen on the field, merciful and efficient.  A warrior's death.

Level 2

Character can use Run Through 2 times per day.
Character can now Run Through Medium Armour.

Level 3

Character can use Run Through 3 times per day.

Character can now Run Through Heavy Armour Level 1 and 2, but not Heavy Level 3

 

Scent

Races restricted - None

Guilds Disallowed - None

Skill Type - Linger

Action

There must be a Hidden Target Player within a 25 ft radius of the Character using Scent.

Character must remain immobile while using Scent.

Effect

Character can smell the Hidden Target Player.

Character cannot locate where “invisible” or "hidden" characters are, only that they are near.

Character can use Scent 3 times per day, and once Scent is activated it will last for 3 minutes.

Details

The nose knows, you know?

Level 2

Characters can now also Scent Invisible Characters as well.

Character can use Scent 6 times per day and each use lasts for 6 minutes.

Level 3

Characters can now also Scent Astral Characters as well.

Character can now Track by Scent.  As soon as the Character Scents the Hidden, Invisible or Astral Target Player they may take 2 steps towards the Target Player after pausing to take two big sniffs, in a "Sniff, sniff, then Step, step" manner.  As long as the Hidden, Invisible or Astral Target Player stays within range the Character, they can Track them.

Character can use Scent 9 times per day and each use lasts for 9 minutes.

Scholar
Races Restricted - Giant, Troll
Guilds Disallowed - None

Skill Type - Instant
Action
Character must be attempting to read or write something in the Common (White), Dwarf (Grey), Elf (Blue), Goblin (Green), or Ogre (Brown) written language.
Effects
Character can read, write and understand any word written in any of the languages listed above, that is 5 letters in length or less.  Any word 6 letters or longer is not understood by the Character at all.

Details

I knowledge is the path to power, then books are the guides.

Level 2
Character can read, write and understand any word written in any of the languages listed above, that is 8 letters in length or less.  Any word 9 letters or longer is not understood by the Character at all.
Level 3
Character can read and write any of the languages listed above at will.

Self Sacrifice

Races restricted - None

Guilds Disallowed - None

Skill Type - Linger

Action
Character must meditate/pray for one minute undisturbed.

Character must then produce a bladed weapon and cause themselves at least 1 Hit Point of damage on a Targetable Area.
Character may perform Self Sacrifice 3 times per day.

Effect

Characters  receives 1 Prayer back into their Prayer/Prayer Cycle for every Hit Point sacrificed from the Body, or one Prayer for every 2 Hit points sacrificed from the Arms and/or Legs.

Character may reduce a limb to 0 Hit Points with Self Sacrifice should they wish, but the Character can not go below 1 Body Hit Point with this skill.

Details

Some people believe that the only way to ones true potential, is through great sacrifice.

Level 2

Characters must now only meditate for 30 seconds.
Character may perform Self Sacrifice 6 times per day.

Level 3

Characters now receives 2 Prayers back into their Prayer/Prayer Cycle for every Hit Point sacrificed from the Body, or one Prayer per Hit Point sacrificed from the Arms and/or Legs.
Character may perform Self Sacrifice 9 times per day.

Sever Stone

Races restricted - None

Guilds Disallowed - Engineer, Barbarian, Mercenary, Musketeer, Watchman, Gypsy, Pirate, Ranger, Trapper, Bishop, Druid, Warlock, Arcanist, Battle Mage, Psionicist, Rune Master, Summoner, 

Skill Type - Instant

Action

Character must kill or find a dead Player Character.

Character must have a Knife.

Character must spend 30 seconds 'cutting' into the chest of the opponent.

Character must announce "Sever Stone".

Effect

The Character can Loot an opponent Player Characters Life Stone.

Character can perform Sever Stone once per day.

Details

In these lands that are constantly being drained by the remnants of the Gaia Golem, to be with out a Life Stone exposes that person to the energy hungry magic of the reforming Gaia Golem, and reduces them to little more than the average Peasant.  Fear the person that has learned what exact body parts the Life Stone uses to bond itself to an individual, for with that knowledge, and a sharp knife, that person can leave a victim helpless as a babe.

Level 2

Character can perform Sever Stone twice per day.

Level 3

 Character can perform Sever Stone three times per day.

Sharp Eye

Races restricted - None

Guilds Disallowed - None

Skill Type - Linger

Action

Character must be looking around his surrounding and immobile for 10 seconds.

Character must announce "Sharp Eye 1M"

Effect

Character must signal that they can See the Hidden place placing their closed fist above their eyes, as if they were trying to shield their eyes from the sun.

 Character can see the hidden for 1 minute or until they move from their stationary position, whichever is first.

Character can use this skill 3 times per day.

Details

Few things can move or crawl in the woods without being seen by an experienced eye trained to notice the smallest bent blade of grass or the tiniest bent twig.

Level 2

Character can "See the Invisible" as well, and must signal by placing an open hand above their eyes as if trying to shield them from the sun.

 Character can See the Hidden and/or Invisible for 1 minute or until they move from their stationary position, whichever is first.

Character can use this skill 6 times per day.

Level 3

Character can by touch allow a Target Player to receive the benefits of Sharp Eye as well.

Character can use this skill 9 times per day.

Strong Arm Tactics

Races restricted - None

Guilds Disallowed - None

Skill Type - Linger

Action

Character must vigorously rub and shake their arms for 10 seconds.
Character must announce "Strong Arm Tactics".

Effect

Character is +1 Arms for 3 minutes, then the hit point fades and the limb is returned to it's state as it was before the skill was used.  This Hit Point is also lost through normal damage.
Strong Arm Tactics can be used to negate all but the first 10 seconds (while Character is rubbing/massaging the Arm) of any variation of Paralyse Limbs which targets the Arms.
Character may use this skill 3 times per day.

Details

Some fighters have learned to pound and massage their arms right before a battle to loosen the limb and to bring the blood to the hands to better the grip on the weapon.

Level 2

Character may use this skill 6 times per day.

Level 3

Character may use this skill 9 times per day.

Summon Familiar

Races restricted - None

Guilds Disallowed - Engineer, Scribe, Mercenary, Musketeer, Watchman, Weapons Master, Assassin,Thief, 

Skill Type - Instant

Action

Character must have realistic looking stuffed/toy animal of a realistic size to be carried by them comfortably.

Character must chant over the animal for 5 minutes, candles and burning incense are optional.

Character must then touch the animal and announce "I now summon you    (name of animal)     to serve me     ( name of Character )     as your lord and master!"

Effect

The animal and the Character now share a bond between them, and as long as the Familiar is in the possession of the Character it will share with its master a telepathic link so that the Character may talk to the animal but only the Character would hear the response telepathically.

At Level 1 the Familiar grants its Master four gifts, they are:

~ Non-Combatants receive +1 Wound Point,  -OR-  Combatants receive +1 Body, +1 Arms, +1 Legs,

~ 1 extra Prayer/Prayer Cycle ( if Character already has a Prayer Cycle )  -OR-  1 extra Spell/Spell Cycle (if the Character already has a Spell Cycle).  

~ 1 Prayer from the Master Nature Prayers List  -OR-  1 Spell from the Master Spells List.  The Prayer or Spell chosen must have an XC cost of 300 or less.

-AND-

~ 1 Skill from the Master Clerical Skills List with an XC cost of 300 or less.

All granted bonuses and any magical effects are lost and cancelled the moment the Familiar leaves the possession of the Character.  If it is dropped or placed out of reach and is not in physical contact with the Character in some way, all its effects and bonuses cease.  They are regained with renewed contact with the Familiar.  The Familiar may not be given to another Player, nor will any of the bonuses apply to any other Player other than the Summoning Character.

The Familiar is immune to damage while on the Characters person.  If taken away from the Character it has 3 Body Hit Points and can be killed, but it must be slain in front of the Character that Summoned it.  At the moment of the Familiars death what ever Hit Point bonus it gave to the summoning Character ( which was lost to the Character as soon as the Familiar left their possession ) is dealt to the Character as Hit Point damage and can kill the summoning Character.  If the summoning Character is unaware of any damage being dealt to the Familiar, they receive no damage themselves, but the Familiar is still dead.

Character can perform the Summoning process 3 times per day.

The Familiar will hold this enchantment for 1 hour.

Details

Familiars could be green alligators or long necked geese, small hump-y back camels or some chimpanzees, or cats or rats a mouse-with-pants but as sure as you're born, a Familiar can't be no unicorn.

Level 2

At Level 2 the Familiar grants its Master:

~ Non-Combatants receive +2 Wound Points,  -OR-  Combatants receive +2 Body, +2 Arms, +2 Legs,

~ 2 extra Prayers/Prayer Cycle ( if Character already has a Prayer Cycle )  -OR-  2 extra Spells/Spell Cycle (if the Character already has a Spell Cycle).  

~ 1 Prayer from the Master Nature Prayers List  -OR-  1 Spell from the Master Spells List.  The Prayer or Spell chosen must have an XC cost of 600 or less.

-AND-

~ 1 Skill from the Master Clerical Skills List with an XC cost of 600 or less.

Character can perform the Summoning process 6 times per day.

Level 3

At Level 3 the Familiar grants its Master:

~ Non-Combatants receive +3 Wound Points,  -OR-  Combatants receive +3 Body, +3 Arms, +3 Legs,

~ 3 extra Prayers/Prayer Cycle ( if Character already has a Prayer Cycle )  -OR-  3 extra Spells/Spell Cycle (if the Character already has a Spell Cycle).  

~ 1 Prayer from the Master Nature Prayers List  -OR-  1 Spell from the Master Spells List.  The Prayer or Spell chosen must have an XC cost of 900 or less.

-AND-

~ 1 Skill from the Master Clerical Skills List with an XC cost of 900 or less.

Character can perform the Summoning process 9 times per day.

~~NOTE~~

The Familiars Mana may not be used in a way in which it is permanently lost.

A Familiar may not know any Skill with 'Create' in it's name.
All Familiars must be registered at GateHouse.

** Summon Famliar Specialization:  'By Whatever Face is Myne' **

If the Character possessing this Specialized Summon Familiar Skill also has the Were-Form Skill, they no longer lose the Familiar when they are in animal shape when the Were Form Skill is active.

~~Beast Masters and Familiars~~

Beast Masters by Guild are the only Folk who can Summon a Familiar, and then attach it to someone else. 

A Beast Master may also ignore durations for their summoned animals.  They can choose to Summon their Familiars at noon, and cage them indefinitely until midnight with no time "counted".  The time starts to run down only when the Familiar is attached to either Character or Target Player.

Surefooted

Races restricted - None

Guilds disallowed - None

Skill Type - Instant

Action

Character must be targeted/affected by any unwanted variation of 'Push'.  This includes all Skills, Spells, Prayers and Abilities announced as 'Push', 'Punch for Push', 'Shockwave', 'Trip' or 'T.K. Push'.

Character may announce ''Surefooted".

Effect

Character is unaffected and remains on their feet.

Character can use the effects of Surefooted 3 times per day.

Surefooted can not negate the effects of 'Levitate', 'T.K.Lift', 'Faeries Dance' or the 'Push' effect of Siege Weapons.

Details

Footwork placements, techniques and positioning are often the first things taught young weapon masters.

Level 2

Character can now use Surefooted 6 times a day.

Level 3

Character can now use Surefooted 9 times a day.

Symbol of Faith
Races restricted - None
Guilds disallowed - None

Skill Type - Instant (thoug individual Effects may vary)
Action
Character must have an unique object or item which will be the focus of their "Faith".  The item could be ( but is certainly not limited to ) a sword or weapon, a shield or armour, cloak, hat, belt, feather, banner, etc.  The only rules on the item are that the item must be large enough to be clearly visible from 20 feet away, and the item will be a Lootable item, so if it is the belt you wear to hold your pants up, you better pack a spare!
Character must present the Symbol of Faith clearly to the Target Player to receive any effects listed below.
Character must announce "Symbol of Faith" OR another appropriate phrase related to the item made into a Symbol of Faith.  For example ~ "By the Sword of my Mother", or "Through the light of the knowledge of the Book",  "With the power of my Grey Skulled Fore-Fathers", etc.
Effect
Character is granted one Level 1 use of Excommunicate per day.

Excommunicate ~ Action

Character must hold out / present a symbol of their faith directed at a Target Player within 10 feet playing any Guild off of the Cleric tree.

Character must announce "Excommunicate 30S".

Effect

Target Player may not use any of their Prayers for 30 seconds.

Details

Infinite be the power of fervent, focused faith.

Level 2
Character can now use Excommunicate Level 1 twice a day AND Character is granted two uses per day of Level 1 Moral Boost.

Morale Boost ~ Action
Character must make an inspiring 10 second minimum speech all about a maximum of 3 Target Players.

Target Players must be called by their Characters name at least once during the speech to receive any benefits of Morale Boost.
The speech must last for at least 10 seconds, then Character must announce "Morale Boost 1M"

Effect

Character and all Target Players named receive + 1 Hit Points to the Body, Arms and Legs each.

Effects last for 1 minute.
Level 3
Character can now use Excommunicate Level 1 and Morale Boost Level 1 both for three times per day AND Character is granted Proof to Touch three times per day as well. 
Proof to Touch ~ Action
Character must present openly their Symbol of Faith and make the appropriate announcement adding "Proof to Touch".

Effect
Proof to Touch allows the Character to shield themselves in pure Faith and to instantly deny any Skill, Magic, Prayer, Ability,  that requires the casting Player to Touch their intended Target.  This includes (but is not limited to) all Set On Spells, many Spells and Prayers, some Psionics, Possession attempts, forced Teleports or Tree-ports, etc.
Proof to Touch works on the Character only and may not be placed on another. 

S
T


Thick Skulled
Races restricted - None
Guilds disallowed - None

Skill Type - Instant
Action
Character must be targeted\affected by any physical touch variation of 'Knock Out'.  This includes higher level weapon skills that require a pommel to the Targets shoulder.
This does NOT include Pressure Point Knock Out or any variation of Sleep.
Character must announce ''Thick Skulled'.
Effect
Character is unaffected and remains conscious.
Character can use the effects of Thick Skulled 3 times per day.

Details

Shea Vaalez, an Orc who was once a champion arena fighter was revered for never being knocked senseless in the pits.  He fell on hard times in his later years, ran afoul of the laws of the land, and was ordered to suffer the executioner's axe.  Rumour is, the headsman needed 3 swings to bring about his Lords law that day, for the first two were ill aimed, and bounced right off the old champion's famously hard head.
Level 2
Character can now use Thick Skulled 6 times a day.
Level 3
Character can now use Thick Skulled 9 times a day.

​​

True Strike

Races restricted - None

Guilds Disallowed - Scribe, Witch, OverLord, Gypsy, Thief, Bishop, Druid, Shaman, Witch Doctor, Arcanist, Enchanter, Rune Master, Summoner

Skill Type - Linger

Action

Character must be immobile for 9 seconds.

Character must touch their own weapon to their forehead or chest.

Effect

Characters weapon is now considered to be enchanted for a time limit of 3 minute.
Character can use True Strike 3 times per day.

Details

With great focus one can accomplish great things.  Swords Master Bonatelli once took up a rusted Goblin blade from the battle field and cut clean through a boulder the size of an Ogres' belly.

Level 2
Character must be immobile for 6 seconds.

Characters weapon is now considered to be enchanted for a time limit of 6 minutes.
Character can use True Strike 6 times per day.

Level 3
Character must be immobile for 3 seconds.

Characters weapon is now considered to be enchanted for a time limit of 9 minutes.
Character can use True Strike 9 times per day

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