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Role-playing skills can grant minor bonuses or are required to perform certain functions during quests. 

Characters may have twice as many skills as they have spirit points, and retraining a skill costs 200 gold.  

Skills themselves can be divided up into twelve types; Arcane, Scholastic education, Entertainer, Languages, Thievery, Diplomacy, Merchant, Professional, Knowledge, Wilderness, Animal and Free-form Roleplay. There are also Synergy bonus which are gained freely when the pre-requisites are met. Characters do not need to use ability slots to learn languages that their race already knows or to gain the Synergy Bonuses. 

The change over from the previous skill version can be found here .

 Arcane AbilitiesEdit

Name Function Prerequisite
Read Magic Read magical texts. This skill is required in order to use a scroll or magical tome. None
Alchemy Ability to brew potions. Herb Lore
Enchanting Enchant magical items, including magical Armour, Weapons Meallurgy
Scribe Magic Write scrolls and Magical Tomes  Read Magic

Synergy Bonus

Master Maker When creating a magical item in a workshop or laboratory the crafter can create a second (identical) item for an extra 10% cost IF they WIN an Admin RPS test . 4 Arcane Abilities

Scholastic Education Edit

Name Function Prerequisite
Mathmatics  This skill is basic numeracy equivalent to a general education mathematical principles and is a prerequisite for certain Merchant skills.  None
Astronomy Understanding of the motion and nature of celestial objects. Characters with this ability are able to predict the cycles of the moon, eclipses and astronomical convergences. It gives a bonus for certain rituals. None
Arcana Understanding of the physical forces underpinning magic. It allows the identification of magical items (win or tie an Admin RPS test ) or reveals the processes necessary to destroy magical items or lift hex/curses (win an Admin RPS test ). None
Metallurgy  Understanding of metals, ores, alloys. This skill is NOT a prerequisite for Blacksmithing, however it IS required to enchant magical armour and weapons. None
Cryptography   A character with this skill can automatically decipher a single script once per game None

Synergy Bonus

Sage May decipher ANY scripts, puzzles, ciphers or maps (if they WIN an Admin RPS test ) 4 Scholastic Abilities

Entertainer Edit

Name Function Prerequisite
Sing This skill allows the player to earn money with their voice. The player must actually make a performance witnessed by an admin. They then earn an additional 100gp (from the Master of Trade, to represent earnings from peasants and onlookers). Appreciative players are encouraged to give a coin voluntarily. This can be done any number of times per game, but the MoT payment is only once per game (per instrument skill) None
Storytelling This skill allows the player to earn money by telling a gripping story to a crowd of people.  See Sing skill. Public Speaking
Instrument (Various) This skill allows the player to earn money by busking with an instrument. The player must actually make a performance. See Sing skill. None

Synergy Bonus

Bard Power Perform and then force one selected audience member to surrender their largest cash unit (gem, bar, or coin) or else forfeit a life token, if they are broke. [CARD ABILITY: Once per game only]. 2 Entertainer Abilities

Languages Edit

Name Function Prerequisite
Ethereal  Read / Write / Speak the language of the Ethereal Realm None
Drakonic Read / Write / Speak the language of Dragons  None
Dwarven Read / Write / Speak the language of the Dwarves None
Elven Read / Write / Speak the language of the Elves None
Orcish Read / Write / Speak the language of Orcs, Trolls and Goblins  None
Infernal Read / Write / Speak the language of the Infernals None
Sylvan Read / Write / Speak the language of the Elementals None
Thief Tongue Read / Write / Speak the language of true thieves Rogue 

Synergy Bonus

Linguist Once you can read/write 4 languages you can speak (but not read) enough of the the others to get by... 4 Language Abilities

Thievery Skills Edit

Name Function Prerequisite
Sleight of Hand The player is able to misdirect attention and perform palming and tricks of manual dexterity. Though interesting from a role-play perspective this skill is required before you can pick pockets. None
Pick Pockets  This skill gives the player 1 THIEVERY CARD for a single use during the game. If the thief is aware that the target character has a particular object they can simply ask for it. Otherwise, the victim may choose which item of value to give... If the victim has no wealth or items in their possession then they must forfeit a life token instead. [CARD ABILITY: Once per game only]  Sleight of Hand
Pick Locks Follow trails left by animals and other creatures.  A character with this skill (and a set of Thieves tools - 50gp) is able to open any single locked item, door, etc. If the character also has the “rogue” archetype then the tools are not consumed in the effort. Without the “rogue” archetype the lock is still opened but the thieves tools are broken in the attempt. None
Escape Artist Character receives 1 Escape Artist card to be used in during the game. When captured this player may escape and gain a 10 second headstart. If locked in manacles, the player must have [CARD ABILITY: Once per game only]  Pick Locks and Thieves Tools
Search This skill is used to search the possessions of a defeated enemy post combat. At the conclusion of the encounter the defeated player MUST reveal ALL items, loot, and quest items in their possession and allow the victor to select whichever they want. However, if the defeated player has hidden pockets this skill instead forces a PvP RPS test to reveal all items. None

Synergy Bonus

Master Thief Combine Search with use of Thievery card. 4 Thievery Abilities

Diplomacy Skills Edit

Name Function Prerequisite
Public Speaking The player has the ability to speak clearly when under stress or inspire others to their cause. It is a prerequisite for the Storytelling skill.  None
Deceit  The ability to lie convincingly and subtly.  Not Holy
Etiquette A sensitivity to social customs, norms and manners.  Not Corrupted

Synergy Bonus

Hypnotically Persuasive Gain a single use of the ‘Diplomacy’ card. Use the diplomacy card to force your opponent to agree with your position of surrender a life-token. [CARD ABILITY: Once per game only] 2 Diplomacy Skills

Merchant Skills Edit

Name Function Prerequisite
Evaluate A character with this ability knows the value of any item they come across - they can ask an admin if necessary. Mathematics
Identify A character with this ability knows the value and any magical properties of any item they come across - they can ask an admin if necessary. Ordinarily, a character who comes across an item, say a magical amulet, doesn’t gain the benefits of that item until they know what it does, making Identify potentially valuable skill. Mathematics and Evaluate
Haggle A character with this ability gets a discount when purchasing mundane, non-magical items or services. The discount is 10% rounded down to the nearest 10gp [and so only applies to purchases greater than 100gp]. The discount only applies to purchases made in GP not XP. Additionally, the character may claim an extra 25gp for each bounty, assassination or reward they claim. None

Synergy Bonus

Buisness Contacts Gives an Exemption from one license/tax/toll requirement (i.e. payment to the Master of Trade) per game 3 Merchant Skills

Professional Skills Edit

Name Function Prerequisite
Blacksmithing Blacksmithing - allows the creation of Forge items if in possession of a set of blacksmiths tools (50gp) and located at a Forge None
Gem Cutting The player can convert gems into coins for the cash value of the gem plus 25gp. This process requires gem-cutting tools (50 gp - permanent) and must be done in the presence of the Master of Trade.

Knowledge Skills Edit

Name Function Prerequisite
Geography This skill indicates knowledge, not only of the surrounding areas but all the lands of Elgardt. They can consult the altas at the sign-in area during the game as needed. It is also required for various Minor Quests as determined by admins. None
History This skill indicates knowledge of the entire history of Elgardt. They can consult the Lore at the sign in area during the game as needed. It is also required for various Minor Quests as determined by admins.  None
Religion This skill indicates knowledge of the gods and religious sects within Elgardt. They can consult the lore at the sign-in area during the game as needed. It is also required for various Minor Quests as determined by admins. People with the corrupt archetype should consider Demon Lore instead or Religion. None
Medicine This skill is required to make use of a Medical Kit . None
Law This skill is required for various Minor Quests as determined by admins. Additionally, this skill is required in order to place bounties for the capture of players with the Master of Trade. Players with this skill can usually pass themselves off as lawmen to minions and NPCs but player characters can respond as they see fit and this skill provides no actual authority over other players. None
Heraldy  A character with this skill is familiar with the markings of various factions, and is required for various Minor Quests as determined by admins. The player can also make use of this skill to ask players directly as to which faction they belong to, if any, and get a straight answer. None
Demon Lore A version of the Religion skill available to characters with the ‘corrupt’ archetype Corrupt

Synergy Bonus

Guesstimate You can bluff your way through most of the rest. This could involve asking for a hint or spoiler from an admin, once per game. Or you could consult the map or lore texts once per game. 4 Knowledge Abilities

Wilderness Skills Edit

Name Function Prerequisite
Wilderness Lore/Survival This skill indicates knowledge of normal animals, geographic features, basic survival techniques. How to fish, how to start a fire, etc None
Herb Lore This skill is a prerequisite for Alchemy. It allows the player to identify plants and to collect rare plant reagents. None
Tracking This skill allows the player to identify animals and collect rare animal reagents. It does not necessarily allow hunting on royal lands (license may be required) but it does provide the skills. It may be necessary for certain Admin run encounters involving beast-hunting. None
Hunting/Trapping This skill allows the player to identify animals and collect rare animal reagents. It does not necessarily allow hunting on royal lands (license may be required) but it does provide the skills. None
Cartography Players with this skill are provided a map with key of major quest objectives at the start of each game.  None

Synergy Bonus

Master Ranger Your renown as a self-sufficient wildhunter and survivalist has spread. Free exemption from licenses for hunting, foraging and trapping animals. 4 Wilderness Skills

Animal Skills Edit

Name Function Prerequisite
Handle Animal  Someone who wants to collect animals and move them to their farm should have this skill. None
Animal Husbandry Without this skill you are not able to successfully breed uncommon or rare animals on your farm. With this skill you may breed uncommon animals (100%) and rare animals (if you win an admin RPS test ). Handle Animal

Synergy Bonus

Charm Animal Once per game can steal a random animal from someone else’s farm. 2 Animal Skills

Free-form Role-Play Skills Edit

Name Function Prerequisite
Ritual Casting

This is a freeform RP skill, intentionally vague. It allows players with an arcane bent to perform feats not strictly covered in the rules. The strength or scale of the effect depends on their ritual potency, which is indicated by the number of life tokens in their possession as they manifest the ritual (either captured in combat or donated for the purpose of the ritual - life tokens are not consumed). An admin should be present when the ritual is conceived or performed just to get everyone on the same page. The admins will have the final determination of the actual outcome, guided by the players intentions. The types of rituals you can cast is based on the prerequisite skill chosen to qualify. e.g Mathematics = Geometer, Astronomy = Druid, Religion = Thaumaturge, etc.

[CARD ABILITY: One use per game for admin-collaborated ritual.] 

Skill from either Arcane, Scholastic or Knowledge group
Strongman

Similar to ritual casting, except for martial characters, allowing them to perform non-specific RP feats of strength. e.g. Temporarily closing off a path by pushing a boulder onto it; Holding a door closed against assailants; bursting free of restraints. Again the intention is to allow creativity and innovation, but the player should work with the admins and the potency of the announced feat should be determined by the number of life-tokens dedicated to the feat.

[CARD ABILITY: One use per game only for admin-collaborated feat.]

Body 3+

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