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Training Costs
Each skill has two costs: Physical Point Cost and Mental
Point Cost. For example, a skill rated as "1,2" would
require one physical point, and two mental points in order
to successfully train in it.
In addition, you will see a third number in parentheses:
(2) This indicates the number of times you may train in a
particular skill at each level. IMPORTANT: For multiple training,
the skill costs will double for each additional purchase.
Example:
You are a rogue, training in Climbing Skill, which
is listed as: "2,1 (2)". You train in it once
for a cost of two physical points and one mental point,
and then the skill is displayed as: "4,2 (1)".
You train in it one more time, and the (1) is changed
to (0), meaning you can no longer train in that skill
for this level. The next time you go up a level, the
cost will be back to "2,1 (2)" and you continue
from there.
Bonuses
Each time you train in a skill, you will generate a bonus
(usually applied to die rolls). The bonuses, as your skill
increases, are subject to the law of diminishing returns.
The amount of bonus per skill is higher at lower levels
(usually about +5 per training) but gradually lessens at
higher bonuses to an accumulated value of +1 per training.
Skill List
Armor & Weapon
Skills
Armor Use
Armor provides the basic defensive and protective mechanism
during combat and melee, so learning to maneuver
successfully when wearing it is important.
Less cumbersome types of armor allow you greater mobility,
therefore enabling you to evade hits more successfully.
Heavier types of armor fend off damage better, but
more blows land, since you are not able to evade as
quickly. For instance, although full plate armor will
make it difficult for a sword to cleave your arm off,
you will find yourself getting rather steadily beat
up, because you cannot dodge the blows. Some spell
attacks may also be modified by degrees depending on
armor type worn. Heavier armors will make you more
resistant to certain magics (such as Disruption effects)
but more vulnerable to others (chain mail and lightning
bolts are not a good combination, at least for the
wearer).
Spellcasters will find that wearing armor inhibits
their magic. Elemental Spellcasters may fail to cast
a spell while wearing almost any armor with more bulk
than the lightest of soft leather. Leather armor will
not restrict any of the spiritual spellcasters, but
metal armor will.
Blunt
Training in blunt provides skill in using blunt
weapons that crush on impact, rather than slash
or puncture. This includes among others, mace, war
hammer, morning star, and whips.
Brawling
Brawling is skill in hand-to-hand fighting. It consists
of bare-fisted combat, punching, hitting, and striking
other targets. This skill is useful if you must defend
yourself without a weapon, but there are also a wide
variety of brawling
weapons which can be used to enhance your brawling
skill.
Edged
Edged training allowing you skill bonuses when wielding
one-handed edged
weapons such as swords, knives, daggers, and
axes.
Pole Arms
Training in pole arms provides skill in the use of
long-handled or thrusted arms. Pole
arms include the javelin, spear, harpoon, trident,
lance, and halberd.
Wielders of pole arms may TRIP their
opponents in addition to using standard combat moves.
Ranged
Ranged skill provides the ability to use ranged
weapons. This group of weapons includes crossbows,
both light and heavy, composite bows and short and
long bows.
Shield
Use
Skill training in shield use allows the character to
defend better when using a shield in the left hand.
Some factors that also affect how well the shield protects
the user are the STANCE you
are in (type STANCE HELP in the game for a
more in depth description of the various stances) and
the quality of the shield you are using. Shields are
one of the major factors in defending against any type
of missile weapon, including thrown weapons, ranged
weapons or magical bolt type attacks.
Thrown
Thrown ability gives one skill and precision when HURLing
held weapons. Any weapon may be thrown.
Two-Handed
Skill training here enhances your ability to use those
weapons that are so heavy or awkward, you are required
to be grasped with both hands. Naturally, if you can
use them skillfully, they inflict large amounts of
damage. Included in two-handed
weapons are both crushing and slashing weapons
such as battle axes, clubs, cudgels, picks, flails,
war mattocks, staves, and two-handed swords.
In addition to the major
skills of arms and spells, your persona can develop many
skills that will be useful in moving about the world,
fighting, surviving, sojourning, interacting with other
players and NPCs, and adding to your enjoyment of the
world as a whole. Again, certain professions will find
development of some skills easier and more useful than
others.
Climbing
Helpful in ascending and descending cliffs, ladders,
slopes, and rugged terrain. Reduces the likelihood
of falling when crossing certain obstacles, scaling
slopes or walls of varying heights.
Climb will allow you to use your Climb skill
with your success or failure determined by a modified
die roll.
Disarm
Traps
Determines your chances of success when neutralizing
traps. Some creatures carry chests and other containers,
and these are often trapped. In general, the greater
your skill in this area, the less likely you are to
damage yourself and those in your vicinity when disarming
the many varieties of traps you will encounter.
DISARM will allow you to use your Disarm
Traps skill with your success or failure determined
by a modified die roll.
First Aid
Without a healer nearby, the First Aid skill will help
you with the immediate treatment of wounds. First Aid
is utilized in order to accurately DIAGNOSE
another’s wounds, as well as TEND more
severe wounds. If there are medicinal
herbs and remedies available, training in the First
Aid skill reduces the roundtime
incurred. Like the Survival
skill, First Aid contributes to the success of skinning
certain beasts, whose pelts can then be sold. When skinning
an animal, one rank of the First Aid skill is equal
to one rank of the Survival
skill when factoring success. Using the APPRAISE
command, First Aid training assists in estimating the
price of creature skins. This skill also increases resistance
against certain poisons and diseases as well as the
success of properly piercing (PIERCE) another
character with piercing jewelry.
Perception
First and foremost, the Perception skill affects how
much information your character is able to gather from
the surroundings. Watching or searching an area, room,
object or being can reveal important features that you
can use to your advantage.
It is also possible to SEARCH for characters,
depending upon your Perception skill versus the Stalking
and Hiding skill of the concealed individuals. The
Perception skill is automatically factored in if someone
tries to hide in the room from you or stalk you. Additionally,
the Perception skill assists in spotting players attempting
to move stealthily in and out of the area.
The Perception skill allows for greater success in
foraging (FORAGE), spotting traps (DISARM),
and spotting characters that may attempt to STEAL
from you.
In combat,
the Perception skill provides a bonus to strike at an
AIMed body location on a specified target.
This skill also provides an attack strength (AS) bonus
for ranged attacks and a defense strength (DS) bonus
for users of missile
weapons.
Pick Locks
As in disarming traps, this helps you to open locks,
assuming you have the necessary equipment.
PICK will allow you to try the Pick Lock
skill, with the right tools. Your success at opening
the lock is determined by a die roll, your statistics
(Wisdom and Dexterity), your skill, magical aids given
by spells, and the difficulty of the lock you are attempting
to open.
Syntax:
PICK CHEST WITH LOCKPICK
Pick
Pockets
One way of supplementing your income, if you are prepared
to face the consequences. Includes the ability to appropriate
the wealth of other players and inhabitants of town.
Thieves and others who wish to delve into the purse
or pocket of another character or frisk a creature,
hopefully without its knowledge, can give it a whirl
by using the command STEAL <target>.
Stalk & Hide
Training in this skill allows you to hide and to follow
another while remaining hidden. Success is determined
by your own skill at Stalking and Hiding and the Perception
skill of your quarry. This skill is often combined with
the Ambush skill.
Survival
This skill represents a character's ability to survive
in the wilderness. Success in performing actions such
as foraging for edible or medicinal herbs, finding certain
hidden passageways, building a fire, or skinning an
animal is affected by this skill. When skinning an animal,
one rank of the Survival skill is equal to one rank
of the First Aid skill when
factoring success. Training in the Survival skill also
assists in moving through rough, treacherous, or otherwise
cumbersome terrain, as well as avoiding some natural
hazards.
Swimming
Useful in preventing drowning when traversing bodies
of water, intentionally or unintentionally.
Swim will allow you to use your Swimming
skill with your success or failure determined by a
modified die roll.
Trading
Skill training in trading gives you an advantage when
dealing with the merchants who supply you with the necessities
you require in order to embark on your adventure and
maintain yourself while in the world of Elanthia.
Trading skills are brought to bear when you deal with
the merchants in the shops of the Landing. By using
the command ORDER you initiate bartering.
Magic skills are not
easy to master in Elanthia, for the bending of Elements
to your will and the maintenance of spiritual mana
from the deities takes great dedication, study and
perseverance. However, the power that can eventually
be acquired is considerable. As you might expect, pure
spell users such as wizards and clerics have the least
difficulty in mastering skill levels for magic use.
Hybrid spell users (sorcerers) have slightly higher
costs, and semi-spell users (bards and rangers) must
expend yet more energy. Rogues and warriors have a
very difficult time learning the mystic arts.
Arcane
Symbols
Skill with scrolls will allow you to decipher, examine
and read runes and special spells inscribed on paper,
scrolls, parchment, and similar material.
Harness
Power
By training in this skill, the character becomes more
capable of tapping into the mana weave that encompasses
and infuses Elanthia. Each training will increase the
character's maximum Mana capacity.
Lore,
Elemental
Fire
A character training in this skill will be more adept
in the use of fire-related magic. This can include
casting more powerful fire spells, better control
over spells that are normally random in elemental
effect, and access to spells that are not available
to those ignorant of the secrets of Fire magic.
Earth
A character training in this skill will be more adept
in the use of earth-related magic. This can include
casting more powerful earth-related spells, better
control over spells that are normally random in
elemental effect, and access to spells that are
not available to those ignorant of the secrets
of Earth magic.
Water
A character training in this skill will be more adept
in the use of water-related magic. This can include
casting more powerful water and ice spells, better
control over spells that are normally random in
elemental effect, and access to spells that are
not available to those ignorant of the secrets
of Water magic. When coupled with training in Air
Lore, a character may also become more adept in
using Storm/Electrical magic.
Air
A character training in this skill will be more adept
in the use of air-related magic. This can include
casting more powerful air and wind spells, better
control over spells that are normally random in
elemental effect, and access to spells that are
not available to those ignorant of the secrets
of Air magic. When coupled with training in Water
Lore, a character may also become more adept in
using Storm/Electrical magic.
Lore,
Mental
Telepathy
A character training in this skill will be more adept
in the use of Mental sphere magic involving thought
and emotion-affecting spells.
Divination
A character training in this skill will be more adept
in the use of Mental sphere spells that provide
knowledge, such as portents of the future and visions
of distant places.
Transference
A character training in this skill will be more adept
in the use of Mental sphere magic involving displacement,
teleportation, and supernatural travel.
Transformation
A character training in this skill will be more adept
in the use of Mental sphere magic involving the
transformation of their physical condition. Empathic
healing falls under this school of training, as
do abilities such as turning the caster's limbs
into fierce claws or a sharp blade, or hardening
the caster's skin to protect against attacks.
Manipulation
A character training in this skill will be more adept
in the use of Mental sphere magic involving the
manipulation of matter, such as telekinetically
moving a large boulder that blocks a path, or causing
an object to burst into flames.
Lore,
Sorcerous
Necromancy
A character training in this skill will be more adept
in the use of necromantic skills and magic.
Demonology
A character training in this skill will be more adept
in the use of skills and magic involving the demonic
realms.
Lore,
Spiritual
Religion
This skill represents knowledge and understanding
of the doctrine and principles of the Arkati pantheon,
in general. Clerics with advanced training in this
skill will have a focus on the doctrine and principles
of the deity with which they are aligned, and will
experience an improved ability to channel spiritual
power from their patron deity.
Blessings
This skill represents knowledge and understanding
of the many prayers, rituals, and invocations used
to gain the favor of the lesser and greater spirits.
While all casters with access to spells of blessing
will gain benefits from those spells, knowledge
of this lore improves the caster's ability when
obtaining blessings.
Spirit Summoning
This skill represents advanced knowledge of summoning
rites for lesser and greater spirits.
Magic Item
Use
Staves, rods and wands are powerful magical items,
which take skill to use and practice to master and
wave effectively. They are items that have inherent
spells that can be used regardless of the caster's
level, and the built-in ability to cast those spells
when used properly and skillfully. More powerful wands
require more skill to use effectively.
Mana Control
(Elemental, Spiritual, Mental)
The skill of sharing mana involves the transfer of
energy, or mana points, between individuals. Any race
or profession may develop the capacity to transfer
mana points to another character, in order to allow
the recipient to use those points toward spellcasting.
This skill determines a character's ability to manipulate
mana in the appropriate sphere (elemental, spiritual,
mental), allowing the character to transfer mana to
others who have this skill and providing greater control
over the use of mana in some Elemental spells.
The command to transfer mana points between two spell
users is SEND, in the form SEND <amount> <name
of recipient>. The one to receive the mana
must be in the same room as you are. The amount of
mana successfully transferred will depend on the sender's
Mana Share skill, and the skill of the recipient.
Spell Aiming
Aimed spells are the magical equivalent of weapons in
the sense that they create and focus natural force,
hurling it at one or more targets. Skill development
in aimed spells applies only to elemental spells, such
as major and minor fire, shocks and the like.
Spell
Research
When you choose to develop your skill in spell research,
you will be told the cost in training points per rank,
the number of times you are permitted to raise that
skill during any one training phase, and then you will
be asked which circle you wish to attempt to learn.
Training points represent the amount of your character's
development devoted to discovering the basic concepts
involved in the use of spells, through reading, meditation,
and study.
After allocating the required number of training points,
you are asked to choose the particular spell circle
you wish to attempt to learn. Up to three options will
appear, depending on which profession you have chosen,
from among the minor spell circles, major spell circles,
and profession-based spell circles.
Different professions must expend different training
costs to learn spells.
Note that the spells of each circle must be learned
in consecutive order. To learn the 10th spell of the
empath circle, you must first learn spells one through
nine. If you have the training points, you can learn
multiple spells/level, however you can only cast spells
which are your level or below. A level 3 wizard can
learn a level 4 spell, but cannot actually use the
spell until level 4.
Ambush
This is the ability to make a very precise attack,
employing the element of surprise. To use your ambush
skill, you must approach your target undetected and
be able to strike before the quarry can react to
defend or strike back. You first hide, and then,
while hidden, make your attack. Enhanced skill in
Ambush then modifies your attack by increasing the
amount of damage once you have succeeded in hitting
the target.
Combat
Maneuvers
Combat maneuvers training is a rather broad skill that
covers many of the subtle "tricks of the trade"
for melee combat. The more obvious benefits of the skill
are the bonuses to attack and defense it provides. The
bonus is dependant upon the stance
you are in. When in more offensive stances it will help
you hit harder, while in more defensive stances it will
help you defend better compared to someone without it.
The subtle aspects of the skill are found when trying
to dodge special "maneuver" type attacks that
one might face. Combat maneuvers skill figures into
some but not all of these situations.
Dodging
A character training in this skill learns combat techniques
to deflect or avoid blows, provided that the character
is not completely incapacitated (sleeping, paralyzed,
etc.). The character's Defensive Strength (DS) and
ability to avoid many maneuver attacks take the Dodging
skill into account.
Multi-opponent
Combat
Multi-opponent combat training is designed to give
the character an advantage when fighting more than
one enemy. Some aspects of it are the ability to strike
rapidly more than once at one or more enemies, to defend
oneself better than an untrained character against
multiple attackers, and the ability spellcasters to
use certain spells more effectively against more than
one creature.
Physical
Fitness
The Physical Fitness skill is the primary factor that
determines how much damage your character can withstand
before succumbing to death. Every time you train in
this skill, your character’s health points (HP)
will increase (usually around 1 to 10 health points).
The maximum attainable health is based on your character’s
race (see the table below) plus your character’s
Constitution bonus. For example, the maximum HP for
a Dwarf with a Constitution bonus of 23 would be 140
for being a Dwarf plus 23 for Constitution bonus, for
a total of 163.
Race
Max HP
Aelotoi
120
Burghal Gnome
90
Dark Elf
120
Dwarf
140
Elf
130
Erithian
120
Forest Gnome
100
Giantman
200
Half-Elf
135
Half-Krolvin
165
Halfing
100
Human
150
Sylvankind
130
Physical Fitness also helps with HP recovery, stamina
pool and stamina recovery, some swimming, some climbing,
some maneuvers, as well as resisting disease and poison.
Training in the Physical Fitness skill also helps to
reduce fatigue time from MSTRIKE
and is the primary contributing factor to Damage
Reduction.
Two
Weapon Combat
Two weapon training gives the character the ability
to use a weapon effectively with the left hand. If
the character devotes the same amount of training to
two-weapon combat as he or she does to a weapon skill,
they will swing that weapon just as well with the left
hand. This will effectively give the character two
attacks at once instead of one when holding weapons
they have trained with in both hands. This added offense
comes not without price however. Without a shield their
defenses will be lower, especially to any missile or
bolt type weapon. In addition to the lower defenses,
most characters will find that swinging two weapons
will slow them down compared to swinging one weapon
at a time. This slowness can be mitigated somewhat
by experimenting with smaller, faster weapons for speed.