 |
| Skills Legend |
|
| Skill Levels |
| Point Range |
Description |
| 0-10 |
Awful |
| 11-20 |
Feeble |
| 21-30 |
Very Bad |
| 31-40 |
Bad |
| 41-50 |
Below Average |
| 51-70 |
Average |
| 71-80 |
Good |
| 81-90 |
Very Good |
| 91-100 |
Excellent |
| 101-255 |
Master |
A
- C
Abjuration
A skill only available to users of magic. The ability
to cast spells of a defensive nature (i.e., the Druid's
Shield of Thorns).
Alchemy
Allows Shamans to concoct potions. Examples of this
are Charming Deceit, and Troll’s Essence.
Requires:
Medicine Bag
Alcohol
Tolerance
The ability to metabolize the distorting, disorienting
effects of alcohol. Very useful for a Warrior, as
alcohol has beneficial effects such as temporarily
raising Stamina and Strength.
Alteration
A spellcasting skill. This is the ability to alter
reality and make changes to already existing targets.
Good examples are the Teleportation, Gate,
and other types of 'ability' spells (run faster,
see better, etc).
Apply
Poison
A skill specific to the Rogue. If successful,
the targeted weapon will have a chance to poison
an enemy.
Archery
The ability to use the bow. This includes
the Hunting Bow, the Short Bow, and the Long
Bow. Crossbows are currently not available
as weapons.
Backstabbing
Allows the rogue class a chance to inflict
massive amounts of damage with a single
blow. The rogue must be positioned behind
his mark.
Baking
As food is a vital part of an adventurer's
lif in Norrath, Baking can be quite useful.
Allows people to produce a wide variety
of baked goods. Examples are Bixie Crunchies,
Lizard-On-A-Stick, and Dwarf Chops.
Requires:
Oven
Bash
Meant to be used with a shield, this
skill allows one a chance to temporarily
stun an opponent as well as inflict
a small amount of damage.
Requires:
Shield
Beg
Ability to beg coppers from NPCs.
Bind
Wound
Allows the user a chance to
begin to heal wounds. May be
used an unlimited number of
times, but immobilizes the user
for a short period. May only
be used on a target who has
below half of their total HPs.
Requires:
Bandages
Block
A special skill of the Monk.
Allows the user a chance
to deflect an opponent's
blow.
Brass
Instruments
A skill unique to the
Bard. Some Bard songs
(spells) are only castable
using brass instruments.
Brewing
The fine art of making
a brewski. Allows any
inhabitant of Norrath
to produce potent alcoholic
beverages. Your friends
will love you if you
bring them free beer.
This game just gets
more and more realistic!
Examples are Mead, Short
Beer, Kalish, and Halas
Heaters.
Requires:
Still
Channeling
A magic user with
ability in this
skill will be able
to cast a spell
faster no matter
the spell's type.
Common
Tongue
Ability to speak
and understand
the Common Tongue.
Conjuration
A spellcasting
skill. Allows
the user to
call upon the
arcane forces
to summon something
into being.
For example,
a magical pet,
food, water,
weapons, etc.
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D
- F
Dark
Speech
Ability to speak and understand the special dark tongue
of the Dark Elf, Troll, and Ogre kind.
Defense
The general ability to save one's own skin in melee
combat.
Disarm
A very useful skill that actually causes the target
to drop its weapon. This is often the death knell
for your opponent, especially if you pick up the weapon
before he or she does.
Disarm
Traps
Allows a Rogue to make the rest of his party very
happy by disarming potentially life-threatening
traps on objects or in passageways.
Divination
The spellcasting skill of making things visible
or invisible.
Dodge
Simply put, a chance to get out of the way of
your opponent's weapon. A very useful skill
for all classes, but extremely useful for magic
users who do not like being interrupted mid-spell.
Double
Attack
Allows the user a chance to double their weapon's
attack speed, thereby attacking twice in the
time that it would have taken them to attack
once.
Dragon
Punch
Special Monk attack.
Dual
Wield
Allows the user the ability to wield a
weapon in each hand and a chance to attack
with the second weapon.
Eagle
Strike
Special Monk attack.
Elder
Elvish
Ability to speak and understand Elder
Elvish.
Evocation
A spellcasting skill. This is the
skill that allows its user to call
forth tremendous forces of energy
in order to cast purely offensive
spells such as Lightening Bolt,
Shock of Frost, etc.
Feign
Death
A special Monk skill. Allows the
user a chance to convince NPCs
that they are dead and to attack
someone else. Also a good party
trick.
Fishing
Allows people to pull fresh
fish--or sometimes discarded
and wrecked items--from larger
bodies of water. Up to a certain
point, the more times you cast
the better the chance of catching
a fish. Examples are Fish, Fish
Scales, Rusty Daggers and Tattered
Sandals.
Requires:
Fishing Pole and Bait
Fletching
Allows anyone to construct
a wide variety of bows and
arrows. Examples are Elm
Linen Bow and a Class 1
Point Porcelain Arrow.
Requires:
Fletching Kit
Flying
Kick
Special Monk attack.
Forage
A very useful skill
of Rangers, Druids
and Wood Elves. Allows
them a chance to scrounge
up food or water from
the local surroundings.
Examples are Grubs,
Berries and Rabbits.
|
H
- P
Hand-to-Hand
Every class starts out with this skill. One should practice
this skill to at least a marginal degree, in order to
defend themselves in case of death or disarmament.
Hide
Allows the user a chance to blend in with the local
flora. The user does not know if the skill has been
successful or not. The only way to know that you have
hidden successfully is by the reaction of others to
you jumping out and saying BOO!
Instill
Doubt
A peculiar ability of the Rogue, thought to create
a sense of impending doom in those that they are in
combat with. Often causes the target to turn its back
and flee, giving the Rogue a chance to use the Backstab
skill (a very nasty combination).
Jewel
Craft
Allows one to fashion jewelry gems and precious
metals. A good trade skill for those that want to
make money through means other than mass slaughter.
Examples are a Golden Hematite Choker, Engagement
Rings, and Wedding Rings.
Requires:
Jewelry Kit
Kick
Available to fighter classes. Allows the user
a chance to inflict some extra damage during
combat. Also increases your chances of being
selected as a Dallas Cowboys Cheerleader.
Make
Poison
A
skill unique to the Rogue. Self explanatory.
Meditate
Magic users should get accustomed to using
this skill. Allows faster regeneration of
mana. Don't waste training points on it
at the trainer, as you will use it so much
that the skill will go up on its own.
Mend
Wounds
A Monk ability to heal one's self. If
not performed properly this skill can
actually cause damage to the target.
Offense
The overall ability to inflict damage
during combat.
Old
Erudian
Ability to speak and understand Old
Erudian.
One-Hand
Blunt
Ability to use a blunt object that
only requires one hand to wield.
One-Hand
Slashing
Ability to hit others with one-handed
blades, such as small to medium
swords and axes.
Parry
Ability to deflect blows with
one's weapon. Makes a cool sound
in-game.
Percussion
The ability of the Bard to
use the drums. Some bard songs
can only be played on percussion
instruments.
Pick
Lock
A Rogue-specific skill that
allows possible entry into
locked confines. Sometimes
the only way to get into
certain areas of Norrath.
Pick
Pocket
PvP+ may attempt to pick
the pocket of NPCs or
PvP+ PCs. PvP- is limited
to NPCs.
Piercing
Ability to use piercing
weapons, such as spears
and daggers. A favorite
skill of rogues.
Pottery
Allows people to craft
clay into pottery.
Examples are a Small
Bowl, Small Clay Container,
and Clay Deity.
Requires:
Clay, Pottery Wheel
and Kiln
|
Q
- Z
Research
(Taken
from the Official Game Manual.) Permits the magic
using classes to assemble spells from component pieces.
Spell Research is a trade skill, similar in theory to
tailoring and cooking. Specific items are inserted in
to a container, combining to produce a new item.
All magi begin researching spells at level 16. To do
spell research, you will need a Tome specific to your
class – these can be purchased in your guild hall.
Research instruction books can also be purchased in
your guild hall. All instruction books are written in
languages other than common. To learn the fundamentals
of a language, you must train one point in the language
with your guild master. Once you have learned the fundamentals,
you will be able to advance your linguistic skills through
use – usually by listening to someone speak in that
language.
Research instruction books will list the components
needed to produce a scroll. Spell components can be
found scattered throughout the world – they appear randomly
on different creatures, so you will not have to ‘camp’
a spot to get a certain component. Components can be
stored and traded – ask around – 13 of the 14 classes
out there will not be able to use the research component
that you need.
Research components are usually found on intelligent
creatures, or on creatures that are innately magical.
Requires:
Wizards use a Lexicon
Mages use an Elemental Grimoire
Enchanters use a Tome of Endless Enchantments
Necromancers use a Book of Dark Bindings
Riposte
Special attack.
Round
Kick
Special Monk attack.
Safe
Fall
The ability of Monks and Rogues to fall
from great heights and reduce the damage
inflicted upon themselves.
Sense
Heading
Very useful for one who does not want
to get lost. It is recommended that one
practice this skill after each level-up
until it maxes out.
Sense
Traps
An
ability of the Rogue to detect traps
on objects or in passageways.
Singing
An ability of Bards to cast songs
that require the use of their voice.
Slam
An
ability peculiar to the the larger
races (no matter the class) resulting
in an extra melee attack during
combat.
Smithing
The ability to shape ore into
valuable metal items. These items
are of better weight and utility
than those sold in stores. Examples
are Lockpicks, Muffin Tins, and
Iron Boots.
Requires:
Ore and Forge
Sneak
Ability to sneak up on other
players and NPCs unnoticed.
When used, walking pace is
slowed to half of normal speed.
Specialization
When
a magic user attains a high
enough level (usually quite
high) this skill becomes
available. It allows the
user to "specialize"
in the spellcasting skill
of his or her choice. The
added talent in the selected
area allows the magic user
to cast faster and with
less mana usage.
Stringed
Instruments
The ability of the Bard
to use a stringed instrument.
Some songs are only playable
with this skill and the
appropriate instrument.
Swimming
The ability to travel
and breath while in
water. This skill increases
the amount of time you
can swim without tiring
and how long you can
stay underwater. Many
areas in Norrath are
only reachable by swimming,
sometimes over long
distances. It is advisable
that one train this
skill as much as possible.
Tailoring
Allows anyone to
sew fine leather
items from hides
and pelts. Making
your own armor can
produce better and
cheaper armor than
can be found in
the stores of Norrath.
Examples are Raw
hide Tunics, Backpacks,
and a Tattered Belt.
Requires:
Tailoring Kit,
Pattern and a
Pelt of some kind
(depending on
size and type
of armor)
Taunt
Allows the user
a chance to
enrage the target
to such a degree
that it considers
the user enemy
number one and
will try to
kill them before
killing everyone
else. This is
a good way to
save a comrade's
life when he
is down to a
sliver of health.
Throwing
Ability to
use throwing
weapons. Common
weapons are
the Dagger,
Throwing Axe,
Spear, and
Shuriken.
Tiger
Claw
Special
Monk attack.
Tinkering
Allows
Gnomes
to fabricate
mechanical
items.
Examples
are a
Collapsible
Fishing
Pole,
Gnomish
Fireworks,
and a
Spyglass.
Requires:
Toolbox
Thieves
Cant
Secret
thieves'
language
performed
by
the
use
of
body
language.
Also
called
"the
bird".
Track
Ability
of
the
user
to
sense
the
presence
of
others
in
the
area.
Two-Handed
Blunt
Ability
to
use
two-handed
blunt
weapons,
such
as
Warhammers
and
Great
Staves.
Two-Handed
Slashing
Ability
to
use
two-handed
slashing
weapons,
including
the
larger
swords
and
axes.
Wind
Instruments
The
horn,
pipe
and
other
instruments
are
required
for
certain
Bardic
song-spells.
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