XP Table: This represents how much XP a character gets based on what level they are. Low-level characters get large amounts of XP, while High level characters advance slowly. Level is defined by 15 + 10 per level above 1. Level 1 is 15 xp. Level 2 is 25, 3 is 35, 4 is 45, and so on. Level 1 (15 – 24 xp) 2 (25 – 34 xp) 3 (35 – 44 xp) 4 (45 - 54 xp) 5 (55 – 64 xp) 6 (65 – 74 xp) 7-9 (75 - 104 xp) 10-15 (105 - 164 xp) 16+ (165+ xp) Skills: Skills are bought with XP, and can be bought multiple times. Max equals the maximum amount of times the skill can be bought. U means the skill can be bought an unlimited amount of times. Skill Assassinate Backstab +1 Blackjack Counter Attack Create Holy Water Dodge Healing Hit Points +2 Magic: Divine Point +1 Magic: Arcane Point +1 Other Read/Write Speak Extra Language Weapon Skills: Weapon skills are bought like regular skills. However, they have the following restrictions. They can only be bought when the appropriate “Weapon Blocking” and “Weapon Use” perks are bought. These perks allow you to block with that class of weapons, and use all weapons at base damage in that weapon class. Weapon Classes are “Basic”, “Martial”, “Heavy”, and “Ranged.” Skill Basic Skills: (Base Damage: 1) Basic: Dagger Damage +1 Basic: Short Sword Damage +1 Basic: Short Sword Disarm Basic: Quarterstaff Damage +1 Heavy Skills: (Base Damage: 2) Heavy: 2H Blunt Damage +1 Heavy: 2H Blunt Crush Attack Heavy: 2H Blunt Critical Attack Heavy: 2H Blunt Master Attack Heavy: 2H Sword Damage +1 Heavy: 2H Sword Damage Limb Heavy: 2H Sword Critical Attack Heavy: 2H Sword Master Attack Heavy: Polearm Damage +1 Heavy: Polearm Gash Attack Heavy: Polearm Critical Attack Heavy: Polearm Master Attack Heavy: Parry Martial Skills: (Base Damage: 1) Martial: Axe Damage +1 Martial: Axe Critical Attack Martial: Axe Master Attack Martial: Blunt Damage +1 Martial: Blunt Crush Attack Martial: Blunt Critical Attack Martial: Blunt Master Attack Martial: Long Sword Damage +1 Martial: Long Sword Disarm Martial: Long Sword Critical Attack Martial: Long Sword Master Attack Martial: Short Sword Damage +1 Martial: Short Sword Disarm Martial: Parry Ranged Skills: (Base Damage: 2) Ranged: Bow Damage +1 Ranged: Bow Critical Attack Ranged: Bow Master Attack Ranged: Crossbow Damage +1 Ranged: Crossbow Critical Attack Ranged: Crossbow Master Attack Ranged: Thrown Weapon Dmg. +1 Ranged: Thrown Weap. Crit. Attack Ranged: Thrown Weap. Mst. Attack Perks: Perks are bought with XP, and need only to be bought once to take effect. They cannot be bought multiple times. This means that they are always on the characters, and do not work as times per cycle skills. They can be used an infinite amount of times. Perk Adrenaline Rush All Weapon Blocking All Weapon Use Bandage Wounds Basic Weapon Blocking Basic Weapon Use Berserk Death Blow Disarm Traps Heavy Weapon Blocking Heavy Weapon Use Herbalism Inner Healing Martial Weapon Blocking Martial Weapons Use Mental Focus Other Pick Locks Pick Pocket Produce Alchemy Produce Arms/Armor Produce Scrolls Produce Traps Ranged Weapon Use Read Magic Religion Shield Spellcraft Two Weapons Perk and Skill Descriptions: Adrenaline Rush—When a character with this perk is knocked down to 0 hit points, he does not fall unconscious. If the character takes any damage during the adrenaline rush that causes him to fall below 0 hit points, he will fall unconscious as he normally would. If he receives healing that returns him to one or more hit points while in adrenaline rush, the adrenaline rush will break, and he will function as he normally would. If a character who is at a negative number of hit points is brought up to 0 hit points, he will get up due to the adrenaline rush. All Weapon Blocking— By buying this perk, the character can now use all weapons to block incoming attacks. After buying this perk, the other “blocking” perks, may be sold back for their appropriate XP costs. All Weapon Use— By buying this perk, the character gains the benefit of being able to use all weapons at their appropriate base damages. Check the category skill descriptions each for their base damages. After buying this perk, the other “use” perks, may be sold back for their appropriate XP costs. Assassinate—This skill represents a characters skill in unseen attack. Using this skill requires activation, 2 minutes of studying your target, and your target not leaving your line of site. Once you activate this power, it’s all or nothing. If at any point any of those conditions are broken, you lose the assassinate for the cycle. Activate by saying “Activate Assassinate.” Make sure it’s said loud enough that if someone was directly around you, they could hear it. Then, you must say “studying” every 20 seconds, until the 2 minutes are up. This represents the fact that you are studying the targets every move. And anyone watching will find it incredibly suspicious. After all these conditions are met, your next attack against the target receives a +10 to damage. One swing only. Hit or miss. Once activated, this skill is active for 2 minutes. The attack cannot be stacked with crit. attacks, master attacks, or any other damage enhancing skills. Backstabs, and Bestow spells can, however, enhance the damage. Backstabs only add if the rules for backstabbing are fulfilled as well. This skill can be used once per cycle for every time it’s bought. Backstab +1—For each time a character buys this skill, he may always do one extra point of damage when attacking another character in the back with a melee weapon. In order for this attack to count as a back stab, both of the victim’s shoulder blades must be visible to the attacker. This ability is always in effect, any rear attacks will enjoy the backstab damage bonus(es). Bandage Wounds—If someone has fallen below zero hit points, he bleeds, taking another point of damage every minute. Someone with the “bandage wounds” perk may slow this bleeding by maintaining contact with the bleeding character and “bandaging wounds” with a 5-count. If bandaged, the bleeding character loses a hit point every 2 minutes instead of every minute. Basic Weapon Blocking—By buying this perk, the character can now use basic weapons to block incoming attacks. Without this perk, any basic weapon held by the character is treated as an extension of the character. They take damage if the weapon is struck. Basic Weapon Use—By buying this perk, the character gains the benefit of being able to use all basic weapons at a base damage of 1. Basic: Damage +1—This skill adds 1 point of damage onto a basic weapon attack. The skill has a weapon specified for the weapon it’s intended for. A dagger damage +1 does not add damage to a quarterstaff, and so forth. Basic: Disarm—This skill represents the characters ability to disarm an opponent with a basic weapon. 15 seconds or less before the attack, the character must activate it by announcing "Special Attack! (Disarm!)" The Disarm call affects hand held objects such as potions, swords and shields. If an object is disarmed, you must immediately drop it for a full five seconds. The five seconds begins when the object hits the ground. This disarm call is delivered by weapon blow, and the item to be disarmed or the arm that it is held in must actually be struck. This skill can be used once for every time bought. Berserk—A character that has bought this perk may work himself into a frenzy of adrenaline and violence. In order to activate the berserk, the character must audibly chant “Berserk!” thirty consecutive times while concentrating. A berserking character must attack all of his enemies without cessation. All attacks receive +1 to damage regardless of if the weapon is doing maximum damage. A berserking character may not communicate or perform any action other than attacking any enemies. All that matters to him is killing his foes. Anyone that tries to stop a berserking character will appear to be a foe to him. Once all enemies have fallen, or two minutes have passed (whichever comes first), the berserker falls unconscious as if under the effects of a sleep call, having spent all his energy on combat. Blackjack—Once per cycle, per time bought, this skill allows a character to knock an unhelmeted humanoid unconscious with a blow to between the shoulder blades. In order to do this, the attacking character must be out of his victim’s line of sight, and be able to see both of his victim’s shoulder blades. The butt-end of the weapon must be padded, and be no more than six inches from the blackjacking character’s hands. The butt-end is tapped on one of the victim’s shoulder blades, and “blackjack” is announced. The victim then falls into the “sleep” call for 1 minute. Any damage done to him will awake him. Shaking the character for 1 minute will also wake them up. Some monsters are too large to be affected by this ability. Counter Attack—Once per cycle for each time this skill is bought, a character can make a quick counter attack after he has been hit. If a weapon is in his hand, and the character is hit by a melee weapon, he may call “Counter” and the damage of a normal melee attack with that weapon. For example, if a warrior has a weapon in his hand, and does 3 damage normally, and he is hit with a melee weapon, he may call “Counter 3!” A counter attack may be also paired with parries, dodges, and other defensive abilities, as long as they are avoiding melee damage. The warrior in the above example could call parry to negate the damage he was hit for. The counter attack must be announced immediately after the original attack. Create Holy Water—This skill allows a character to bless ordinary water, creating holy water. One vial of holy water may be created per cycle for each time this skill is bought. Holy Water does 4 damage to undead. If a character wishes to throw the vial of holy water at something, he must touch an arrow packet (a spell packet with a two foot ribbon) to the vial and throw it at the target. The act of creating holy water takes one minute of concentration. When the holy water is thrown, the character announces “4 Versus Undead!”. The water can be physically blocked. Death Blow—A deathblow is a quick method of killing someone, such as piercing the heart or slitting the throat. To deliver a deathblow, the killer must put a weapon on the victim's torso and say, "I deliver a death blow." If the victim is not capable of resisting this, the victim is killed. If the victim is conscious or is in a position where he can move out of the way, he can say "no effect" and negate the deathblow. This cannot be used against targets that are not unconscious, paralyzed, tied up, or in some other way immobilized. Disarm Traps—This skill allows you to attempt to disarm a trap. Note that without this skill, you may not even attempt to disarm the trap. You may do anything to prevent the trigger from being set off that does not damage the trap phys-rep itself. 'damage' is defined as anything that the trap maker cannot repair in ten minutes. Dodge—Once per cycle, for each time it’s bought, this skill allows a character to dodge a weapon or packet-delivered attack that he was hit with. A character that wishes to dodge an attack must not be trapped or bound in a way so that he could not logically dodge it. (Paralyzed characters, for example, cannot dodge) The character must call ‘Dodge!’ within three seconds of an attack that hit him, and thereby treats the attack as if it had missed him. Healing—This skill represents a character’s skill in treating wounds. For every time a character has bought Healing, he or she may heal two hit points of damage per cycle. This pool of healing may be divided up any way the healer wants. For example, someone who bought healing 3 times (who would then have a six point pool) may heal two points on one person and four on another, or six on one person. To use this skill, the healer and injured person must maintain contact for thirty seconds. When this period is over, the healer announces the number of points healed, and “heal”. (So three points healed will be announced as “3 heal”) Hit points gained may not exceed the target’s maximum number of hit points. If part of the healing pool is not used up at the end of a cycle, it does not carry over into the next one. Heavy Weapon Blocking— By buying this perk, the character can now use heavy weapons to block incoming attacks. Without this perk, any heavy weapon held by the character is treated as an extension of the character. They take damage if the weapon is struck. Heavy Weapon Use—By buying this perk, the character gains the benefit of being able to use all heavy weapons at a base damage of 2. Heavy: Critical Attack—This skill allows a character to do three more points of damage with his next specialized weapon swing. If the swing is blocked, the critical attack is lost. 15 seconds or less before the attack, the character must activate it by announcing “Critical attack!”. Critical attacks may not be “stacked”; only one may be used per weapon swing. Critical attacks may not be paired with Master attacks. A critical attack may be used once per cycle for each time this skill is bought. This attack may only be done with the specialized weapon it was bought with. Heavy: Crush Attack—This skill represents the characters ability to crush objects with a heavy blunt weapon. 15 seconds or less before the attack, the character must activate it by announcing "Special attack! (Crush)!" When the object is hit with the crush call, it will be destroyed, unless it has resist crushes on it. The object to be crushed must be physically struck. This skill can be used once a cycle, per time bought. Heavy: Damage +1—This skill adds 1 point of damage onto a heavy weapon attack. The skill has a weapon specified for the weapon it’s intended for. A polearm damage +1 does not add damage to a 2H sword, and so forth. Heavy: Damage Limb—A damaged limb is injured in a way so that it is unusable. 15 seconds or less before the attack, the character must activate it by announcing "Special Attack! (Damage Limb)!" This call is being delivered by a weapon, and the limb to be damaged must be struck. A damaged limb cannot be used in any way. Anything held in a damaged arm must be dropped. No weight can be put on a damaged leg. A damaged limb will remain useless until a spell is cast that will heal at least 6 points of damage per limb restored. Lesser healing spells cannot be stacked in this manner. This skill can be used once per cycle, per time bought. Heavy: Gash Attack—A Gash is a deep and painful that makes it difficult to function. 15 seconds or less before the attack, the character must activate it by announcing "Special Attack! (Gash)!" A character who is gashed cannot run or perform any special combat or weapon skills such as Critical Attack, Master Attack, Assassinate, Backstab, Blackjack, Counter, Parry, Dodge, Disarm, Crush Attack, Parry, Dodge, or any other times-per-cycle abilities. Heavy: Master Attack—This skill allows a character to do extra damage with his next specialized weapon attack. 15 seconds or less before the attack, the character must activate it by announcing “Master attack!”. The extra damage done is equal to two points for each Critical Attack the attacker has (total per cycle). A warrior who swings 4’s in his weapon and has 5 critical attacks would swing for 14 damage with a master attack. If the swing is blocked, the master attack is lost. Master attacks may not be “stacked”; only one may be used per weapon swing. Critical attacks may not be paired with Master attacks. A master attack may be used once per cycle for each time this skill is bought. This attack can only be done with the specified weapon it was bought with. Heavy: Parry—This skill allows a character to automatically block a successful nearby melee attack and thus negate any damage taken from it. In order to parry, the character must have a heavy weapon in hand. To parry an attack, “Parry!” must be called within three seconds of the attack actually hitting. The attack is considered blocked. Note that spells can be parried, but the parrier is still affected by the spell, as if the spell had hit his weapon. Herbalism—This skill represents a character’s knowledge of herbs and the ability to identify potions. Using this skill will allow a character to determine the nature or presence of a potion. It takes a full minute of inspecting the object to determine its value. At the end of this time, the person appraising may consult a code sheet, which can be found in important places around town such as major guilds, libraries, or the tavern. This skill will also allow someone to determine if a container of liquid contains any alchemical substances. Hit Points +2—This increases the characters ability to withstand damage. For every time this skill is bought, the characters total hit points increase by 2. Inner Healing—Using this perk allows a character to sit still and concentrate, using his inner-energies to rejuvenate himself. The character must sit still and quiet for five minutes, not doing anything but meditating. At the end of these five minutes, the character regains full hit points. Magic: Divine Point +1—This skill adds one divine point to the characters total divine mana pool. Magic: Arcane Point +1—This skill adds one divine point to the characters total arcane mana pool. Martial Weapon Blocking—By buying this perk, the character can now use martial weapons to block incoming attacks. Without this perk, any martial weapon held by the character is treated as an extension of the character. They take damage if the weapon is struck. Martial Weapons Use—By buying this perk, the character gains the benefit of being able to use all martial weapons at a base damage of 1. Martial: Critical Attack—This skill allows a character to do three more points of damage with his next specialized weapon swing. If the swing is blocked, the critical attack is lost. 15 seconds or less before the attack, the character must activate it by announcing “Critical attack!”. Critical attacks may not be “stacked”; only one may be used per weapon swing. Critical attacks may not be paired with Master attacks. A critical attack may be used once per cycle for each time this skill is bought. This attack may only be done with the specialized weapon it was bought with. Martial: Crush Attack— This skill represents the characters ability to crush objects with a martial blunt weapon. 15 seconds or less before the attack, the character must activate it by announcing "Special Attack! (Crush)!" The “crush” is called, and the item hit gets destroyed. If the item struck has “Resist Crush” then a resist can be called by the target. This skill can be used once a cycle, per time bought. Martial: Damage +1—This skill adds 1 point of damage onto a martial weapon attack. The skill has a weapon specified for the weapon it’s intended for. A short sword damage +1 does not add damage to an axe, and so forth. Martial: Disarm— This skill represents the characters ability to disarm an opponent with a martial weapon. 15 seconds or less before the attack, the character must activate it by announcing "Special Attack! (Disarm)!" The Disarm call affects hand held objects such as potions, swords and shields. If an object is disarmed, you must immediately drop it for a full five seconds. The five seconds begins when the object hits the ground. This disarm call is delivered by weapon blow, and the item to be disarmed or the arm that it is held in must actually be struck. This skill can be used once for every time bought. Martial: Master Attack—This skill allows a character to do extra damage with his next specialized weapon attack. 15 seconds or less before the attack, the character must activate it by announcing “Master attack!”. The extra damage done is equal to two points for each Critical Attack the attacker has. A warrior who swings 4’s in his weapon and has 5 critical attacks would swing for 14 damage with a master attack. If the swing is blocked, the master attack is lost. Master attacks may not be “stacked”; only one may be used per weapon swing. Critical attacks may not be paired with Master attacks. A master attack may be used once per cycle for each time this skill is bought. This attack can only be done with the specified weapon it was bought with. Martial: Parry—This skill allows a character to automatically block a successful nearby melee attack and thus negate any damage taken from it. In order to parry, the character must have a martial weapon in hand. To parry an attack, “Parry!” must be called within three seconds of the actual attack. The attack is then considered blocked. Note that spells can be parried, but the parrier is still affected by the spell, as if the spell had hit his weapon. This skill can be used once a cycle for every time bought. Mental Focus—This perk represents that a character can focus his mental energies and concentrate. Many skills require concentration to be maintained, this is the perk that allows a character to do so. This concentration represents a level of focus that the untrained cannot attain. Other—This represents a number of skills or perks not covered in the basic set. These skills often have no in-game effect, though they do provide a deeper sense of character to role-play. All ‘other’ skills must be discussed with a host before they are allowed into the game. Good examples would be “Other: baking”, “Other: Goblin Lore”, “Other: Lumberjacking”, and such skills that have little in-game effect. Talk to a host for specific effects of the other skills or perks. Pick Locks—This perk allows the character to pick locks in game. Without this perk, the character may not attempt to pick a lock in any way shape or form. The character can pick the lock as long as it doesn’t damage the actual lock. Most locks employed in game will be easy to pick locks. Pick Pocket—This perk represents a character’s ability to perform feats of manual dexterity, specifically pocket picking. The character receives a black binder clip at the beginning of the event. When a character uses this perk, he or she attaches the binder clip to the pouch or pocket that he or she wants to pick. The stealing character then finds an NPC who will inform whoever wears the binder clip that their pockets have been picked. The NPC then reaches in and pulls out the first small item (coins, rings, and other objects that size) he or she touches. Stolen items must weight less than one pound. Tags can be stolen as well as items. Produce Alchemy—This perk represents the characters ability to create alchemical substances. As long as the character has a copy of the item to make in front on him, and the proper materials, the item can be created instantly. Produce Arms/Armor— This perk represents the characters ability to create weapons, or armor. As long as the character has a copy of the item to make in front on him, and the proper materials, the item can be created instantly. Produce Scrolls—This perk represents the characters ability to forge magic onto one-time use scrolls. As long as the character has a copy of the item to make in front on him, and the proper materials, the item can be created instantly. Produce Traps—This perk allows the character to create traps. No trap, no matter how simple can be created without this perk. Traps must be represented with a string, or other trigger, must have a note attached to it, and must have a way to be bypassed (disarming, etc). A trap can consist of anything. Mostly these traps are used to create alarms. Alarms are just bells, etc… attached to the trap. If the trap is made to do damage, then for every 3 silver invested in the trap, 1 damage is done to the person who sprung it. No one trap can do more then 10 damage. Ranged Weapon Use—By buying this perk, the character gains the benefit of being able to use all ranged weapons at a base damage of 2. Ranged: Critical Attack—This skill allows a character to do three more points of damage with his next specialized weapon attack. If the attack is blocked, the critical attack is lost. 15 seconds or less before the attack, the character must activate it by announcing “Critical attack!”. Critical attacks may not be “stacked”; only one may be used per weapon attack. Critical attacks may not be paired with Master attacks. A critical attack may be used once per cycle for each time this skill is bought. This attack may only be done with the specialized weapon it was bought with. Ranged: Damage +1—This skill adds 1 point of damage onto a ranged attack. The skill has a weapon specified for the weapon it’s intended for. A thrown weapon damage +1 does not add damage to a bow, and so forth. Ranged: Master Attack—This skill allows a character to do extra damage with his next specialized weapon attack. 15 seconds or less before the attack, the character must activate it by announcing “Master attack!”. The extra damage done is equal to two points for each Critical Attack the attacker has. An archer who throws 4’s in his weapon and has 5 critical attacks would attack for 14 damage with a master attack. If the attack is blocked, the master attack is lost. Master attacks may not be “stacked”; only one may be used per weapon swing. Critical attacks may not be paired with Master attacks. A master attack may be used once per cycle for each time this skill is bought. This attack can only be done with the specified weapon it was bought with. Read/Write—This skill allows a character to read or write any language that he can speak. This can be bought multiple times, but the effects are different then normal skills. A different language is chosen each time it’s bought. Read Magic—This perk allows a character to read magical writings, and thereby cast spells from magic scrolls. The character must be able to cast spells of that school to cast spells off of a scroll. Religion—This perk represents the strength of a character’s relationship with his or her chosen deity. This strength is a personal bond with the god or goddess, a kinship greater than most people can possess. This perk is a prerequisite for many spiritual or divine skills. A host must be contacted to provide any additional information on the chosen deity, and the set of deities available. Shield—A character with this perk may use and carry a shield. An attack blocked with a shield does not count for damage, though spells blocked with a shield will still affect their target. Using a shield will make it impossible to do anything with the arm or hand that is holding it, even if the hand itself is free. Speak Extra Language—Buying this skill allows a character to speak an additional language. To speak a different language, a character must say, “Change speak”, and the name of the language before everything he says. All characters that cannot speak that language must disregard what is said in that language. All starting characters are assumed to know the common language (which is English). To clarify, a character speaking in Elven must say “Change speak Elven” every time he speaks. Spellcraft—This perk represents a character’s knowledge in the realm of magic and the arcane arts. This perk is a prerequisite for many runic or arcane perks and skills. Two Weapons—Upon buying this perk, the character can use 2 weapons in separate hands, and do full damage with both of them. The weapon in the base hand can be no larger then a long sword, and the weapon in the off hand can be no larger then a short sword. Type of weapon matters little. The character must have the appropriate weapon skills to be able to use the weapons in a two weapon style. |
Skill List and XP Table |
Xp awarded per event 10xp 8xp 7xp 6xp 5xp 4xp 3xp 2xp 1xp |
Cost 5 5 6 4 2 10 2 3 2 2 * 2 2 |
Max U 3 U U U U U 5 U U * U U |
Prerequisite/Notes Backstab +3 Any Weapon Use Backstab +2 Any Weapon Damage +2 Religion --- Bandage Wounds --- Religion Spellcraft * Speak the language to be literate in --- |
Cost 3 6 5 3 6 7 3 5 6 7 3 5 6 7 3 5 5 6 2 4 6 6 3 5 6 5 3 5 6 5 5 5 3 5 5 3 5 4 3 5 |
Max 2 3 U 2 3 U U U 3 U U U 3 U U U U 3 U U 3 U U U 3 U U U 3 U U 3 U U 3 U U 3 U U |
Prerequisite/notes Basic Weapon Use Basic Weapon Use Basic: Short Sword Damage +1 Basic Weapon Use Heavy Weapon Use Heavy: 2H Blunt Damage +1 Heavy: 2H Blunt Damage +2 Heavy: 2H Blunt Damage +3 Heavy Weapon Use Heavy: 2H Sword Damage +1 Heavy: 2H Sword Damage +2 Heavy: 2H Sword Damage +3 Heavy: Heavy Weapon Use Heavy: Polearm Damage +1 Heavy: Polearm Damage +2 Heavy: Polearm Damage +3 Heavy Weapon Use Martial Weapon Use Martial: Axe Damage +2 Martial: Axe Damage +3 Martial Weapon Use Martial: Blunt Damage +1 Martial: Blunt Damage +2 Martial: Blunt Damage +3 Martial Weapon Use Martial: Long Sword Damage +1 Martial: Long Sword Damage +2 Martial: Long Sword Damage +3 Martial Weapon Use Martial: Short Sword Damage +1 Martial Weapon Use Ranged Weapon Use Ranged: Bow Damage +2 Ranged: Bow Damage +3 Ranged Weapon Use Ranged: Crossbow Damage +2 Ranged: Crossbow Damage +3 Ranged Weapon Use Ranged: Thrown Weapon Damage +2 Ranged: Thrown Weapon Damage +3 |
Prerequisite Mental Focus --- All Weapon Blocking --- --- Basic Weapon Blocking Mental Focus --- Mental Focus --- Heavy Weapon Blocking --- Healing x3 --- Martial Weapon Blocking --- * --- --- Read/Write x1, Herbalism, Mental Focus Read/Write x1, Any Weapon Skill +1, Mental Focus Read/Write x1, Read Magic, Spellcraft or Religion Read/Write x1, Disarm Traps, Mental Focus --- Read/Write x1, Spellcraft or Religion Mental Focus Any Weapon Damage +1 Read/Write x1 Any Weapon Damage +1 |
Cost 5 4 20 3 2 4 10 2 3 2 8 4 7 2 6 2 * 3 10 6 8 6 6 6 4 4 7 4 10 |