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 Skill Descriptions

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AuthorMessage
Xoia



Posts : 36
Join date : 2011-08-04

PostSubject: Skill Descriptions   Thu Sep 15, 2011 5:56 pm

These are the following skills on the skill tree. Each one has a description

Strength How much power you have when you punch, ect.

Offense

One handed: This skill allows you to effectively wield weapons like swords, daggers and so on. With this skill, you can choose to specialize with a particular weapon,
gaining a +1 to skill level with that weapon type, and a -1 to skill
level with any other weapon. This cannot be changed.

Two handed: This skill allows you to effectively wield a two handed weapon, such as a staff, great sword, war hammer, ect. With this skill, you can choose to specialize with a particular weapon,

gaining a +1 to skill level with that weapon type, and a -1 to skill
level with any other weapon. This cannot be changed.


Unarmed: This skill allows you to effectively fight unarmed. Gauntlets, brass knuckles, ect, count under this catagory.

Strength: The general muscular ability for a character, controls how hard one can hit, how much one can lift, ect.

Power attack: Allows you to charge a melee attack for a short amout of time to make the attack stronger. Also allows you to combine with others to make special melee attacks such as "poison strike, armor pierce, fire slash, ect."

Defense

Shield: Allows you to effectively wield shields. Using a shield without this skill imposes a large penalty to any attack, speed, magic, and dodge. At lower levels, small wooden shields can be wielded, and any shield can be used by lv 6 without penalty. Shields can also be used for attacking with, either with a weapon, or by itself.

Armor: Allows you to effectively wear armor. Using armor without this skill imposes a large penalty to any attack, speed, magic, and dodge. At lower levels, Leather can be wielded, and any armor can be used by lv 6 without penalty. Armor can also be used offensively, if it is spiked or studded, either with a weapon, or by itself.

Leadership: This is vital when others are following you. The higher your level, the more willing others are to follow you. Without this skill, those under you are likely to leave or rebell when dificulties arise. This also affects speech and persuasion. However, this skill does not totally affect other characters, and they can choose whatever they want.

Tactics: This allows you to use tactics, both on and off the battlefield. Important if you plan to lead a large force. It allows you to direct the battlefield. it imbunes you with the natural ability to rally troops and intimadate foes. Off the battlefield, it allows the use of stratagy in planning battles.

Stamina: Measures the general toughness of the character, and their energy. The higher level the more damage that they can take and the more magic or special moves they can use before tiring out. However, this skill is dificult to train in.


Skill


Combat

Archery: Allows for the use of bows and arrows. Also increases sight range and exactness, allowing an archer to pick out details from farther away.

Speed: increases the running speed of a character. Also increases the speed of attacks and drawing weapons, ect...

Projectile: Allows a character to effectively use weapons such as throwing knives, rocks, ect...

Dual Wield. Allows the effective use of two weapons at once. Using mutiple weapons allows for more attacks and damage, but is slightly harder to manage, making a -1 to lv in whatever weapon type that you are using. This dissapears at lv 8.

Combo: Allows you to link together moves with weapons, each one getting progressively harder to block, and dealing progressively more damage with each move.

Non-combat

Crafting: allows for the making of just about anything. You can make basics of anything with this skill, but to use it well, you must also have knowedge (put points into) the skill of whatever you want to craft.

Poison/herbs: Gives the character knoledge of herbs and poisons, allowing the making of basic medicines and poisons. Also gives knoledge of plant life in general.

Survival: Allows the character to effectively survive in nature. Gives knowledge of animal life, at higher levels the ability to tame and train animals.

Traps: Allows the use, disarming, and making of traps. This skill can do fairly well without crafting, but works best with it.

Agility: Allows the character to successfully dodge incoming attacks. Also allows deftness of movement, and allows better walking on treacherous terrain.


Magic


Arcane

Light: Allows use of the light element magics. Light, Earth, Fire, and lightning. Allows you to specialise in one of the elements, increasing your level in that by 1, and decreasing all others level by 1.

Dark: Allows use of the Dark element magics. Dark, wind, nature, and water.. Allows you to specialise in one of the elements, increasing your level in that by 1, and decreasing all others level by 1.

Summon: Allows summoning of arcane elementals. Allows summoning of other elementals by combining with other magics.

Illusion. Allows the creating of illusions. Starting at lv 2, illusions do 10% of normal damage of the illusion, and increased by 10% each level.

Mind: Gives the user the ability to control the world with their mind. Telekenesis and Telepathy are the most common types of this.


Divine

Healing: allows the healing of wounds and other conditons.

Buff: allows the user to increase abilitys of others, while taking penaltys in the same abilitys themselves. A user cannot buff abilitys that they do not possess. higher levels allow more people to be buffed.

Holy: Allows the use of abilitys such as holy bolt, smite, ect...

Charm: Allows the user to more effectively persuade people. Increases general speech as well. THis ability is passive, and does not need to be cast.

Defense: Allows use of defensive magic, shields, arcane armor, ect...
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