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Skillweb & Lesson Pools

Lusternia has a basic skillweb or skill tree, which is designed to allow some moderate flexibility and customization for adventurers, while maintaining the overall game balance. The skillweb starts with 5 root categories: Body, Empathy, Mind, Artistry and Spirit. Each root is further divided into two sub-categories, referred to as lesson pools.

Root Lesson Pools
Body - The Physical World

Fitness

Melee

Empathy - A blend of Body and Mind Communion

Magnetism
Mind - The Intellectual World Intellect

Arcana
Artistry - A blend of Mind and Spirit Performance

Fine Arts
Spirit - The Spiritual World Mysticism

Willpower

The actual skills flow from each lesson pool, creating the skillweb, which looks something like this:

(click to view skill tree)

Advancing in skills requires ‘lessons’ which are accumulated through a variety of methods. Note that some skills "branch" into specializations, which means after mastering the basic skill you must take a specialization of that skill in order to train further. Most skills and specializations on the skillweb are restricted according to archetype and guild. For example, only the mage archetype can take the Elementalism skill and only mages in the Aquamancer Guild can take the Aquamancy specialization. However, some archetypes and guilds allow a choice for the adventurer. For example, any knight archetype can choose to specialize in either the Blademaster or Bonecrusher branch of Knighthood.

Lesson pools come into play when an adventurer chooses to change skills or specializations. By 'forgetting' a skill or specialization in order to learn another, all lessons placed into that skill are dropped into the connecting lesson pool at a 20% loss. So if you had spent 100 lessons in Aquamancy and decide to forget the specialization, you will move 80 lessons into the Mysticism Pool (losing 20 lessons irrevocably). These 80 lessons may only be used on skills that connect to that lesson pool.If you transfer lessons between sibling lesson pools, there will be a further 20% loss of lessons. For instance, transferring 80 lessons from mysticism to spirit will have a net loss of 16 lessons in the transfer. Sibling pools share the same parent lesson pool (i.e., spirit and mysticism pools share the mind pool). Finally, transferring lessons from a secondary (or sibling pool) to the parent will have a further loss of 30% of the lessons transferred, so transferring 80 lessons from the mysticism pool to the spirit pool will result in a net loss of 24 lessons. There is no lesson loss when transferring lessons among the parent pools (i.e., body, empathy, mind, artistry, and spirit).

Be very aware that there will be very light lesson penalties for those who make small adjustments to their skills (like a warrior deciding to change from the Bonecrusher specialization to Blademaster specialization), but drastic changes will be quite traumatic and costly (like a warrior deciding to quit knighthood and become a mage).

Power & Feats

Certain skills and spells require power, a special form of energy. These skills and spells are known as feats. Players draw this power from their personal energy reserves, which are in turn filled from the nexus of power in that player's city or nature commune. Generally, the maximum amount of personal power available at any time are 10 power points. Performing feats drains the power level, such amount drained dependent on the feat. Power quickly replenishes from the personal energy reserves.

Common Skills

Common skills are available to all players.

Common Skill Pool
Combat

Melee Pool

Resilience Fitness Pool
Planar Mysticism Pool
Discipline Will Pool
Environment Communion Pool
Influence Magnetism Pool
Riding Magnetism Pool
Arts Artistry Pool
Discernment Intellect Pool
Magic Arcana Pool
Low Magic Arcana Pool
High Magic Arcana Pool
Dramatics Performance Pool
Aethercraft Planar Pool

Commander

Planar Pool (Aethercraft Specialization)

Empath

Planar Pool (Aethercraft Specialization)

Combateer

Planar Pool (Aethercraft Specialization)

Combat: The art of combat involves learning a variety of fighting stances and maneuvers. The stances generally focus upon protecting certain parts of your body when facing knights who have been trained to inflict critical wounds. While being in a stance that protects your head, for example, a sword or mace blow to the head could be lessened or even completely avoided. As your skill increases in combat, the number and effectiveness of your stances will increase.

Magic: Gaining a general understanding of the eddies and flows of magic is most desirable to everyone as you learn to channel magical energies cast at you, and thereby decreasing any harmful effects.

Highmagic: High Magic is a branch of magical knowledge surrounding the study of the cabala, or spheres of energies, also known as sephiroth, that compose the universe. These spheres are symbolically arranged on a diagram called the Tree of Life and connected by a network of paths. A variety of useful and beneficial spellcraft can be learned through mastering this occult philosophy. This branch of arcane studies is highly ritualized and intellectualized, and is also a prerequisite for studying cosmic or elemental magic.

Lowmagic: The term 'low' may at first be misunderstood when regarding the branch of magic known as Low Magic. More properly, Low Magic is 'natural magic' which involves the study of auras and energies that make up life. It is a much more intuitive form of magic when considered next to its intellectual cousin, High Magic. Many useful manipulations of the aura can be gained through studying this branch of magic, and is a prerequisite to learning the Nature, Herbs or Poisons skill

Arts: Most people have some artistic ability but it takes studying the fine arts to truly become proficient. Artists first learn to craft a variety of common every day items and then go on to learn how to mix tinctures. Eventually, they are ready to create paintings and sculptures, always in demand by enchanters who can enchant them. A most useful consequence of mastering this skill is the discerning eye of a trained artist, which can see small imperfections and flaws in illusions.

Resilience: Training your body to become more resilient is useful in ameliorating the effects of poisons. This skill also tempers your body overall against physical damage.

Discernment: Discernment is a selection of abilities related to your perception of the world around you. As you increase in this ability, you will be able to gather information about your state of health and those of others, take quick inventories of items you hold, and eventually even to sense power and illusions.

Planar: The general study of other planes will allow you to recognize and eventually acquire useful skills to survive on other planes and use of planar gateways. Also, it allows communication on telepathic channels from other planes, such skill increasing so you can hear communications from planes further and further away. At the higher levels, planar adepts eventually become gateweavers, able to create planar gates on their own.

Discipline: The training and honing of your willpower falls under the skill of Discipline. The primary benefit is increasing your rate of power renewal, which will eventually expand personal energy reserves. There are also a handful of useful skills that are acquired that flow from the mastery of your will.

Environment: Mastering the environment around you offers a variety of skills to help you survive sometimes hostile surroundings. Skills in this ability range from movement (such as finding sewers or climbing trees) to perceiving the state of the environment around you to useful skills to survive the weather.

Influence: The skill of Influence is a non-lethal form of interaction with the sentient denizens of Lusternia (non-player characters). Rather than slaughtering such denizens for such base reasons as gaining experience, you may instead enter into ego battles that are not considered a hostile (i.e., won't get you enemied). Influencing a denizen is an engagement in forces of personality to try to temporarily change that denizen's behavior. Losing an ego battle will result in a loss of experience similar to that of losing a battle in combat, whereas winning an ego battle will result in gaining experience similar to winning a battle in combat.

There are five general types of ego battles: (1) Seduction, which will charm the denizen and cause him or her to attack your enemies; (2) Empower, which will raise the denizen's level; (3) Weaken, which will lower the denizen's level; (4) Charity, which will cause the denizen to give you gold or an item (if available); (5) Paranoia, which will cause the denizen to succumb to paranoid behavior and not act in a normal manner. There is a sixth form of ego battle that is not dependent on your skill in influence, but rather your rank in a city or commune, and can only be used during on denizens of villages during the window of time when that village is 'in play' and not under any sphere of influence.

Once the type of ego battle has been started, the denizen will become fixated upon it and only ego attacks of the same type will be recognized. Further, the denizen will become resistant to an ego attack used over and over. For example, a denizen will become resistant to begging (a charity attack), so it is more beneficial to alternate with other charity attacks. Once a denizen has won or lost an ego battle, he or she will be exhausted and not enter into another one for some period of time. The power of your influence skills increases the higher the prestige of the clothing and jewelry you wear. The exception to this are the charity influence skills, which increases the lower the prestige of your clothing.

Riding : Riding is the noble art of mounting and controlling steeds. Beginning with the lowly mule, you will learn to ride increasingly powerful classes of mounts, ranging up to legendary steeds such as giant eagles. Further, as your riding skill increases, you will learn to handle your mount in new ways, from ramming opponents with it to using your mount to help avoid blows in combat to cracking the limbs of a fallen opponent by trampling on him. If you're looking to purchase a mount, look at the stables in various villages around the land, for that is where mounts are normally sold. Probing the mount before you buy it is advised, as you will be informed what ability you require in riding in order to successfully mount it.

Dramatics : Dramatics is the common skill of the Performance Pool. It is complimentary to the Influence skillset, as some abilities strengthen influence attacks through the performance of certain roles. Dramaticists are also trained to tell stories to the various denizens of the land, increasing their ego. Also, when it comes to debating, no one does it better than dramaticists who can sway debates by taking up different attitudes and confound their opponents through fast talk. The upper levels of Dramatics involve a variety of abilities that can entertain and bemuse audiences.

Aethercraft : Aethercraft is a branch of planar magic that involves the ability to merge with an algontherine entity and manipulate an aethership. In order to learn the Aethercraft skill, you must either own a ship, or a ship owner (captain) must give you permission to use their ship's modules.

Commander (Aethercraft Specialization) : The Commander sits in the command chair and is responsible for piloting the aethercraft. This is a vital role. Aethercraft can survive without Empaths or Combateers, but no aethership can launch or steer without a pilot. Because Commanders are responsible for movement and positioning, on fully staffed ships they are generally the ones to coordinate the rest of the crew. During aethercombat, Commanders have skills in evading and maneuvering their ships.

Empath (Aethercraft Specialization) : Empaths develop a special connection with the algontherine being within the aethership. An Empath sits within the empathic grid of aetherships and is responsible for healing the ship as well as communicating through the reaches of aetherspace. Skilled empaths are highly prized members of any crew, being able to heal not only simple hull and module damage but also other ailments that can infect aetherships.

Combateer (Aethercraft Specialization) : Combateers man the battle turrets and are responsible for most offensive maneuvers. While an aethership can have only one empathic grid or one command chair, there can be multiple battle turrets, so it is not uncommon for a crew to include several Combateers. Skilled Combateers develop the means to use battle turrets to afflict enemy aetherships with a variety of debilitating ailments.

Primary Skills

Primary skills are specific to archetype.

Prime Skill Pool Archetype
Knighthood Melee Pool

Warrior Core Skill

Bonecrusher

Melee Pool Warrior Specialization

Blademaster

Melee Pool Warrior Specialization

Axelord

Melee Pool Warrior Specialization

Pureblade

Melee Pool Warrior Specialization
     
Elementalism Planar Pool Mage Core Skill

Aquamancy

Planar Pool Mage Specialization

Geomancy

Planar Pool Mage Specialization
     
Cosmic Planar Pool Guardian Core Skill

Celestialism

Planar Pool Guardian Specialization

Necromancy

Planar Pool Guardian Specialization
     
Nature Planar Pool Druid/Wiccan Core Skill

Druidry

Planar Pool Druid Specialization

Wicca

Planar Pool Wiccan Specialization
     
Music Perfomrance Pool Bard Core Skill

Shadowbeat

Performance Pool Bard Specialization

Necroscream

Performance Pool Bard Specialization

Wildarrane

Performance Pool Bard Specialization

Starhymn

Performance Pool Bard Specialization
     
Kata Melee Pool Monk Core Skill

Shofangi

Melee Pool Monk Specialization

Knighthood: The prime skill for all warrior guilds is Knighthood, which is where basic fighting styles and maneuvers are learned. The beginning skills here immediately and dramatically improve using weapons, which increases as the skill in knighthood increases. Although the general skill of Combat will also improve the ability to hit and damage with weapons, it is more a defensive skill and accordingly improves defense more than offense. Knighthood, on the other hand, will strongly improve offensive and most warriors choose to master Knighthood before the general skill of Combat. After mastering the basics of Knighthood, the warrior moves on to a weapon specialization.

Bonecrusher: This specialization of Knighthood concentrates on one-handed blunt weapons. As the name of the specialization suggests, Bonecrushers train in breaking bones, sometimes crushing them to a pulp. The higher the skill, the more deadly and varied the effects.

Blademaster: This specialization of Knighthood concentrates on one-handed bladed weapons. This bloody skill can not only sever arteries and tendons, but cut off parts of the opponent, like an ear or the entire scalp. The higher the skill, the more deadly and varied the effects.

Axelord: This specialization of Knighthood concentrates on two-handed axes. The two-handed axe is favored by dwarves and similar to the specialization of Pureblade. The chopping action of these massive axes are extremely fearsome. The higher the skill, the more deadly and varied the effects.

Pureblade: This specialization of Knighthood concentrates on two-handed swords. When used by trained warriors, these mighty weapons can be swung with apparent ease, though to anyone else they are incredibly unwieldy. The higher the skill, the more deadly and varied the effects.

Elementalism: The prime skill of all mages is to master the primal elements of earth, wind, fire and air. Once mastery is completely, the goal of every mage is to move on to specialize in the one element associated with their city's nexus of power.

Geomancy: Geomancy is the specialization of the element of earth and may only be learned in Magnagora, for it draws its power from the Megalith of Doom. The plane of earth was tainted during the Taint Wars and is, thus, a warped and extremely dangerous element to work in. As Geomancers grow in strength, they can subjugate vast tracts of land under their demesne, making them a powerful and feared force of corruption.

Aquamancy: Aquamancy is the specialization of the element of water and may only be learned in New Celest, for it draws its power from the Pool of Stars. Water is a healing and benevolent force which is reflected by the spellcraft of Aquamancers, who can control large bodies of water as their demesne.

Nature: Nature is the prime skill of both druids and wiccans, and reflects their bond with the natural kingdom, especially forests. Earth magic is drawn from the ethereal plane, and druids and most especially wiccans maintain close bonds with the fae. Upon mastering nature, druids and wiccans move on to specialize in two very different paths: Druidry and Wicca.

Druidry: Druids are often considered "mages of the forest" for, like mages, they create demesnes over which they have almost complete control. However, instead of using elemental magic, druids use nature magic and, thus, their demesne are great tracts of forests.

Wicca: Wiccans serve a dual purpose as the spiritual advisors of forest communes as well as liaisons to the realm of the fae. In times of need, they can summon the fae to help.

Cosmic Magic: Cosmic magic involves the manipulation of the fabric of creation itself. Requiring a study in High Magic to even begin its study, mastering the art will eventually lead to the ability to travel freely to the higher, cosmic planes. The specializations are highly associated with the nexus of power of the adept's city.

Celestialism: Only available to Celestines, this specialization in cosmic magic creates a bond between the adept and Celestia, the Plane of Light. Ruling over the angelic beings of Celestia are the Holy Supernals, to whom Celestines pledge themselves. Upon gaining a pledge, the Holy Supernal will send forth an angelic companion to assist in the great works of the Light.

Nihilism : Only available to Nihilists, this specialization in cosmic magic creates a bond between the adept and the Tainted Plane of Nil, where live the Demon Lords. The Nihilists form pacts with these dread beings, who will allow service of a demonic thrall to the Nihilist to help create mischief.

Music : Not only do musicians train to create perfect musical interval, but they infuse their sounds which vibrations of the Great Song, the ancient sounds used by the Elder Gods for creation (and destruction). Most important is to find an instrument of quality to which they can bond, and as soon as a bard plays their instrument, it creates an immediate bond. The more an instrument is played, the better the individual musician can play it.

Shadowbeat : The Shadowbeat song style was first designed by the founder of the Harbingers Guild, Nirrti, along with the help of Mahalla, the Dead Voice of an Elder Goddess who was consumed during the Elder Wars. Shadowbeat music is both melancholy and powerfully rhythmic, creating a unique musical style.

Necroscream : Developed by Aia, the founder of the Cacophony Guild, along with the Dead Voice of the Elder God Jagrerox, Necroscream is an intense musical style that is known for its volume as much as its beat and vivid lyrics.

Wildarrane : This song style is tightly entwined with the songs of the fae, and developed by Ialie Starsong, the founder of the Spiritsingers Guild, with the help of the Dead Voice of the Elder God Trialante. The music is inspired by the sounds of babbling brooks, rustling leaves and birdsong.

Starhymn : When Raflein awoke the voice of the Elder Goddess Rhapsody, they developed the musical style known as the Starhymn. Those who practice this style mimic the sounds of the angelic choirs on Celestia as well as the beauty of running waters, evoking the music of the stars.

Kata : Kata is the basic form of martial arts, primarily involving kicks and hand strikes. This form of martial arts was first developed and mastered in the Undervault by the kephera and illithoid.

Shofangi : Shofangi is the specialization of kata that is taught by the guild of the same name in the Serenwilde. Monks taught at the Shofangi School will develop skills with use of the shofa, sometimes called the staghorn knives or moonblades.

Secondary Skills

All guilds allow two secondary skills. Depending on the guild, sometimes there is a choice between two (or possibly more)

Secondary Skill Pool
Athletics

Fitness Pool

Acrobatics Fitness Pool
Totems Arcana Pool

Stag

Arcana Pool

Moon

Arcana Pool
Rituals Arcana Pool

Sacraments

Arcana Pool

Necromancy

Arcana Pool
Illusions Intellect Pool
Tarot Will Pool
Runes Will Pool
Healing Will Pool
Hexes Will Pool
Dreamweaving Will Pool
Astrology Mysticism Pool
Psionics Intellect Pool

Telekinesis

Intellect Pool

Telepathy

Intellect Pool

Psychometabolism

Intellect Pool
Hunting Communion Pool

Ecology

Communion Pool

Tracking

Communion Pool
Harmony Communion Pool

Athletics: Athletics is the skill of training the body's raw physical strength and endurance. Weight training, some aerobics and a rigorous workout regime will eventually gain a variety of skills that involve either brute strength or feats of endurance.

Acrobatics: Those who use Acrobatics cannot wear any armour heavier than leather; however, they train themselves in a variety of skills that enable them to train their muscles and reflexes to such a degree that they can reduce damage and completely avoid attacks. While this is mostly a defensive skill, its effectiveness should not to be easily discounted.

Totems: There are a variety of Great Nature Spirits, and the general skill focuses on the bonding with each of their totems. Only available to those who live in nature communes, bonding with a totem will gain you some ability associated with that totem. Upon mastery of general totems, you can specialize in creating a deep bond with one totem that is associated with the nature commune you live in.

Stag: The Great Spirit known as White Hart is associated with the Serenwilde forest. Stag is the required totem of the Hartstone druid guild. White Hart grants skills associated with the stag which culminates at the very highest level to forming an intimate bond with the spirit of a mighty stag.

Moon: The Great Spirit of the Moon is associated with the Serenwilde forest. Moon Spiorit is the required totem of the Moondancer wiccan guild. Bonding with the Moon Spirit grants many lunar powers, some of which wax and wane along with the phase of the moon. Those with the Moon Spirit specialization may also join together in covens which afford even greater powers.

Rituals: Rituals focuses upon chanting and tonal notes to perform various magical rites. Though High Magic is not a prerequisite, Rituals is sometimes associated with High Magic because both were established in civilized urban environments. Upon mastering this magical skill, the ritualist may move on to the specialization associated with the nexus of power they are connected to.

Necromancy: Necromancy is a specialization of Rituals, and can only be learned in Magnagora as it is connected to the nexus known as the Megalith of Doom. The dark chants of necromancy originate fromthe demonic plane of Nil. Basic necrotic rituals involve draining and perverting the life force. Eventually, necromancers will be able to create undead and the goal of all necromancers is to rise as the most powerful undead--the lich. Knights who become liches are generally referred to as Death Knights.

Sacraments: Sacraments is a specialization of Rituals, and can only be learned in New Celest, as it is connected to the nexus known s the Pool of Stars. Drawing power from Celestia, the Plane of Light, Sacraments channels the power of the Light into divine rituals to help and heal. However, there is a harder side to Sacraments that involve branding those who seek to subvert the Light.

Healing: While this skill allows healing oneself, it is also an empathic ability whereby the healer takes the wounds or ailments of another into him or herself. Ailments are generally categorized by type (such as ailments of the nervous system, blood system, etc.) or by humours. Eventually, healers can heal deep wounds of others and even heal from afar. It should be noted that while it takes mana to heal oneself, healing another drains directly from the ego. There is always the danger of the healer suffering burn out, a painful experience that will result in being unable to use the healing skill for a period of time.

Illusions: Illusions is a highly developed magical art, allowing the adept to weave illusions from light and shadow. Some illusions affect what others see and perceive, while others are actually inserted into the minds of others. While illusionists are popularly known for spectacular pyrotechnics displays during festivals, they also make great spies, able to use their glamours as the ultimate form of infiltration.

Tarot: Tarot is the skill of flinging cards inscribed with powerful images to great effect. It is said that in ancient days the original Tarot was much different than what is seen in these modern times, as the cards have evolved to reflect aspects of the Last Nine Vernal Gods. The skill was developed in cities and is primarily used by the guardian archetype. It is an excellent all-around skill with a variety of offensive, defensive and miscellaneous powers.

Hexes: The ability to hex a person is an ancient mystic punishment. Simple and effective, it is performed by first drawing glyphs in the air of the hex you want to cast. Up to six of your hexes can be drawn in a room. At this point, the hex can be activated by an enemy walking into the room where it is drawn (only one hex will automatically target a person in this manner). Otherwise, you throw the hex at your enemy. Strategically, it should be noted that if you have time to draw hexes in a room, you can throw those hexes at a fairly rapid rate.

Runes: For those trained for it, inscribing ancient runes upon specially prepared casting stones imbues them with great power. While wielding a sling, you may sling runes at enemies, placing them under the aegis of the particular rune. Runes can also be placed onto statues by master enchanters or on Great Totems by highly skilled druids.

Dreamweaving : Dreamweaving is a recently discovered skill, last truly mastered by Emperor Ladantine. The main art of weaving dreams is the ability to disengage the spirtual body from the corporeal body. In this form, a dreamwalker cannot be seen by normal methods and is free to roam about in this dreambody form. As skill progresses, the dreamweaver can craft dream motes out of the fabric of the dreamrealm and use them to afflict others. Dreamwalkers have very few methods to interacting with those awake, though they can be quite fearsome against those that are asleep. The most feared ability of a dreamweaver is that of being able to possess those that are sleeping. It should be noted that dreamweaving is overall not considered a very offensive skill, though those who master its subtle strategies can be greatly feared.

Astrology: The science of astrology revolves upon the movement of the celestial bodies. Notably, the science was in the caretaking of Hallifax lucidians, who named the outer planets in their own tongue. Knowledge of astrology was lost for some time after the Taint Wars, though it was recovered and taught to wiccan and guardian guilds. For the true astrologer, however, the science of astrology is extremely complex, and not for everybody. It involves harnessing the powers of the planets and signs, according to their daily aspects, in the form of rays and spheres. Thus, the power of astrologers waxes and wanes accordingly. Every city and commune also falls under one of the signs, and the astrologers benefit from the flowing powers related to the nexus they are connected to.

Psionics: The discipline of psionics was developed by as a side effect from a cure they developed against thought parasites that were released from the gorgog invasion. The cure itself apparently changed the brain patterns of mages, allowing them to harness this new skill. The base skill of psionics allows different mental powers to be performed on three separate channels of thought waves. Once mastering psionics, mages may choose to either specialize in telekinesis or telepathy. Psionics draws its power from the ego, and psionicists are in danger of burning out their psionic powers the same as those with the healing skill are.

Telekinesis: Telekinesis is the psionic specialization that focuses on creating fields of force with the power of thought that can be used to manipulate matter. Using telekinesis as a weapon can be a terribly effective, as the psionicist can burst veins and otherwise harm the physical body of their enemies. The upper levels of telekinesis can use these force fields to create substantial defenses.

Telepathy: Telepathy is the psionic specialization that focuses on mental powers that impact the mind of others. Most famously, telepaths can create mental nets with each other, allowing superior communication. As an offensive ability, many mental impairments can be inflicted upon their opponents. While perhaps not as visually spectacular as its sister skill of telekinesis, it is more subtle and silent, making experienced telepaths a much feared foe.

Psychometabolism: This is the psionic discipline to control your own body, which can take the form of forcing your body to release pheromones or to control the currents within your own body. This is a skill developed by the martial artists of the Undervault, who possess great psionic potential.

Hunting: Hunting is the skill that develops abilities to understand and catch certain animals and for surviving in the wild. After mastering the basic hunting ability, there are two paths of specialization that opens up, depending on the archetype. Druids may specialize in Ecology while warriors specialize in Tracking.

Ecology: Ecology is the specialization of Hunting which is open for druids. Those who choose Ecology tap into the essence of animal, plant and minerals. They are also charged with maintaining the balance of nature, protecting its delicate balance. Most notably, these druids often have an animal familiar that follows them around.

Tracking: Tracking is the specialization of Hunting which is open to warriors. Trackers continue with learning the arts of capturing, mostly through the use of traps. Also, trackers can keep a hunting companion to help them. Trackers can be trained in any warrior guild, though often through ignoring development of the spiritual precepts of the guild. Warriors with this specialization who are not in a guild are sometimes referred to as mercenaries.

Harmony: Harmony is a skill especially developed by the kephera, which aims to bring balance to body, mind, heart and spirit through the chanting of mantras. This highly aimed skill utilizes the unusual 'elements' of metal, wood, wind, air and fire.

Trade Skills

All players may take one trade skill. Some trade skills have prerequisites.

Trade Skill Pool Prerequisite
Cooking Artistry Pool

none

Tailoring Artistry Pool none
Jewelry Artistry Pool none
Artisan Artistry Pool none
Bookbinding Artistry Pool none
Poisons Communion Pool Low Magic
Herbs Communion Pool Low Magic
Forging Melee Pool Knighthood
Alchemy Arcana Pool Nature
Enchantment Arcana Pool Elementalism or Cosmic

Cooking: Anyone may learn the cooking trade skill. If you are a resident of a city or commune, you will automatically be a member of the cooking cartel in that location and able to use the unique recipes of that cartel. Generally, as your skill in cooking increases, you will be able to create more complex and tasty meals. Eventually, you'll be able to infuse foods with a variety of beneficial effects, or even poison food. Ultimately, you will be able to host a hero fete, the ultimate in gourmet celebrations. You may only cook in kitchens with a stove.

Tailoring: Anyone may learn the tailoring trade skill. If you are a resident of a city or commune, you will automatically be a member of the tailoring cartel in that location and able to use the unique patterns of that cartel. This time honored profession begins by learning to sew basic clothes items and then progresses to creating fashions of higher and higher quality and prestige. Master tailors will be able to imbue certain clothes items to protect against certain elements, such as fire or cold. Finally, tailors will eventually be able to produce great robes, much desired by enchanters. The greatest creation is a splendor outfit which only the tailor him- or herself may wear. NOTE: This is not a trade skill recommended for those in the knight class (as you can't wear armour and splendor outfits at the same time). You must be in a tailor's workshop to sew.

Jewelry: Anyone may learn the Jewelry trade skill. If you are a resident of a city or commune, you will automatically be a member of the jewelry cartel in that location and able to use the unique patterns of that cartel. Jewelers craft items that may are enchantable, which makes them extremely sought after by enchanters. Further, they eventually learn to cut gems and may uncover powerstones, much desired by both enchanters and alchemists alike. Ultimately, the jeweler may be able to create a fascinate gem, a gem so perfect it will transfix everyone who views it. You must be in a jeweler's workshop to craft jewelry

Artisan: Anyone may learn the artisan trade skill. This craft generally involves the construction of furniture, though it does allow the creation of some smaller items that may be carried, such as pipes. Furniture usually involves a significant amount of commodities to craft, thus making this trade skill extremely expensive. However, furniture is much in demand by those with manses as well as guilds, cities and communes. At some point during the career of an artisan, the master artisan will so value one of piece of furniture that he or she created that a special bond will be formed between them.

Bookbinding: A bookbinder is much more than a tradesperson who designs and creates a variety of books, though that is a primary service he or she offers. Bookbinders also act as scribes, learning new languages and translating writings. The most notable achievement, however, is their mastery of magical writings, wherein they may scribe magical scrolls. To create magical scrolls, the bookbinder also needs the services of an alchemist and an enchanter.

Forging (warrior only): Only those with knighthood may learn the forging trade skill. If you are a resident of a city or commune, you will automatically be a member of the forging cartel in that location and able to use the unique patterns of that cartel. Forging is the skill of creating a wide assortment of weapons and armour.

Enchantment (mage or guardian only): Only those who have learned cosmic magic or elementalism may learn the enchantment trade skill. The most basic skill in enchantment involves imbuing jewelry with charges of a spell that the wearer can release either by pointing the jewelry at someone (targeting others) or rubbing it (targeting self or no target). The number of charges depends on the type of jewelry, and the spells depend on what spells a cosmic guardian enchanter or elemental mage enchanter knows. Only a handful of spells may be enchanted. In addition, enchanters can create sigils and at higher levels create magical paintings and statues. Ultimately, the enchanter will be able to create a Crown of the Magi usable only by him or her. Enchanting can only be done in a ritual chamber that has a special pentagram inscribed on the floor.

Alchemy (druid or wiccan only): Only those who have learned the nature skill may learn the alchemy trade skill. Alchemy is the process of amalgamating certain herbs, and sometimes minerals, into a variety of highly useful potions and purgatives. At the apex of his or her career, an alchemist will be able create the much-desired philosopher's stone usable only by the alchemist who created it.

Herbs (low magic only): Because of the need to recognize the auras of plants, low magic is a prerequisite for this skill. Herbs are very susceptible to elemental magic and will slowly whither in locations where an Aquamancer or Geomancer has established a demesne. Also, herbs grow much slower on tainted ground. Those who know the Nature skill will be able to guard locations against elemental magic. Further, guarded locations can only be harvested by those with the nature skill, making this an excellent trade choice for druids and wiccans. All plants have a peak month in which their growth increases during that month and, to a lesser degree, on adjacent months. The opposite month from the peak month is when they go into hibernation and very few plants of that type will be able to be found, though guarded locations will not hibernate.

Poisons (low magic only) : Because of the need to recognize the auras of animals, low magic is a prerequisite for this skill. Once you master a poison, you will be able to discern what creatures produce the poison. You will need to kill the creature in order to extract poison from it. Note that the more skilled you are in poisons, the more poison you will be able to extract.