General Skill Info


All lvl 1 characters start with 25 skill points (SP) to allot to any Melee, Armor, Magic or Misc Skills. Each skill caps at 50 points, which is skill mastery. You must use all skill points give on creation. 

Characters can reach a max level of 30, with a total of 170sp. That means that a total of 3 skills can be mastered, and you would have 20 points left to distribute. Characters do not need to master any skills, and may be well rounded or with a variety of skills.

Every 2 points in a skill applies a +1 bonus mod to skill checks, such as attack rolls. You gain higher level magic spells every 5 levels.

Having a low number in a skill does not mean a character cannot use that weapon, they are just not as trained as someone with a skill mastered (in rp). In combat even without having a skill, you can attempt to use any weapon or attempt an untrained skill, you will not have a bonus and be considered a novice. (A flat 20 roll for applicable checks)

Skills are generally only used during events and rp involving moderation. If there’s a discrepancy between abilities or what someone should know, please refer to that individual's skill sets as a general guide. In situations such as spars and training, you are more than free to honor roleplay character abilities.



Example of a skill set:

Total Sp: 25

*Note that the total in the first column does not exceed 25. The numbers in parenthesis (+x) are the bonuses. Please post bonuses in some manner of brackets on your character bio.


Bow: 10 (+5)

Stealth: 2 (+1)

Unarmed: 1 (+0)

Conjuration: 12 (+6)


Total Sp: 25


Empty Character Bios and Character Bios to reference can be found here



Melee skills

Bow (recurve,composite, short..)- Use of standard Archery weapons.

Crossbow (heavy, light)- Use of standard crossbows, modern included.

Axes (battle,hand, tomahawk ect)- The ability to use axes in combat, such as large two-handed battle axes, small hand axes, and throwing tomahawks.

Blunt (clubs, bats)- The use of blunt weapons for combat, such as bats, clubs, cudgels, and similar two- and one handed blunt weapons.

Chain- The use of chain-based ranged weapons in combat, such as spiked ball and chain.

Knife (includes daggers ect)- The use of knives and daggers in combat.

Shield- The use of shields to defend yourself in combat situations.

Spear- The use of pole arms and spear weapons in combat.

Staff- The use of staffs, such as quarter, bo, and simple staffs in combat.

Sword (long, short ect)- The use of one or two-handed swords in combat.

Throwing weapons
(darts, knives, bolas, ect)- The use and skill to use throwing weapons efficiently in combat.

Whip- The ability to use whips and similar weapons in combat.

Unarmed- Combat with your bare fists, claws, or feet.

Marksmanship - Combat with guns and tech based ranged weapons. Ie; revolvers, gunpowder flintlocks, handguns, plasma and energy guns.


Armor Skills:

Light Armor- The ability to efficiently wear and perform actions in light armors, this includes leather, cloth, padded, and chain shirts. Light armors offers freer movement, and are far more quiet compared to other armors. The drawback is that they offer less protection.

Medium Armor- The ability to efficiently wear and perform actions in medium armors, this includes chainmail, hide, scale armor, and simple breastplates. Offers more protection than Light armors, and a bit more movement than heavy armor.

Heavy Armor
- The ability to efficiently wear and perform actions in heavy armors, this includes iron, steel, plate, and other similar armors. Heavy armor provides the most protection, but slows the wearer and makes sneaky near impossible.


Misc skills:

Stealth- The ability to quietly pass by others without being detected. Masters are said to be able to blend into shadows.

Pickpocketing- The ability to steal gold, and on occasion other items from a person’s body. Higher ranks have better odds, and are less likely to be noticed, regardless of their actions.

Thievery- The ability and knowledge to steal, lock-pick, burglarize, or commit similar acts. Higher ranks have better chances and less likely to leave clues. Thieves can also sabotage.

Climb- The ability to safely climb vertical obstacles, such as smooth walls, cliffs, or steep terrain.

Acrobatics- The ability to keep your balance while traversing narrow or dangerous terrain, such as mountains, rooftops, and uneven ground. This skill is also useful in evasion of attacks and you can flip, jump, roll or sidestep.


Magic Skills

Conjuration- The magical ability to summon and interact with summons via spells.

Abjuration- The ability to use defensive magics, which includes barriers and dispelling spells.

Divination- Magic used to gain information, such as scrying the location or someone or something.

Evocation- Magic that manipulates energy, such as creating and using fireballs.

Necromancy- Magic that interacts with life, death, and the life force of beings. Often thought of as evil, and shunned.

Transmutation- Magic that alters material objects. Such as the ability to transmute coal to gold, even if for only a short duration.

Illusion - Magic that affects perceptions, such as making oneself invisible. Often thought of as dangerous in the wrong hands.

Enchantment- Magic that affects the minds of other beings, such as commanding them to run, or compulsion.


Professional Skills:

TBA