This is intended as a brief summary of each skill and is by no means meant to include all possible uses of the skills. Skill levels are generally referred to as ranks. For example, 50 ranks in Teaching allows one to teach 3 pupils.
Armor skills grant the ability to use a specific class of armor and lower
one's regular hindrance and stealth hindrance while doing so. Increased
skill allows one to move more easily and to increase the protection
received.
Light Armor covers cloth, leather, and
bone armor. It's the popular choice for armor tertiaries and stealthy
characters, due to its generally low maneuvering and stealth hindrance.
Chain Armor covers light and heavy chain,
offering more overall protection than light armor without the weight
and hindrance of plate.
Plate Armor is the strongest armor in the
game and is often used by Paladins. Its incredible hindrance makes it a
less popular choice for those who want to use stealth.
Brigandine covers armor formed of sewn
plates, including what is commonly called banded mail.
Shield Usage is the ability to
effectively block attacks with a shield. You are able to wear
a shield on your left arm by typing adjust shield.
Paladins may arm-wear large shields because they are armor primary.
Guilds with armor as a secondary skillset may arm-wear medium shields.
Those with armor as a tertiary skillset can only arm-wear small shields.
Defending is your overall ability to
defend against attacks, particularly when facing multiple opponents at
once -- it's checked against an aggressor's Tactics skill. Your STANCE
settings determine how your defensive ability is split between Evasion,
Parry, and Shield.
Conviction is a Paladin-only skill that
powers soul-related abilities and the Smite system.
Lore skills cover crafting, teaching, and a number of guild-specific
abilities.
Alchemy is a crafting skill used to
create potions, poisons, medicines, oils, naphtha, and other products
from foraged herbs and other materials.
Appraisal is the ability to appraise
objects, in order to learn things about them, such as weight and worth.
Appraising creatures allows one to learn their difficulty compared to
one's own abilities. It takes perhaps 50 ranks to begin to see
(inaccurate) appraisals of stats on creatures, armor, and weapons.
Bardic Lore is available only to Bards
and is used with their unique music-based abilities, such as screams
and enchantes.
Empathy is available only to Empaths and
is the ability to heal others and to perceive health.
Enchanting is a crafting skill used to
create magical devices and add enchantments to other items.
Engineering is a crafting skill used to
create complex mechanical items; lockpick carving falls under this skill.
Forging is a crafting skill used to
create items from metal.
Mechanical Lore is an obsolete skill,
replaced piece by piece with the release of Alchemy, Enchanting,
Engineering, Forging, and Outfitting. It can no longer be trained; any
ranks in it can be converted into the new crafting skills with the
convert command.
Outfitting is a crafting skill used to
create worn items, such as clothing, from cloth, leather, and yarn.
Performance is the ability to perform
artistically, including playing instruments and singing.
Scholarship is the ability to learn from
classes, reading library books and compendiums, and studying spellbooks.
It's also used to more effectively teach others, and determines how
much information you can obtain from the recall
command.
Tactics is the ability to spot an
opponent's weaknesses and exploit them. It's used to apply
multiple-opponent penalties to a target, for non-violent combat
maneuvers, and for the combo system.
Trading is available only to Traders and
encompasses many Trader-only abilities, such as running caravans,
holding auctions, and selling gem pouches.
Magic skills govern spellcasting and the use of magical devices.
Primary Magic is a guild's core magic
skill, providing a bonus to spells of the caster's own magic type.
Attunement is the ability to perceive
and tap into the mana streams that fuel spells. It replaces the older
Harness Ability and Power Perception skills.
Arcana is the ability to manipulate
items imbued with magical energy, such as cambrinth, runestones,
magical fans, and wands. Use of constellation jewelry and invisibility
rings also fall under this skill.
Targeted Magic is the ability to aim
offensive spells.
Augmentation is the primary skill used
when casting spells that buff yourself or others.
Debilitation is the primary skill used
when casting spells that inflict negative status effects without
causing direct damage.
Warding is the primary skill used when
casting barrier and shielding spells.
Utility covers spells and abilities that
don't fit neatly into the other magic skills.
Sorcery is the ability to cast spells
using a mana type you're not naturally attuned to. Training it is not
illegal on its own, but many spells cast this way still are.
Astrology is available only to Moon
Mages and is the ability to study the stars for predictions and for
the creation of enchantments.
Summoning is available only to Warrior
Mages and governs familiar summoning, Aethereal Pathways, and the
creation of elemental weapons and domains.
Theurgy is available only to Clerics and
is the ability to channel devotion, gained through rituals, into
communes with the Immortals.
Survival skills cover a wide range of self-sufficiency and stealth
abilities.
Athletics is the ability to move through
bodies of water and climb obstacles. It replaces the older Climbing and
Swimming skills.
Backstab is available only to Thieves
and is the ability to ambush and stab an opponent when hidden.
Evasion is the ability to dodge attacks
and is one of the three primary defensive skills, along with Parry
Ability and Shield Usage.
First Aid is the ability to successfully
bandage bleeding wounds and remove foreign objects, such as arrows or
parasites, that have lodged in the body. Improving your skill here
allows you to tend more serious wounds with less roundtime.
Instinct is available only to Rangers
and is used to track creatures and players, and to read trailmarkers
on the Ranger Trail System. It replaces the older Scouting skill.
Locksmithing is the ability to pick
locked boxes and disarm their traps without injury, as well as carve
and fix lockpicks. It replaces the older Lockpicking and Disarm Traps
skills. Please click here for more
details.
Outdoorsmanship is the ability to find
items, such as branches and herbs, in the wild, and to interact with
animals, including ranger companions, leeches, and horses. It replaces
the older Foraging and Animal Lore skills. Fishing also teaches this
skill.
Perception is the ability to see things,
creatures, and people which might otherwise be hidden or invisible. It's
the main defense against stealthy attackers, pickpocketing, and
backstabbing.
Skinning is the ability to harvest
hides, pelts, and other materials from slain creatures. All guilds may
now arrange a creature at least twice before
skinning, which increases the difficulty.
Stealth is the ability to slip into
hiding without being noticed, remain hidden, and move while hidden.
It replaces the older Hiding and Stalking skills, and is contested
against Perception.
Thanatology is available only to
Necromancers and embodies a mixture of the study of death and dying,
gross anatomy, and occult or demonic rites.
Thievery is the ability to steal coins
and objects from a person, as well as shoplift and pilfer from
containers. It replaces the older Stealing skill.
In this section, defensive and mastery weapon skills are placed first,
followed by the types of weapons most commonly used, and lastly weapons
not recommended for beginning players.
Parry Ability is the ability to fend off
an incoming melee or pole-range attack with the weapon in your right
hand. Parrying also teaches some of the skill of the weapon you're
parrying with.
Melee Mastery grants a bonus when using
melee weapons, especially helpful during backtraining. It's best
trained by training multiple weapons of that type.
Missile Mastery grants a bonus when
using ranged weapons, especially helpful during backtraining. It's best
trained by training multiple weapons of that type.
Offhand Weapon is the ability to wield
and attack with a (non-brawling) weapon in your off hand, commonly
called dual wielding. Two-handed weapons cannot be used in the offhand.
Expertise is available only to Barbarians
and represents their ultimate combat mastery, powering Barbarian Combat
Maneuvers.
Small Edged is the ability to use small
and medium bladed weapons, such as daggers, dirks, and scimitars. It
combines the older Light Edged and Medium Edged skills.
Large Edged is the ability to use larger
one-handed bladed weapons, such as broadswords and longswords. It
replaces the older Heavy Edged skill.
Twohanded Edged is the ability to use
bladed weapons requiring both hands, such as claymores.
Small Blunt is the ability to use small
and medium bludgeoning weapons, such as cudgels and maces. It combines
the older Light Blunt and Medium Blunt skills.
Large Blunt is the ability to use larger
bludgeoning weapons, such as flails and morning stars. It replaces the
older Heavy Blunt skill.
Twohanded Blunt is the ability to use
bludgeoning weapons requiring both hands, such as war mattocks.
Bows is the ability to use short bows,
long bows, and composite bows.
Crossbows is the ability to use light
and heavy crossbows.
The following weapons are not recommended for beginners.
Brawling is the ability to fight
unarmed, by use of maneuvers such as punching, choking, and biting, as
well as improvised weapons.
Light Thrown is the ability to use
small throwing weapons, such as throwing daggers, as well as thrown
items like naphtha and dirt.
Heavy Thrown is the ability to use
large throwing weapons, such as spears and throwing hammers.
Staves is the ability to use quarter
staves and short staves. It combines the older Short Staff and Quarter
Staff skills.
Slings is the ability to use slings and
staff slings. It combines the older Slings and Staff Sling skills.
Polearms is the ability to use large
pole-arm weapons, such as pikes and halberds. It combines the older
Pikes and Halberds skills.
This section continues onto other considerations here.











