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		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Skills&amp;diff=7562</id>
		<title>Players Guide/Skills</title>
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		<updated>2010-11-11T23:46:47Z</updated>

		<summary type="html">&lt;p&gt;Hipie: /* Fishing */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Skills=&lt;br /&gt;
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|-&lt;br /&gt;
| LAST: [[Players Guide/Character Statistics|Character Statstics]] || [[:Category:Players_Guide|TABLE OF CONTENTS]]|| NEXT: [[Players Guide/Combat|Combat]]&lt;br /&gt;
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&lt;br /&gt;
==Learning Skills==&lt;br /&gt;
&lt;br /&gt;
PlaneShift implements a system of character progression though skills, training and progression points.&lt;br /&gt;
&lt;br /&gt;
There are basically four stages of learning a new skill, or improving upon an existing one:&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
&lt;br /&gt;
Experience Points are awarded for doing certain tasks. You can think of this as being like XP in other games, but with some important additional features.&lt;br /&gt;
At the most fundamental level, Experience Points are awarded to players each time they successfully kill monsters, execute skills, explore the world and complete quests.&lt;br /&gt;
Every new character will begin the game with 0% experience.&lt;br /&gt;
&lt;br /&gt;
===Progression Points===&lt;br /&gt;
&lt;br /&gt;
Progression Points can be used by the player to purchase training, special manoeuvres, stat increases and so on. It&#039;s nothing more than a reflection of the experience you have gained.&lt;br /&gt;
As you gain Experience Points, you will also accumulate Progression Points.&lt;br /&gt;
Every new character will begin the game with five Progression Points to allocate.&lt;br /&gt;
Progression Points are used each time you train.&lt;br /&gt;
&lt;br /&gt;
===Theoretical Knowledge===&lt;br /&gt;
&lt;br /&gt;
This represents the &amp;quot;book learning&amp;quot; in a certain skill. For example, in the first rank of sword skill you can have the &amp;quot;left to right slash&amp;quot; only. At the second rank, you can have &amp;quot;jump forward and dive&amp;quot; and so on.&lt;br /&gt;
Every skill has a balance of knowledge and practice required to master it. Some skills may require more practice than knowledge and some might require more knowledge than practice. For example, we can say that herbalism requires more knowledge than practice, so it could be &amp;quot;80% knowledge and 20% practice&amp;quot;, while unarmed fighting could be &amp;quot;30% knowledge and 70% practice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You spend your Progression Points by going to a trainer or some other [[Non-Player Character|NPC]]. and paying the Progression Points and money required for training. This will give you theoretical knowledge. For each Progression Point you spend with a trainer, you will gain theoretical knowledge in a certain skill.&lt;br /&gt;
&lt;br /&gt;
===Practical Knowledge===&lt;br /&gt;
&lt;br /&gt;
Represents the player&#039;s real-world expertise. For a given rank, you cannot start collecting practical knowledge before accumulating all the theoretical knowledge for that rank.&lt;br /&gt;
When a player has learned all the theory and all the practice necessary, he or she will gain a new skill rank. This means that the player will have to use the skill in game for a certain amount of time (or number of times) before the skill is fully developed.&lt;br /&gt;
&lt;br /&gt;
==Training Skills==&lt;br /&gt;
&lt;br /&gt;
Once you have gained some Progression Points through experience, you can use trainers to improve your skills.&lt;br /&gt;
&lt;br /&gt;
To train, walk close to an [[Non-Player Character|NPC]], right-click on them, and click the Train icon that appears. Alternatively, target them and enter the &#039;&#039;&#039;/train&#039;&#039;&#039; command in the Chat Window or click the &#039;&#039;&#039;Train&#039;&#039;&#039; button in your Shortcuts. If the NPC is a trainer, a training window skill appear with all the skills listed that the NPC can train.&lt;br /&gt;
&lt;br /&gt;
When this window appears, click on the skill you wish to improve and click the &#039;&#039;&#039;Buy Skill&#039;&#039;&#039; button at the top of the training window. If you have sufficient Progression Points and capacity for more theoretical knowledge, you will advance in that skill&#039;s theory.&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
&lt;br /&gt;
A character can choose to learn one or more &amp;quot;groups&amp;quot; of weapons. Having access to the group gives the same skill also to all weapons contained in that group. This skill is used in combat when fighting with a weapon of the selected group. There&#039;s no limit in the number of groups a character can learn.&lt;br /&gt;
&lt;br /&gt;
Every weapon type has a different efficiency based on the armour (skin, clothes, chain, plate, etc.) that it hits. So a falchion can be more effective on a certain monster or opponent than a mace, even if the mace has an higher base damage.&lt;br /&gt;
&lt;br /&gt;
A character can also choose to learn one or more &amp;quot;groups&amp;quot; of armour in the combat skills section. Having access to the group gives the same skill also to all armours contained in that group. This skill is used in combat when fighting with armour of the selected group. There&#039;s no limit to the number of groups a character can learn.&lt;br /&gt;
&lt;br /&gt;
Each armour has a base penalty to agility. Increasing your skill in using armour you can drop the penalty. You can get the penalty to zero only with light armour. Other types of armours will always give you some hindrance.&lt;br /&gt;
&lt;br /&gt;
====Sword====&lt;br /&gt;
&lt;br /&gt;
Used for: bastard sword, broad sword, claymore, falchion, galkard, long sword, rapier, sabre / scimitar, short sword, two-handed sword and venk.&lt;br /&gt;
Description: The all-round group of bladed weapons. A basic combat skill.&lt;br /&gt;
Advantages: None&lt;br /&gt;
Disadvantages: None&lt;br /&gt;
&lt;br /&gt;
====Knives &amp;amp; Daggers====&lt;br /&gt;
&lt;br /&gt;
Used for: Dagger, knife, net, stiletto and whip.&lt;br /&gt;
Description: The primary skill for those who prefer stealth over brute strength. These weapons are easy to use and easy to learn.&lt;br /&gt;
Advantages: easy to learn and swift to use (more attacks per second).&lt;br /&gt;
Disadvantages: Little damage per attack.&lt;br /&gt;
&lt;br /&gt;
====Axe====&lt;br /&gt;
&lt;br /&gt;
Used for: axe, chainblade, cleaver, double axe, poleaxe, small axe and two-handed axe.&lt;br /&gt;
Description: For those brutal and bloody fights.&lt;br /&gt;
Advantages: Massive destruction and high damage.&lt;br /&gt;
Disadvantages: Slow to use (less attacks per second) and harder to learn.&lt;br /&gt;
&lt;br /&gt;
====Mace &amp;amp; Hammer====&lt;br /&gt;
&lt;br /&gt;
Used for: blackjack, club, flail, hammer, mace, morning star, two-handed mace, war hammer and zarwush.&lt;br /&gt;
Description: The all-round group of blunt weapons. A basic combat skill.&lt;br /&gt;
Advantages: None&lt;br /&gt;
Disadvantages: None&lt;br /&gt;
&lt;br /&gt;
====Melee====&lt;br /&gt;
&lt;br /&gt;
Used for: iron fist, slayer armour, spiked shield, steel claws, thorn helm and unarmed combat.&lt;br /&gt;
Description: The close combat skill. When no weapons are available, this is your fighting skill.&lt;br /&gt;
Advantages: Easy to learn and fast to use.&lt;br /&gt;
Disadvantages: Less effective for defence and more expensive equipment.&lt;br /&gt;
&lt;br /&gt;
====Polearm &amp;amp; Spear====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
Used for: halberd, partisan, pike / spear, polearm, rake, trident and voulge.&lt;br /&gt;
Description: Almost any weapon as long as a person or longer requires this skill.&lt;br /&gt;
Advantages: Excellent for defence.&lt;br /&gt;
Disadvantages: Slower weapons and harder to learn.&lt;br /&gt;
&lt;br /&gt;
====Ranged====&lt;br /&gt;
Used for: burning oil vial, heavy crossbow, jalood (throwing axe), light crossbow, long bow, short bow, sling, throwing daggers and throwing knives.&lt;br /&gt;
Description: The skill used for any weapon used at a distance.&lt;br /&gt;
Advantages: You stay away from close combat.&lt;br /&gt;
Disadvantages: Slower to use.&lt;br /&gt;
&lt;br /&gt;
====Light Armour====&lt;br /&gt;
Light armour represents your skill in using leather and cloth armour effectively. Increasing your skill in light armour will reduce the [[Players_Guide/Skills#Agility|agility]] penalty that is applied to your character. Your agility penalty can be reduced to zero with light armour.&lt;br /&gt;
&lt;br /&gt;
====Medium Armour====&lt;br /&gt;
Medium armour represents your skill in using medium armour effectively. Increasing your skill in medium armour will reduce the [[Players_Guide/Skills#Agility|agility]] penalty that is applied to your character.&lt;br /&gt;
&lt;br /&gt;
====Heavy Armour====&lt;br /&gt;
Heavy armour represents your skill in using heavy armour effectively. Increasing your skill in heavy armour will reduce the [[Players_Guide/Skills#Agility|agility]] penalty that is applied to your character.&lt;br /&gt;
&lt;br /&gt;
====Shield Handling====&lt;br /&gt;
The shield handling skill determines your ability to effectively handle a shield in combat.&lt;br /&gt;
&lt;br /&gt;
===Magic Skills===&lt;br /&gt;
&lt;br /&gt;
====Crystal Way====&lt;br /&gt;
&lt;br /&gt;
Focus: Energy, life and light&lt;br /&gt;
Mental Stat: Charisma Description: Gets the pure energy of the Crystal, more directly than all other Ways.&lt;br /&gt;
Famous for the ability to heal and cure the most terrible wounds. Someone says that if you reach a great knowledge, you can even bring back a person from death.&lt;br /&gt;
&lt;br /&gt;
====Azure Way====&lt;br /&gt;
&lt;br /&gt;
Focus: Mind, Illusions and Air Elements Mental stat: Will Description: It&#039;s basically a sneaky and insidious energy, that can control the will, the perceptions and the intentions of any intelligent being.&lt;br /&gt;
&lt;br /&gt;
====Blue Way====&lt;br /&gt;
&lt;br /&gt;
Focus: Divination, Purification, Water Element Mental stat: Intellegence&lt;br /&gt;
Description: Many diseases and poisons will be incurable without the help of the spells of the this Way. The offensive and defensive potential of the art, resides mainly on the control of the water element, but also of cold and ice that are strictly related to it.&lt;br /&gt;
&lt;br /&gt;
====Red Way====&lt;br /&gt;
&lt;br /&gt;
Focus: Strength, Chaos, Fire Element Mental stat: Intelligence&lt;br /&gt;
Description: The spellcaster is able to invoke the power Chaos and to bend to his will the devastating fury of fire, summon it for damage and it&#039;s purifying qualities. This Way will deal mostly in the Fire. Most of the meal workers have knowledge of this Way.&lt;br /&gt;
&lt;br /&gt;
====Brown Way====&lt;br /&gt;
&lt;br /&gt;
Focus: Nature, Protective Magic, Earth Element Mental stat: Will&lt;br /&gt;
Description: The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dark Way====&lt;br /&gt;
&lt;br /&gt;
Focus: Entropy, Death, Darkness Mental stat: Charisma&lt;br /&gt;
Description: This Way is one that congers more myth then any of the others, it&#039;s practitioners have a history of being the most innovative of any practitioners of the Ways of Magic but with all innovation there is both good and bad.&lt;br /&gt;
&lt;br /&gt;
====Anti-Magic====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
This skill is a mix of knowledge, dexterity and body resistance. You will learn various techniques to avoid some spell effects.&lt;br /&gt;
&lt;br /&gt;
*There is much more information on these skills in the [[Players Guide/Magic|Magic]] section.&lt;br /&gt;
&lt;br /&gt;
===Job Skills===&lt;br /&gt;
&lt;br /&gt;
====Alchemy====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
Alchemy will be useful to make potions and mixtures. During the creating process you will need also special ingredients or magical components that can be identified using this skill.&lt;br /&gt;
&lt;br /&gt;
====Repair Armours====&lt;br /&gt;
&lt;br /&gt;
Same as with Repair Weapons. On skill level 0 you are only able to repair leather boots. Equip the boots and type in: /repair boots&lt;br /&gt;
&lt;br /&gt;
Other commands:&lt;br /&gt;
&lt;br /&gt;
/repair gloves&lt;br /&gt;
&lt;br /&gt;
/repair arms&lt;br /&gt;
&lt;br /&gt;
/repair legs&lt;br /&gt;
&lt;br /&gt;
/repair torso&lt;br /&gt;
&lt;br /&gt;
Level 2: leather gloves and arms&lt;br /&gt;
&lt;br /&gt;
Level 3: leather legs and torso&lt;br /&gt;
&lt;br /&gt;
Level 6: chain mail boots&lt;br /&gt;
&lt;br /&gt;
At the moment it is always cheaper to sell your damaged armour parts and to buy new ones. This skill is not well balanced yet.&lt;br /&gt;
&lt;br /&gt;
====Herbal====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
With herbalism you can identify by yourself ingredients (such as herbs) and create the potions that don&#039;t require other ingredients. This kind of potions will be more close to nature and 4 elements.&lt;br /&gt;
&lt;br /&gt;
====Repair Weapons====&lt;br /&gt;
&lt;br /&gt;
Your ability to repair weapons. The higher the skill the more advanced weapons your are able to repair. In every case you need a repair kit for it. You can buy repair kits at NPCs (for example at the [[Smithy|blacksmith]] in Hydlaa).&lt;br /&gt;
&lt;br /&gt;
On skill level 0 you are only able to repair simple weapons.&lt;br /&gt;
&lt;br /&gt;
Equip the weapon for repairing it and type in: /repair righthand or: /repair lefthand or /repair [if weapon is in righthand]&lt;br /&gt;
&lt;br /&gt;
Some players put their focus on repairing weapons and need experience by doing, so they always search for heroes with damaged weapons. Try to make friendship with these people and you won&#039;t need to train this skill.&lt;br /&gt;
&lt;br /&gt;
View the damage state of your weapon by right-clicking on it in your inventory.&lt;br /&gt;
&lt;br /&gt;
====Mining====&lt;br /&gt;
&lt;br /&gt;
Your ability to find natural resources by mining the land. Mining is good for beginners to earn money in the game. Try to sell ores you have found in an auction, you will get better paid by players than by NPCs.&lt;br /&gt;
&lt;br /&gt;
Train the theory in mining until the progression bar only contains green and red colour. Then you are able to dig with skill level 0. Search for a mine (or ask people in the game) and type in &amp;quot;/dig iron&amp;quot; (or whatever you want to dig for).&lt;br /&gt;
&lt;br /&gt;
You will need a rock pick for digging. You can buy a rock pick at NPCs (for example at the [[Smithy|blacksmith]] in Hydlaa).&lt;br /&gt;
&lt;br /&gt;
Digging for ores increases your experience points even if not being successful. Be patient: sometimes you have to dig very often on the same place for finding an ore. Some spots at the mines are better than others. Try to find &#039;em.&lt;br /&gt;
&lt;br /&gt;
The act of digging decreases your physical and your mental stamina.&lt;br /&gt;
&lt;br /&gt;
====Baking==== &lt;br /&gt;
Baking food items in an oven.&lt;br /&gt;
&lt;br /&gt;
====Cooking==== &lt;br /&gt;
The preparation of food for general consumption.  View [[Players Guide/Crafting/Cooking|Cooking]] for more detailed information.&lt;br /&gt;
&lt;br /&gt;
====Blacksmith====&lt;br /&gt;
&lt;br /&gt;
Working steel and iron into weapons and armour.&lt;br /&gt;
&lt;br /&gt;
====Knife Making====&lt;br /&gt;
&lt;br /&gt;
The making of various types of knives.&lt;br /&gt;
&lt;br /&gt;
====Sword Making====&lt;br /&gt;
&lt;br /&gt;
The making of various types of swords.&lt;br /&gt;
&lt;br /&gt;
====Axe Making====&lt;br /&gt;
&lt;br /&gt;
The making of various types of axes.&lt;br /&gt;
&lt;br /&gt;
====Shield Making====&lt;br /&gt;
&lt;br /&gt;
The making of various types of shields.&lt;br /&gt;
&lt;br /&gt;
====Brewing====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
The skill of brewing is mainly that of alcohol creation. Various types require appropriate ingredients.&lt;br /&gt;
&lt;br /&gt;
====Masonry====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
Masonry is the skill of building with stone. Persons with this skill can also, at higher ability, determine the stability and solidity of existing structures.&lt;br /&gt;
&lt;br /&gt;
====Painting====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
Allows the creation of artistic paintings and allows one to appraise the same.&lt;br /&gt;
&lt;br /&gt;
====Tailoring====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
The crafting of cloth into clothing, capes, bags, etc.&lt;br /&gt;
&lt;br /&gt;
====Glassblowing====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
The art of glassblowing enables the crafting of glass items, be it a container or holy symbol. Requires sand.&lt;br /&gt;
&lt;br /&gt;
====Fishing====&lt;br /&gt;
Trains on how to catch fish, what pole or bait to use, what time of days makes for the best catch.&lt;br /&gt;
&lt;br /&gt;
====Bow making====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
This skill allows one to craft bows of all sorts. Higher skill allows crafting of special types of bows.&lt;br /&gt;
Requires wood.&lt;br /&gt;
&lt;br /&gt;
====Leatherworking====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
The crafting of leather into various items, such as armour, boots, sacks and so forth&lt;br /&gt;
&lt;br /&gt;
====Gem cutting====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
The practice of cutting gems is a fairly complex school that requires excellent agility in order to be effective. Goes hand-in-hand with making of jewellery.&lt;br /&gt;
&lt;br /&gt;
====Pottery====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
The crafting of pots and other containers from various types of clay.&lt;br /&gt;
&lt;br /&gt;
====Metallurgy====&lt;br /&gt;
&lt;br /&gt;
For making ingots and stocks out of molten ores. Ingots and stocks can be sold for higher prices than ores. They are also needed for crafting (making weapons).&lt;br /&gt;
&lt;br /&gt;
You will need the book of &amp;quot;working with stock&amp;quot;. You can gain this book in a quest by Harnquist and Trasok. When having it you must put it in the &amp;quot;mind&amp;quot; slot of your inventory for using the abilities it gives you (read the book: your abilities in metallurgy are written in it).&lt;br /&gt;
&lt;br /&gt;
For getting practical experience in metallurgy start with making iron ingots: melt  iron ores in the &amp;quot;furnace&amp;quot;. put the molten iron ores into the &amp;quot;stock casting&amp;quot; and they will become an ingot (1 molten iron) or a stock (10 molten iron).&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget to train the theory in metallurgy before you practice it. The progression bar for metallurgy must contain only green and red colour, otherwise you won&#039;t get practical experience.&lt;br /&gt;
&lt;br /&gt;
For making steel stocks you need level 5 in metallurgy. Put 1 coal and 9 iron ores in the furnace. Rightclick on the furnace. Select &amp;quot;combine&amp;quot;. Your lumps will become a &amp;quot;steel sludge&amp;quot;. Melt the sludge and it become &amp;quot;molten steel&amp;quot;. You can also combine 2 coal and 8 iron ores; they will become a &amp;quot;coal sludge&amp;quot;. Melt the sludge and it become &amp;quot;molten steel&amp;quot; (of lower quality than the steel made out of &amp;quot;steel sludge&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
For making gold ingots and stocks you need level 20 in metallurgy.&lt;br /&gt;
&lt;br /&gt;
===Various Skills===&lt;br /&gt;
&lt;br /&gt;
====Assassin Weapon====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
This skill allows a thief to enhance the damage and effect provided by a weapon. He will learn how to create powerful moistures or poison that will be released in a sheath or scabbard made of special materials. The effect that he can add are various and deadly.&lt;br /&gt;
&lt;br /&gt;
====Backstab====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
This particular type of attack that consist of moving to the rear of the victim without being seen and then hit fast and precisely in a vital point from a close distance. This hit can be done only with certain types of weapons. It&#039;s a deadly attack that relies on subterfuge and fighting skill.&lt;br /&gt;
&lt;br /&gt;
====Climb====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
Some areas are reachable only with the use of this skill: steeply mountains, walls of buildings, tops of trees, etc. If a character reaches the top, then he can help others to climb. In this case, others can reach the top without having the climbing skill. Climbing is often used for hiding or to escape from dangerous situations.&lt;br /&gt;
&lt;br /&gt;
====Find Traps====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
This skill has two different uses: finding traps in corridors, walls, lock, etc. and removing those traps. At lower skill ranks the character will find only the more evident and simple traps. At higher ranks he can be able to identify also magical traps that have some mechanical effect.&lt;br /&gt;
&lt;br /&gt;
====Hide in Shadows====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
With this skill the character is able to hide in dark corners, reach the rear of an opponent without being noticed. While in this state, the character is more difficult to see and to attack. Spells that affect an entire area will be effective as usual. This skill comprehends also techniques of camouflage.&lt;br /&gt;
&lt;br /&gt;
====Lockpicking====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
There are cases in which you will need to open a lock without breaking it and in most cases you will need to do it fast and without noise.&lt;br /&gt;
&lt;br /&gt;
====Pickpockets====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
With this skill the character can steal objects or money from the pockets or backpack of another creature without being discovered. At the same time, knowing better how to steal, will give also more knowledge on how to prevent stealing.&lt;br /&gt;
&lt;br /&gt;
====Set Traps====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
With this skill you will be able to set small mechanical traps that are rarely detected by victims. To be built, those traps require intelligence and agility.&lt;br /&gt;
&lt;br /&gt;
====Body Development====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
Determines the health of your body and provides you with more Hit Points.&lt;br /&gt;
&lt;br /&gt;
====Riding====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
Teaches one how to ride some animals/beasts for the purpose of transportation.&lt;br /&gt;
&lt;br /&gt;
====Swimming====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
A measure of the time you can swim underwater without having the need of breating, the distance you can swim and the speed you can go.&lt;br /&gt;
&lt;br /&gt;
====Empathy====&lt;br /&gt;
Empathy is used to communicate with your familiar. A familiar is usually a little pet; it can be a bird, a snake, a cat or any other small creature (even monsters).&lt;br /&gt;
&lt;br /&gt;
====Argan====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
School of Argan: Who belongs to this school thinks that energy should be dissipated outside of our body. Out energy should not interfere with the energy of other beings.&lt;br /&gt;
&lt;br /&gt;
====Esteria====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
School of Esteria: Who belongs to this school thinks that the energy should and must be used outside ourselves, in this way our body will generate every time new energy and the world will feel our presence. This school focus mainly on short distance effects such as empowering the weapon with energy to enhance damages, produce effects like fire shields around the body, etc.&lt;br /&gt;
&lt;br /&gt;
====Lah&#039;ar====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
School of Lah&#039;ar: Who belongs to this school thinks that the energy should be spread in the world around us, we should mix our energy with the one of other beings. This school focuses on ESP, mind control, telekinesis and related powers.&lt;br /&gt;
&lt;br /&gt;
====Musical Instrument====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
This skill focuses on using a musical instrument. The more difficult types require higher ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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[[Category:Players Guide]]&lt;/div&gt;</summary>
		<author><name>Hipie</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Skills&amp;diff=7561</id>
		<title>Players Guide/Skills</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Skills&amp;diff=7561"/>
		<updated>2010-11-11T23:45:41Z</updated>

		<summary type="html">&lt;p&gt;Hipie: /* Ranged */&lt;/p&gt;
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&lt;div&gt;=Skills=&lt;br /&gt;
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==Learning Skills==&lt;br /&gt;
&lt;br /&gt;
PlaneShift implements a system of character progression though skills, training and progression points.&lt;br /&gt;
&lt;br /&gt;
There are basically four stages of learning a new skill, or improving upon an existing one:&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
&lt;br /&gt;
Experience Points are awarded for doing certain tasks. You can think of this as being like XP in other games, but with some important additional features.&lt;br /&gt;
At the most fundamental level, Experience Points are awarded to players each time they successfully kill monsters, execute skills, explore the world and complete quests.&lt;br /&gt;
Every new character will begin the game with 0% experience.&lt;br /&gt;
&lt;br /&gt;
===Progression Points===&lt;br /&gt;
&lt;br /&gt;
Progression Points can be used by the player to purchase training, special manoeuvres, stat increases and so on. It&#039;s nothing more than a reflection of the experience you have gained.&lt;br /&gt;
As you gain Experience Points, you will also accumulate Progression Points.&lt;br /&gt;
Every new character will begin the game with five Progression Points to allocate.&lt;br /&gt;
Progression Points are used each time you train.&lt;br /&gt;
&lt;br /&gt;
===Theoretical Knowledge===&lt;br /&gt;
&lt;br /&gt;
This represents the &amp;quot;book learning&amp;quot; in a certain skill. For example, in the first rank of sword skill you can have the &amp;quot;left to right slash&amp;quot; only. At the second rank, you can have &amp;quot;jump forward and dive&amp;quot; and so on.&lt;br /&gt;
Every skill has a balance of knowledge and practice required to master it. Some skills may require more practice than knowledge and some might require more knowledge than practice. For example, we can say that herbalism requires more knowledge than practice, so it could be &amp;quot;80% knowledge and 20% practice&amp;quot;, while unarmed fighting could be &amp;quot;30% knowledge and 70% practice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You spend your Progression Points by going to a trainer or some other [[Non-Player Character|NPC]]. and paying the Progression Points and money required for training. This will give you theoretical knowledge. For each Progression Point you spend with a trainer, you will gain theoretical knowledge in a certain skill.&lt;br /&gt;
&lt;br /&gt;
===Practical Knowledge===&lt;br /&gt;
&lt;br /&gt;
Represents the player&#039;s real-world expertise. For a given rank, you cannot start collecting practical knowledge before accumulating all the theoretical knowledge for that rank.&lt;br /&gt;
When a player has learned all the theory and all the practice necessary, he or she will gain a new skill rank. This means that the player will have to use the skill in game for a certain amount of time (or number of times) before the skill is fully developed.&lt;br /&gt;
&lt;br /&gt;
==Training Skills==&lt;br /&gt;
&lt;br /&gt;
Once you have gained some Progression Points through experience, you can use trainers to improve your skills.&lt;br /&gt;
&lt;br /&gt;
To train, walk close to an [[Non-Player Character|NPC]], right-click on them, and click the Train icon that appears. Alternatively, target them and enter the &#039;&#039;&#039;/train&#039;&#039;&#039; command in the Chat Window or click the &#039;&#039;&#039;Train&#039;&#039;&#039; button in your Shortcuts. If the NPC is a trainer, a training window skill appear with all the skills listed that the NPC can train.&lt;br /&gt;
&lt;br /&gt;
When this window appears, click on the skill you wish to improve and click the &#039;&#039;&#039;Buy Skill&#039;&#039;&#039; button at the top of the training window. If you have sufficient Progression Points and capacity for more theoretical knowledge, you will advance in that skill&#039;s theory.&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
&lt;br /&gt;
A character can choose to learn one or more &amp;quot;groups&amp;quot; of weapons. Having access to the group gives the same skill also to all weapons contained in that group. This skill is used in combat when fighting with a weapon of the selected group. There&#039;s no limit in the number of groups a character can learn.&lt;br /&gt;
&lt;br /&gt;
Every weapon type has a different efficiency based on the armour (skin, clothes, chain, plate, etc.) that it hits. So a falchion can be more effective on a certain monster or opponent than a mace, even if the mace has an higher base damage.&lt;br /&gt;
&lt;br /&gt;
A character can also choose to learn one or more &amp;quot;groups&amp;quot; of armour in the combat skills section. Having access to the group gives the same skill also to all armours contained in that group. This skill is used in combat when fighting with armour of the selected group. There&#039;s no limit to the number of groups a character can learn.&lt;br /&gt;
&lt;br /&gt;
Each armour has a base penalty to agility. Increasing your skill in using armour you can drop the penalty. You can get the penalty to zero only with light armour. Other types of armours will always give you some hindrance.&lt;br /&gt;
&lt;br /&gt;
====Sword====&lt;br /&gt;
&lt;br /&gt;
Used for: bastard sword, broad sword, claymore, falchion, galkard, long sword, rapier, sabre / scimitar, short sword, two-handed sword and venk.&lt;br /&gt;
Description: The all-round group of bladed weapons. A basic combat skill.&lt;br /&gt;
Advantages: None&lt;br /&gt;
Disadvantages: None&lt;br /&gt;
&lt;br /&gt;
====Knives &amp;amp; Daggers====&lt;br /&gt;
&lt;br /&gt;
Used for: Dagger, knife, net, stiletto and whip.&lt;br /&gt;
Description: The primary skill for those who prefer stealth over brute strength. These weapons are easy to use and easy to learn.&lt;br /&gt;
Advantages: easy to learn and swift to use (more attacks per second).&lt;br /&gt;
Disadvantages: Little damage per attack.&lt;br /&gt;
&lt;br /&gt;
====Axe====&lt;br /&gt;
&lt;br /&gt;
Used for: axe, chainblade, cleaver, double axe, poleaxe, small axe and two-handed axe.&lt;br /&gt;
Description: For those brutal and bloody fights.&lt;br /&gt;
Advantages: Massive destruction and high damage.&lt;br /&gt;
Disadvantages: Slow to use (less attacks per second) and harder to learn.&lt;br /&gt;
&lt;br /&gt;
====Mace &amp;amp; Hammer====&lt;br /&gt;
&lt;br /&gt;
Used for: blackjack, club, flail, hammer, mace, morning star, two-handed mace, war hammer and zarwush.&lt;br /&gt;
Description: The all-round group of blunt weapons. A basic combat skill.&lt;br /&gt;
Advantages: None&lt;br /&gt;
Disadvantages: None&lt;br /&gt;
&lt;br /&gt;
====Melee====&lt;br /&gt;
&lt;br /&gt;
Used for: iron fist, slayer armour, spiked shield, steel claws, thorn helm and unarmed combat.&lt;br /&gt;
Description: The close combat skill. When no weapons are available, this is your fighting skill.&lt;br /&gt;
Advantages: Easy to learn and fast to use.&lt;br /&gt;
Disadvantages: Less effective for defence and more expensive equipment.&lt;br /&gt;
&lt;br /&gt;
====Polearm &amp;amp; Spear====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
Used for: halberd, partisan, pike / spear, polearm, rake, trident and voulge.&lt;br /&gt;
Description: Almost any weapon as long as a person or longer requires this skill.&lt;br /&gt;
Advantages: Excellent for defence.&lt;br /&gt;
Disadvantages: Slower weapons and harder to learn.&lt;br /&gt;
&lt;br /&gt;
====Ranged====&lt;br /&gt;
Used for: burning oil vial, heavy crossbow, jalood (throwing axe), light crossbow, long bow, short bow, sling, throwing daggers and throwing knives.&lt;br /&gt;
Description: The skill used for any weapon used at a distance.&lt;br /&gt;
Advantages: You stay away from close combat.&lt;br /&gt;
Disadvantages: Slower to use.&lt;br /&gt;
&lt;br /&gt;
====Light Armour====&lt;br /&gt;
Light armour represents your skill in using leather and cloth armour effectively. Increasing your skill in light armour will reduce the [[Players_Guide/Skills#Agility|agility]] penalty that is applied to your character. Your agility penalty can be reduced to zero with light armour.&lt;br /&gt;
&lt;br /&gt;
====Medium Armour====&lt;br /&gt;
Medium armour represents your skill in using medium armour effectively. Increasing your skill in medium armour will reduce the [[Players_Guide/Skills#Agility|agility]] penalty that is applied to your character.&lt;br /&gt;
&lt;br /&gt;
====Heavy Armour====&lt;br /&gt;
Heavy armour represents your skill in using heavy armour effectively. Increasing your skill in heavy armour will reduce the [[Players_Guide/Skills#Agility|agility]] penalty that is applied to your character.&lt;br /&gt;
&lt;br /&gt;
====Shield Handling====&lt;br /&gt;
The shield handling skill determines your ability to effectively handle a shield in combat.&lt;br /&gt;
&lt;br /&gt;
===Magic Skills===&lt;br /&gt;
&lt;br /&gt;
====Crystal Way====&lt;br /&gt;
&lt;br /&gt;
Focus: Energy, life and light&lt;br /&gt;
Mental Stat: Charisma Description: Gets the pure energy of the Crystal, more directly than all other Ways.&lt;br /&gt;
Famous for the ability to heal and cure the most terrible wounds. Someone says that if you reach a great knowledge, you can even bring back a person from death.&lt;br /&gt;
&lt;br /&gt;
====Azure Way====&lt;br /&gt;
&lt;br /&gt;
Focus: Mind, Illusions and Air Elements Mental stat: Will Description: It&#039;s basically a sneaky and insidious energy, that can control the will, the perceptions and the intentions of any intelligent being.&lt;br /&gt;
&lt;br /&gt;
====Blue Way====&lt;br /&gt;
&lt;br /&gt;
Focus: Divination, Purification, Water Element Mental stat: Intellegence&lt;br /&gt;
Description: Many diseases and poisons will be incurable without the help of the spells of the this Way. The offensive and defensive potential of the art, resides mainly on the control of the water element, but also of cold and ice that are strictly related to it.&lt;br /&gt;
&lt;br /&gt;
====Red Way====&lt;br /&gt;
&lt;br /&gt;
Focus: Strength, Chaos, Fire Element Mental stat: Intelligence&lt;br /&gt;
Description: The spellcaster is able to invoke the power Chaos and to bend to his will the devastating fury of fire, summon it for damage and it&#039;s purifying qualities. This Way will deal mostly in the Fire. Most of the meal workers have knowledge of this Way.&lt;br /&gt;
&lt;br /&gt;
====Brown Way====&lt;br /&gt;
&lt;br /&gt;
Focus: Nature, Protective Magic, Earth Element Mental stat: Will&lt;br /&gt;
Description: The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dark Way====&lt;br /&gt;
&lt;br /&gt;
Focus: Entropy, Death, Darkness Mental stat: Charisma&lt;br /&gt;
Description: This Way is one that congers more myth then any of the others, it&#039;s practitioners have a history of being the most innovative of any practitioners of the Ways of Magic but with all innovation there is both good and bad.&lt;br /&gt;
&lt;br /&gt;
====Anti-Magic====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
This skill is a mix of knowledge, dexterity and body resistance. You will learn various techniques to avoid some spell effects.&lt;br /&gt;
&lt;br /&gt;
*There is much more information on these skills in the [[Players Guide/Magic|Magic]] section.&lt;br /&gt;
&lt;br /&gt;
===Job Skills===&lt;br /&gt;
&lt;br /&gt;
====Alchemy====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
Alchemy will be useful to make potions and mixtures. During the creating process you will need also special ingredients or magical components that can be identified using this skill.&lt;br /&gt;
&lt;br /&gt;
====Repair Armours====&lt;br /&gt;
&lt;br /&gt;
Same as with Repair Weapons. On skill level 0 you are only able to repair leather boots. Equip the boots and type in: /repair boots&lt;br /&gt;
&lt;br /&gt;
Other commands:&lt;br /&gt;
&lt;br /&gt;
/repair gloves&lt;br /&gt;
&lt;br /&gt;
/repair arms&lt;br /&gt;
&lt;br /&gt;
/repair legs&lt;br /&gt;
&lt;br /&gt;
/repair torso&lt;br /&gt;
&lt;br /&gt;
Level 2: leather gloves and arms&lt;br /&gt;
&lt;br /&gt;
Level 3: leather legs and torso&lt;br /&gt;
&lt;br /&gt;
Level 6: chain mail boots&lt;br /&gt;
&lt;br /&gt;
At the moment it is always cheaper to sell your damaged armour parts and to buy new ones. This skill is not well balanced yet.&lt;br /&gt;
&lt;br /&gt;
====Herbal====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
With herbalism you can identify by yourself ingredients (such as herbs) and create the potions that don&#039;t require other ingredients. This kind of potions will be more close to nature and 4 elements.&lt;br /&gt;
&lt;br /&gt;
====Repair Weapons====&lt;br /&gt;
&lt;br /&gt;
Your ability to repair weapons. The higher the skill the more advanced weapons your are able to repair. In every case you need a repair kit for it. You can buy repair kits at NPCs (for example at the [[Smithy|blacksmith]] in Hydlaa).&lt;br /&gt;
&lt;br /&gt;
On skill level 0 you are only able to repair simple weapons.&lt;br /&gt;
&lt;br /&gt;
Equip the weapon for repairing it and type in: /repair righthand or: /repair lefthand or /repair [if weapon is in righthand]&lt;br /&gt;
&lt;br /&gt;
Some players put their focus on repairing weapons and need experience by doing, so they always search for heroes with damaged weapons. Try to make friendship with these people and you won&#039;t need to train this skill.&lt;br /&gt;
&lt;br /&gt;
View the damage state of your weapon by right-clicking on it in your inventory.&lt;br /&gt;
&lt;br /&gt;
====Mining====&lt;br /&gt;
&lt;br /&gt;
Your ability to find natural resources by mining the land. Mining is good for beginners to earn money in the game. Try to sell ores you have found in an auction, you will get better paid by players than by NPCs.&lt;br /&gt;
&lt;br /&gt;
Train the theory in mining until the progression bar only contains green and red colour. Then you are able to dig with skill level 0. Search for a mine (or ask people in the game) and type in &amp;quot;/dig iron&amp;quot; (or whatever you want to dig for).&lt;br /&gt;
&lt;br /&gt;
You will need a rock pick for digging. You can buy a rock pick at NPCs (for example at the [[Smithy|blacksmith]] in Hydlaa).&lt;br /&gt;
&lt;br /&gt;
Digging for ores increases your experience points even if not being successful. Be patient: sometimes you have to dig very often on the same place for finding an ore. Some spots at the mines are better than others. Try to find &#039;em.&lt;br /&gt;
&lt;br /&gt;
The act of digging decreases your physical and your mental stamina.&lt;br /&gt;
&lt;br /&gt;
====Baking==== &lt;br /&gt;
Baking food items in an oven.&lt;br /&gt;
&lt;br /&gt;
====Cooking==== &lt;br /&gt;
The preparation of food for general consumption.  View [[Players Guide/Crafting/Cooking|Cooking]] for more detailed information.&lt;br /&gt;
&lt;br /&gt;
====Blacksmith====&lt;br /&gt;
&lt;br /&gt;
Working steel and iron into weapons and armour.&lt;br /&gt;
&lt;br /&gt;
====Knife Making====&lt;br /&gt;
&lt;br /&gt;
The making of various types of knives.&lt;br /&gt;
&lt;br /&gt;
====Sword Making====&lt;br /&gt;
&lt;br /&gt;
The making of various types of swords.&lt;br /&gt;
&lt;br /&gt;
====Axe Making====&lt;br /&gt;
&lt;br /&gt;
The making of various types of axes.&lt;br /&gt;
&lt;br /&gt;
====Shield Making====&lt;br /&gt;
&lt;br /&gt;
The making of various types of shields.&lt;br /&gt;
&lt;br /&gt;
====Brewing====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
The skill of brewing is mainly that of alcohol creation. Various types require appropriate ingredients.&lt;br /&gt;
&lt;br /&gt;
====Masonry====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
Masonry is the skill of building with stone. Persons with this skill can also, at higher ability, determine the stability and solidity of existing structures.&lt;br /&gt;
&lt;br /&gt;
====Painting====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
Allows the creation of artistic paintings and allows one to appraise the same.&lt;br /&gt;
&lt;br /&gt;
====Tailoring====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
The crafting of cloth into clothing, capes, bags, etc.&lt;br /&gt;
&lt;br /&gt;
====Glassblowing====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
The art of glassblowing enables the crafting of glass items, be it a container or holy symbol. Requires sand.&lt;br /&gt;
&lt;br /&gt;
====Fishing====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
Trains on how to catch fish, what pole or bait to use, what time of days makes for the best catch.&lt;br /&gt;
&lt;br /&gt;
====Bow making====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
This skill allows one to craft bows of all sorts. Higher skill allows crafting of special types of bows.&lt;br /&gt;
Requires wood.&lt;br /&gt;
&lt;br /&gt;
====Leatherworking====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
The crafting of leather into various items, such as armour, boots, sacks and so forth&lt;br /&gt;
&lt;br /&gt;
====Gem cutting====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
The practice of cutting gems is a fairly complex school that requires excellent agility in order to be effective. Goes hand-in-hand with making of jewellery.&lt;br /&gt;
&lt;br /&gt;
====Pottery====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
The crafting of pots and other containers from various types of clay.&lt;br /&gt;
&lt;br /&gt;
====Metallurgy====&lt;br /&gt;
&lt;br /&gt;
For making ingots and stocks out of molten ores. Ingots and stocks can be sold for higher prices than ores. They are also needed for crafting (making weapons).&lt;br /&gt;
&lt;br /&gt;
You will need the book of &amp;quot;working with stock&amp;quot;. You can gain this book in a quest by Harnquist and Trasok. When having it you must put it in the &amp;quot;mind&amp;quot; slot of your inventory for using the abilities it gives you (read the book: your abilities in metallurgy are written in it).&lt;br /&gt;
&lt;br /&gt;
For getting practical experience in metallurgy start with making iron ingots: melt  iron ores in the &amp;quot;furnace&amp;quot;. put the molten iron ores into the &amp;quot;stock casting&amp;quot; and they will become an ingot (1 molten iron) or a stock (10 molten iron).&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget to train the theory in metallurgy before you practice it. The progression bar for metallurgy must contain only green and red colour, otherwise you won&#039;t get practical experience.&lt;br /&gt;
&lt;br /&gt;
For making steel stocks you need level 5 in metallurgy. Put 1 coal and 9 iron ores in the furnace. Rightclick on the furnace. Select &amp;quot;combine&amp;quot;. Your lumps will become a &amp;quot;steel sludge&amp;quot;. Melt the sludge and it become &amp;quot;molten steel&amp;quot;. You can also combine 2 coal and 8 iron ores; they will become a &amp;quot;coal sludge&amp;quot;. Melt the sludge and it become &amp;quot;molten steel&amp;quot; (of lower quality than the steel made out of &amp;quot;steel sludge&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
For making gold ingots and stocks you need level 20 in metallurgy.&lt;br /&gt;
&lt;br /&gt;
===Various Skills===&lt;br /&gt;
&lt;br /&gt;
====Assassin Weapon====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
This skill allows a thief to enhance the damage and effect provided by a weapon. He will learn how to create powerful moistures or poison that will be released in a sheath or scabbard made of special materials. The effect that he can add are various and deadly.&lt;br /&gt;
&lt;br /&gt;
====Backstab====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
This particular type of attack that consist of moving to the rear of the victim without being seen and then hit fast and precisely in a vital point from a close distance. This hit can be done only with certain types of weapons. It&#039;s a deadly attack that relies on subterfuge and fighting skill.&lt;br /&gt;
&lt;br /&gt;
====Climb====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
Some areas are reachable only with the use of this skill: steeply mountains, walls of buildings, tops of trees, etc. If a character reaches the top, then he can help others to climb. In this case, others can reach the top without having the climbing skill. Climbing is often used for hiding or to escape from dangerous situations.&lt;br /&gt;
&lt;br /&gt;
====Find Traps====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
This skill has two different uses: finding traps in corridors, walls, lock, etc. and removing those traps. At lower skill ranks the character will find only the more evident and simple traps. At higher ranks he can be able to identify also magical traps that have some mechanical effect.&lt;br /&gt;
&lt;br /&gt;
====Hide in Shadows====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
With this skill the character is able to hide in dark corners, reach the rear of an opponent without being noticed. While in this state, the character is more difficult to see and to attack. Spells that affect an entire area will be effective as usual. This skill comprehends also techniques of camouflage.&lt;br /&gt;
&lt;br /&gt;
====Lockpicking====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
There are cases in which you will need to open a lock without breaking it and in most cases you will need to do it fast and without noise.&lt;br /&gt;
&lt;br /&gt;
====Pickpockets====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
With this skill the character can steal objects or money from the pockets or backpack of another creature without being discovered. At the same time, knowing better how to steal, will give also more knowledge on how to prevent stealing.&lt;br /&gt;
&lt;br /&gt;
====Set Traps====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
With this skill you will be able to set small mechanical traps that are rarely detected by victims. To be built, those traps require intelligence and agility.&lt;br /&gt;
&lt;br /&gt;
====Body Development====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
Determines the health of your body and provides you with more Hit Points.&lt;br /&gt;
&lt;br /&gt;
====Riding====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
Teaches one how to ride some animals/beasts for the purpose of transportation.&lt;br /&gt;
&lt;br /&gt;
====Swimming====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
A measure of the time you can swim underwater without having the need of breating, the distance you can swim and the speed you can go.&lt;br /&gt;
&lt;br /&gt;
====Empathy====&lt;br /&gt;
Empathy is used to communicate with your familiar. A familiar is usually a little pet; it can be a bird, a snake, a cat or any other small creature (even monsters).&lt;br /&gt;
&lt;br /&gt;
====Argan====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
School of Argan: Who belongs to this school thinks that energy should be dissipated outside of our body. Out energy should not interfere with the energy of other beings.&lt;br /&gt;
&lt;br /&gt;
====Esteria====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
School of Esteria: Who belongs to this school thinks that the energy should and must be used outside ourselves, in this way our body will generate every time new energy and the world will feel our presence. This school focus mainly on short distance effects such as empowering the weapon with energy to enhance damages, produce effects like fire shields around the body, etc.&lt;br /&gt;
&lt;br /&gt;
====Lah&#039;ar====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
School of Lah&#039;ar: Who belongs to this school thinks that the energy should be spread in the world around us, we should mix our energy with the one of other beings. This school focuses on ESP, mind control, telekinesis and related powers.&lt;br /&gt;
&lt;br /&gt;
====Musical Instrument====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
This skill focuses on using a musical instrument. The more difficult types require higher ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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[[Category:Players Guide]]&lt;/div&gt;</summary>
		<author><name>Hipie</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Skills&amp;diff=7560</id>
		<title>Players Guide/Skills</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Players_Guide/Skills&amp;diff=7560"/>
		<updated>2010-11-11T23:39:01Z</updated>

		<summary type="html">&lt;p&gt;Hipie: /* Shield Handling */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Skills=&lt;br /&gt;
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==Learning Skills==&lt;br /&gt;
&lt;br /&gt;
PlaneShift implements a system of character progression though skills, training and progression points.&lt;br /&gt;
&lt;br /&gt;
There are basically four stages of learning a new skill, or improving upon an existing one:&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
&lt;br /&gt;
Experience Points are awarded for doing certain tasks. You can think of this as being like XP in other games, but with some important additional features.&lt;br /&gt;
At the most fundamental level, Experience Points are awarded to players each time they successfully kill monsters, execute skills, explore the world and complete quests.&lt;br /&gt;
Every new character will begin the game with 0% experience.&lt;br /&gt;
&lt;br /&gt;
===Progression Points===&lt;br /&gt;
&lt;br /&gt;
Progression Points can be used by the player to purchase training, special manoeuvres, stat increases and so on. It&#039;s nothing more than a reflection of the experience you have gained.&lt;br /&gt;
As you gain Experience Points, you will also accumulate Progression Points.&lt;br /&gt;
Every new character will begin the game with five Progression Points to allocate.&lt;br /&gt;
Progression Points are used each time you train.&lt;br /&gt;
&lt;br /&gt;
===Theoretical Knowledge===&lt;br /&gt;
&lt;br /&gt;
This represents the &amp;quot;book learning&amp;quot; in a certain skill. For example, in the first rank of sword skill you can have the &amp;quot;left to right slash&amp;quot; only. At the second rank, you can have &amp;quot;jump forward and dive&amp;quot; and so on.&lt;br /&gt;
Every skill has a balance of knowledge and practice required to master it. Some skills may require more practice than knowledge and some might require more knowledge than practice. For example, we can say that herbalism requires more knowledge than practice, so it could be &amp;quot;80% knowledge and 20% practice&amp;quot;, while unarmed fighting could be &amp;quot;30% knowledge and 70% practice&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
You spend your Progression Points by going to a trainer or some other [[Non-Player Character|NPC]]. and paying the Progression Points and money required for training. This will give you theoretical knowledge. For each Progression Point you spend with a trainer, you will gain theoretical knowledge in a certain skill.&lt;br /&gt;
&lt;br /&gt;
===Practical Knowledge===&lt;br /&gt;
&lt;br /&gt;
Represents the player&#039;s real-world expertise. For a given rank, you cannot start collecting practical knowledge before accumulating all the theoretical knowledge for that rank.&lt;br /&gt;
When a player has learned all the theory and all the practice necessary, he or she will gain a new skill rank. This means that the player will have to use the skill in game for a certain amount of time (or number of times) before the skill is fully developed.&lt;br /&gt;
&lt;br /&gt;
==Training Skills==&lt;br /&gt;
&lt;br /&gt;
Once you have gained some Progression Points through experience, you can use trainers to improve your skills.&lt;br /&gt;
&lt;br /&gt;
To train, walk close to an [[Non-Player Character|NPC]], right-click on them, and click the Train icon that appears. Alternatively, target them and enter the &#039;&#039;&#039;/train&#039;&#039;&#039; command in the Chat Window or click the &#039;&#039;&#039;Train&#039;&#039;&#039; button in your Shortcuts. If the NPC is a trainer, a training window skill appear with all the skills listed that the NPC can train.&lt;br /&gt;
&lt;br /&gt;
When this window appears, click on the skill you wish to improve and click the &#039;&#039;&#039;Buy Skill&#039;&#039;&#039; button at the top of the training window. If you have sufficient Progression Points and capacity for more theoretical knowledge, you will advance in that skill&#039;s theory.&lt;br /&gt;
&lt;br /&gt;
===Combat Skills===&lt;br /&gt;
&lt;br /&gt;
A character can choose to learn one or more &amp;quot;groups&amp;quot; of weapons. Having access to the group gives the same skill also to all weapons contained in that group. This skill is used in combat when fighting with a weapon of the selected group. There&#039;s no limit in the number of groups a character can learn.&lt;br /&gt;
&lt;br /&gt;
Every weapon type has a different efficiency based on the armour (skin, clothes, chain, plate, etc.) that it hits. So a falchion can be more effective on a certain monster or opponent than a mace, even if the mace has an higher base damage.&lt;br /&gt;
&lt;br /&gt;
A character can also choose to learn one or more &amp;quot;groups&amp;quot; of armour in the combat skills section. Having access to the group gives the same skill also to all armours contained in that group. This skill is used in combat when fighting with armour of the selected group. There&#039;s no limit to the number of groups a character can learn.&lt;br /&gt;
&lt;br /&gt;
Each armour has a base penalty to agility. Increasing your skill in using armour you can drop the penalty. You can get the penalty to zero only with light armour. Other types of armours will always give you some hindrance.&lt;br /&gt;
&lt;br /&gt;
====Sword====&lt;br /&gt;
&lt;br /&gt;
Used for: bastard sword, broad sword, claymore, falchion, galkard, long sword, rapier, sabre / scimitar, short sword, two-handed sword and venk.&lt;br /&gt;
Description: The all-round group of bladed weapons. A basic combat skill.&lt;br /&gt;
Advantages: None&lt;br /&gt;
Disadvantages: None&lt;br /&gt;
&lt;br /&gt;
====Knives &amp;amp; Daggers====&lt;br /&gt;
&lt;br /&gt;
Used for: Dagger, knife, net, stiletto and whip.&lt;br /&gt;
Description: The primary skill for those who prefer stealth over brute strength. These weapons are easy to use and easy to learn.&lt;br /&gt;
Advantages: easy to learn and swift to use (more attacks per second).&lt;br /&gt;
Disadvantages: Little damage per attack.&lt;br /&gt;
&lt;br /&gt;
====Axe====&lt;br /&gt;
&lt;br /&gt;
Used for: axe, chainblade, cleaver, double axe, poleaxe, small axe and two-handed axe.&lt;br /&gt;
Description: For those brutal and bloody fights.&lt;br /&gt;
Advantages: Massive destruction and high damage.&lt;br /&gt;
Disadvantages: Slow to use (less attacks per second) and harder to learn.&lt;br /&gt;
&lt;br /&gt;
====Mace &amp;amp; Hammer====&lt;br /&gt;
&lt;br /&gt;
Used for: blackjack, club, flail, hammer, mace, morning star, two-handed mace, war hammer and zarwush.&lt;br /&gt;
Description: The all-round group of blunt weapons. A basic combat skill.&lt;br /&gt;
Advantages: None&lt;br /&gt;
Disadvantages: None&lt;br /&gt;
&lt;br /&gt;
====Melee====&lt;br /&gt;
&lt;br /&gt;
Used for: iron fist, slayer armour, spiked shield, steel claws, thorn helm and unarmed combat.&lt;br /&gt;
Description: The close combat skill. When no weapons are available, this is your fighting skill.&lt;br /&gt;
Advantages: Easy to learn and fast to use.&lt;br /&gt;
Disadvantages: Less effective for defence and more expensive equipment.&lt;br /&gt;
&lt;br /&gt;
====Polearm &amp;amp; Spear====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
Used for: halberd, partisan, pike / spear, polearm, rake, trident and voulge.&lt;br /&gt;
Description: Almost any weapon as long as a person or longer requires this skill.&lt;br /&gt;
Advantages: Excellent for defence.&lt;br /&gt;
Disadvantages: Slower weapons and harder to learn.&lt;br /&gt;
&lt;br /&gt;
====Ranged====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
Used for: burning oil vial, heavy crossbow, jalood (throwing axe), light crossbow, long bow, short bow, sling, throwing daggers and throwing knives.&lt;br /&gt;
Description: The skill used for any weapon used at a distance.&lt;br /&gt;
Advantages: You stay away from close combat.&lt;br /&gt;
Disadvantages: Slower to use.&lt;br /&gt;
&lt;br /&gt;
====Light Armour====&lt;br /&gt;
Light armour represents your skill in using leather and cloth armour effectively. Increasing your skill in light armour will reduce the [[Players_Guide/Skills#Agility|agility]] penalty that is applied to your character. Your agility penalty can be reduced to zero with light armour.&lt;br /&gt;
&lt;br /&gt;
====Medium Armour====&lt;br /&gt;
Medium armour represents your skill in using medium armour effectively. Increasing your skill in medium armour will reduce the [[Players_Guide/Skills#Agility|agility]] penalty that is applied to your character.&lt;br /&gt;
&lt;br /&gt;
====Heavy Armour====&lt;br /&gt;
Heavy armour represents your skill in using heavy armour effectively. Increasing your skill in heavy armour will reduce the [[Players_Guide/Skills#Agility|agility]] penalty that is applied to your character.&lt;br /&gt;
&lt;br /&gt;
====Shield Handling====&lt;br /&gt;
The shield handling skill determines your ability to effectively handle a shield in combat.&lt;br /&gt;
&lt;br /&gt;
===Magic Skills===&lt;br /&gt;
&lt;br /&gt;
====Crystal Way====&lt;br /&gt;
&lt;br /&gt;
Focus: Energy, life and light&lt;br /&gt;
Mental Stat: Charisma Description: Gets the pure energy of the Crystal, more directly than all other Ways.&lt;br /&gt;
Famous for the ability to heal and cure the most terrible wounds. Someone says that if you reach a great knowledge, you can even bring back a person from death.&lt;br /&gt;
&lt;br /&gt;
====Azure Way====&lt;br /&gt;
&lt;br /&gt;
Focus: Mind, Illusions and Air Elements Mental stat: Will Description: It&#039;s basically a sneaky and insidious energy, that can control the will, the perceptions and the intentions of any intelligent being.&lt;br /&gt;
&lt;br /&gt;
====Blue Way====&lt;br /&gt;
&lt;br /&gt;
Focus: Divination, Purification, Water Element Mental stat: Intellegence&lt;br /&gt;
Description: Many diseases and poisons will be incurable without the help of the spells of the this Way. The offensive and defensive potential of the art, resides mainly on the control of the water element, but also of cold and ice that are strictly related to it.&lt;br /&gt;
&lt;br /&gt;
====Red Way====&lt;br /&gt;
&lt;br /&gt;
Focus: Strength, Chaos, Fire Element Mental stat: Intelligence&lt;br /&gt;
Description: The spellcaster is able to invoke the power Chaos and to bend to his will the devastating fury of fire, summon it for damage and it&#039;s purifying qualities. This Way will deal mostly in the Fire. Most of the meal workers have knowledge of this Way.&lt;br /&gt;
&lt;br /&gt;
====Brown Way====&lt;br /&gt;
&lt;br /&gt;
Focus: Nature, Protective Magic, Earth Element Mental stat: Will&lt;br /&gt;
Description: The glyphs of this Way give to the wizard the ability to cast different protective spells, to summon natural creatures and some monsters and to influence their will.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Dark Way====&lt;br /&gt;
&lt;br /&gt;
Focus: Entropy, Death, Darkness Mental stat: Charisma&lt;br /&gt;
Description: This Way is one that congers more myth then any of the others, it&#039;s practitioners have a history of being the most innovative of any practitioners of the Ways of Magic but with all innovation there is both good and bad.&lt;br /&gt;
&lt;br /&gt;
====Anti-Magic====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
This skill is a mix of knowledge, dexterity and body resistance. You will learn various techniques to avoid some spell effects.&lt;br /&gt;
&lt;br /&gt;
*There is much more information on these skills in the [[Players Guide/Magic|Magic]] section.&lt;br /&gt;
&lt;br /&gt;
===Job Skills===&lt;br /&gt;
&lt;br /&gt;
====Alchemy====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
Alchemy will be useful to make potions and mixtures. During the creating process you will need also special ingredients or magical components that can be identified using this skill.&lt;br /&gt;
&lt;br /&gt;
====Repair Armours====&lt;br /&gt;
&lt;br /&gt;
Same as with Repair Weapons. On skill level 0 you are only able to repair leather boots. Equip the boots and type in: /repair boots&lt;br /&gt;
&lt;br /&gt;
Other commands:&lt;br /&gt;
&lt;br /&gt;
/repair gloves&lt;br /&gt;
&lt;br /&gt;
/repair arms&lt;br /&gt;
&lt;br /&gt;
/repair legs&lt;br /&gt;
&lt;br /&gt;
/repair torso&lt;br /&gt;
&lt;br /&gt;
Level 2: leather gloves and arms&lt;br /&gt;
&lt;br /&gt;
Level 3: leather legs and torso&lt;br /&gt;
&lt;br /&gt;
Level 6: chain mail boots&lt;br /&gt;
&lt;br /&gt;
At the moment it is always cheaper to sell your damaged armour parts and to buy new ones. This skill is not well balanced yet.&lt;br /&gt;
&lt;br /&gt;
====Herbal====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
With herbalism you can identify by yourself ingredients (such as herbs) and create the potions that don&#039;t require other ingredients. This kind of potions will be more close to nature and 4 elements.&lt;br /&gt;
&lt;br /&gt;
====Repair Weapons====&lt;br /&gt;
&lt;br /&gt;
Your ability to repair weapons. The higher the skill the more advanced weapons your are able to repair. In every case you need a repair kit for it. You can buy repair kits at NPCs (for example at the [[Smithy|blacksmith]] in Hydlaa).&lt;br /&gt;
&lt;br /&gt;
On skill level 0 you are only able to repair simple weapons.&lt;br /&gt;
&lt;br /&gt;
Equip the weapon for repairing it and type in: /repair righthand or: /repair lefthand or /repair [if weapon is in righthand]&lt;br /&gt;
&lt;br /&gt;
Some players put their focus on repairing weapons and need experience by doing, so they always search for heroes with damaged weapons. Try to make friendship with these people and you won&#039;t need to train this skill.&lt;br /&gt;
&lt;br /&gt;
View the damage state of your weapon by right-clicking on it in your inventory.&lt;br /&gt;
&lt;br /&gt;
====Mining====&lt;br /&gt;
&lt;br /&gt;
Your ability to find natural resources by mining the land. Mining is good for beginners to earn money in the game. Try to sell ores you have found in an auction, you will get better paid by players than by NPCs.&lt;br /&gt;
&lt;br /&gt;
Train the theory in mining until the progression bar only contains green and red colour. Then you are able to dig with skill level 0. Search for a mine (or ask people in the game) and type in &amp;quot;/dig iron&amp;quot; (or whatever you want to dig for).&lt;br /&gt;
&lt;br /&gt;
You will need a rock pick for digging. You can buy a rock pick at NPCs (for example at the [[Smithy|blacksmith]] in Hydlaa).&lt;br /&gt;
&lt;br /&gt;
Digging for ores increases your experience points even if not being successful. Be patient: sometimes you have to dig very often on the same place for finding an ore. Some spots at the mines are better than others. Try to find &#039;em.&lt;br /&gt;
&lt;br /&gt;
The act of digging decreases your physical and your mental stamina.&lt;br /&gt;
&lt;br /&gt;
====Baking==== &lt;br /&gt;
Baking food items in an oven.&lt;br /&gt;
&lt;br /&gt;
====Cooking==== &lt;br /&gt;
The preparation of food for general consumption.  View [[Players Guide/Crafting/Cooking|Cooking]] for more detailed information.&lt;br /&gt;
&lt;br /&gt;
====Blacksmith====&lt;br /&gt;
&lt;br /&gt;
Working steel and iron into weapons and armour.&lt;br /&gt;
&lt;br /&gt;
====Knife Making====&lt;br /&gt;
&lt;br /&gt;
The making of various types of knives.&lt;br /&gt;
&lt;br /&gt;
====Sword Making====&lt;br /&gt;
&lt;br /&gt;
The making of various types of swords.&lt;br /&gt;
&lt;br /&gt;
====Axe Making====&lt;br /&gt;
&lt;br /&gt;
The making of various types of axes.&lt;br /&gt;
&lt;br /&gt;
====Shield Making====&lt;br /&gt;
&lt;br /&gt;
The making of various types of shields.&lt;br /&gt;
&lt;br /&gt;
====Brewing====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
The skill of brewing is mainly that of alcohol creation. Various types require appropriate ingredients.&lt;br /&gt;
&lt;br /&gt;
====Masonry====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
Masonry is the skill of building with stone. Persons with this skill can also, at higher ability, determine the stability and solidity of existing structures.&lt;br /&gt;
&lt;br /&gt;
====Painting====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
Allows the creation of artistic paintings and allows one to appraise the same.&lt;br /&gt;
&lt;br /&gt;
====Tailoring====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
The crafting of cloth into clothing, capes, bags, etc.&lt;br /&gt;
&lt;br /&gt;
====Glassblowing====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
The art of glassblowing enables the crafting of glass items, be it a container or holy symbol. Requires sand.&lt;br /&gt;
&lt;br /&gt;
====Fishing====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
Trains on how to catch fish, what pole or bait to use, what time of days makes for the best catch.&lt;br /&gt;
&lt;br /&gt;
====Bow making====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
This skill allows one to craft bows of all sorts. Higher skill allows crafting of special types of bows.&lt;br /&gt;
Requires wood.&lt;br /&gt;
&lt;br /&gt;
====Leatherworking====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
The crafting of leather into various items, such as armour, boots, sacks and so forth&lt;br /&gt;
&lt;br /&gt;
====Gem cutting====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
The practice of cutting gems is a fairly complex school that requires excellent agility in order to be effective. Goes hand-in-hand with making of jewellery.&lt;br /&gt;
&lt;br /&gt;
====Pottery====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
The crafting of pots and other containers from various types of clay.&lt;br /&gt;
&lt;br /&gt;
====Metallurgy====&lt;br /&gt;
&lt;br /&gt;
For making ingots and stocks out of molten ores. Ingots and stocks can be sold for higher prices than ores. They are also needed for crafting (making weapons).&lt;br /&gt;
&lt;br /&gt;
You will need the book of &amp;quot;working with stock&amp;quot;. You can gain this book in a quest by Harnquist and Trasok. When having it you must put it in the &amp;quot;mind&amp;quot; slot of your inventory for using the abilities it gives you (read the book: your abilities in metallurgy are written in it).&lt;br /&gt;
&lt;br /&gt;
For getting practical experience in metallurgy start with making iron ingots: melt  iron ores in the &amp;quot;furnace&amp;quot;. put the molten iron ores into the &amp;quot;stock casting&amp;quot; and they will become an ingot (1 molten iron) or a stock (10 molten iron).&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget to train the theory in metallurgy before you practice it. The progression bar for metallurgy must contain only green and red colour, otherwise you won&#039;t get practical experience.&lt;br /&gt;
&lt;br /&gt;
For making steel stocks you need level 5 in metallurgy. Put 1 coal and 9 iron ores in the furnace. Rightclick on the furnace. Select &amp;quot;combine&amp;quot;. Your lumps will become a &amp;quot;steel sludge&amp;quot;. Melt the sludge and it become &amp;quot;molten steel&amp;quot;. You can also combine 2 coal and 8 iron ores; they will become a &amp;quot;coal sludge&amp;quot;. Melt the sludge and it become &amp;quot;molten steel&amp;quot; (of lower quality than the steel made out of &amp;quot;steel sludge&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
For making gold ingots and stocks you need level 20 in metallurgy.&lt;br /&gt;
&lt;br /&gt;
===Various Skills===&lt;br /&gt;
&lt;br /&gt;
====Assassin Weapon====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
This skill allows a thief to enhance the damage and effect provided by a weapon. He will learn how to create powerful moistures or poison that will be released in a sheath or scabbard made of special materials. The effect that he can add are various and deadly.&lt;br /&gt;
&lt;br /&gt;
====Backstab====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
This particular type of attack that consist of moving to the rear of the victim without being seen and then hit fast and precisely in a vital point from a close distance. This hit can be done only with certain types of weapons. It&#039;s a deadly attack that relies on subterfuge and fighting skill.&lt;br /&gt;
&lt;br /&gt;
====Climb====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
Some areas are reachable only with the use of this skill: steeply mountains, walls of buildings, tops of trees, etc. If a character reaches the top, then he can help others to climb. In this case, others can reach the top without having the climbing skill. Climbing is often used for hiding or to escape from dangerous situations.&lt;br /&gt;
&lt;br /&gt;
====Find Traps====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
This skill has two different uses: finding traps in corridors, walls, lock, etc. and removing those traps. At lower skill ranks the character will find only the more evident and simple traps. At higher ranks he can be able to identify also magical traps that have some mechanical effect.&lt;br /&gt;
&lt;br /&gt;
====Hide in Shadows====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
With this skill the character is able to hide in dark corners, reach the rear of an opponent without being noticed. While in this state, the character is more difficult to see and to attack. Spells that affect an entire area will be effective as usual. This skill comprehends also techniques of camouflage.&lt;br /&gt;
&lt;br /&gt;
====Lockpicking====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
There are cases in which you will need to open a lock without breaking it and in most cases you will need to do it fast and without noise.&lt;br /&gt;
&lt;br /&gt;
====Pickpockets====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
With this skill the character can steal objects or money from the pockets or backpack of another creature without being discovered. At the same time, knowing better how to steal, will give also more knowledge on how to prevent stealing.&lt;br /&gt;
&lt;br /&gt;
====Set Traps====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
With this skill you will be able to set small mechanical traps that are rarely detected by victims. To be built, those traps require intelligence and agility.&lt;br /&gt;
&lt;br /&gt;
====Body Development====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
Determines the health of your body and provides you with more Hit Points.&lt;br /&gt;
&lt;br /&gt;
====Riding====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
Teaches one how to ride some animals/beasts for the purpose of transportation.&lt;br /&gt;
&lt;br /&gt;
====Swimming====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
A measure of the time you can swim underwater without having the need of breating, the distance you can swim and the speed you can go.&lt;br /&gt;
&lt;br /&gt;
====Empathy====&lt;br /&gt;
Empathy is used to communicate with your familiar. A familiar is usually a little pet; it can be a bird, a snake, a cat or any other small creature (even monsters).&lt;br /&gt;
&lt;br /&gt;
====Argan====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
School of Argan: Who belongs to this school thinks that energy should be dissipated outside of our body. Out energy should not interfere with the energy of other beings.&lt;br /&gt;
&lt;br /&gt;
====Esteria====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
School of Esteria: Who belongs to this school thinks that the energy should and must be used outside ourselves, in this way our body will generate every time new energy and the world will feel our presence. This school focus mainly on short distance effects such as empowering the weapon with energy to enhance damages, produce effects like fire shields around the body, etc.&lt;br /&gt;
&lt;br /&gt;
====Lah&#039;ar====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
School of Lah&#039;ar: Who belongs to this school thinks that the energy should be spread in the world around us, we should mix our energy with the one of other beings. This school focuses on ESP, mind control, telekinesis and related powers.&lt;br /&gt;
&lt;br /&gt;
====Musical Instrument====&lt;br /&gt;
{{Warning|&#039;&#039;&#039;Warning: This skill is not yet implemented.&#039;&#039;&#039;}}&lt;br /&gt;
This skill focuses on using a musical instrument. The more difficult types require higher ability.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| align=&amp;quot;center&amp;quot; border=&amp;quot;3&amp;quot; cellpadding=&amp;quot;5&amp;quot;&lt;br /&gt;
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| LAST: [[Players Guide/Character Statistics|Character Statistics]] || [[:Category:Players_Guide|TABLE OF CONTENTS]]|| NEXT: [[Players Guide/Combat|Combat]]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Players Guide]]&lt;/div&gt;</summary>
		<author><name>Hipie</name></author>
	</entry>
	<entry>
		<id>https://planeshift.top-ix.org//pswiki/index.php?title=Tutorial_Improvement_Project&amp;diff=7559</id>
		<title>Tutorial Improvement Project</title>
		<link rel="alternate" type="text/html" href="https://planeshift.top-ix.org//pswiki/index.php?title=Tutorial_Improvement_Project&amp;diff=7559"/>
		<updated>2010-11-11T22:44:08Z</updated>

		<summary type="html">&lt;p&gt;Hipie: /* Settings Ideas */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Settings Ideas ==&lt;br /&gt;
some of us were thinking the tutorial could be an outpost rather than an OOC tutorial :&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Settings for the Outpost itself:&#039;&#039;&#039;&lt;br /&gt;
(name, local history, reason for being there)&lt;br /&gt;
&lt;br /&gt;
* Name: Orynu (suggestion)&lt;br /&gt;
* Reason for being there: Built as an outpost for Hydlaa in case there was ever a threat from the Stone Labyrinths that made it that far. (suggestion)&lt;br /&gt;
* History: Although originally build as a guard outpost, lack of a major threat has turned the place into more of a rest stop for weary travelers on their way to Hydlaa or one of the other main cities. Though no bigger than a town, the outpost boast just about all basic amenities and a friendly hospitable spirit. Many pass through the outpost never to return but most have nothing but fond memories of it.(suggestion)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Settings for why the new character is there:&#039;&#039;&#039;&lt;br /&gt;
(common place for travelers to stop, Octarchal Registry, etc..)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The outpost has been reassigned to be (or outright created as) the regional assessment center for the Hydlaa region: as every citizen is obliged to seek and finance some weapon training, there must be a place to prove that (fits in with the combat part of the tutorial). This means that everyone from the Hydlaa region will have to pass through here once in their lifetime.&lt;br /&gt;
:It also makes sense to have all the training stuff, instructors and whatnot there: it may have come to serve double-duty as &amp;quot;Job center&amp;quot;, since it will have turned out that a significant fraction of citizens passing through do not yet have concrete plans for their future. Thus, the government and / or guilds may have set up &amp;quot;propaganda&amp;quot; booths to indirectly recruit prospects (by getting them to learn &amp;quot;their&amp;quot; trade so they might join eventually, outright recruiting might be prohibited in that area).&lt;br /&gt;
:Of course, [i]eventually[/i] all regions would need such a thing in order to not unduly disadvantage citizens from far away, IC-ly. &lt;br /&gt;
&lt;br /&gt;
:To facilitate skipping the tutorial, every character might start out with a writ from someone that says they&#039;ve trained. The NPCs would accept that writ, but not like it very much (IOW, you get nothing), maybe saying that there&#039;ve been frauds, maybe the standards are not assured, etc, pp.. They might suggest that you prove yourself at the local facilities and hint there might be something in it for you if you do, and suggest you have a look at the other booths &amp;quot;unless you already know full well what you want to become&amp;quot;. A disadvantage would be the emphasis on combat, which might be redeemed by the NPCs saying something like &amp;quot;The weapon training is a requirement for every citizen, but from now on you are free to seek your own path&amp;quot;. (suggestion)&lt;br /&gt;
&lt;br /&gt;
* Traveling on their way to one of the major cities (suggestion)&lt;br /&gt;
* Octarchy requires all citizens to travel to the outpost to do something (suggestion)-(pay taxes!)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Settings for Abelia:&#039;&#039;&#039;&lt;br /&gt;
(occupation, personal history, unique quirks)&lt;br /&gt;
&lt;br /&gt;
* Baker(suggestion)&lt;br /&gt;
* Current Description: This dark featured Ynnwn seems to want to teach you some things&lt;br /&gt;
* Suggested Description: This cheerful Ynnwn woman smells sweetly of freshly baked bread. She kindly greets those passing by and is probably to a good person to approach and talk to about various things.&lt;br /&gt;
* History: Abelia comes from the city of Hydlaa and settled at the outpost in order to escape the hustle and bustle of the city without having to live in an out of the way town. She is a prolific baker and is very happy to share her baked goods with others. She has even on occasion shared her secrets with people arriving at the outpost. Her family however lives in a different sector altogether, but are also bakers.&lt;br /&gt;
* Unique Quirk: She comes from a long line of bakers and her particular specialty is making bread in unique shapes. Her favorite is a little groffel shaped loaf. She enjoys shaping the “cute”  little wings.(suggestion)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Settings for Neave:&#039;&#039;&#039;&lt;br /&gt;
(occupation, personal history, unique quirks)&lt;br /&gt;
&lt;br /&gt;
* Blacksmith&lt;br /&gt;
* Current Description: This Dwarven lass has blackened cheeks from all the coal in the nearby forge. She might be able to teach you something of how to forge in game. (current)&lt;br /&gt;
* Suggested Description: The soot blackened cheeks of this Dwarven woman gather in a wide smile as she pause from her work. She seems confident and knowledge about her task, perhaps she may be willing the share her knowledge of the forge.&lt;br /&gt;
* History: Neave grew up in the outpost and has taken over most of the forge work for the outpost. Her family has long served it by forging weapons for the guards and other metal good for the regular inhabitants. She takes great pride in the history of the outpost and its role in guarding Hydlaa. She takes this matter very serious.(suggestion)&lt;br /&gt;
* Personal quirks: Neave is a very serious minded woman with a dry humor. She has great pride in her family, her work and in the outpost and absolutely no humor about it. But she is still given to wry wit and at times snide comments about various things.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Settings for Xargon:&#039;&#039;&#039;&lt;br /&gt;
(occupation, personal history, unique quirks)&lt;br /&gt;
&lt;br /&gt;
* Merchant&lt;br /&gt;
* Current Description: A stolid guard stands on duty here. He appears to have something very important to say to you.&lt;br /&gt;
* Suggested Description: Before you stands a Klyros in well tailored clothing. He seems to have many items of fine quality around him and you get the distinct impression he’s about to try to sell you some. He is probably a good person to talk to about various items.&lt;br /&gt;
* History: Xargon is a son of no land and every land at once. He was a frequent traveler in his past and has collected quite the wealth of knowledge and wealth of tria as well. He is knowledgeable about many things and very generous with that knowledge. He finally settled down in the outpost as it is a resting point for many travelers like himself and he has now grown accustomed to staying in one place.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Settings for Orphia:&#039;&#039;&#039;&lt;br /&gt;
(occupation, personal history, unique quirks)&lt;br /&gt;
&lt;br /&gt;
* Healer (suggestion)&lt;br /&gt;
* Possibly alchemist in future?(could sell health potions) (Or/and teach how to make the most basic forms of health potions?)&lt;br /&gt;
* Current Description: This gentle Dermorian woman appears to have the secrets of magic at her fingertips. Her eyes sparkle with radiance.&lt;br /&gt;
* Suggested Description: This gentle woman has a potent aura about her. She bares the slight scent of potions, but not in any offensive way.  She is surrounded by the trappings of a healer so she is probably the person to go to if you are hurt.&lt;br /&gt;
* History: Orphia came from the second level, the Barn. She originally resided in the city of Nalvys, which is connected to Hydlaa by the winch, and came from a family with a long standing tradition in magic. Orphia took a liking to healing and pursued using her magic for the good of others. One day her father took her with him on a business trip to Hydlaa and she fell in love. Later as an adult, she left Nalvys to make a life for herself hydlaa which eventually lead to her being stationed at the outpost as the local healer.&lt;br /&gt;
* Unique Quirk: Although most members of her family chose one of the ways to specialize in, Orphia dabbled a bit in most of the ways. Although she has not become a master in any of the ways she does possess a fair bit of knowledge about many many things concerning magic. She is fond of showing off little parlor trick spells from each of the ways.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Settings for Ibhaar:&#039;&#039;&#039;&lt;br /&gt;
(occupation, personal history, unique quirks)&lt;br /&gt;
&lt;br /&gt;
* Head of the guard(suggestion)&lt;br /&gt;
* Current Description: A Diaboli warrior stands before you; battle scarred and strong. He looks like someone who could teach you about combat. (current)&lt;br /&gt;
* Suggested Description: This  middle aged Diaboli warrior stands before you strong, with scars to prove his worth in battle. He casts a stern glaze across the open area in front of him. He tightly grips the hilt of his sword, ready for anything. He looks like he would be a good person to talk to about combat.&lt;br /&gt;
* A very demanding personality?&lt;br /&gt;
* History: Continuing the legacy of his father, Ibhaar is a long standing member of the Hydlaa guard. Through the years of Ibhaar’s many assignments in the guard; patrolling Hydlaa, guarding the gates, training younger guards, he has now reached the point to where he is middle aged, unable to do such things so rigorously any longer. Ibhaar, now assigned to guard the outpost and help teach citizens the basics of self-defence, isn’t exactly overjoyed by the task. In his bitterness of being demoted to such a job, he isn’t exactly in the best of moods when doing it.&lt;br /&gt;
* Unique Quirk: He almost always wears a frown, but will smile if he is approached by the woman he holds a secret admiration for, Orphia. (bug me to make more relationships between the npc’s like this, for now I’m taking a break. ~Geo)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Settings for Xenak:&#039;&#039;&#039;&lt;br /&gt;
(occupation, personal history, unique quirks)&lt;br /&gt;
&lt;br /&gt;
* Caravan Owner&lt;br /&gt;
* Current Description: This Klyros stands proud and upright. It is clear he thinks well of himself and walks tall. He wears a smirk like he knows something you don’t. He smells of exotic oils and his scales are polished. He seems an example of all that is healthy and intelligent. His imperious nature might be intimidating to some. (current)&lt;br /&gt;
* Suggested Description: This proud klyros stands upright with a dignified air about him. He smirks confidently at you with a knowing expression across his face. The smell of exotic oils surround him and his polished scales glisten in the light. His imperious nature might be intimidating to some but perhaps he is still worth talking to. (suggestion)&lt;br /&gt;
* Perhaps he has been a caravan owner for quite a while to be an owner? He shouldn’t be too old, but maybe middle aged?&lt;br /&gt;
* History: As a child he intended to stay in the seaside klyros village Amdeneir and have a job that gives to his hometown, but as he grew older he met many travelers and heard their stories. After a while he decided he wanted to travel to other levels and visit many towns that travelers spoke of. He became part of a small caravan and didn’t regret the choice even once as he grew from a mere caravan goods loader that worked hard to move bulk items onto the wagons, to a rivnak driver for an owner he was particularly befriended to, eventually taking his place later on. Though new to Orynu, he isn’t afraid to show how much of a socialite he is. New to being a caravan owner after a long time in the caravan business, he is eager to meet new people and make new friends, for reasons of both his socialites and business.&lt;br /&gt;
* Unique Quirk: He likes to learn new things, especially about people. Learning things about new people would overwhelm him with joy.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==Necessary Changes==&lt;br /&gt;
The tutorial texts need to be updated. Too many new players have to use help channel because the magic lesson is out of date. This confuses and sometimes scares away new players. Who wants that? it wastes advisor&#039;s time and new player&#039;s time too. - Hipie, part time advisor&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
Also it should be clearly stated that the player will benefit more by going through the tutorial than just trying to skip it as soon as possible.&lt;br /&gt;
* splash screen?&lt;br /&gt;
* Possibly in the server MOTD as they log or in the first pop up window&lt;br /&gt;
&lt;br /&gt;
Perhaps give tutorial helpers the ability to award PP to newbs similar to NPCs so that player interaction can be encouraged.&lt;br /&gt;
&lt;br /&gt;
More props to support RP and NPC backstories.&lt;br /&gt;
 &lt;br /&gt;
NPCs should be characters, not the mechanics equivalent of a cheap plot device. They should have back stories that the players can ask them about. It will help get the new player in the habit of learning about the characters around them.&lt;br /&gt;
   &lt;br /&gt;
Players should be entering story not a OOC starter world. There should be an ongoing story about the area that exists regardless of if there are newbs there at the time or not.&lt;br /&gt;
&lt;br /&gt;
Combat NPC might give a short explanation of combat basics and give some OOC instruction, then could give the player the chance to try out various weapons to see which they like better. The player should have to give the weapons back after they use them but maybe the NPC will give one(out of a selection) as a gift to the player at the end of the quests.&lt;br /&gt;
* Should explain about godmoding during fights and explain how to do dice rolls for RP fights.&lt;br /&gt;
* NPC(s) should have food and/or potions so that the newbie can heal themselves.&lt;br /&gt;
* To discourage players running around with their weapons equipped, perhaps NPCs can be set to refuse interactions with the player and give an explanation that relates to the player having the weapon out.&lt;br /&gt;
&lt;br /&gt;
Put a preparation table near Abelia and she is a baker that gives instruction for making something simple like making bread, or slicing tubers. Perhaps she would lend “her baking book” to the newb in order for them the be able to do it.&lt;br /&gt;
&lt;br /&gt;
Magic tutorial NPC should give the player a choice which Way they’d like to start learning and give an appropriate glyph for that way. That way players that create characters in such a way that favors a particular Way will be able to start out with the glyph they need.&lt;br /&gt;
&lt;br /&gt;
Maybe have the choices you made in character creation determine what your character starts out with, like a character who’s combat oriented can start with a weapon and some armor, someone who chooses  a crafter oriented character can be given a rock pick, a hammer, and a starter crafting book. &lt;br /&gt;
&lt;br /&gt;
Could put a small library/ information center/booth in the tutorial&lt;br /&gt;
&lt;br /&gt;
Possibly restrict all chat in the tutorial to the main tab so that it is harder for the newbies to ignore everything not said by the NPCs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;ALL OOC text -even from npcs- in brackets&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Possible way to work about the tutorial using mechanical lesson to the quest panel.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Abelia: [Welcome to PS Blah, blah, blah If your lazy see Xenak and leave or R click me to learn press click the mouth button. Make sure you have me highlighted]&lt;br /&gt;
&lt;br /&gt;
* NPC panel options&lt;br /&gt;
     1. I am ready&lt;br /&gt;
&lt;br /&gt;
* Abelia example IC text. Will remove or edit it later just using this for a link atm.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Abelia jumps at your sudden approach. She turns to you tapping her hand on her fast beating heart. She takes a deep breath blowing it out slowly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Abelia: &amp;quot;Goodness, you startled the life out of me. I was so busy going over my list I didn&#039;t notice you walking up on me.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Abella relaxes and placing her hands on the back of her hips she looks you over carefully.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Abelia: &amp;quot;Your new here aren&#039;t you?&amp;quot; She dismisses her own question with a casual waves of her hand dismissing it. &amp;quot;Of course you are. I can always tell. So many new people come through this way, and you have that look about you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Abelia&amp;quot; Well? I think that is why I stay here, you know? I like to meet new people and offer my help when I can. There are a few others that stay here for the same reasons. I think they like meeting new people and helping then as much as I do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Abelia: &amp;quot;Goodness, listen to me chatter on. Where are my manners. My name is Abelia Aruine. What is your name? [Type your characters full name for a response]&lt;br /&gt;
      NPC panel options&lt;br /&gt;
      &amp;lt;type your character name here&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Abelia: &amp;quot;Welcome to Orynu. This is an old Outpost made when the city of Hydlaa was being built. It harbored the builders and those that first settled here. It is small, but we have the basic things we need to assist anyone who passes through in their travels.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* Abelia: we can help you with all types of things. Tell me what do you wish to learn.&lt;br /&gt;
&lt;br /&gt;
* NPC panel Options&lt;br /&gt;
   1. Learn about Quests&lt;br /&gt;
   2. learn about Movement&lt;br /&gt;
   3. learn about camera&lt;br /&gt;
   4. finished&lt;br /&gt;
&lt;br /&gt;
* NPC Panel option 1&lt;br /&gt;
&lt;br /&gt;
   Abelia: [stand on you head for ten minutes, then go get the ten trias Neave owes me.]&lt;br /&gt;
&lt;br /&gt;
* NPC Panel option 2&lt;br /&gt;
&lt;br /&gt;
   Abelia: [If you managed to walk over here. You don&#039;t need my help]&lt;br /&gt;
&lt;br /&gt;
* NPC Panel option 3&lt;br /&gt;
&lt;br /&gt;
  Abelia: [Press key &amp;quot;M&amp;quot; Okay?]&lt;br /&gt;
&lt;br /&gt;
* NPC Panel option 4&lt;br /&gt;
&lt;br /&gt;
  Abelia: I do so hope that you found everything I showed you helpful. If you go over and talk to Neave. &lt;br /&gt;
 I believe she may have something to help you with as well.&lt;/div&gt;</summary>
		<author><name>Hipie</name></author>
	</entry>
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