Synopsis
skills proficiencies
skills proficiencies <proficiency school>
skills spells
skills spells <spell school>
skills spells redundant
skills spells for <classname>
skills analyze <first class> [<second class>] [<third>] [<fourth>] ['archon'] [<race>] [<religion>] ['skillsummary']
Description
The SKILLS command is used to display your character's list of available proficiencies or spells. They are listed in order of level, with spell point cost (for spells)listed where applicable.
Spells are of a magical nature and require the use of spell points and possibly reagents to cast them. Proficiencies are the more 'physical' skills such as weapons skills, tracking, stealing and the like.
There are several different schools among which the proficiencies and spells are divided. Schools are a way of classifying the tangible aspects of a spell or proficiency, and while some spells may seem to overlap schools, there is generally one main school in which they fit the best.
If a character receives a spell or proficiency from more than one class, that character receives a bonus of skillpower for that skill, at the rate of +5 skillpower for each class giving the redundant skill.
Skill Analyze
This command will display all of the proficiencies and spells received by a Adventurer who went the specified class path. In addition, a list of all stat modifiers received from the chosen class' primary attributes is provided. Any skills that redundant within that classpath will have the amount of passive skillpower noted, as well as the benefit gained.
Proficiency
- Weaponry (WEA) — Proficiencies that involve a physical weapon.
- Defense (DEF) — Proficiencies that are primarily defensive in nature
- Combat (COM) — Proficiencies that are primarily combative in nature
- Technical (TEK) — Proficiencies that involve technical knowledge
- Mystical (MYS) — Proficiencies that use supernatural forces or mental powers
SPELL SCHOOL DESCRIPTION
- Pyromancy (PYR) — Fire
- Lavamancy (LAV) — Lava
- Magmamancy (MAG) — Magma
- Aeromancy (AIR) — Wind
- Terramancy (TER) — The world
- Lutomancy (DRT) — Dirt
- Hydromancy (HYD) — Water
- Aquamancy (AQA) — Freshwater
- Glaciomancy (GLC) — Ice
- Vivomancy (VIV) — Life & Growth
- Hematomancy (BLD) — Blood
- Cruciomancy (CRC) — Pain
- Noxomancy (NOX) — Toxins
- Dreadmancy (DRD) — Dread
- Umbramancy (SHD) — Shadows
- Electromancy (LCT) — Lightning
- Ferromancy (FER) — Iron
- Geomancy (GEO) — Geography & Leylines
- Astromancy (AST) — Other planes
- Negamancy (NEG) — Nothingness
- Chaosmancy (CHS) — Chaos
- Morphomancy (MRP) — Changing forms
- Retromancy (RTR) — The past
- Chronomancy (CRN) — Time
- Diamancy (GOD) — Deities
- Sanctomancy (SNC) — Religiosity
- Artemancy (ART) — The soul
- Coromancy (HRT) — The body
- Neuromancy (BRN) — The mind
- Veritamancy (TRT) — Truth
- Stupomancy (STP) — Ignorance
- Destructomancy (DIE) — Entropy
- Metamancy (MTA) — Spellcasting