Description: This is the widest weapon classification. A one handed weapon is any weapon that is between 0 inches and 37 inches and must have a core.
Description: A long pole sometimes with a blade, or bludgeoning piece on the end. Must be between 60.1 inches and 77.1 inches. The only way that this weapon can cleave is if it has a halberd/axe head, a hammer head with sufficient mass, or a blade if it is more than a foot long.
Cost: 5
Description: You gain the skill to wield a bastard length weapon, a small shield, and wear gambeson armor.
Cost: 5
Description: Your resourcefulness allows you to start each event with one free item that you have the skill to craft. No crafting components are required for this item.
Choose up to 2 professions to learn.
Herbalist Skills
Cost: 5
Description: Allows you to apply any poison potion to a bladed weapon or blow dart (Green band). Call “poison weapon” when you strike with the weapon. The poison stays applied to the object until used. You can only apply 1 poison at a time to a single object.
Cost: 5
Description: 2 herbs 5 min roleplay. You create an orange potion that removes the effect of a basic poison.
Cost: 10
Description: Mortal Antidote: - 3 herbs 1 gem 10 min roleplay. You create an orange potion that removes the effect of a mortal poison.
Cost: 15
Description: 4 herbs 2 gems, 15 min roleplay. You create an orange potion that cures the effects of a death poison. This can only be used while the player is unconscious from a death poison.
Cost: 15
Description: 5 herbs 15 min roleplay. You create a white potion that allows the drinker to become immune to any type of poison for the next hour. Call “Resist” if poisoned.
Cost: 5
Description: 2 herbs, 5 min roleplay. You create a green poison that causes the user to lose the use of one of their limbs (victim’s choice if drunk, or limb hit if applied through a weapon). That limb cannot be healed until the poison is removed by an antidote or other effect.
Cost: 10
Description: 4 herbs 10 min roleplay. You create a green poison that causes the user to take a mortal wound. This poison takes effect immediately. That wound cannot be healed until the poison is removed by an antidote or other effect.
Cost: 20
Description: 10 herbs, 30 min roleplay. This difficult to make green poison causes the drinker to become increasingly weak and reach a “dying” state after 1 minute of being affected. The normal 5 minute unconscious timer still applies.
Cost: 10
Description: 5 herbs, Allows you to craft a green poison over a 10 minute period of time that can either be ingested by the target or added to a weapon. When used through a weapon striking a limb it disables (cannot be used) the location hit. If the weapon strikes a torso or if the poison is ingested, their entire body is disabled. This effect lasts for 10 minutes or until the target takes a wound.
Alchemist Skills
Cost: 5
Description: 1 herb, 1 gem, Potent; 2 herbs, 2 gems 5 min roleplay. Allows the alchemist to brew a blue potion that restores 1 Rune to the drinker.
Cost: 10
Description: 2 herbs, 2 gems, Potent; 4 herbs, 4 gems 10 min roleplay. Allows the alchemist to brew a blue potion that restores 3 Runes to the drinker.
Cost: 15
Description: 2 herbs, 4 gems, Potent; 4 herbs, 8 gems 15 min roleplay. Allows the alchemist to brew a blue potion that restores half of the total Runes (rounded up) to the drinker.
Cost: 20
Description: 3 herbs, 7 gems, Potent; 6 herbs, 14 gems 30 min roleplay. Allows the alchemist to brew a blue potion that restores all Runes to the drinker.
Cost: 5
Description: 1 herb, 1 gem, Potent; 2 herbs, 2 gems. 5 min roleplay. Allows the apothecary to brew a red potion that restores 1 wound to the drinker.
Cost: 10
Description: 3 herbs, 1 gem, Potent; 6 herbs, 2 gems 10 min roleplay. Allows the apothecary to brew a red potion that restores 2 wounds or 1 mortal wound to the drinker.
Cost: 15
Description: 4 herbs, 2 gems, Potent; 8 herbs, 4 gems 15 min roleplay. Allows the apothecary to brew a red potion that revives and fully heals an unconscious player.
Craftsman Skills
Cost: 5
Description: 2 Iron Ore 10 min roleplay. Allows the craftsman to repair 2 armor points on a piece of light or medium armor. Or 1 cleave point on heavy armor. You can additionally repair a gambeson for free (3 minutes of roleplay for the gambeson)
Cost: 5
Description: 2 Iron Ore 10 min roleplay. Allows the blacksmith to repair 1 cleave point on a shield.
Cost: 5
Description: 2 Iron Ore 10 min roleplay. Allows the blacksmith to repair a broken weapon.
Cost: 5
Description: 2 Iron Ore, 2 Gems 20 min roleplay. Allows the Craftsman to harden light or medium armor, granting it 1 extra armor point. When this armor point is used, the armor must be re-hardened to gain that point back again.
Cost: 15
Description: Allows the Craftsman to practice their craft twice as quickly.
Cost: 15
Description: Allows the Craftsman to practice their craft using only half the normal material cost.
Surgeon Skills
Cost: 5
Description: Allows the surgeon to ask a dead player what sort of weapon they were struck with and where. Roleplay as examining the body for wounds to determine a cause of death.
Cost: 5
Description: Allows the surgeon to carry 4 extra bandages with them at all times. Additionally you can use the Arrow Pull Skill.
Cost: 10
Description: Allows the surgeon to carry 2 mortal wound bandages.
Cost: 10
Description: Allows the Surgeon to craft a special bandage that cures the effects of poison. It requires 5 minutes of roleplay and 1 minor health potion to apply to one of the surgeon's bandages. Can’t be used on death poison.
Cost: 10
Description: 2 Herbs Allows the surgeon to role play creating an injection with 5 minutes of roleplay and a prop for the applicable action of using it. This then can be used to give 1 Stamina Point back to the target.
Cost: 5
Description: Allows the surgeon to carry around smelling salts. These can be used to instantly wake up any waylaid player.
Cost: 20
Description: Allows the surgeon to perform an emergency surgery on an unconscious player. After 5 minutes of roleplay (during which the death timer is paused) the dying player becomes stable and the death timer stops. If the stable player is attacked in any way (any damage, any spell, or any other combat effect) the player immediately goes back to being unconscious and the death timer starts again. A stabilized player may be carried, talk, and limp slowly, but is otherwise unable to defend themselves.
Scribe Skills (Choose 4)
Cost: 20
Description: 1 Enchanted Gem, 1 Iron ore, and 1 Herb per 1 rune of base spell cost 10 min roleplay. This skill requires the help of another player who can cast a spell. While this scroll is being crafted, the spellcaster casts a touch or thrown spell they know and expend the base rune cost for that spell. The instructions for how the spell works, including range and incant time must be included on the scroll. The effect of this scroll is the same as the effect of casting the original spell stored in it.
Enchanter Skills
Cost: 5
Description: 2 Enchanted Gems 10 min roleplay. Body Enchantment. Allows the enchanter to tie a purple ribbon onto the target person and it gives them 1 magic armor.
Cost: 5
Description: 2 Enchanted Gems 10 min roleplay. Enchant an arrow. Call “Rune Shot”, The arrow deals a cleave point to shields or 1 additional cleave point to heavy armor. (1 for a normal arrow and 1 more for this enchant).
Cost: 20
Description: 2 Enchanted Gems per 1 rune of base spell cost (4 gems if a spell scroll is used) 10 min roleplay. Weapon Enchantment (Melee only). This enchantment requires either the help of another player who can cast a spell, or a spell scroll. During the application of the enchantment the spellcaster casts a touch, thrown, or melee spell they know and expend the base rune cost for that spell, or the spell scroll is expended. In either case, the name of the spell should be included on the ribbon used. The effect of this enchantment is the effect of the spell and is used either like a melee spell or touch spell with a 5 second incantation time. This enchantment is expended after the first time the spell takes effect.
Cost: 20
Description: 4 Enchanted Gems 10 min roleplay. Weapon or Shield Enchantment. When that weapon or shield is struck by an effect that would destroy it the ribbon is removed instead and the enchantment is used.
Cost: 5
Description: 4 Enchanted Gems 10 min roleplay. Body Enchantment. This ribbon can be removed at any time to heal 1 wounded limb instantly.
Cost: 10
Description: 5 Enchanted Gems 10 min roleplay. Weapon Enchant. Allows the wielder to call “Silvered” on their weapon strike and it deals double damage to Cursed Creatures. Lasts until dispelled.
Cost: 20
Description: 10 Enchanted Gems 10 minutes of roleplay. Shield Enchantment. When a spell hits the enchanted shield, the wielder may call “Reflect Magic. The caster of the spell takes the effect as if they were hit with it. This also negates any effect from the shield wielder. The enchantment is then expended.