The Skills

(scroll down a bit for info until I finish Armor and Weapon skill info.)

Shield Use - You need these skills very badly or else you are doomed to die. Shield use is very important for empaths and all the fighting guilds. If you don't have this you should at least have very high evasion or parry.
Regular Shields at Crossing - Oval Shield,

Leather Armor - This is a good skill to learn when you are just starting out. If you really need to learn how to use any armor, start with this one. This is a very common skill learned by people even of high circles. It usually is light and able to be manuevered well in.

Light Chain Armor - Not widely used from what I can see. This is good to learn if you don't like leather. This is very easy to fight in, though it offers not as good of protection.

Heavy Chain Armor - Offers powerful protection against most types of weapons. This is hard to fight in mainly because of it's weight. If you are older and have a lot of strength then you could start to use this type of armor.

Light Plate Armor - Not as strong as Heavy plate, it is more manueverable. It is your choice what type of strength and manueverability you would like. Personally I think that manueverablility is the more important one because if you need to attack something you have to be able to move =). These are cheaper too.

Heavy Plate Armor - This is probably one of the best types of armor in the realms other than custom made armor or magical armor owned by Shepeshifter. Heh! =) Anyways, this is very good for protection and in my mind is fairly manueverable for it's size.

For armor you may want to check with some other members to see how they feel about these types of armor. These are only the basic armors but as you go on you will get better and better armor.

 

Parry Ability - This is your ability to parry something with your sword or in other words, block a swing at you with a sword. You need this while fighting because your not always going to have that trusty shield around with you all the time. This is nescessary for fighting professions as well as non-fighting professions such as empaths. Empaths need to go out in the field sometimes and they can't fight back so I think that parrying is a good way to protect yourself. <stance parry>.

Multiple Opponent - You need this badly when you are by yourself and there is a lot of creatures around. This skill allows you to fight multiple creatures at once, so if there is 10 creatures in the room and you have really good multiple opponent skill you probably will live, that is with the proper equipment.

Weapon: Coming soon, scroll down for info on Survival and Lore.

Light Edged Weapons

Medium Edged Weapons

Heavy Edged Weapons

Two-handed Edged Weapons

Light Blunt Weapons

Medium Blunt Weapons

Large Blunt Weapons

Two-handed Blunt Weapons

Slings

Staff Slings

Short Bow

Long Bow

Composite Bow

Light Crossbow

Heavy Crossbow

Short Staff

Quarterstaff

Pikes

Halberds

Light Thrown Weapons

Heavy Thrown Weapons

Brawling

Primary Magic [Inner, Life, Holy, Elemental, Moon] - Primary to all magic bearing professions, Warrior Mages, Rangers, Bards, and Empaths. You need this to cast any of your spells or even get your spells in the first place. This is a skill you need and cannot go without unless your a Barbarian, Thief, or Trader.

Harness Ability - Very important because this allows you to choose how much power you want to make your spell. It allows you to actually use the magic you want. <harness amount> when joined to somebody and they need to use some of your harness. This is important for all magic professions.

Power Perception - This is one of the most extremely important skills. You definitely need this always and you need a lot of it. If you have a lot of this or even a little you will be able to tell much type of magic is in each room. Now I will tell you you another sheet about the professions and the magic they use, but for now a lot of magic uses a little harness energy, which you have a limited amount of. Basically harness is how much magic you have, so if you use to much, you will need to wait till it charges up again. I'll explain that better in the guide on the Newbie Index. <power> tells you the power of magic in the room and if you are skilled enough, the power of it in the next couple rooms over.

Magical Devices - Needed by most magic professions, this is a skill which allows you to use spells embedded in a runestone. It allows you round time to go down when you focus on a runestone. The more of this, the better you can use runestone spells such as invincibility etc.

Targeted Magic - You need this when you are a Warrior Mage and some when you are other professions.  This skill allows you to attack other creatures with magic and without this you would not be able to do that. I am not sure of this command I will find out very soon though.

Evasion - Very, very important for those fighters out there. If you don't have this, your dead as a Kobold King invading the Crossing while there is a meeting with some of the highest ranked people in Elanthia. This is used to evade attacks by creatures while your engaged. You can work on this by sparring with another member of a fighting guild or you can stand in the middle of a hunting area, take the shipyard for example; if you are high enough to evade pretty well then you could stand there for hours on end and bringing up your evasion skill while not even getting hit.

Climbing - Climbing those walls and ladders gets tough without this skill. This is a fairly easy skill to obtain. All you need to do it climb a tall ladder or wall depending on where you are. <climb thing> A common place to do this is on certain ladders. In fact ask somebody for a good ladder to take you to and they should take you somewhere in the area of the Beisswurms.

Perception - Yet another important skill as are most of them. This skill allows you to see people if they are hiding or if an animal is hiding.  You can see trap doors better too. This is also a good way to get survival. Just hang around a bunch of thieves (make sure you have decent perception and not much money on you) and then you are sure to have high perception in no time. <search>.

Tracking - This is a Ranger skill used only by Rangers, though you can learn it and get some easy survival skill. To work this skill as a Ranger you must see the player or be in the same room then, <track person> I would ask if you can do it first so as not to be rude.

Hiding - This is good to have when you are fighting or just running away from somebody, although people can search for you and find you. This is also a nice way to get survival skill. You can stalk while in this position. <hide>. You can basically hide anywhere in the Crossing as long as you don't look suspicious and as long as you aren't stalking anybody.

Lockpicking - Good for unlocking boxes. You need this if you pick up a box from a creature you have killed. This will allow you to unlock it, though you still have to check it for traps. First you must have a lockpick then <unlock type of box with lockpick>.

Disarm Traps - This is almost always nescessary when you are picking boxes. If you don't have this you might get sprayed with poison or some other trap. This will leave you in a position where you could die if the poison is serious enough and you can't get to an empath who can take poison, in time. I am not sure of the exact commands to disarm a trap but ask an elder or even just some "joe" from the street, they would probably gladly help you. You might need some elders to do this at first and to teach you how, but eventually you will have enough skill to do it on your own without setting off a trap.

Stalking - A skill which is very good for tracking somebody if you aren't a Ranger.  It also is good for easy survival skill. <hide stalk person>. Also is used a lot by Thieves and is a good survival skill because it can help you follow somebody if they stole something or hurt you in some way.

Stealing - The key skill used by Thieves, this is a skill that everybody can use to take money from others as well as NPC's (The guys who walk around and aren't real players, ex. stinky cat in Haven, Wandering Minstrel in Crossing) and you can get easy money, but watch out, if you get caught, you could get in pretty bad shape from a powerful Warrior Mage or go to jail if an NPC catches you. <steal person> <steal npc> ex. steal minstrel

First Aid - Mandatory in this game. If you don't have this your dead. This allows you to tend yourself if you are bleeding some place on your body. It also is a good way to get survival skill. Good for being out in the field. <tend bodypart> when tending yourself and <tend person bodypart> when tending somebody else's wound. This is very important because of its use in Elanthia. You need a lot of this if you are a fighter. If you bleed and don't have good first aid, you can die.

Foraging - <forage item> <forage> You usually would forage for branches and cell them to the bazaar for about 20 copper kronars each. A good place to do this is at Arthe Dale which is very desserted and has a fairly a lot of things to forage for. Also just outside the Northeast Gate in Crossing where you find the branches.

Escaping - Used in the Lower parts of the Therengina Castle to escape from Spider Webs which belong to the infamous Giant Wolf Spiders. A very easy survival skill which can be learned fairly quickly.

Backstab - Can only actually be used by thieves though you can learn it for survival skill if you need the survival points really badly.

Skinning - A skill that all the professions that can use weapons need to use. The Ranger Guild is especially atuned to this skill and you must know this whether you find it boring or not. You can use the skins that you skin to sell and make money off of. <skin creature>

Swimming - Not as important as some of the other skills but good to have when you are going down rivers or swimming in races at the festivals. <swim direction>

Scholarship- Probably the second most important skill. This is how much you have learned. You get this by listening to other people or by reading books in the library (the library in the Crossing in located in the Academy) and you also need a lot of this for most professions.

Mechanical Lore- Not one of my strong suits, and is used in alchemy and fixing things such as <fix chain> for a silver chain that has broke or if you need to fix your flute. This is used in many guilds and it is essential that you use this skill too.

Musical Lore- <play instrument> <singing bard tunes> Used in the bard profession can also be used by other professions but primary to the bard profession. Easy lore and good way to circle quickly if you only have one or two lore skill requirements to go until your next circle.

Appraisal - <appraise item> <appraise person> <appraise creature>- This is mainly used in Traders and it tells you the price of something that you may have or want to buy. It also is used to tell stuff about a creature or person. This is very important for easy lore skill. Personally I find it very boring to practice because it takes so long to earn experience in it

Teaching - Universal in the guilds it is one of those skills it takes forever to learn and is nescessary to circle. You will needa lot of this. <teach person> or ask another person to teach you and <listen to person>, that is if they try and start to teach you. Try to stay in Crossing to find teaching because of its population. Get a lot of teaching, and though it may be boring now, it will make your life a lot easier a bit later from now.

Trading - Specifically used with the Trader Profession. I am not sure how to use this skill but it is useful basically only for traders and for bits of useless lore skill.


Through practice as with any skill, you get better. To gain experience (exp) you need to practice these. One way to do this is to ask another player to teach you or go out and do this yourself.

As part of a guild you have a guild leader. Visit your guild leader often so you may know what skills you must train in and what spells you can learn depending on the level you are at. This level increase comes with additional TDPs and the possibility of a new spell.

Every guild has to practice in it's own special skill (To see this list enter the Guild Castle then enter the profession halls [only for this website]) and you must practice that certain one a lot to gain levels or to learn new spells.


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