World of Equinox

Hand to Sword

Hand to Sword

 


Anatomy
Taught by: Butcher and Provisioner vendors.

Anatomy is a complimentary skill to Healing. Anatomy helps with the speed at which you heal, and also aids your efforts to ressurrect other players. Every fifteen points of skill will reduce the amount of time it takes you to heal by one second. So at 90 Anatomy, your healing time will be reduced by a full six seconds. To attempt to ressurrect a player, you require a combined score in Healing and Anatomy of at least eighty.

 

Archery
Taught by: Beekeeper, Farmer, and Ranger vendors.

The Archery skill is used to measure a characters proficiency with projectile weapons. The more skill a character has, the more often they will hit their target, and the more damage they will do.

Archery Weapons:
Bow, Crossbow, Heavy Crossbow, Firebow, Longbow and Quiver, Composite Bow

 

Fencing
Taught by: Armorer and Butcher vendors.

The Fencing skill is used to measure a characters proficiency with weapons designed for stabbing and puncturing. The more skill a character has, the more often they will hit their target. Skill in Tactics will further enhance your combat prowess.

Fencing Weapons:
1 Handed - Dagger, Skinning Knife, Kryss, Rapier, War Fork, Schlager, Whip, Lance
2 Handed - Short Spear, Spear, Pitchfork, Double-bladed staff, Pike

 

Healing
Taught by: Baker, Leatherworker, Provisioner, and Tailor vendors.

This skill is a measure of a characters knowledge of how to heal wounds and draw out poisons. This skill can be used at any time, even in combat, by using a bandage on a selected being. The amount of damage the target has taken dictates the difficulty of the heal, meaning that after taking a decent amount of damage it may be impossible for your character to heal anything. Healing yourself takes a base time of twenty seconds, and healing someone else takes fifteen. These times can be lowered by the Anatomy skill.

When in combat your healing attempt can be interrupted, lowering the amount of damage healed, or reducing the chance to cure poison. When hit while attempting a heal there is a dexterity check made. If you succeed nothing happens, but if you fail your characters fingers slip, raising the difficulty of the heal for each occurance.

 

Leadership
Taught by: Bard vendors.

The Leadership skill is in effect the measure of a characters charisma and knowledge of how people work. There are two uses for this skill, gathering henchies to fight by your side, and taunting an enemy to draw their attention.

Henchmen are warriors that have joined with you to fight for your cause, whatever it may be. Finding a potential henchie is simple, look for an NPC in all leather armor in town. If you bring up their paperdoll, it will say "<Name> the Warrior." Any warrior that has a name in parenthesis after their name belongs to the person in the parenthesis. To recruit the henchman, simply walk up to them and use the word "join" If a henchman refuses to join you, it is because your skill in Leadership is too low.

The direct use of this skill, taunting an enemy, causes them to change their target to you. This is useful to keep them from closing in on ranged allies, or from beating down on your henchmen. Taunting will not enable you to get a creature to attack anything but yourself.

Note: To set up an in game macro for taunting, use the skill Enticement.

 

Macefighting
Taught by: Alchemist, Armorer, Mage, and Scribe vendors.

The Macefighting skill is used to measure a characters proficiency with weapons designed for crushing and smashing. The more skill a character has, the more often they will hit their target.

Macefighting Weapons:

1 handed - Smiths Hammer, Club, War Axe, Mace, Maul, Sledgehammer, Hammer Pick, Wands, Flail, Scepter
2 handed - Sheperds Crook, Black Staff, Gnarled Staff, Mage Staff, Warhammer, Warmace, Pickaxe, Quarterstaff, Iron Staff, Glaive

 

Parrying
Taught by: Armorer vendors.

Parry is the ability to effectively use a shield in combat, and your skill determines two things. First, it determines the amount of armor you gain from equipping a shield, the higher your Parry, the more armor a shield will give you. Second and most importantly, it allows you to deflect and take no damage from a blow in your characters forward 180 degree arc. The first check in whether or not your character parries a blow is if the attack hits or not. If the blow would hit, there is a check between the attackers weapon skill and the defenders parry skill to see if the blow is deflected.

 

Swordsmanship
Taught by: Armorer and Butcher vendors.

The Swordsmanship skill is used to measure a character's proficiency with weapons designed for chopping and slicing. The more skill a character has, the more often they will hit their target.

Swordsman Weapons:

1 handed - Butcher Knife, Cleaver, Hatchet, Longsword, Scimitar, Katana, Broadsword, Cutlass, Battleaxe, Etched Axe, Double-head Axe, Single-edge Sword, Broadsword II, Sickle, Wide Sword
2 handed - Viking Sword, Axe, Doubleaxe, Executioners Axe, Large Battleaxe, Two-handed Axe, Bardiche, Halberd, Daikatana, Two-hand Sword II, Bastard Sword, Crescent Blade, Scythe

 

Tactics
Taught by: Armorer vendors.

This skill is a companion to all the combat skills, melee and ranged, and helps to determine the kind of hit made by your character. Depending on the kind of hit, your character can do more, equal, or less than the base damage for the weapon they are using. In effect, where the relevant combat skill measures your prowess in that particular weapon type, Tactics measures your ability to put it into practical usage.

 

Wrestling
Taught by: Baker, Leatherworker, Provisioner, and Shipwright vendors.

The Wrestling skill is used to measure a character's proficiency in unarmed combat. The more skill a character has, the more often they will hit their target.

Wrestling is the generic name for unarmed combat here; it can be assumed to be any unarmed fighting style you wish for your character.


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