Difference between revisions of "Miniskills"

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Revision as of 00:17, 17 April 2012

Miniskills are the same as skills in every respect except that they get listed separately when you type SKILLS, and they take far fewer lessons - roughly half the cost of a general skill - to master. Most of the miniskills serve to increase player resistance to various damage types.

Antidotes

Many are the foul poisons in the land and the wise player doses himself with small doses of these venoms in order to build resistance to them. This skill will do this; slowly strengthening your body's natural ability to ignore damage caused by venoms.

*Note*: 'Venoms' as used here represents poison damage. For information on the Syssin skillset of the same name, please click here.

Those who are Transcendent in Antidotes gain the "Purge" ability, which allows them to purge their body of the effects of alcohol, cactus weed and the ebrius serum. The syntax for this is PURGE BODY or PURGE SUBSTANCE.

Constitution

Most magical damage is caused by the forces of magical energy to simply pound away at your body in different forms. Constitution will train your body to resist this magical damage.

Once you are transcendent in this skill you will begin to store a portion of this magical damage as energy. You can RELEASE ENERGY FOR ENDURANCE/WILLPOWER to restore lost endurance or willpower respectively.

Fitness

The benefit of exercise, whether by single combat or simple running, have long been known in Aetolia and Fitness is the skill with which you will strengthen your lungs and increase your endurance. As your fitness increases, you will find yourself recovering endurance more quickly.

Additionally, your skill level in fitness will reduce the damage you take from asphyxiation based attacks.

Frost

Frost represents the body's ability to resist extreme cold. At a certain level within the skill, you will gain total immunity to the vagaries of normal weather, and as you increase generally, your resistance to cold-based attacks will increase.

Galvanism

Galvanism is one of the basic defensive skills. It represents the body's resistance to damage by electricity. It might, for example, reduce the damage you'd take from a Druid's grove lightning strike, or a Sciomancer's stormhammer.

Horsemanship

Horsemanship is a miniskill that provides the user of it abilities pertaining to riding and caring for a steed.

If you are mounted on a steed capable of flying, you may use SPUR MOUNT SKYWARDS to have it take you up into the skies.

Mounts may be bought from stables across the land. Owners of mounts may also keep their steeds in these stables, so that they are not in danger from anything in the outside world. For a list of stables and which mounts they sell, please click here.

Philosophy

The training of the mind in a logical, orderly manner has been shown to be a very effective way of defending yourself from psychic damage. As you progress in the skill, your resistance to psychic attacks will increase. You'll also notice that your willpower recovers more quickly as your skill in philosophy rises.

Transcendent Philosophy will grant the adventurer the ability to participate in PsyCombat.

Thermology

Thermology is the study of the fire and heat that power life. It seeks to increase the body's natural ability to cool itself and thereby reduce the harmful effects of heat.