Post by Alexian on Jul 9, 2015 22:18:30 GMT
Metalworking
Smithing
- Level I: The smith can make E-Rank weapons and armor, requiring application as normal and a three-point training
- Level II: The smith can make weapons and armor of one lower his/her own rank, requiring application as normal and a six-point training.
Armorsmith (Requirements: Smithing Level II)
- Level I: The armorsmith can make armor of his/her own rank, requiring application as normal and a nine-point training.
- Level II: The armorsmith can make relic-level armor, requiring application as normal and a twelve-point training.
Weaponsmith: (Requirements: Smithing Level II)
- Level I: The weaponsmith can make weapons of his/her own rank, requiring application as normal and a nine-point training.
- Level II: The weaponsmith can make relic-level weapons, requiring application as normal and a twelve-point training.
Magical Crafting
Conjuring
- Level I: The conjurer can make E-Rank items, only requiring an application as normal.
- Level II: The conjurer can make up to C-Rank items, only requiring an application as normal.
Alchemist (Requirements: Conjuring Level II)
- Level I: The alchemist can make accessories and alchemical items of up to his/her rank, requiring an application as normal and a six-point training.
- Level II: The alchemist can make relic-level accessories and alchemical items requiring an application as normal and a nine-point training,
Enchanter (Requirements: Conjuring Level II)
- Level I: Enchanters may enchant an item of up to their rank, adding one major or two minor effects. Items must be re-applied.
- Level II: Enchanters may enchant a relic-level item, adding two major, four minor, or some combination thereof of effects. Items must be re-applied.
Golemancer (Requirements: Enchanter Level IV)
- Level I: Golemancers create a personal Homunculus NPCs of one rank lower than their creator of a chosen type (see summons/animal companions).
Monstrous Chymist (Requirements: Alchemist Level IV, Event or Quest Prize)
- Level I: Monstrous Chymists create monsterous NPCs of one rank lower than their creator of a chosen type (see summons/animal companions)
Engineering
Engineering
- Level I: Engineers can make guns and machines of E-Rank. Requires application as normal and three-point training.
- Level II: Engineers can make guns and machines of C-Rank and lower. Requires applications as normal and six-point training.
Mechanic (Requirements: Engineering Level II)
- Level I: Mechanics can make machines of B-Rank and lower. Requires applications as normal and nine-point training
- Level II: Mechanics can make machines of S-Rank and lower. Requires applications as normal and twelve-point training
Gunsmith (Requirements: Engineering Level II)
- Level I: Gunsmiths can make guns of his/her rank and lower. Requires applications as normal and nine-point training.
- Level II: Gunsmiths can make relic-level guns. Requires applications as normal and twelve-point training.
Magitek Engineer (Requirements: Engineering Level II, Event or Quest Prize)
- Level I: Magitek Engineers may infuse magical properties into technology, such as creating casters (guns that shoot magic instead of bullets)
- Level II: The Magitek Engineer is so skilled now, as to create an Airship of their very own engineering (counts as a relic.)
Potionmaking
Brewing
The ability to brew or create liquids that boost the powers, abilities or effects of those whom drink the concoction and also includes the ability to make poisons.
- Level I: User can create up to D rank potions, brews, and poisons requiring a application. These items may only have 1 effect each.
- Level II: User can create up to one rank lower potions, brews, and poisons requiring a application. These items may have only 1 effect each.
Tincturing (Requirements: Brewing Level II)
The ability to create or enhance already made brews into a superior specimen. Those with this ability look to perfect their craft.
- Level I User can create up to same rank potions, brews, and poisons requiring a application. These items may have double the effect of a potion of the same rank.
- Level II User can easily identify potions, brews, and poisons by smell/sight alone. Even if a potion, brew, or poison is masked or has been made odorless, they will still be able to tell just from small effects on nearby items or even the way it "sits" upon a breeze.
Mix Master (Requirements: Brewing Level II)
The ability to brew multiple effects into one item. Those with this ability look to expand their craft
- Level I: User can create up to same rank potions, brews, and poisons requiring an application. These items may only have 2 effects each.
- Level II: User can create up to same rank potions, brews, and poisons requiring an application. These items may only have 3 effects each.
World Building
Mercantile
Merchants are able to open PC-owned 'shops', which are open roleplay threads where they may hock their wares. This allows them to sell items for Crowns and make a living, as well as create a world economy for Trinor.
Architecture
While generic buildings and imagination is always a factor, only the Architects of Ttrinor may create special stickied threads for custom buildings and special subforums for large areas such as guild centers and towns.
Negotiator: Those with a silver tongue and an iron stance tend to have an advantage when it comes to conducting business. Training their abilities to read both situations and people, these master word smiths know just how far they can push a person when it comes to negotiating prices. For each rank in this skill, you gain a 10% increase to the amount of crowns you receive from a quest.
Stewardship
Commander: While many hold the respect of their soldiers, few command it utterly with their every action. These are men and women who can influence the course of battle by their simple presence. Commanders with a higher skill rating will always have an advantage over others in war. Those starting at skill rank 0 may bring ten (10) war units, with skill rank 1 leader twenty (20), skill rank 2 leading fourty (40), skill rank 3 leading seventy (70), and skill rank 4 leading one-hundred (100) war units.
Quartermaster (Requirements: Commander Level IV)
- Level 1: Quartermasters reduce cost for hiring new War Units to 75%, and advancement costs are reduced by 500 crowns.
Creature Tamer: There are some individuals who have learned the skill to hunt and tame wild beasts and magical creatures of up to one rank lower than the Tamer and may be applied for as an Animal Companion. Rank I Tamers can tame Animals, while Rank II Tamers can tame Magical Beasts, Rank III Tamers can tame Abberations, Rank IV Tamers can tame Monstrous Humanoids, and Rank V Tamers can tame Draconic. The number of creatures a Tamer may have under their control at once is equal to their skill ranks.
Smithing
- Level I: The smith can make E-Rank weapons and armor, requiring application as normal and a three-point training
- Level II: The smith can make weapons and armor of one lower his/her own rank, requiring application as normal and a six-point training.
Armorsmith (Requirements: Smithing Level II)
- Level I: The armorsmith can make armor of his/her own rank, requiring application as normal and a nine-point training.
- Level II: The armorsmith can make relic-level armor, requiring application as normal and a twelve-point training.
Weaponsmith: (Requirements: Smithing Level II)
- Level I: The weaponsmith can make weapons of his/her own rank, requiring application as normal and a nine-point training.
- Level II: The weaponsmith can make relic-level weapons, requiring application as normal and a twelve-point training.
Magical Crafting
Conjuring
- Level I: The conjurer can make E-Rank items, only requiring an application as normal.
- Level II: The conjurer can make up to C-Rank items, only requiring an application as normal.
Alchemist (Requirements: Conjuring Level II)
- Level I: The alchemist can make accessories and alchemical items of up to his/her rank, requiring an application as normal and a six-point training.
- Level II: The alchemist can make relic-level accessories and alchemical items requiring an application as normal and a nine-point training,
Enchanter (Requirements: Conjuring Level II)
- Level I: Enchanters may enchant an item of up to their rank, adding one major or two minor effects. Items must be re-applied.
- Level II: Enchanters may enchant a relic-level item, adding two major, four minor, or some combination thereof of effects. Items must be re-applied.
Golemancer (Requirements: Enchanter Level IV)
- Level I: Golemancers create a personal Homunculus NPCs of one rank lower than their creator of a chosen type (see summons/animal companions).
Monstrous Chymist (Requirements: Alchemist Level IV, Event or Quest Prize)
- Level I: Monstrous Chymists create monsterous NPCs of one rank lower than their creator of a chosen type (see summons/animal companions)
Engineering
Engineering
- Level I: Engineers can make guns and machines of E-Rank. Requires application as normal and three-point training.
- Level II: Engineers can make guns and machines of C-Rank and lower. Requires applications as normal and six-point training.
Mechanic (Requirements: Engineering Level II)
- Level I: Mechanics can make machines of B-Rank and lower. Requires applications as normal and nine-point training
- Level II: Mechanics can make machines of S-Rank and lower. Requires applications as normal and twelve-point training
Gunsmith (Requirements: Engineering Level II)
- Level I: Gunsmiths can make guns of his/her rank and lower. Requires applications as normal and nine-point training.
- Level II: Gunsmiths can make relic-level guns. Requires applications as normal and twelve-point training.
Magitek Engineer (Requirements: Engineering Level II, Event or Quest Prize)
- Level I: Magitek Engineers may infuse magical properties into technology, such as creating casters (guns that shoot magic instead of bullets)
- Level II: The Magitek Engineer is so skilled now, as to create an Airship of their very own engineering (counts as a relic.)
Potionmaking
Brewing
The ability to brew or create liquids that boost the powers, abilities or effects of those whom drink the concoction and also includes the ability to make poisons.
- Level I: User can create up to D rank potions, brews, and poisons requiring a application. These items may only have 1 effect each.
- Level II: User can create up to one rank lower potions, brews, and poisons requiring a application. These items may have only 1 effect each.
Tincturing (Requirements: Brewing Level II)
The ability to create or enhance already made brews into a superior specimen. Those with this ability look to perfect their craft.
- Level I User can create up to same rank potions, brews, and poisons requiring a application. These items may have double the effect of a potion of the same rank.
- Level II User can easily identify potions, brews, and poisons by smell/sight alone. Even if a potion, brew, or poison is masked or has been made odorless, they will still be able to tell just from small effects on nearby items or even the way it "sits" upon a breeze.
Mix Master (Requirements: Brewing Level II)
The ability to brew multiple effects into one item. Those with this ability look to expand their craft
- Level I: User can create up to same rank potions, brews, and poisons requiring an application. These items may only have 2 effects each.
- Level II: User can create up to same rank potions, brews, and poisons requiring an application. These items may only have 3 effects each.
World Building
Mercantile
Merchants are able to open PC-owned 'shops', which are open roleplay threads where they may hock their wares. This allows them to sell items for Crowns and make a living, as well as create a world economy for Trinor.
Architecture
While generic buildings and imagination is always a factor, only the Architects of Ttrinor may create special stickied threads for custom buildings and special subforums for large areas such as guild centers and towns.
Negotiator: Those with a silver tongue and an iron stance tend to have an advantage when it comes to conducting business. Training their abilities to read both situations and people, these master word smiths know just how far they can push a person when it comes to negotiating prices. For each rank in this skill, you gain a 10% increase to the amount of crowns you receive from a quest.
Stewardship
Commander: While many hold the respect of their soldiers, few command it utterly with their every action. These are men and women who can influence the course of battle by their simple presence. Commanders with a higher skill rating will always have an advantage over others in war. Those starting at skill rank 0 may bring ten (10) war units, with skill rank 1 leader twenty (20), skill rank 2 leading fourty (40), skill rank 3 leading seventy (70), and skill rank 4 leading one-hundred (100) war units.
Quartermaster (Requirements: Commander Level IV)
- Level 1: Quartermasters reduce cost for hiring new War Units to 75%, and advancement costs are reduced by 500 crowns.
Creature Tamer: There are some individuals who have learned the skill to hunt and tame wild beasts and magical creatures of up to one rank lower than the Tamer and may be applied for as an Animal Companion. Rank I Tamers can tame Animals, while Rank II Tamers can tame Magical Beasts, Rank III Tamers can tame Abberations, Rank IV Tamers can tame Monstrous Humanoids, and Rank V Tamers can tame Draconic. The number of creatures a Tamer may have under their control at once is equal to their skill ranks.