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Skills and Abilities

 

Much of your life in Aetolia will revolve around your skills. Skills are either sets of abilities or a single ability representing how well you do something (like dodge arrows and sword blows, for instance).  Furthermore, many skills have anywhere from 20 to 50 abilities within the skill. An ability could be an individual spell, or something like a particular type of kick or swordstroke.

Guild skills are exclusive to each guild, and are better described in our Classes section

General Skills


Avoidance

As you train in Avoidance, you will learn the art of controlling your prana-musculature in order to quickly avoid a physical attack, or divert it in a manner that makes it less effective.

Survival

Survival deals with outdoors issues as well as general survival issues. Abilities in it include being able to swim, climb trees, attack dimensional wormholes, heal your limbs by force of will alone, and many other useful abilities.

Tattoos

As you learn higher in the skill of Tattoos, you will be able to place more and more tattoos on your body, until such time as you are able to place two tattoos on each bodypart. It also includes the inking of said tattoos.

Vision

Vision is a selection of abilities all related to your perception of the world around you. Vision seeks to primarily increase your visual acuity. Starting off with simple tricks of observation, Vision will eventually give you the power of far-seeing, as well as the power to examine your subconscious and profit thereby.

Weaponry

Weaponry is a skill that everyone acquires. Although anyone may use any weapon in Aetolia, those untrained in weaponry, and without proficiency in that weapon, will find it difficult to be effective with it.


General skills constitute knowledge available to all. Anyone knowledgeable in these skills may teach them, and all may learn them to completion.

Mini Skills


Antidotes
Constitution
Frost
Fitness
Galvanism
Horsemanship
Philosophy
Refining
Thermology

Miniskills take far fewer lessons than traditional skills, but are still available to all by default. Most possess only a single ability within, but are related to damage resistances. Refining and Horsemanship, however, are filled with abilities related to their subject matter.

Mercantile Skills


Forging

The skill of creating weapons and armour.

Toxicology

The ability to create and sell venoms.

Herbalism

The skill to create pills from herbs.

Apothecary

The ability to produce elixirs and poultices.

Coming Soon - Enchanting!

Either enchanting pre-existing items with magical powers, or creating magical items. - Currently Mage-only


Mercantile skills are unique skillsets focused on the creation and sometimes customization of items essential to characters in Aetolia. Each character may possess one and only one Mercantile skill, so choose wisely!

Trade Skills


Woodcraft
Tailoring
Jewelcraft
Cooking
Brewing
Furniture

Trade skills are skills that can be obtained by purchasing a permit from a craft guild office found in any major city. They deal with crafting new items from designs, and eventually, your own unique designs!

It is important not to confuse Mercantile skills with Tradeskills, of which you can learn as much and as many as you please.

Talents


Floristry
Fletching
Pyrotechnics
Luthier
Ventier
Linguistics
Bombcrafting
Fumology
Tambourier
Papercrafting
Taxidermy
Barding

Talents can provide you with some extra abilities that will bring unique qualities to your life in Aetolia. Talents work much the same as many other skills, however once a Talent is acquired, you have no need to learn any further.

Practical Skills


Fishing

Practical skills provide alternate means of commodity generation or economic value. They have an initial cost to purchase and require use to increase.