Post by Kenway on Jun 3, 2022 23:50:54 GMT -6
Skills in Red may not be used by members of KV.
Miscellaneous Skills:
Arms Lore
Begging
Camping
Cartography
Forensic Evaluation
Item Identification
Taste Identification
Combat Skills:
Archery
Anatomy
Fencing
Focus
Healing
Mace Fighting
Parrying
Swordsmanship
Tactics
Wrestling
Throwing
Trade Skills:
Alchemy (No members of KV may use explosive or necromancy potions, with the exception of when aboard a ship. Then explosive potions may be used to simulate the firing of cannons.)
Blacksmithing
Bowcraft & Fletching
Carpentry
Cooking
Inscription
Lumberjacking
Mining
Tailoring
Tinkering
Magic Skills:
Bushido (Chiv is the only magic skill allowed for warrior builds in KV, with the exception of Ai'led who is grandfathered in and allowed to use Bushido.)
Chivalry
Evaluating Intelligence
Imbuing
Magery (Poison, Curse, Weaken, Poison Field, Mass Curse, Energy Vortex, Summon Daemon) (Knights may not use Magery.)
Meditation
Necromancy
Ninjitsu (I'm open to a discussion on some spells being allowed for Rangers/Scouts like shadow jump).
Resisting Spells
Spellweaving (Summon fiend, Dryad's Allure, Reaper form, Word of Death.) ( Knights may not use spellweaving.)
Spirit Speak
Mysticism ( Knights may not use Mysticism)
Wilderness Skills:
Animal Lore
Animal Taming (All members are restricted to using one slot pets)
Fishing
Herding
Tracking
Veterinary
Thieving
Detecting Hidden
Hiding (Knights are not allowed to use this skill during combat.)
Lockpicking
Poisoning
Remove Trap
Snooping
Stealing
Stealth (Knights are not allowed to use this skill, possibly limited to Rangers/Scouts.)
Bard Skills:
Discordance
Musicianship
Peacemaking
Provocation
KV is heavily modeled after RP Guilds from Europa. We limit some skills to encourage group play. Chivalry is the only magic skill allowed for warrior builds.