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 Skill List

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Kalisie
Admin


Posts : 22
Join date : 2012-10-08
Location : 1st Floor

Character Information
Level: 1

PostSubject: Skill List   Mon Oct 08, 2012 6:02 pm

OFFENSIVE SKILLS

STRAIGHT DAGGERS
For the use of tiny straight bladed weapons like stilettos, dirks, and katars. These tiny weapons are the fastest weapons, although they do significantly less damage. This is especially apparent on bosses.

CURVED DAGGERS
For the use of small curved weapons like jambiyas, kukris, and tantos. These tiny weapons are the fastest weapons, although they do significantly less damage. This is especially apparent on bosses.

ONE-HANDED STRAIGHT SWORDS
For the use of smaller straight edged weapons like longswords, rapiers, and spathas. Superior thrusting techniques and medium speeds.

TWO-HANDED STRAIGHT SWORDS
For the use of large straight edged weapons like greatswords, claymores, and zweihanders. The slowest weapons but definitely the most damaging.

ONE-HANDED CURVED SWORDS
For the use of smaller curved bladed weapons like cutlasses, katanas, and scimitars. Superior cutting and medium speeds.

TWO-HANDED CURVED SWORDS
For the use of large curved bladed weapons like heavy talwars, falchions, and nodachis. The slowest weapons but definitely the most damaging.

ONE-HANDED BATTLE AXES
For the use of smaller heavy headed bladed weapons like axes, tomahawks, and onos. Slightly faster than a one-handed sword and better at cutting through resistances, though they lack all thrusting ability and their raw damage is a little lower.

TWO-HANDED BATTLE AXES
For the use of large heavy headed bladed weapons like heavy axes, dane axes, and war axes. Lower damage than a two-handed sword, but it punches though shields and resistances alike with relative ease.

ONE-HANDED ASSAULT SPEARS
For the use of long thrusting weapons like shortspears, hastas, and spontoons. Good thrusting but weak cutting.

TWO-HANDED ASSAULT SPEARS
For the use of long, heavy thrusting weapons like tridents, ranseurs, and lances. Excellent thrusting ability but just as slow as other heavy two-handed weapons.

POLEARMS
For the use of long hacking weapons like halberds, scythes, and poleaxes. The long reach is a disadvantage at short ranges where the deadly end of the weapon is too far away to be effective.

ONE-HANDED WAR HAMMERS
For the use of blunt weapons like blacksmith hammers, maces, and cudgels. Good for weapon breaks and generally very heavy.

TWO-HANDED WAR HAMMERS
For the use of massive blunt weapons like dire flails, heavy maces, and sledgehammers. Heaviest weapons, thus amazing for weapon breaks.

WEAPON THROWING
~this actually has a whole other set of rules dedicated to it and far to long to be placed just in here. To crunch is down though just understand that size, shape, and whether its sharp, blunt or if its even arrow-dynamic all gets calculated and plays into this skill.

EXTRA SKILLS


(SPECIALTY)

HAND TO HAND
For the use of a player's hands and feet in combat. Also governs the use of weapons like knuckles, gauntlet spikes, and wrappings. Given as a quest reward by an NPC on the 2nd floor. Allows attacking with bare hands. Cannot be removed

KATANA
Requires «One-Handed Curved Sword» to unlock.

MEDITATION
Given as a quest reward by an NPC on the 6th floor. Increases HP regeneration and decreases the remaining time of negative statuses by entering a mental concentration pose.

DEFENSIVE SKILLS

LEATHER EQUIPMENT
For the use of pliable or molded leather armor. Generally offers a good range of movement with medium protection. Has the potential to offer amazing protection, depending on the strength of material used. Also governs the ability to wear cloth garments.

LIGHT METAL EQUIPMENT
For the use of metal armor while three or less pieces are equipped. The rest of the equipment can be made up of non-metal gear such as cloth. Some metal gear is specifically light metal only. Also governs the ability to wear cloth garments.

HEAVY METAL EQUIPMENT
For the use of more than three pieces of metal equipment. Some pieces of gear are specifically heavy metal only. Using lots of metal armor slows movement, but increases defenses. Also governs the ability to wear cloth garments.

SHIELD EQUIPMENT
For using all kinds of offhand shields. They offer the ability to easily block and deflect powerful blows at the cost of lowering your weapon speed.

PARRYING
While the ability to parry enemy attacks doesn't require the use of this skill, the skill unlocks an Sword Art-like ability. An offensive Sword Art striking a user's weapon with parry can send the opponent staggering from a powerful recoil.

WEAPON GUARD
Allows use of weapon to defend against attacks instead of a shield

BATTLE HEALING
Recover certain amount of HP every 10secs. It can be leveled up by constantly getting your HP into the red zone.

EMERGENCY RECOVERY
No data at this time, assumed you could instantly activate a moderate heal on one's self.

EXTENDED WEIGHT LIMIT
Name is self explanatory, however we could also assume this either negates some of the weight being worn or applies to how much one can
carry without being burdened.

MEDICINE-MIXING
No data presently, assumed name is self explanatory.

FAMILIAR RECOVERY
No data, assumed to be a pet heal-over-time (HoT) or an instant moderate heal.

FAMILIAR COMMUNICATION
No Data, assumed this makes the familiar more intelligent, able to follow more complex commands. Basically raising their mere animal intellect to somewhere about the same as a Pokemon's.

CRAFTING SKILLS

SALVAGING
Allows the breakdown of equipment at or below the skill level. The raw materials can then be used to create new things. Breaking down crafted gear will not always return the materials used to create it.

LEATHERWORKING
For the crafting of pliable and molded leather armors out of raw materials..

METAL ARMOR FORGING
For the creation of metal armors out of raw materials..

SLASHING WEAPON FORGING
For crafting all weapons generally used as slashing weapons. This includes swords, axes, curved daggers, and polearms.

BLUNT WEAPON FORGING
For the creation of blunt weapons which are basically only hammers.

THRUST WEAPON FORGING
For the creation of straight daggers and spears.

TAILORING
For crafting garments from cloth that can be worn by just about anyone.

METAL REFINING
For improving the qualities of metals. Useful for weapon and metal armor forging.

TANNING
For improving the quality to leather. Useful for the leatherworking skill.

WEAVING
For improving of cloth scraps. Useful for the tailoring skill.

ALCHEMY
For crafting of various potions from materials. The variety is great, though the process is easy.

COOKING
For making delicious food out of various collected ingredients. There isn't a combat advantage to having cooking, but it is nice to be able to eat
good food.

OTHER SKILLS
FISHING
Used to catch fish in the various pools of water around the world. Things other than just fish can be caught and even the fish themselves have more uses than just eating. Fishing is possibly the only real "gathering" skill in the game. Taking the skill grants you a free fishing pole.

PERFORM
Allows the user to play instruments very well. So long as the character can think up the proper tune, the game will automatically control the character to play it. The more complex the tune, the higher the skill must be.

HIDING
For avoiding detection. With higher levels of hiding, characters are less likely to draw monster agro and can disappear from player's peripheral vision. Later levels the player can gain a slight transparency effect.

PERCEPTION
Allows the user to hear and see more clearly, as well as widening their field of view. Sounds around the character are amplified to them, although not in an earsplitting way. Think of it as a heightened awareness.

TRACKING/SEARCHING
Grants the ability to see slight trails of color that lag behind character's feet. Similar to footprints, but slightly more obvious. At low levels the color is very faint and difficult to see. As the level rises, the color trail becomes more vibrant and obvious. This skill can be turned off.

DETECTION
Prevents ambushes. Greater mastery allows detection of monsters in «Hiding» status. (I personally don't see how this one is any different that perception, so this might be the same skill with a different name, it is from a different website)

SPRINT
Grants the ability to gain short bursts of enhanced movement. This is really only useful for closing gaps or dodging extremely slow attacks. Low levels the increase is barely noticeable. Even at max rank, the speed increase isn't godly.

ACROBATICS
Allows the user improved abilities when preforming any sort of acrobatic feat. Tumbling, leaping, wallclimbing. Hardcore parkour. Like most other skills, it starts extremely weak and slowly grows in power.

NIGHT VISION
Night vision increases the speed and the magnitude at which a character's eyes adjust to light. At low levels the difference is barely noticeable, however as it increases the character gains increasingly stronger sight to the point where, at maximum level, there really isn't much of a different between light and dark in terms of awareness. This ability cannot be turned off.

PURSUIT
Requires «Tracking» to unlock. Raises effectiveness while hunting monsters. Can be used to pursue a player whose name is known by displaying their footprints from a certain time, which can be increased with greater mastery of the skill.


RARE SKILLS:
These skills that cannot be chosen by a player, but must be given to them by the system either at random, or after they meet a specific requirement. Furthermore rare skills do not take up a skill slot, instead they are added at the bottom of the skill list under all the normal skills.

BEAST TAMER
For taming and teaching wild creatures to accompany and fight with you. Only a single animal can be tamed at any given time. The act of taming creatures requires physical contact, time, and concentration. There is a small random chance to receive this skill.
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