Helpfiles
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1.2 UNWRITTEN LEGENDS
Set in the expansive world of Thrael, Unwritten Legends is a text-based multiplayer role-playing game of epic proportions.
Boasting unprecedented staff interaction and plot development, Unwritten Legends is committed to providing the finest interactive fantasy fiction the web has to offer, allowing you to mold the history and set the storylines.
As the internet continues to grow at an exponential rate, Unwritten Legends fulfills the need for an original, rich in design, multiplayer role-playing game.
The world is created in the genre of the middle ages and encompasses a group of countries and continents, consisting of areas reminiscent of ancient Europe, Asia and Africa with a heavy dose of fantasy.
We allow our patrons to mold their characters in all ways, providing interaction, crafts, guilds and challenges that present a fun-filled exciting experience for all involved.
The staff helps our patrons form a community as we supply them with able assistance and compassion.
Adults of all ages and backgrounds enjoy the unique, upscale, educational, and innovative environment that Unwritten Legends provides.
2.14 MAPS
Maps
You may find in-character maps at 'Bywater Cartography' in the City of Kaezar.
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>The clanging of metal against metal reverberates from the northeast as a ship is tied up at the pier.
2.17 TIPS AND TRICKS
Welcome to Thrael.
Our world is rich with detail and unexpected surprises. To look at a person or item, simply type <look person's name> or <look name of item>. For example, <look Dyannah> will show you what she looks like physically as well as all her visible items (don't be surprised if you see scary stuff when you gaze upon her!). <look table> will give you a description of the table. You can also look on, in, behind and under certain objects. <look on table> will show you anything that is on the table, and <look in backpack> will show you what is in the backpack, etc.
Using the pronoun "my" will eliminate a good bit of confusion. If you have a pouch on your body and there is another lying on the ground, <look in pouch> will default to the one on the ground, but <look in my pouch> will let you look in yours.
If you have more than one pouch, <look in my pouch> will show you the contents of your first pouch, however to see the contents of a second pouch, you need to type <look in my other pouch> or <look in my red pouch> or <look in my second pouch>. To remove items, many times the second pouch is over the first, so try to remove second pouch before you remove the pouch.
Similarly, when there is more than one of the same type of item in a room, you need to specify with either a number or an adjective, which one of the items you wish to examine. <look on table> will show you the contents of the first table, <look on other table> will show the contents of the second table as will <look on second table>. If there are more than two of the same items in the room, and they use descriptive adjectives, you can use them like this: <look at red door>, <look at green door>, etc.
The parser recognizes possessives, but only if you use 's. Therefore, <look dyannah's pouch> will specify her pouch. The possessive variation on verbs will work with items and MOBs, also, such as <look rack's sword>, <tap orc's shield>, and can be combined with numerical descriptors, such as <look Imari's other pouch> or <steal Ione's third purse>. In order to strike at a creature's body parts, you will need to use 's, such as <kill orc's arm>.
When shopping, tap the item you want to buy before you buy, it will help avoid errors. For example, tap stitched pouch could tap the stitched red pouch and you wanted the stitched black pouch, so tap second stitched pouch would be the black. Then you would know to buy second stitched pouch.
You can also interact with items in a room with a surprising degree of realism. <look> at the things you see in the room. Many can be manipulated in some way. Try to interact with verbs like <touch>, <drink>, <lean>, <get>, <kick>, and so forth. All chairs can be sat on, you can lie on all beds and, in fact, you can interact with all the furniture in the world of Thrael either through lie, sit, stand, or kneel, and hide behind it.
To get a list of verbs, type verblist. Just typing adverbs will tell you all the ones we have in game. Verbs that work with hidden exits such as holes and ladders and anything not listed in obvious exits are go, climb, jump and swim. Commandlist gives a list of different player commands.
Many of the mobs throughout the world can be asked questions. Pick the right questions and they can be helpful, the wrong will get you answers as well, but not what you seek. Many are trainers as well, so you might want to see if they can help you. The syntax is train with <person>. Lecturers who will teach spells are found in special areas, your search for them will add to the fun of your gaming experience, but once found they will instruct you in how your spells work. You need to listen to the entire lecture to learn.
To find players in game, you might want to look in inns and pubs, our local lushes can usually be found there.
If you need to ask someone something that is considered ooc play in game, please use oocwhisper <person> message or ooc <person> message. Our players take their role play seriously, and we take our players seriously.
As far as hunting, new players would do well out the west gate of Kaezar on the walk between Kemstead and Kaezar. Also, easterly off Abbey Road in Kemstead and in the warehouse in Koje. On site, we have a list of creatures in the Bestiary and their levels. This should help you gauge who to hit and who to steer clear from in your travels.
Leveling happens naturally in UL. As your experience points go up, you automatically go up a level. The system notifies you with a.."You have gained a level." system message.
We have two channels set up for ooc usage. By typing gamehelp on, you access the gamehelp channel where you can ask ooc questions about the game, such as <gamehelp My defense goes down when wearing armor, is this correct?"> The second channel, beta is accessed by typing beta on. This channel is for ooc chatter but should be kept to a minimum. For example, you could type <beta Today is my birthday!>
Have fun and enjoy the wonderful world of Unwritten Legends.
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help files 3
3 YOUR CHARACTER
3.1) Chargen
3.2) Experience
3.3) Consumable Statistics
3.4) Fame
3.4.1) Fame Reward System
3.4.2) Fame Reward List
3.4.3) Credit Reward System and List
3.5) Skillpoints
3.6) Lessons
3.7) Titles
3.8) Languages
3.9) Background
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3.1 CHARACTER GENERATION
You've received your acceptance letter and figured out how to enter the world of Thrael and have just found yourself in a room called Outside the Realms, The Character Creation Lounge, what to do now?
This is where you will create your character. It may all seem confusing at first, but there are guides to help you find your way around so you may set up a viable pc that will give you the most fun. These guides can be found in game as well as on site.
The first thing we recommend you to do is type, help. It will show you all the help files that are ready to explain the workings of our game.
Typing help races will tell you about the different races. Pick the one you are interested in and type in the numbers. For example, if you wish to be a daun, typing help daun will tell you about the race of men called dauns. To learn about the subraces, you will need to access the website at http://www.unwritten.net/lore/index.php and scroll down to races, reading about the different subraces and their added strengths and type of traits.
Just keep in mind when using the chargen, to type the choices as one word, such as SetRace, SetSubRace, SetGender, SetAge, SetProfession, SetPatronMoon, SetStartLocation, SetDominantHand, SetStatFocus, SetInnateSkill, SetStat, SetLastName, and SetTrait.
To decide on a profession, as well as get information on what skills are best for that profession, type help profession, pick the profession you wish to know more about, and then type help empath for empath or help mercenary for mercenary, etc. Typing help mercenary works as well. Remember, mercenaries and wilders must chose a style. This is done by typing 'train with trainer'. The styles are explained in their profession files.
In the profession help files, you'll notice that we have listed what skills and stats are best for your profession. This will help when you pick the seven innate skills that you are allowed. Innates gain skill points faster than other skills, helping to make your character more efficient in those skills that need to be more effective. By typing help skills, you will see a listing and explanation of every skill.
Setting stat focus will allow you to pick whether you wish to be stronger in the mental stats or the physical. We suggest magic uses pick the mental stats, where sword swingers go with the physical stat bonuses.
Set stat will allow you to set the points you want on each of your stats. The help file again is most, well, helpful with this. Help stats lists all the stats as well as explaining them.
Set Gender is just that, male or female. Set moon at this time is mainly just a random choice but one day may figure in to magic use. Tempest being sort of the dark moon, Tael being the light moon and Tallow being neutral. Setting your dominant hand decides if you swing a sword with your left or your right hand.
Now you are ready to set your last name and then most important of all, just how you will look. If you have set your race and subrace, you are ready for this step. It will guide you through setting eye features and color, shape of your nose, your mouth, your hair color, the way you wear it, if you have a beard or are clean shaven, etc. Just follow suit as it leads you from one trait to the next.
Once you have filled in all the character traits and are pleased with your decisions, you are ready to enter Thrael.
By typing CreateCharacter, you will find yourself in the little town of Kemstead in Peregorne, a good place for a newly arrived character to begin and even in the towns, you can again use the help files to assist you in getting around, interacting with others and learning the ropes. If you've chosen to be a Qai Monk, you will find yourself in Koje, a town with a more 'Asian' flavor, on the continent of Vash..
Welcome to Unwritten Legends and we hope this helped to start you on your way to becoming one of the members of our close knit family of players!
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>help 3.2
Welcome to the Unwritten Legends Player Help system.
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3.2 EXPERIENCE
Unwritten Legends uses an unusual experience system. When you gain experience, it goes into a buffer that slowly drains over time. This is meant to promote roleplay, as when you have experience in your buffer your character will be advancing in level as fast as possible. The system is also meant to slow down character growth while avoiding forcing players to "grind" for experience.
Any action that causes experience gain always is positively affected by how difficult the action is overall, how long it took to take the action, and how difficult the action is for your character. This keeps experience within an appropriate range for your character.
Combat has a few special rules for experience gain. You will never gain experience from hitting something that is more than 10 levels below you, or less than 3/4 of your level, whichever is lower. When you kill a mobile, you and everyone who killed it gains kill experience. This is an extra boost of experience due to how dangerous combat is in comparison to other tasks.
The experience buffer lets you know how much time is left until it is completely drained, and increases the amount of time it can store as you gain levels. Eventually you will be able to store days of playtime in the buffer. Unfortunately, if you die, you will lose half of your experience buffer. If you end up decaying and going to Ul'Mydar, you lose all of it.
You can gain experience that bypasses the experience buffer through a Role Playing Award (RPA). RPAs are awarded for good roleplaying that staff takes notice of. Since RPAs bypass the experience buffer, roleplaying after you've earned a good amount of time in the experience buffer is an even better idea.
In order to have an idea of how full your experience buffer is, Unwritten Legends also provides something called mental states. In ascending order, the mental states are:
You are musing over a few ideas.
You are reflecting upon recent events.
You are turning things over in your mind.
You are slowly pondering a succession of ideas.
You have attained a state of deep reflection.
Your mind bends beneath the weight of ponderous thoughts.
Your mind is working overtime to digest your recent experiences.
You are meditating heavily upon recent events.
Your head feels as though it is about to explode.
Your mind gyrates wildly and your thoughts spin out of control.
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>help 3.3
Welcome to the Unwritten Legends Player Help system.
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3.3 CONSUMABLE STATISTICS
Consumable statistics are unlike skills and stats. They get used up as your character performs actions or as certain situations affect your character.
Essence
Essence represents how much magical energy your character can manipulate. As your character casts spells or uses magical items, your essence will deplete.
Stamina
Stamina represents how much energy your character has for physical actions such as running and combat. As your character performs difficult or physically draining moves, your stamina decreases. If your stamina decreases to 0 you will fall down exhausted.
Vitality
Vitality represents the amount of blood you have. Taking damage will almost always cause a loss of vitality, as will bleeding. Your character will die if their vitality reaches 0, so it is best to use certain healing herbs or methods to replace lost vitality.
Willpower
Willpower represents how much drive to keep acting your character has. You character will spend willpower to activate abilities by force of will alone. Your character will fall unconscious if its willpower reaches 0.
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>help 3.4
Welcome to the Unwritten Legends Player Help system.
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3.4 FAME
Fame is special statistic that allows you to customize your character even further than money or experience will allow.
You can earn Fame points in a number of ways. You accumulate 50 fame points by logging in every day, and you also earn fame points by receiving a Roleplay Award (RPA) from staff.
As you accumulate fame points by logging in, or by receiving staff-given RPAs by interacting with your game environment, you may also use them to purchase various items or services for your character. Additional information on the Fame Reward System can be found under help 3.4.1..
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>help 3.4.1
Welcome to the Unwritten Legends Player Help system.
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3.4.1 FAME REWARD SYSTEM
To support Unwritten Legends' primary goal of being a roleplay game, we have implemented our long-awaited Fame Rewards system. As you accumulate fame points by logging in, or by receiving staff-given RolePlay Awards (RPAs) by interacting with your game environment, you may use them to purchase various items or services for your character.
This reward system will not replace the staff-driven merchants that are already in the game, and you will continue to find them at the same frequency you always have. Instead, this system is in place to help give props, experience, and character customization to those who wish to utilize it.
To further enhance all enjoyment of this system, we highly encourage our players to REPORT when they witness phenomenal roleplay on someone's behalf, or submit a log of the outstanding roleplay event via e-mail or the forums. This will allow staff to reward with a Peer Submitted RPA.
How To Claim a Fame Reward:
1. Pick the item or service you want from the list found in help 3.4.2. You must meet the fame number requirements.
2. If it is an alteration, you must design your item and then submit it in the following format to fame@unwritten.net
Character Name:
Fame Reward:
If the reward requires a description, please describe it here:
* Please note that you can only have one reward in process at a time.
3. You will be informed by e-mail from a member of the Creative Team when your reward is put through our QC process. If there are issues with the request, an e-mail exchange will occur until the item design or service is finalized. Please note that this process can take some time to be completed, and all rewards will be processed in the order they are received.
4. You will be called up for a customer service consult when your reward is ready, where a deduction will occur to your accumulated fame points.
5. If you would like to claim another fame reward, you would begin the process again.
*-* Important Note *-*
Any rare materials (keafwood, banewood, glacial emeralds, mithryl, etc.) must be provided at the time of the customer service consult. You will be informed of the amount required during the e-mail exchange with the Creative Team. If you have questions regarding rare materials or their conversion rate, feel free to ask the Creative Team member assigned to your reward. The Creative Team may reject a rare material item based upon size, lore requirements, or improbability. (I.e., turning in a 'keafwood twig' and requesting it be made into a 'thick keafwood staff' would not work, whereas turning in six dyadite gems for a setting of a necklace would).
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>help 3.4.2
Welcome to the Unwritten Legends Player Help system.
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3.4.2 FAME REWARD LIST
Revised 9.2.10
*-* All rewards that cannot be redeemed in game using the convert fame to (reward) command are subject to staff approval. *-*
Freebie - To complement the Fame Reward System, each character will be allowed to claim one item from the section below for a cost of 0 fame.
* Customize your character's description, subject to staff approval. Your character's new features must remain within racial guidelines and may not be unnatural or mystical in origin. Allowed: rewording of features and the overall description flow, addition of tattoos or scars, eye or hair color changes (provided they are suitable for your character's subrace). Disallowed: Magically glowing eyes, demonic horns, mystical auras, wings on a race which is not normally winged, etc.
* A simple roleplay prop that is without verbs and nonmagical. Weapons and armor are not included. Staff has discretion in deciding whether a requested item qualifies as a freebie fame reward or would be more appropriately purchased with fame or through the merchant system.
* 20\\\\\\% of a non-monster language with provided backstory with Dyari absolutely excluded.
* 100\\\\\\% of a non-monster language with provided backstory and at the sacrifice of a current starting language down to 0\\\\\\%. Dyari absolutely excluded.
250
* 10 minutes of instantly soaked experience at level. To do this, type: convert fame to experience.
* 1 skill point. To do this, type: convert fame to skill.
* Increase the item limit in a saving room by 1. To do this, type: convert fame to capacity.
500
* Increase the item limit in a pocket dimension by 1. To do this, type: convert fame to capacity.
* Lock down a container or piece of furniture in a room so it cannot be moved. To do this, type: convert fame to lockdown <object>. Warning, this effect is permanent.
2,000
* A simple look alteration of an existing item. The item must be purchased and provided at the time of the alteration. The item's short, long, and look description may be changed. The base material and item type of an item may not be changed: a linen cloak may not be altered into a pair of silk pants, but it could be changed to a linen cape or a linen mantle. Embellishments such as gemstones, trim, etc. must be provided by the player, either in raw or crafted form: for example, a linen cloak may become a pearl-trimmed linen cloak if the player provides a pearl necklace or a bag full of loose pearls. If the player is a crafter making an item for another player, the fame cost may be paid by the crafter, the recipient, or split between both characters.
5,000
* Customize your character's description. Your character's new features must remain within racial guidelines and may not be unnatural or mystical in origin. Allowed: rewording of features and the overall description flow, addition of tattoos or scars, eye or hair color changes (provided they are suitable for your character's subrace). Disallowed: Magically glowing eyes, demonic horns, mystical auras, wings on a race which is not normally winged, etc.
* Customize one of your character's limbs, such as a hand, foot, back, neck, tail, etc. You may change the short and long description of the limb. The same restrictions apply as for description customizations, above. Allowed: changing your character's right hand to "a tattooed right hand" and adding the description of the tattoo to the hand itself. Disallowed: Limbs which are non-standard for your character's subrace, adding additional limbs, removing standard limbs (at this time we cannot support mechanically missing limbs).
* Customize your character's mount's or pet's appearance. Changes to your mount or pet may make the mount or pet into a different breed or variety of the same general animal, but may not change it into a completely different species or add new features outside the range of standard features for the animal, nor will it change the animal's diet, verbs, emotes, limbs, or abilities. You may not significantly change its weight or size. Allowed: Changing a dove into a pigeon, or one breed of dog into another breed of dog. Disallowed: Changing a cat into a duck, adding magical auras or adding wings to a non-flying animal.
* Customize your saving room's appearance. Note that items in your saving room should be reflected in the description.
* Custom scent triggered to 'smell' on your character.
* Custom pre- or post-title that fits your character's roleplay.
* One custom verb added to a pre-owned clothing, jewelry, container, weapon, or armor item. Additional verbs may be purchased for 5,000 fame per verb, to a limit of five verbs per item.
* A basic tier 1 elemental flare added to a pre-owned weapon: earth, fire, ice, lightning, or water, with stock messaging for that type of flare.
* Customize or add three messages from a permanent weapon flare. Additional messages may be purchased for 5,000 fame per set, to a limit of six messages on a flare.
7,500
* Upgrade a tier 1 permanent weapon flare of any type to a tier 2 permanent weapon flare of the same type.
10,000
* A completely custom created non-weapon, non-armor, and non-magical item: clothing, jewelry, containers, etc. Also see the section on "Rare Materials and Quality" for limits on materials which may be requested through the fame system.
* Upgrade a tier 2 permanent weapon flare of any type to a tier 3 permanent weapon flare of the same type.
15,000
* For the first 20\\\\\\% of a non-monster language, with Dyari absolutely excluded. Additional proficiency in a non-monster, non-Dyari language beyond the first 20\\\\\\% may be purchased in further increments of 20\\\\\\% for 10,000 fame, up to 80\\\\\\% proficiency. To do this, type: convert fame to language (nameoflanguage). For example, convert fame to language haish.
30,000
* A completely custom created weapon or piece of armor. See the section on "Rare Materials and Quality" for limits on materials which may be requested through the fame system. You may add one flare or up to five verbs to the item, per the fame costs for verbs and flares given elsewhere in this document.
100,000
* Start a new character on the same account as a noble.
*-* Extra Customization *-*
Items can be further customized over time by using fame points. For example, your simple roleplay prop is a "tarnished silver ring," and once your character has accumulated 5,000 fame, you further customize it by adding an additional verb.
*-* Rare Materials and Quality *-*
Rare metals must be provided. Rare gems must be provided. The final decision regarding what constitutes "rare" is at the sole discretion of the GM handling your fame request. High steel is considered the top metal provided for fame through this system. Conventional high-end gems such as emeralds or white/yellow diamonds are considered the top gem provided for fame through this system. All items created via the fame system are considered to be of NORMAL quality, although lower-quality items can be created on player request.
Please e-mail all requests to fame@unwritten.net.
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>help 3.4.3
Welcome to the Unwritten Legends Player Help system.
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3.4.3 CREDIT REWARD SYSTEM
Retroactively to the beginning of when we began accepting gifts via chip-in, Unwritten Legends is now handing out a new, but closely related to fame, currency simply called "credit." Previously, we handed out fame for gifts to help defray operating costs, and this was a somewhat haphazard approach that we felt could benefit from being formally codified.
Credit is given in a ratio of two points of credit for each cent given. We will only hand out credit until our given month's chip-in budget is met, as we do not feel making a profit on Unwritten Legends is acceptable until such a time as we are confident we have a finished product worthy of being paid for. In short, while our monthly budget is $100 to cover expenses, we will hand out, at most, 20,000 credit.
Only money sent via chip-in is counted toward credit. Chip-in is located on www.unwritten.net.
So what is credit?
Credit IS NOT:
Something you can buy experience or skills with.
Compensation for people who've got a big budget and want to buy advantages for their PCs.
Something staff intends to be used for meaningful mechanical benefit.
Credit IS:
A thank you for players who want to help defray our costs.
A good way to get that alteration you've always wanted, but your schedule doesn't meet up with the merchants.
Limited to certain types of redemption, as below.
Redeemed via fame@unwritten.net, where applicable, and follows the fame rules unless otherwise stated.
250 credit
* Increase the item limit in a saving room by 1. To do this, type: convert credit to capacity.
500 credit
* Increase the item limit in a pocket dimension by 1. To do this, type: convert credit to capacity.
2,000 credit
* A simple look alteration of an existing item. The item must be purchased and provided at the time of the alteration. The item's short, long, and look description may be changed. The base material and item type of an item may not be changed: a linen cloak may not be altered into a pair of silk pants, but it could be changed to a linen cape or a linen mantle. Embellishments such as gemstones, trim, etc. must be provided by the player, either in raw or crafted form: for example, a linen cloak may become a pearl-trimmed linen cloak if the player provides a pearl necklace or a bag full of loose pearls. If the player is a crafter making an item for another player, the fame/credit cost may be paid by the crafter, the recipient, or split between both characters.
5,000 credit
* Customize your character's description. Your character's new features must remain within racial guidelines and may not be unnatural or mystical in origin. Allowed: rewording of features and the overall description flow, addition of tattoos or scars, eye or hair color changes (provided they are suitable for your character's subrace). Disallowed: Magically glowing eyes, demonic horns, mystical auras, wings on a race which is not normally winged, etc.
* Customize one of your character's limbs, such as a hand, foot, back, neck, tail, etc. You may change the short and long description of the limb. The same restrictions apply as for description customizations, above. Allowed: changing your character's right hand to "a tattooed right hand" and adding the description of the tattoo to the hand itself. Disallowed: Limbs which are non-standard for your character's subrace, adding additional limbs, removing standard limbs (at this time we cannot support mechanically missing limbs).
* Customize your character's mount's or pet's appearance. Changes to your mount or pet may make the mount or pet into a different breed or variety of the same general animal, but may not change it into a completely different species or add new features outside the range of standard features for the animal, nor will it change the animal's diet, verbs, emotes, limbs, or abilities. You may not significantly change its weight or size. Allowed: Changing a dove into a pigeon, or one breed of dog into another breed of dog. Disallowed: Changing a cat into a duck, adding magical auras or adding wings to a non-flying animal.
* Customize your saving room's appearance. Note that items in your saving room should be reflected in the description.
* Custom scent triggered to 'smell' on your character.
* Custom pre- or post-title that fits your character's roleplay.
10,000 credit
* A completely custom created non-weapon, non-armor, and non-magical item: clothing, jewelry, containers, etc. Also see the section below on "Rare Materials and Quality" for limits on materials which may be requested through the fame/credit system.
* One custom verb added to a pre-owned clothing, jewelry, container, weapon, or armor item. Additional verbs may be purchased for 10,000 credit per verb, to a limit of five verbs per item.
*-* Important Note *-*
Any rare materials (keafwood, banewood, glacial emeralds, mithryl, etc.) must be provided at the time of the customer service consult regarding your fame or credit purchase. You will be informed of the amount required during the e-mail exchange with the Creative Team. If you have questions regarding rare materials or their conversion rate, feel free to ask the Creative Team member assigned to your reward. The Creative Team may reject a rare material item based upon size, lore requirements, or improbability. (I.e., turning in a 'keafwood twig' and requesting it be made into a 'thick keafwood staff' would not work, whereas turning in six dyadite gems for a setting of a necklace would).
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>help 3.4.4
Welcome to the Unwritten Legends Player Help system.
No helpfiles were found with matches to your search term.
>help 3.5
Welcome to the Unwritten Legends Player Help system.
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3.5 SKILLPOINTS
Skillpoints are gained when you gain a level or by spending fame. Skillpoints will accumulate as you level up, allowing you to save them or spend them as you like. Skillpoints may be spent with the IncreaseSkill command followed by the skill and number of skill points you wish to spend. For example, you could type the following to increase your gnosis by ten: increaseskill gnosis 10. You will be informed if you don't have enough points, or you're trying to spend too many points. To get a list of skill names for use with IncreaseSkill, simply type IncreaseSkill.
The following skills can be increased with skillpoints:
Alchemy
Animal Handling (Animals)
Archery
Armor
Channeling
Conditioning
Evasion and Dodging (Evasion)
First Aid
Fishing
Focus
Foraging
Gnosis
Kinesis
Larceny
Lockpicking
Lore
Mechanisms
Melee
Metallurgy
Observation
Outdoorsman
Parry
Shields
Skinning
Sorcery
Stealth
Tactics
Thrown
Unarmed
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>help 3.5.1
Welcome to the Unwritten Legends Player Help system.
No helpfiles were found with matches to your search term.
>help 3.6
Welcome to the Unwritten Legends Player Help system.
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3.6 LESSONS
Lessons allow your character to be taught by other characters. They also allow you to teach other characters. The number of Lessons you have is based on your profession and your skill in Lore. Lessons refresh on a twenty four hour timer that begins ticking when you use your first Lesson.
To try and teach someone something, type: instruct <target> about <subject>
where <subject> can be:
1. The name of a skill, such as: instruct target about gnosis
2. The abbreviation for a spell, such as: instruct target about ap01
3. The full name of a tag, such as: instruct target about Another Pint
In the case of spells, you can only teach someone spells in circles that they know! The same is true of tags.
The following skills can be taught:
Alchemy
Animal Handling (animals)
Archery
Armor
Channeling
Conditioning
Evasion and Dodging (evasion)
First Aid
Fishing
Focus
Foraging
Gnosis
Kinesis
Larceny
Lockpicking
Lore
Mechanisms
Melee
Metallurgy
Observation
Outdoorsman
Parry
Shields
Skinning
Sorcery
Stealth
Tactics
Thrown
Unarmed
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>help 3.7
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3.7 FAME
Titles are titles that can appear before and after your character's name in game, adding a bit of flair to your appearance and giving other players a better OOC feel of who you are.
Once you have at least 5000 fame points, you can find a titler NPC who will give you either a general title or one that works for your profession. Kaezar has titlers by profession in Filk's Museum, and Koje has a Vashan titler in the Qai Monastery. As you accumulate more fame, you are able to receive a higher title.
Another way to earn a title is to be in an organization. Simply by having a position in an organization, you will be granted a title that you may add to your name.
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>Crisp and clear, the weather is refreshing.
help 3.7.1
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>help 3.8
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3.8 LANGUAGES
Languages
Use <speak> <language> to switch languages. If you want to go back to Common you would type: 'speak common'
If you use quotes in an <emote> or <act>, the spoken text will automatically be converted to your currently selected language.
To learn another language, you must listen to someone else speak it. You learn it slowly and can understand it when you know 20\\% of the tongue, you can begin to speak it at a higher percentile. Experiment.
Type <languages> to see what languages you know, and <speak> to see what language you are currently using.
The basic languages of Thrael at this time are:
Vashan - The language of the continent of Vash
Dyari - The language of the Il'lthyes. It is forbidden to speak this language to or around one not of the il'lthye race.
Grawlik - The language of the Vulfen
Rehari - The language of the Re'hari
Dwarvish - The language of the Druim'dwers.
Haish - The language of the Haefdins.
Elvish - Universal language of all elves, including half-elf, sylvans, and il'lthye
Gnomish - The language of the gnomes
Orcish - The language of the orcish race
Trollish - The language of the trolls
Gharish - The language of the gharkins
Common - The language of the Kivian people
Koblan - The language of the Kobolds
Goblic - The language of the Goblins
See also the helpfile on Speaking for additional information.
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>help 3.9
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3.9 BACKGROUND
Background
Typing Background and putting in a short history of your character is an excellent way for interactions (IA) staff to know something about you that they can use in roleplay situations.
Try to keep the background information as concise and interesting as possible, up to a max of 3000 characters, about where your character came from, his/her geneology, any important background facts, and perhaps the direction where you'd like to see your character going.
This would insure that IA staff treat your character as you'd like to be treated, including specialized plot involvements.
help files 4
>help 4
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4 RACES
4.1) Dauns - Humans
4.2) Druimdwers - Dwarves
4.3) Gharkins
4.4) Gnomes
4.5) Haefdin - Halflings
4.6) Illthye - Dark Elves
4.7) Pereculsus - Half Elves
4.8) Rehar
4.9) Sylphs
4.10) Sylvani
4.11) Vulfen
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4.1 DAUNS [HUMANS]
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< The Daun >
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The Daun are the humans of the Realms. They are generally warlike and possessive. Thanks to a higher birth rate coupled with the ability to adapt to nearly any environment, the Daun control much of the earth's surface with their armies and empires.
The Daun possess no specific physical or magical attributes other than those they create with their inventive explorations of the three spheres.
There are six sub-cultures of the Daun race, each one as rich and complex as the next:
Kivians are by far the largest and most wide spread of the daun, building empires in Kuthgaard, Indrejan, Peregorne, and Noskalv. Running the gamut of builds, skin colors, hair, and eyes, it can be difficult to determine who is of Kivian stock and who is not. The height of Kivian culture is currently found in the Peregornian Empire, ruled by an emperor overseeing various united kingdoms.
Murkhs dominate the eastern half of Ziguran, making their home along the ocean bays or living as nomads deep within the desert. Vibrant clothing only adds to the exotic nature of this culture, where women are valued as status symbols in a male dominated society. Ruled by a dey and his kalifah (successor), the government of the Murkhish people is a mixture of a monarchy and a dictatorship.
Carabello daun call Quesalia their home, where the earth is rich, the wine is sweet, and the people are cultured and refined. Playwrights, musicians, courtiers, and poets are generally Carabello, being a people where grace and flamboyance are equally respected. Some Carabello make their home in the city-state of Isola, living under a complex republic, whereas others are content to stay within inland Quesalia where feudal traditions are still followed.
Sunjo are a fierce and tribal people who make their home in the deepest jungles and southwestern coastal areas of Ziguran. With ebony skin, dark eyes, and tightly curled hair, the Sunjo are easily recognized throughout Thrael by their looks, their battle prowess, and their animal husbandry. Sunjo society is ruled by thirteen members belonging to the House of Chieftains, who oversee all aspects of the culture.
Tesugans are the predominate, ruling race found in the provinces of Nagosan, Dhansang, and Kamalo within the Vashan Empire. Considered extremely rigid and traditional, the Tesugan people are xenophobic and generally regard all other non-Vashan races as barbarians who lack culture and discipline. Social status plays a big part in Tesugan society, with each person having a place within a hierarchy ladder leading all the way to the Emperor himself.
Bija daun are also a part of the Vashan Empire, claiming most of the tropical southern islands for their own. Color makes it way throughout all of Bijan society, especially in their style of dress. Though never gaudy, the Bija value grace, eloquence, and a refined sense of taste above even wealth. Currently, the Bija chafe under a tight economical and military hold put on them by the Vashan Empire's Tesugan rulers, who have replaced the traditional rajahs with military governors (daimyo).
Further information on the daun can be found at:
http://www.unwritten.net/daun_alt.html
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4.2 DRUIMDWERS-DWARVES
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< The Druim'dwer >
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The Druim'dwer are race of short persons who mostly dwell beneath
the earth, mining, excavating, and tapping into the secrets of
rock and stone. They resemble humans superficially, but are
considerably thicker in both limb and girth. They are relatively
stronger than humans, while being slower in their movements and
less dexterous. Creatures of instinct and wisdom, the Druim'dwer
are slow to change and develop friendships, yet their obdurate
thoughts are relentless like the slow movement of their earth gods.
Druim'dwer possess knowledge of the earth known only to them and
the Gnomes. Their ability to craft rock and stone is legendary.
Druim'dwers speak common and dwarvish.
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4.3 GHARKINS
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< Gharkins >
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Proud and strong, the Gharkin people can live anywhere from
300-325 years. Males stand at around seven feet tall, while
their larger female counterparts can reach nearly eight feet.
The Gharkin's thick hide is unique among all known humanoid
races, varying from any shade of brown or green, to gray or
even tan. Great tusks protrude up from their lower lips and
are often sharpened for battle or carved and adorned as a sign
of social status.
Gharkins speak gharish and common.
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4.4 GNOMES
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< Gnome >
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Gnomes are small people, more dexterous than the druim'dwer
and more inclined to magic. They also tend to live closer
to the earth's surface and are generally friendlier and more
apt to interact with other races. They are dexterous and make fine tinkers as well.
Gnomes speak gnomish and common.
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4.5 HAEFDINS-HALFLINGS
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< Haefdin >
--=_=_=_=--
Many call Haefdins by the name Halfling. Being almost exactly
half the size of humans this name seemed rather appropriate.
As a race, haefdins stand between three and four feet. Eating,
drinking, storytelling, gardening, and socializing comprise
most of their days. Most haefdins are laid-back, gentle and
fun-loving, seldom cruel or vindictive. Comfort is highly
valued. Thus, it follows that they are courteous and encourage
social graces. They have an abiding respect for nature and all
its wonders. Haefdins seem to be almost in touch with nature
- the soil, all living things both plant and animal - and
this connection to nature combined with their natural dexterity
that allows them to hide rapidly and effectively without the
use of specific magic, which they tend to fear.
Haefdins speak haish and common.
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4.6 IL'LTHYE-DARKELVES
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< Il'lthye >
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Tall and lithe with great agility and quickness, the Illthye
vary in complexion from dark to pale waxen skinned, with dark
hair and dark eyes. Illthye talents and tendencies lean
heavily towards the magical arts, usually the more self-serving
essence magic. A chaotic and deep strain of elves, they left
their forests and brother sylvani years ago, learning from the
dragynkind that adopted them before they broke away and finally
made their ways to the cities of Thrael. They are very complex
beings that often shun the other races for their darker brethern.
Dark Elves speak elvish, common, and dyari.
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4.7 PERECULSUS_HALFELVES
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< Pereculsus >
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When sylvani and daun breed, a half-elfin mixture is produced. These half elves are generally beautiful, graceful and lithe. Taller than their sylvani kin, yet slender and finer boned than their daun ancestors. Being of mixed breed, however, they are not generally accepted by either race, and are often treated like pariahs by both. Over the eons, most first generation half elves have attempted to live within one of the parent cultures, but this has seldom been a happy or successful arrangement. It was inevitable that these half-breeds would begin to band together and form their own sheltering society in which their talents could flourish. Thus the beginnings now lost in the mists of time, of the Pereculsus cultures.
Pereculsus speak elvish and common.
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4.8 REHAR
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< Re'har >
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The Re'har are a race of cat people, hailing originally from the Tamin'los islands of Rhe'yubla. Possessing sharp claws and fang-like teeth, they make fine hunters and stalkers. Naturally weary of other races, the rehars found in the more populated areas of Thrael are subdivided into re'hari, a more human-like breed, and inda'sim, who are more lionesque.
Re'har speak rehari and common.
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4.9 SYLPHS
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< Sylphs >
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Sylphs are the children of Serene, who while watching her sister Vaen create the elven race decided to create her own offspring. Placing her progeny down upon Thrael, the Mother bid them seek their own and her children scattered, hidden from the children of Vaen until after the Diaspora of the Elves. The subraces contained in the sylph grouping are diverse and colorful.
Dryads who were born of the forest stillness, dark and smooth as tree trunks with all the verdant glorious colors of the leaves in their hair and eyes. The love of all things growing inbred in them and who watched over the turning of seasons with the care that their lunar mother implanted into their being. The universal druid and ranger combined in their blood.
Naiads whose nativity was the tides, and who were softly scaled, finned and gilled. They carry the glorious blue-green shades of the waters in their coloring, their skin pale greens or blues, their tresses the shades of coral and the vegetation of the underwater. A people at one with the oceans, yet protected from the deep melancholy that was Shaellis by the gift of free will from their Moon mother. A gift that demanded a lifelong price, that they must return from the land to sojourn in the water for one revolution of the moon at the time when Tempest is full or die.
Nymphs are beloved since they were the freest. Composed of air, they have the power to fly above it, fashioned with long translucent wings and a lightness of body. Slender as the dryads and naiads, the nymphs were faerie-fey, their coloring ranging from golden hair to the lightest ash, their skin soft and pale and their eyes translucent shades of blues, grays and hazel-gold.
Out of the Nymphs and Dryads, Serene made the smaller species of the race, the Elpas from the Dryads and the Brambles from the Nymphs, repeating their look in a smaller scale for no other reason than it pleased her.
Sylphs speak common.
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4.10 SYLVANI
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< Sylvani >
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The Il'lthye and the Sylvani were the two orginal races of Elves birthed by Vaen during her maternal period. While the Il'lthye went to dwell with the Wyrmkind who taught them the darker magics, the Sylvan race instead spread out across Thrael.
The sylvani fall under four subraces, each one said to be perfected by Beade for their unique environment and lifestyle:
Byra are reclusive forest dwellers that make their home in the ancestral Syl'wydde forest, or come from the Westron Woode in Laurdia. Representing Autumn and Fire, the Byra are the direct ancestors of the first sylvani, and still live, frolic, and protect their ancient way of life in the forests.
Lior are considered the most adaptable of the sylvani, and are often found journeying throughout Thrael in familial caravans. With Summer and Air as their spheres, many Lior make their homes in the various cities and live as wandering bards or merchants. The Lior of the TainWydde in Quesalia are famed rangers and tinkers, with renowned knowledge on preserving Thraels flora.
Tain are of the Earth, living in reclusive farming hamlets spread out around Thrael. Few Tain willingly leave their hamlets, but those who are cast out make the physically strongest warriors of the sylvan race. The Tain consider Spring their season, when the earths bounty is spread out to be harvested and shared.
Muir are the frailest and most reclusive of the sylvani race, rarely found leaving their icy cave communities in Icyndor and never allowing others in. These Winter elves excel in the Arcane arts, and are rumored to have Thraels strongest wizards living among them. Ruled by a mageocracy, the Muir sylvani call the element of Ice their own.
Further information on the sylvani can be found at: http://www.unwritten.net/sylvan_alt.html
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4.11 VULFEN
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< Vulfen >
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The Vulfen are a race of canine-like humanoids that walk upright and possess the intelligence of men while retaining many of the animalistic tendencies of their animal side. Rumors give credit to the ancient dragyns, or the curious daun, or the self-serving il'lthye as creators of this race, but the truth has been lost in time and the Vulfen themselves are uncaring over their origins.
The Vulfen are separated into five different "packs." Each pack, with the exception of the Outcasts, embraces their kind closely and almost religiously adheres to their expected way of life. For Vulfen, social behavior among their race is extremely important and being one with the pack is a matter of pride. All Vulfen are inherent with an intense pride in what they are and an undying love of nature. On very rare occasions, however, life can rob them of that pride.
Children of Tael: The Children of Tael are a mostly peaceful group of vulfen, possessing a more slight build than their counterparts. They tend to resemble smaller canine breeds rather than wolves and coyotes. Considered the mediators of the Vulfen, the Tael breed uses other races as they see fit and may even befriend them at times, but above all their loyalty lies with their brethren - All of them. They believe in unity and peace among their own kind, feeling that hatred is a sure path to destruction.
The Progeny of Tallow: The most common of Vulfen, the spiritual Tallow generally possess medium-length fur that ranges from white to black, with grays and browns being the most common. Progeny of Tallow generally have different colored markings on their bodies, though the rare solid color is not at all unheard of. Brands and tattoos are used by this breed to symbolize completion of certain rituals or rites of passage. Honoring nature and the heavens, this breed has a rich, complex tribal culture.
The Brood of Tempest: The most war-like and set in their ways of all Vulfen, the Tempest breed prize the emotions of rage, hatred, passion, violence, and ferocity. The Brood believe themselves to have been sent by their moon for a singular purpose; to purify the Vulfen race of all those who bring it disgrace and to become the strongest beings in existence. There are the occasional Tempest-kin that decide to travel the world and take on roles in societies other than their own, but usually they will still retain a dislike for the other races and shy away from larger cities. Those belonging to the Brood of Tempest make excellent adventurers if they can open their minds enough to step outside their home forest.
The Flesh Pack: Born without fur, members of the Flesh Pack are still easily identified as a Vulfen by their wolf-like ears, small muzzles, and glossy, sharp fingernails. Living with and adapting to other races, they work as mercenaries, assassins, guards, merchants, and often have a lust for money that rivals that of any daun. They respect the other races and are most likely to believe the histories that state that the Vulfen were created by a mortal race. Typically, the Children of the Flesh live the world over and conform to the local customs no matter where they happen to be.
The Outcasts: The Outcasts are not so much a group as a title given to those who have either left or been banished from their groups. While it is nearly impossible to be banished from the Children of Tael or the Children of the Flesh, it occasionally happens that a Vulfen will leave their homes and denounce their group. These types are a colorful bunch and can have the traits of any group. The Outcasts can take on any profession they want. No rules bind them and no society aids them. Some of them are sorrowful and still others are proud. Their potential is limitless, but their resources are thin.
Further information on the Vulfen can be found at: http://www.unwritten.net/vulfen_alt.html
help files 5
5 PROFESSIONS
5.1) Bard
5.2) Channeler
5.3) Cleric
5.4) Cleric Paths
5.5) Empath
5.6) Illusionist
5.7) Mercenary
5.8) Mercenary Paths
5.9) Qai Monk
5.10) Mechanist
5.11) Mechanist Paths
5.12) Wilder
5.13) Wilder Paths
5.14) Wizard
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5.1 BARD
With a song in their hearts, bards take an instrument in one hand and a weapon in the other to fight their foe with pure creativity. Whether on a stage or fighting in the field, the bard is skillful and adept with magic, a blade and a silver tongue. Being storytellers, actors, song masters, dancers, and poets, the Thraelian bard uses their gift of lore and natural born skill to entertain the masses found in one realm or another.
Bards need to concentrate on will, reflexes, and dexterity to reach their full potential. The bard uses a combination of spells and throwing weapons offensively and relies on its evasion defensively.
Bards carry the following skill bonuses and penalties:
Very Good
- Focus, Kinesis, Lore, Thrown
Good
- Archery, Evasion, Gnosis, Larceny, Lockpicking, Observation, Outdoorsman, Stealth
Normal
- Animals, Conditioning, First Aid, Fishing, Foraging, Mechanisms, Melee, Parry, Skinning, Tactics, Unarmed
Bad
- Alchemy, Channeling, Shields, Sorcery
Very Bad
- Armor
Bards can use the following spell circles: Vedic Prime, Via Ira Zem, Via Min Zem, Via Mar Sani Qel, Via Vas Thespis, and Via Vas Zem.
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5.2 CHANNELER
In Thrael's past, a group of Glas Wizards broke from tradition to combine arcane and astral energies, and utilized the strength of theories forged between the two separate magics to open small holes in the Veil. Able to summon forth demons and spirits from this mysterious outer-world, channelers use their knowledge and skill to bind these unusual creatures and force them to do their bidding. Failing a summoning can be a deadly, gruesome experience for a channeler and others nearby, depending upon which demon answers the call.
As Astral and Arcane hybrids, Wisdom and Reasoning are primary attributes for channelers. Dexterity is also important as it is to any arcane spell caster. The channeler uses its spells and summons offensively and relies on its evasion defensively.
Channelers carry the following skill bonuses and penalties:
Very Good
- Channeling, Gnosis, Kinesis, Lore, Sorcery
Good
- Evasion
Normal
- Alchemy, Conditioning, First Aid, Fishing, Foraging, Observation, Parry, Skinning, Tactics
Bad
- Animals, Melee, Outdoorsman, Thrown
Very Bad
- Archery, Armor, Focus, Larceny, Lockpicking, Mechanisms, Shields, Stealth, Unarmed Combat
Channelers can use the following spell circles: Astral Prime, Arcane Prime
Channelers can learn the following spell circles: Arcane Prime, Astral Prime, Via Glas Nihil, Via In Rik, Via Kel Nivir, Via Qel, and Via Sabu Onyr.
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5.3 CLERIC
Clerics devote their lives to the divine, pledging their hearts, souls, and very reason for existence to a chosen deity. Calling upon spiritual aid, a cleric can resurrect a fallen foe or strike down those who would act against their flock.
In Kessia, clerics give allegiance to the Eternals, and then choose to follow a deity within the Onu or the Nivi sections of their pantheon. Clerics of Vash have a different philosophy, and instead cling to an idea of balance between all of their Vashan deities while worshiping each equally. See 'help 5.4' for additional information on cleric paths.
Clerics should concentrate on wisdom and intelligence, while balancing out physical stats by personal choice.
To use the talent that his god has given him, a cleric simply kneels by the body of the dearly departed and 'raise <person>' will bring them back to life.
Clerics carry the following skill bonuses and penalties:
Very Good
- Channeling, First Aid, Gnosis, Kinesis
Good
- Lore, Shields
Normal
- Conditioning, Evasion, Fishing, Foraging, Melee, Observation, Skinning, Tactics
Bad
- Animals, Armor, Focus, Outdoorsman, Parry, Sorcery, Throwing, Unarmed
Very Bad
- Alchemy, Archery, Larceny, Lockpicking, Mechanisms, Stealth
Clerics of the Nivi begin with three spell circles and can learn the following spell circles: Astral Prime, Via Fas Esut, Via Fide Eternals, Via Fide Nivi, Via Ful Onus, Via In Onus, and Via Sabu Onyr.
Clerics of the Onu begin with three spell circles and can learn the following spell circles: Astral Prime, Via Fas Esut, Via Fide Eternals, Via Fide Onu, Via Ful Onus, Via In Onus, and Via Kel Nivir.
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5.4 CLERIC_PATHS
There are currently two paths a cleric can take, followers of the Nivi, or the "good" gods, and the Onu, or the "evil" gods. Various followers of various specific deities regard the their comrades and adversaries in different ways - strange alliances are often formed, as the war between the Nivi and Onu is never about pure goodness or pure evil.
All clerics possess the ability to restore life to those who have been claimed by death, though followers of the Nivi may draw upon the blessings of the Nivi and the followers of the Onu may draw upon the blesings of the Onu. Both types of clerics can call upon the blessings of the Eternals, the greater gods that represent the basic forces of the world. Learning the appropriate blessings requires a cleric find the temple of their god, devote themselves to said god, and then search out the teachers of the appropriate blessings.
The Vashan Cleric subset is not implemented yet.
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5.5 EMPATH
Whether considered cursed or blessed by the divine, empaths have been given control over their own bodies and the wounds inflicted thereupon. Attuned to the suffering of those about them, the empath feels another's pain as keenly as they feel their own, and through transferrence, can take on the maimed and mutilated injuries of their companions upon their own body if they so chose to relieve their suffering.
Empaths should concentrate on endurance for vitality, wisdom for astral aid, and will for healing. An empath relies on its spells offensively and its parry skill defensively.
Empaths carry the following skill bonuses and penalties:
Very Good
- Alchemy, Channeling, First Aid, Focus
Good
- Gnosis, Kinesis, Parry, Shields
Normal
- Animals, Conditioning, Evasion, Fishing, Foraging, Lore, Melee, Observation, Outdoorsman, Skinning, Stealth, Tactics
Bad
- Armor, Throwing, Unarmed
Very Bad
- Archery, Larceny, Lockpicking, Mechanisms, Sorcery
Empaths begin with three spell circles and can learn the following spell circles: Astral Prime, Vedic Prime, Via Avyr or Via Bin Vir, Via Fas Sani, Via In Onus, and Via Mar Sani Qel.
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5.6 ILLUSIONISTS
Once Wizards, the Illusionists who broke off to follow Grand Mage Zyzyl have come forth into the public's eye, ready to prove themselves to all those who have question their skills. Having access to both vedic and arcane lists, these hybrids bring scientific order to the untapped potential of the mind. Through use of light and shadows, as well as a healthy dose of mental magic, these mages are able to reshape reality into whatever form they desire, forcing others to believe as they do as they bend minds to their will. Beware, for the Wizard Council does not approve of their magics, as they spit in the face of "conventional" arcane science.
Dexterity is primary to all arcane magic users, even hybrids. If you choose the way of illusionists who delve in vedic magic as well, then willpower should be paramount, however reasoning is best if arcane spells are your flavor of choice. An Illusionist relies on its spells offensively and its Evasion defensively.
Illusionists carry the following skill bonuses and penalties:
Very Good
- Focus, Gnosis, Kinesis, Sorcery
Good
- Evasion, Lore
Normal
- Alchemy, Conditioning, First Aid, Fishing, Foraging, Observation, Parry, Skinning, Tactics
Bad
- Animals, Larceny, Melee, Outdoorsman, Stealth, Throwing
Very Bad
- Archery, Armor, Channeling, Lockpicking, Mechanisms, Shields, Unarmed
Illusionists begin with four spell circles and can learn the following spell circles: Arcane Prime, Vedic Prime, Via Dram Sani or Via Res Mox, Via Flux Miras, Via Lor Kol Mar or Via Nox Kol Mar, Via Mar Sani Qel, and Via Miras.
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>help 5.7
Welcome to the Unwritten Legends Player Help system.
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5.7 MERCENARY
Trained primarily in armed forms of combat, the mercenary is capable of taking down foes with a variety of weapons and techniques at their disposal. There are four different fighting styles open to the mercenary; Grit Fighting, Dirty Tricks Fighting, Finesse Fighting, and Berserker. Regardless of which path a mercenary chooses, they are the premier weapon users on the battlefield. See 'help 5.8' for additional information on Mercenary Paths
Mercenaries should concentrate on their physical statistics with strength and endurance being common choices. A mercenary is the master of melee weapon combat, able to utilize its melee weapons offensively and its parry, shields, or evasion defensively.
Mercenaries carry the following skill bonuses and penalties, depending on their chosen path:
BERSERKER
Very Good
- Conditioning, First Aid, Gnosis, Melee, Parry, Tactics, Thrown
Good
- Animals, Archery, Armor, Evasion, Observation, Unarmed
Normal
- Fishing, Foraging, Lore, Outdoorsman, Shields, Skinning, Stealth
Bad
- Larceny, Lockpicking, Mechanisms
Very Bad
- Alchemy, Channeling (cannot), Focus (cannot), Kinesis (cannot), Sorcery (cannot)
DIRTY TRICKS
Very Good
- Conditioning, Evasion, Larceny, Stealth, Tactics, Thrown
Good
- Alchemy, Lockpicking, Mechanisms, Melee, Observation, Parry, Unarmed
Normal
- Animals, Armor, First Aid, Fishing, Foraging, Gnosis, Lore, Outdoorsman, Shields, Skinning
Bad
- (None)
Very Bad
- Channeling, Focus, Kinesis, Sorcery
FINESSE
Very Good
- Conditioning, Evasion, First Aid, Melee, Parry, Tactics, Thrown
Good
- Animals, Archery, Observation, Unarmed
Normal
- Armor, Fishing, Foraging, Gnosis, Lore, Outdoorsman, Shields, Skinning, Stealth
Bad
- Larceny, Lockpicking, Mechanisms
Very Bad
- Alchemy, Channeling, Focus, Kinesis, Sorcery
GRIT
Very Good
- Armor, Conditioning, First Aid, Melee, Parry, Skinning, Tactics, Thrown
Good
- Animals, Archery, Observation, Shields, Unarmed
Normal
- Evasion, Fishing, Foraging, Gnosis, Lore, Outdoorsman, Stealth
Bad
- Larceny, Lockpicking, Mechanisms
Very Bad
- Alchemy, Channeling, Focus, Kinesis, Sorcery
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>help 5.8
Welcome to the Unwritten Legends Player Help system.
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5.8 MERCENARY PATHS
Grit Fighting
Mercenaries who choose Grit Fighting will use a combination of skill and raw determination coupled with persistence. Favoring heavy weapons, two-handed weapons, and shields, the grit tree will have offensive and defensive abilities focused around brute strength and determination to stay conscious despite distractions.
Choosing Grit Fighting has the following affect on innate skills:
- Armor rises to Very Good
- Evasion drops to Normal
- Shields rises to Very Good
The Berserker
The Berserker has a unique ability to create an anti-magic shell, deflecting incoming spells and making them the bane of all Thraelian wizards. Unable to use magic in any form, they have instead schooled themselves in the use of heavy weapons and abhor the use of armor. In addition, they can work themselves up into a controlled frenzy, increasing their speed and accuracy in the heat of battle. When provoked, an uncontrollable berserker rage provides a massive rush of adrenaline, giving them superhuman strength and endurance.
Choosing Berserker has the following affect on innate skills:
- Cannot get the skills Channeling, Focus, Kinesis, and Sorcery
- Gnosis rises to Very Good
- Shields drops to Normal
Finesse Fighting
The Finesse Fighting path will focus around a mercenary that uses light weapons, with dual wielding as a viable option, and tends toward evasive maneuvers. Its defensive abilities focus around avoiding rather than dodging, while its offensive abilities focus more on accuracy, speed, and displays of alacrity rather than straight power.
Choosing Finesse Fighting has the following affect on innate skills:
- Armor drops to Normal
- Evasion rises to Very Good
- Shields drops to Normal
Dirty Tricks
A Mercenary choosing the Dirty Tricks path will have access to a fighting martial art that allows for groin shots, sand throwing, ambushes, along with other tactics of that nature. Built lighter on defense and focusing more on melee, this sub-profession will use poisons to help round out its attack abilities.
Choosing Dirty Tricks has the following affect on innate skills:
- Alchemy rises to Good
- Animals drops to Normal
- Armor drops to Normal
- Evasion rises to Very Good
- First Aid drops to Normal
- Larceny rises to Very Good
- Lockpicking rises to Good
- Mechanisms rises to Good
- Melee drops to Good
- Shields drops to Normal
- Stealth rises to Very Good
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>help 5.9
Welcome to the Unwritten Legends Player Help system.
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5.9 QAI MONK
The Qai Monks choose to live the Vashan cultural ideal of 'harmonious balance'. They often tend to disdain the use of armor and weapons to master unique unarmed martial styles, relying on their training to avoid being struck in combat. They also recoginize the importance of balancing the spiritual world with the physical world, and can call upon ancestral spirits of ancient Qai to aid them. Calling upon these ancestors allow the Qai unique abilities to enhance their unarmed combat styles, including being able to strike otherworldy and undead beings. Likewise, the Qai have mastered the ability to enforce their own will over physical injuries and conditions through traditional Qai meditative trances.
Qai Monks call upon their natural reflexes to enhance their training and avoid being struck. Strength and Dexterity are likewise a choice in balance, as some styles rely upon brute force and others rely upon precision to enhance their damage. The Qai often choose to balance out their mental traits evenly, choosing to keep with the enlightment of harmonious balance. A Qai Monk relies on its unarmed skill offensively and its evasion and unarmed defensively.
Qai training incurs the following skill bonuses and penalties:
Very Good
- Conditioning, Evasion, Unarmed
Good
- First Aid, Lore, Observation, Tactics
Normal
- Fishing, Foraging, Gnosis, Outdoorsman, Parry, Skinning, Stealth, Thrown
Bad
- Animals, Channeling, Focus, Melee, Sorcery
Very Bad
- Alchemy, Archery, Armor, Kinesis, Larceny, Lockpicking, Mechanisms, Shields
Qai Monks begin with two spell circles and can learn the following spell circles: Via Kel Onyr and Via Sani Pax.
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>help 5.10
Welcome to the Unwritten Legends Player Help system.
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5.10 MECHANIST
Combining arcane theory with tools, gears, levers, and machine ideals, the mechanist is a creator of unique and unusual inventions within Thrael. The mechanist's skill with anything mechanical is just short of amazing, and they are handy to have in the fray with their exploding devices and whirling gizmos. Whether it is the relative simplicity found in a locked box's trap, or the complexity of a flying machine, it is well known by all that a mechanist is the master of his domain.
The arcane mechanist should concentrate on dexterity and reasoning, and relies on its mechanism weapons with a tiny smattering of spells offensively and its evasion defensively. The scientist relies on its mechanism weapons offensively and its evasion defensively, and scientists should concentrate on dexterity and reasoning.
Mechanists carry the following skill bonuses and penalties:
ARCANIST - Magic Using Mechanist
Very Good
- Alchemy, Lockpicking, Mechanisms
Good
- Evasion, Gnosis, Kinesis, Lore, Sorcery
Normal
- Archery, Conditioning, Fishing, Foraging, Melee, Observation, Parry, Shields, Skinning, Tactics, Thrown
Bad
- Animals, Channeling, First Aid, Focus, Outdoorsman, Unarmed
Very Bad
- Armor, Larceny, Stealth
Arcanists begin with two spell circles and can learn the following spell circles: Arcane Prime, Via Res Vadis, and Via Vas Glym.
SCIENTIST - Physical Mechanist
Very Good
- Alchemy, Archery, Evasion, Lockpicking, Mechanisms
Good
- Conditioning, Lore, Tactics
Normal
- Fishing, Foraging, Gnosis, Melee, Observation, Parry, Shields, Skinning, Thrown
Bad
- Animals, Channeling, First Aid, Focus, Kinesis, Outdoorsman, Sorcery, Unarmed
Very Bad
- Armor, Larceny, Stealth
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>help 5.11
Welcome to the Unwritten Legends Player Help system.
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5.11 MECHANIST PATH
Arcanist
Choosing Arcanist has the following effects on innate skills
- Gnosis and Kinesis rise to Good
Scientist
Choosing Scientist has the following effects on innate skills
- Archery and Evasion rise to Very Good
- Conditioning, Observation, and Tactics rise to Good
- Kinesis, Sorcery lower to Bad
Arcanist Mechanists can learn the following spell circles: Arcane Prime, Via Res Vadis, and Via Vas Glym.
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>help 5.12
Welcome to the Unwritten Legends Player Help system.
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5.12 WILDER
At home in the untamed wilderness, the wilder embraces nature as a way of life. There are two different paths a Wilder might walk, one that challenges their physical aspects, and the other that calls to their spiritual side. See 'help 5.13' for additional information on wilder paths.
Martial wilders should focus on dexterity for archery and wisdom for animal handling. The martial path uses its supreme archery and decent melee offensively with a mix of less potent spells and relies on its parrying defensively. The religious wilders relies instead on its spells offensively and its decent parry defensively.
Wilders carry the following skill bonuses and penalties:
MARTIAL PATH - RANGER
Very Good
- Animals, Archery, First Aid, Observation, Outdoorsman, Stealth
Good
- Channeling, Conditioning, Gnosis, Melee, Parry, Tactics, Thrown
Normal
- Armor, Evasion, Fishing, Foraging, Kinesis, Lore, Shields, Skinning, Unarmed
Bad
- Alchemy, Focus, Larceny, Sorcery
Very Bad
- Lockpicking, Mechanisms
Rangers begin with two spell circles and can learn the following spell circles: Astral Prime, Via Teg Aer, and Via Xan Esut.
RELIGIOUS PATH - DRUID
Very Good
- Animals, Channeling, First Aid, Gnosis, Kinesis, Outdoorsman
Good
- Archery, Lore, Parry
Normal
- Alchemy, Armor, Conditioning, Evasion, Fishing, Foraging, Melee, Observation, Shields, Skinning, Stealth, Tactics, Thrown, Unarmed
Bad
- Focus, Sorcery
Very Bad
- Larceny, Lockpicking, Mechanisms
Druids begin with three spell circles and can learn the following spell circles: Astral Prime, Via Blym Cael, Via Blym Florae, Via Fas Florae, Via In Onus, and Via Teg Aer.
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>help 5.13
Welcome to the Unwritten Legends Player Help system.
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5.13 WILDER PATH
Martial Wilder
Wardens of the wilderness, Martial Wilders are highly skilled in archery and tracking. Eventually able to summon an animal companion to their side, the Martial Wilder is also well versed in calling upon the predatory aspects of nature, whether it is the sight of an eagle, the poison of a serpent, or the silence of a stalking wolf.
Choosing Martial Wilder has the following effects on innate skills:
- Archery, Observation, Stealth rise to Very Good
- Melee, Tactics, Thrown rise to Good
- Larceny rises to Bad
Martial Wilders can learn the following spell circles: Astral Prime, Via Teg Aer, and Via Xan Esut.
Spiritual Wilder
Spiritual Wilders view all that grow within Thrael as their domain, whether it is vegetation or wildlife, those who follow this path consider all of nature as having a kindred spirit. With the ability to nurture a unique forest grove, the Spiritual Wilder further enhances their connection to Thrael. While choosing to devote their attention and abilities to the spiritual realm, this particular path is less inclined to reach for weapons and would rather call upon the power of nature's many facets.
Choosing Spiritual Wilder has the following effects on innate skills:
- Channeling, Gnosis, Kinesis rise to Very Good
- Lore rises to Good
- Alchemy rises to Normal
- Conditioning lowers to Normal
Spiritual Wilders can learn the following spell circles: Astral Prime, Via Blym Cael, Via Blym Florae, Via Fas Florae, Via In Onus, and Via Teg Aer.
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>help 5.14
Welcome to the Unwritten Legends Player Help system.
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5.14 WIZARD
Controlling the complex nature of arcane magic is the primary focus of Wizards. Not merely limited to elemental magic such as control over fire, ice, earth, or air, wizards have studied long and hard to master powerful abilities like teleportation, antimagic, and the ability to use the raw stuff of magic: essence. They are also renowned for their enchanting and alchemical prowess. In Unwritten Legends, they are the most pure spell casters of the arcane sphere of magic and the most adept at using sorcery-based magic.
Wizards should concentrate on dexterity for casting mobility, and reasoning for arcane casting strength.
Wizards carry the following skill bonuses and penalties:
Very Good
- Alchemy, Gnosis, Kinesis, Lore, Sorcery
Good
- Evasion, First Aid
Normal
- Conditioning, Fishing, Foraging, Observation, Parry, Skinning, Tactics
Bad
- Animals, Channeling, Focus, Mechanisms, Melee, Outdoorsman, Throwing
Very Bad
- Archery, Armor, Larceny, Lockpicking, Shields, Stealth, Unarmed
Wizards begin with four spell circles and can learn the following spell circles: Arcane Prime, Via Ars Av, Via Esu, Via Flam, Via Ful Flux, Via Glas, Via In Flux, Via Jus, Via Min Vadis, Via Pauz Port, Via Teg, and Via Vas Vadis.
help files 6
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6 SKILLS
6.1) Skills Basics
6.2) Gaining Skills
6.3) Skills List
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>help 6.1
Welcome to the Unwritten Legends Player Help system.
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6.1 SKILLS BASICS
Skills are your character's capabilities that can permanently change. With every level your character gains, its maximum value for its skills will rise. It is important to note that skill maximums, or skill caps, will rise differently for different characters. Your profession will be the largest factor on how high your skill caps are per level, followed by what skills you have assigned as innate, followed by your subrace.
Very good skills are raised at 150\\% the normal rate and have a maximum of 9x your Level. If you innate a very good skill, it will be raised at 300\\% the normal rate and have a maximum of 10x your Level.
Good skills are raised at 120\\% the normal rate and have a maximum of 8x your Level. If you innate a good skill, it will be raised at 240\\% the normal rate and have a maximum of 9x your Level.
Normal skills are raised at the normal rate and have a maximum of 7x your Level. If you innate a normal skill, it will be raised at 200\\% the normal rate and have a maximum of 8x your Level.
Bad skills are raised at 75\\% the normal rate and have a maximum of 6x your Level. If you innate a bad skill, it will be raised at 150\\% the normal rate and have a maximum of 8x your Level.
Very bad skills are raised at 50\\% the normal rate and have a maximum of 5x your Level. If you innate a very bad skill, it will be raised at the normal rate and have a maximum of 8x your Level.
Cannot skills cannot be used and will always stay at 0.
If your race is Good at a skill, you will learn it 20\\% faster than it normally would, and you gain an extra 1 point to its maximum every 10 levels.
If your race is Bad at a skill, you will learn it 25\\% slower than it normally would, and you lose an extra 1 point to its maximum every 10 levels.
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>help 6.2
Welcome to the Unwritten Legends Player Help system.
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6.2 GAINING SKILLS
You can gain a skill in four ways, by using it, by spending skill points to increase it, by being taught by another player, and by training with an NPC.
Using A Skill To Raise It
If you decide to gain a skill by using it, there are a few factors that come into play. Taking actions that are more difficult overall, take longer, or are more difficult for you will result in better skill gain, whereas taking an action that is easier overall, shorter, or easier for you will result in less skill gain. The better your profession is with a skill, the faster you will be able to raise it, and if the skill is one of your innate skills, it will raise even faster.
Skillpoints
You can spend skillpoints to increase skills by using the increaseskill command. See help skillpoints for more information.
Learning From Another Player
Other players can teach you skills using the instruct command. See help lessons for more information.
Training With An NPC
Some NPCs can train your character! To see if they offer training, try to train with <name>. This will give you a list of skills and tags that the npc can train you in, as well as the cost for training. To accept the training, type the number to the left of the skill or tag you want to be trained in. Be aware that some NPCs will not train you if they are prejudiced against your race, subrace, profession, or organizations.
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>help 6.4
Welcome to the Unwritten Legends Player Help system.
The following helpfiles were found with keyword matches to your search term:
14.6.4 DEMONIC
>help 6.3
Welcome to the Unwritten Legends Player Help system.
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6.3 SKILLS
Alchemy
- Alchemy helps with mixing potions and substances.
Reasoning is the most common statistic used with Alchemy.
Animal Handling
- Animal handling helps with riding and taking care of mounts
Wisdom is the most common statistic used with Animal Handling rolls.
Archery
- Archery helps with hitting with arrows and bolts fired from bows and crossbows.
Dexterity adds a bonus on archery rolls and archery damage.
Armor
- Armor helps a character wear armor without taking penalties to offensive and defensive combat.
Strength helps a character wear armor effortlessly.
Channeling
- Channeling helps with using astral magic and summoning.
Wisdom is the most common statistic used with Channeling.
Conditioning
- Conditioning helps with having more stamina and vitality as well as resisting special physical effects.
* Mechanically, every 7 points of Conditioning adds 1 to your character's stamina and vitality.
Endurance is the most common statistic used with Conditioning.
Evasion and Dodging
- Evasion and Dodging helps with dodging physical attacks, bolt-type spells and burst-type spells.
Reflexes is the most common statistic used with Evasion and Dodging.
First Aid
- First Aid helps with anything related to healing oneself or another.
Wisdom is the most common statistic used with First Aid.
Fishing
- Fishing helps catch the big ones!
Wisdom is the statistic that helps with fishing.
Focus
- Focus helps with determining your success and Offensive number for vedic magic.
Will is the most common statistic used with Focus.
Foraging
- Foraging aids in the finding of flora around Thrael.
Wisdom assists your foraging skills.
Gnosis
- Gnosis helps resist magic effects, have more willpower, and have more essence.
* Mechanically, every 7 points of Gnosis adds 1 to your character's essence and willpower.
Intelligence is the most common statistic used with Gnosis.
Kinesis
- Kinesis helps hit with bolt-type and burst-type spells.
Dexterity is the most common statistic used with Kinesis.
Larceny
- Larceny helps with sleight of hand, misdirection, and stealing.
Dexterity is the most common statistic used with Larceny.
Lockpicking
- Lockpicking helps pick locks on doors, treasure boxes, or other objects.
Dexterity and Reasoning are the most common statistics used with Lockpicking.
Lore
- Lore is equates to knowledge of the world around you and helps with playing musical instruments, summoning, and learning languages.
Wisdom is the most common statistic used with Lore.
Mechanisms
- Mechanisms helps with using mechanisms and disabling traps.
Reasoning and Dexterity are the most common statistics used with Mechanisms.
Melee Weapons
- Melee Weapons helps with determine the Offense number with melee weapons.
Dexterity is the most common statistic used with Melee Weapons.
Observation
- Observation helps with discovering covert acts and noticing things such as traps.
Wisdom is the most common statistic used with Observation.
Outdoorsman
- Outdoorsman helps with tracking and mitigating or navigating natural hazards.
Wisdom is the most common statistic used with Outdoorsman.
Parry
- Parry helps a blocking with a weapon in combat.
* Weapons take a penalty to parry thrown and ranged weapons, and normally cannot parry spell bolts or spell bursts.
Reflexes is the most common statistic used with Parry.
Shields
- Shields helps with a shield and using a shield without taking penalties to offensive and defensive combat.
* Shields do not suffer a penalty to block ranged or thrown weapons, and may block spell bolts and spell bursts (based on shield material and size).
Strength helps a character use shields effortlessly. Reflexes helps a character block with a shield.
Skinning
- Skinning helps with taking skins, meat, and other parts from dead creatures.
Wisdom is the most common statistic used with Skinning.
Sorcery
- Sorcery helps determine the Offense number when using arcane magic.
Reasoning is the most common statistic used with Sorcery.
Stealth
- Stealth aids in moving unseen through your environment.
Dexterity is the most common statistic used with Stealth.
Tactics
- Tactics helps with getting into position in battle as well as taking other special actions in combat.
Reasoning is the most common statistic used with Tactics.
Throwing
- Throwing helps with the accuracy and Offensive number of thrown weapons and objects.
Dexterity is the most common statistic used with Throwing.
Unarmed Combat
- Unarmed Combat helps with unarmed fighting, including martial arts.
Dexterity is the most common statistic used with Unarmed Combat.