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 [Abilities] Physical Abilities

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Inia
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[Abilities] Physical Abilities  Empty
PostSubject: [Abilities] Physical Abilities    [Abilities] Physical Abilities  Time11Wed Dec 05, 2018 9:27 pm 100

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[Abilities] Physical Abilities  Empty
PostSubject: Re: [Abilities] Physical Abilities    [Abilities] Physical Abilities  Time11Wed Dec 05, 2018 9:42 pm 135

Heavy weapons / Light weapons


This skill determines how good one can handle weapons. This includes basically all weapons except distant-combat weapons like bows or crossbows. We also differentiate between light weapons and heavy weapons.
Roughly: Weapons which are used with both hands are heavy weapons, weapons which can be used with one hand are light weapons. (If in doubt, just ask the admin!)

We differentiate between normal and strong strokes. But keep the strenght you use realistic. You can refer to your characters strength.
When you block a stroke it depends on your level. If you block a normal stroke, it will cost you half the energy of a normal stroke at your stage, if you block a strong stroke, it will cost you half the energy of a strong stroke at your stage.
So if you are at stage 3 and your opponent is at stage 2, and you block a normal stroke of your opponent, it will cost you 1 energy point and your opponent 3 energy points.
If you are at stage 3 and your opponent is at stage 4, and you block a normal stroke of your opponent, it will cost you 1 energy point and your opponent also 1 energy point.

Stage 1


Name: Beginner of weaponry [Light weapons I]
Stage: 1
Type: Physical ability
Description: One begins to understand the basic of fighting and gets to know ones weapons. First strokes can be executed, but they are not very strong or skilled. Normal strokes: 5, Strong strokes: 9
Requirement: Light weapons 5
Energy cost: Normal strokes 4, Strong strokes 8

Name: Beginner of weaponry [Heavy weapons I]
Stage: 1
Type: Physical ability
Description: One beginns to understand the basic of fighting and gets to know ones weapons. First strokes can be executed, but they are not very strong or skilled. Normal strokes: 5, Strong strokes: 9
Requirement: Heavy weapons 5
Energy cost: Normal strokes 4, Strong strokes 8

Stage 2


Name: Apprentice of weaponry [Light weapons II]
Stage: 2
Type: Physical ability
Description: After much training, one becomes acquainted with ones weapon. Fighting is becoming more easy and the weapon can be used more efficently which leads to stronger attacks. Normal strokes: 6, Strong strokes: 10
Requirement: Light weapons 10, Dexterity 5
Energy cost: Normal strokes 3, Strong strokes 7

Name: Apprentice of weaponry [Heavy weapons II]
Stage: 2
Type: Physical ability
Description: After much training, one becomes acquainted with ones weapon. Fighting is becoming more easy and the weapon can be used more efficently which leads to stronger attacks. Normal strokes: 6, Strong strokes: 10
Requirement: Heavy weapons 10, Strength 5
Energy cost: Normal strokes 3, Strong strokes 7

Stage 3


Name: Practitioner of weaponry [Light weapons III]
Stage: 3
Type: Physical ability
Description: Through intensiv training and gathered experience, one has learned many diffrent tricks and maneuvres, but also parries and defences. Thus one is above the average, but can still improve in the nuances and efficiency. Normal strokes: 7, Strong strokes: 11
Requirement: Light weapons 15, Dexterity 10
Energy cost: Normal strokes 2, Strong strokes 6

Name: Practitioner of weaponry [Heavy weapons III]
Stage: 3
Type: Physical ability
Description: Through intensiv training and gathered experience, one has learned many diffrent tricks and maneuvres, but also parries and defences. Thus one is above the average, but can still improve in the nuances and efficiency. Normal strokes: 7, Strong strokes: 11
Requirement: Heavy weapons 15, Strength 10
Energy cost: Normal strokes 2, Strong strokes 6

Stage 4


Name: Expert of weaponry [Light weapons IV]
Stage: 4
Type: Physical ability
Description: Once this stage is reached, one belongs to the pros. Through skilled and flowing movements, one can hit very efficently, without using much energy. Only few fighters are still a serious threat. Normal strokes: 8, Strong strokes: 12
Requirement: Light weapons 20, Dexterity 15
Energy cost: Normal strokes 1, Strong strokes 5

Name: Expert of weaponry [Heavy weapons IV]
Stage: 4
Type: Physical ability
Description: Once this stage is reached, one belongs to the pros. Through skilled and flowing movements, one can hit very efficently, without using much energy. Only few fighters are still a serious threat. Normal strokes: 8, Strong strokes: 12
Requirement: Heavy weapons 20, Strength 15
Energy cost: Normal strokes 1, Strong strokes 5

Stage 5


Name: Master of weaponry [Light weapons V]
Stage: 5
Type: Physical ability
Description: Once this stage is reached, one belongs to the best of the best. Attacks are dangerous, often deadly and one knows exactly how to use the own strength to strike without using much energy. Normal strokes: 10, Strong strokes: 15
Requirement: Light weapons 25, Dexterity 20, Strength 15
Energy cost: Normal strokes 0, Strong strokes 4

Name: Master of weaponry [Heavy weapons V]
Stage: 5
Type: Physical ability
Description: Once this stage is reached, one belongs to the best of the best. Attacks are dangerous, often deadly and one knows exactly how to use the own strength to strike without using much energy. Normal strokes: 10, Strong strokes: 15
Requirement: Heavy weapons 25, Strength 20, Dexterity 15
Energy cost: Normal strokes 0, Strong strokes 4
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PostSubject: Re: [Abilities] Physical Abilities    [Abilities] Physical Abilities  Time11Wed Dec 05, 2018 9:42 pm 138

Distant-combat weapons


This skill determines how good one can handle distant-combat weapons. This includes weapons like bows, crossbows and slingshots, but also things like throwing spears or throwing knifes.
Learning this skill, gives you the ability to attack from distance and striking your pponents, without risking being hit yourself.
But it needs alot of skill to hit your target efficently and also gives you a dissadvantage in close combat situations.

Important: You don’t have infinite ammunition! Keep track of how many arrows you spend and update your inventory. If you use knives or spears, make sure that your character collects it again, after throwing. Don’t use more arrows or knives than you have in your invenotry. You can also collect your arrows again, but you have to mention it in your post and it will of course cost your character time.

Stage 1


Name: Beginner of shooting [Shooting I]
Stage: 1
Type: Physical ability
Description: One can hit a target in 10 meter range accuratly. But from 25 meters on, one misses for a certainty. This only applies in normal condition, when there is daylight, it doesn’t rain or snow, the wind isn’t to strong and one isn’t injured. (Only injuries which would affect the shooting.)
Requirement: Distant combat weapons 5
Energy cost: 5 per shot

Stage 2


Name: Apprentice of shooting [Shooting II]
Stage: 2
Type: Physical ability
Description: One can hit a target in 25 meter range accuratly. But from 50 meters on, one misses for a certainty. This only applies in normal condition, when there is daylight, it doesn’t rain or snow, the wind isn’t to strong and one isn’t injured. (Only injuries which would affect the shooting.)
Requirement: Distant combat weapons 10, Dexterity 5
Energy cost: 4 per shot

Name: Apprentice of shooting Pro
Stage: 2
Type: Physical ability
Description: One can hit a target up to 10 meter range accuratly under more difficult circumstances such as rain, snow, stronger wind, minor injuries and twilight. But from 25 meters on, one misses for a certainty.
Requirement: Distant combat weapons 10, Dexterity 5, Shooting I
Energy cost: 5 per shot

Stage 3


Name: Practitioner of shooting [Shooting III]
Stage: 3
Type: Physical ability
Description: One can hit a target in 50 meter range accuratly. But from 100 meters on, one misses for a certainty. This only applies in normal condition, when there is daylight, it doesn’t rain or snow, the wind isn’t to strong and one isn’t injured. (Only injuries which would affect the shooting.)
Requirement: Distant combat weapons 15, Dexterity 10
Energy cost: 3 per shot

Name: Practitioner of shooting Pro
Stage: 3
Type: Physical ability
Description: One can hit a target up to 25 meter range accuratly under more difficult circumstances such as rain, snow, stronger wind, minor injuries and twilight. But from 50 meters on, one misses for a certainty.
Requirement: Distant combat weapons 15, Dexterity 10, Stamina 5, Shooting II
Energy cost: 4 per shot

Stage 4


Name: Expert of shooting [Shooting IV]
Stage: 4
Type: Physical ability
Description: One can hit a target in 100 meter range accuratly. But from 250 meters on, one misses for a certainty. This only applies in normal condition, when there is daylight, it doesn’t rain or snow, the wind isn’t to strong and one isn’t injured. (Only injuries which would affect the shooting.)
Requirement: Distant combat weapons 20, Dexterity 15
Energy cost: 2 per shot

Name: Expert of shooting Pro
Stage: 4
Type: Physical ability
Description: One can hit a target up to 50 meter range accuratly under more difficult circumstances such as rain, snow, stronger wind, minor injuries and twilight. But from 100 meters on, one misses for a certainty. One can hit a target up to 10 meter range accuratly under very difficult circumstances such as storm, injuries and darkness. But from 25 meters on, one misses for a certainty.
Requirement: Distant combat weapons 20, Dexterity 15, Stamina 10, Shooting III
Energy cost: 3 per shot

Stage 5


Name: Master of shooting [Shooting V]
Stage: 5
Type: Physical ability
Description: One can hit a target in 250 meter range accuratly. But from 500 meters on, one misses for a certainty. This only applies in normal condition, when there is daylight, it doesn’t rain or snow, the wind isn’t to strong and one isn’t injured. (Only injuries which would affect the shooting.)
Requirement: Distant combat weapons 25, Dexterity 20
Energy cost: 1 per shot

Name: Master of shooting Pro
Stage: 5
Type: Physical ability
Description: One can hit a target up to 100 meter range accuratly under more difficult circumstances such as rain, snow, stronger wind, minor injuries and twilight. But from 250 meters on, one misses for a certainty. One can hit a target up to 50 meter range accuratly under very difficult circumstances such as storm, injuries and darkness. But from 100 meters on, one misses for a certainty.
Requirement: Distant combat weapons 25, Dexterity 20, Stamina 15, Shooting IV
Energy cost: 2 per shot
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PostSubject: Re: [Abilities] Physical Abilities    [Abilities] Physical Abilities  Time11Wed Dec 05, 2018 9:43 pm 139

Weaponless combat


You don’t need a weapon to fight. This skill determines how good one canfight with using only your own body.
To make it simpler, all martial arts fall in this category. From Boxing to judo, every combat style, that does not use a weapon or other items.
Though keep in mind that your character will only learn one style and not be a master in every martial art form by default. If you want your character to use a specific style like for example karate write that in the name behind the ability in brackets, like this - Name: Beginner of weaponless combat (karate)
If you don’t specify a style your character just learn a kind of a streetfighter, common style of fighting.

We differentiate between normal and strong strokes. But keep the strenght you use realistic. You can refer to your characters strength.
When you block a stroke it depends on your level. If you block a normal stroke, it will cost you half the energy of a normal stroke at your stage, if you block a strong stroke, it will cost you half the energy of a strong stroke at your stage.
So if you are at stage 3 and your opponent is at stage 2, and you block a normal stroke of your opponent, it will cost you 1 energy point and your opponent 3 energy points.
If you are at stage 3 and your opponent is at stage 4, and you block a normal stroke of your opponent, it will cost you 1 energy point and your opponent also 1 energy point.

Stage 1


Name: Beginner of weaponless combat [Weaponless combat I]
Stage: 1
Type: Physical ability
Description: One beginns to understand the basic of fighting and gets to know ones own strength. First strokes can be executed, but they are not very strong or skilled. Normal strokes: 5, Strong strokes: 9
Requirement: Weaponless combat 5
Energy cost: Normal strokes 4, Strong strokes 8

Stage 2


Name: Apprentice of weaponless combat [Weaponless combat II]
Stage: 2
Type: Physical ability
Description: After much training, one becomes acquainted with ones body and strength. Fighting is becoming more easy, since one is more conditioned and skilled, which leds to stronger attacks. Normal strokes: 6, Strong strokes: 10
Requirement: Weaponless combat 10, Strength 5
Energy cost: Normal strokes 3, Strong strokes 7

Stage 3


Name: Practitioner of weaponless combat [Weaponless combat III]
Stage: 3
Type: Physical ability
Description: Through intensiv training and gathered experience, one has learned many diffrent tricks and maneuvres, but also parries and defences. Thus one is above the average, but can still improve in the nuances and efficiency. Normal strokes: 7, Strong strokes: 11
Requirement: Weaponless combat 15, Strength 10
Energy cost: Normal strokes 2, Strong strokes 6

Stage 4


Name: Expert of weaponless combat [Weaponless combat IV]
Stage: 4
Type: Physical ability
Description: Once this stage is reached, one belongs to the pros. Through skilled and flowing movements, one can hit very efficently, without using much energy. Only few fighters are still a serious threat. Normal strokes: 8 Strong strokes: 12
Requirement: Weaponless combat 20, Strength 15
Energy cost: Normal strokes 1, Strong strokes 5

Stage 5


Name: Master of weaponless combat [Weaponless combat V]
Stage: 5
Type: Physical ability
Description: Once this stage is reached, one belongs to the best of the best. Attacks are dangerous, often deadly and one knows exactly how to use the own strength to strike without using much energy. Normal strokes: 10, Strong strokes: 15
Requirement: Weaponless combat 25, Strength 20
Energy cost: Normal strokes 0, Strong strokes 4
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PostSubject: Re: [Abilities] Physical Abilities    [Abilities] Physical Abilities  Time11Wed Dec 05, 2018 9:43 pm 140

Defence


Only few creatures have the gift of invulnerability. Everyone else has to protect their body from attacks. One way to do this is wearing armor. If you want to know how that will effect your fight, read the post about blacksmithing or tailoring.
Another way of protecting yourself is using a shield. Thats what this post is about.
Someone who learns the skill defence, learns all about using a shield to block attacks.
Often this skill is combined with light weapon combat, but it can also be learned independently from it.

Stage 1


Name: Beginner of defence [Defence I]
Stage: 1
Type: Physical ability
Description: One beginns to understand the basic of defence and gets to know ones shield. Weaker strokes can be blocked so that they cost less energy.
Normal strokes of stage 1: 1 energy
Strong strokes of stage 1: 5 energy.
Normal strokes of stage 2: 3 energy
Requirement: Defence 5

Stage 2


Name: Apprentice of defence [Defence II]
Stage: 2
Type: Physical ability
Description: After much training, one becomes acquainted with ones shield. Stronger strokes can be blocked so that they cost less energy.
Normal strokes of stage 1: 0 energy
Strong strokes of stage 1: 3 energy
Normal strokes of stage 2: 1 energy
Strong strokes of stage 2: 5 energy
Normal strokes of stage 3: 4 energy
Requirement: Defence 10, Stamina 5

Stage 3


Name: Practitioner of defence [Defence III]
Stage: 3
Type: Physical ability
Description: Through intensiv training and gathered experience, one has learned many diffrent tricks and maneuvres. Thus one is above the average, but can still improve in the nuances and efficiency.
Normal strokes of stage 1 and 2: 0 energy
Strong strokes of stage 1: 1 energy.
Strong strokes of stage 2: 3 energy
Strong strokes of stage 3: 6 energy.
Normal strokes of stage 4: 4 energy
Requirement: Defence 15, Stamina 10

Stage 4


Name: Expert of defence [Defence IV]
Stage: 24
Type: Physical ability
Description: Once this stage is reached, one belongs to the pros. Only few fighters are still a serious threat.
Normal strokes of stage 1, 2 and 3 and strong strokes of stage 1: 0 energy
Strong strokes of stage 2: 1 energy
Strong strokes of stage 3: 3 energy
Strong strokes of stage 4: 6 energy
Normal strokes of stage 5: 5 energy
Requirement: Defence 20, Stamina 15

Stage 5


Name: Master of defence [Defence V]
Stage: 5
Type: Physical ability
Description: Once this stage is reached, one belongs to the best of the best. Not many attacks can still be a threat.
Normal strokes of stage 1, 2, 3 and 4 and strong strokes of stage 1 and 2: 0 energy
Strong strokes of stage 3: 1 energy.
Strong strokes of stage 4: 3 energy
Normal strokes of stage 5: 1 energy
Strong strokes of stage 5: 8 energy
Requirement: Defence 25, Stamina 20

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PostSubject: Re: [Abilities] Physical Abilities    [Abilities] Physical Abilities  Time11Wed Dec 05, 2018 9:43 pm 141

Acrobatics


This skill determines how agile and coordinated one is. This can be very usefull when you want to quickly move over obstacles or jump around and is therefor a usefull skill for thiefs, adventurers and sailors, but also for fighters or actors.
The ability is divided into three diffrent categories: Rolling, climbing and moving. You can start every category at stage 1 and improve it when you get more skill points. Improvements only cost half the price of the market.

Stage 1


Name: Beginner of rolling [Rolling I]
Stage: 1
Type: Physical ability
Description: One can roll after a jump from maximum 2 meters height and thus avoid injuries.
Requirement: Acrobatic 5
Energy cost: 5

Name: Beginner of moving [Moving I]
Stage: 1
Type: Physical ability
Description: Simple movements and jumps succeed on a still, dry floor. This includes somersaults, turning cartwheels and balancing on a timber.
Requirement: Acrobatic 5
Energy cost: 7

Name: Beginner of climbing [Climbing I]
Stage: 1
Type: Physical ability
Description: Basic surfaces can be overcome. This includes: Climbing ropes, rough rock faces, big trees with many thick branches and walls till maximum two meters.  
Requirement: Acrobatic 5
Energy cost: 10

Stage 2


Name: Apprentice of rolling [Rolling II]
Stage: 2
Type: Physical ability
Description: One can roll after a jump from maximum 5 meters height and thus avoid injuries.
Requirement: Acrobatic 10, Dexterity 5, Rolling I
Energy cost: 4

Name: Apprentice of moving [Moving II]
Stage: 2
Type: Physical ability
Description: More difficult movements and jumps succeed on a still, dry floor. This includes saltos, back handsprings and balancing on a rope.
Requirement: Acrobatic 10, Dexterity 7, Moving I
Energy cost: 6

Name: Apprentice of climbing [Climbing II]
Stage: 2
Type: Physical ability
Description: More difficult surfaces can be overcome. This includes: Climbing walls with small ledges, trees and walls till maximum fife meters.
Requirement: Acrobatic 10, Dexterity 5, Climbing I
Energy cost: 9

Stage 3


Name: Practitioner of rolling [Rolling III]
Stage: 3
Type: Physical ability
Description: One can roll after a jump from maximum 7 meters height and thus avoid injuries.
Requirement: Acrobatic 15, Dexterity 10, Rolling II
Energy cost: 3

Name: Practitioner of moving [Moving III]
Stage: 3
Type: Physical ability
Description: Difficult movements and jumps succeed on a still, dry floor. This includes turning cartwheels whithout hands, mulitple saltos and balancing on thin wire rope.
Requirement: Acrobatic 15, Dexterity 12, Moving II
Energy cost: 6

Name: Practitioner of climbing [Climbing III]
Stage: 3
Type: Physical ability
Description: Difficult surfaces can be overcome. This includes: Climbing walls with no or only very small ledges, trees without branches and walls till maximum ten meters.
Requirement: Acrobatic 15, Dexterity 10, Climbing II
Energy cost: 8

Stage 4


Name: Expert of rolling [Rolling IV]
Stage: 4
Type: Physical ability
Description: One can roll after a jump from maximum 10 meters height and thus avoid injuries.
Requirement: Acrobatic 20, Dexterity 15, Rolling IV
Energy cost: 2

Name: Expert of moving [Moving IV]
Stage: 4
Type: Physical ability
Description: Movements and jumps of stage 1 and two succeed under more difficult circumstances. This includes wet floors, snow or ice, darkness, strong wind or minor injuries.
Requirement: Acrobatic 20, Dexterity 17, Moving III
Energy cost: 4

Name: Expert of climbing [Climbing IV]
Stage: 4
Type: Physical ability
Description: Climbing stage 1 and 2 succeed under more difficult circumstances. This includes wet underground, rain, darkness, snow, ice and minor injuries.
Requirement: Acrobatic 20, Dexterity 15, Climbing III
Energy cost: 8

Stage 5


Name: Master of rolling [Rolling V]
Stage: 5
Type: Physical ability
Description: One can roll after a jump from maximum 15 meters height and thus avoid injuries.
Requirement: Acrobatic 25, Dexterity 20, Rolling V
Energy cost: 1

Name: Master of moving [Moving V]
Stage: 5
Type: Physical ability
Description: Movements and jumps of all stages succeed under more difficult circumstances. This includes wet floors, snow or ice, darkness, strong wind or injuries (altough not major injuries), even moving grounds like ships or ropes moved by the wind.
Requirement: Acrobatic 25, Dexterity 22, Moving V
Energy cost: 2

Name: Master of climbing [Climbing V]
Stage: 5
Type: Physical ability
Description: Climbing of all stage succeeds under more difficult circumstances. This includes wet underground, rain, darkness, snow, ice, strong wind, storm and injuries (altough not major injuries), even moving grounds.
Requirement: Acrobatic 25, Dexterity 20, Climbing V
Energy cost: 5
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PostSubject: Re: [Abilities] Physical Abilities    [Abilities] Physical Abilities  Time11Wed Dec 05, 2018 9:43 pm 143

Sneaking


The skill of sneaking is very usefull when you want to move around without getting any attention. Therefor it can be very usefull for soldiers and other fighters, but also for thieves and other shady characters.
This ability depends on the surrounding circumstances and if your character is injured.  

Stage 1


Name: Beginner of sneaking [Sneaking I]
Stage: 1
Type: Physical ability
Description: One can sneak without being noticed, at a slow speed when it is dark or loud or there are other circumstances that limit the attention of people around. (Like loud wind, storm, rain…)
Requirement: Sneaking 3

Name: Beginner of sneaking 2 [Sneaking I]
Stage: 1
Type: Physical ability
Description: One can sneak without being noticed, at a slow speed when there are no difficult circumstances. This means, the ground is level and made of stone or earth and one is not injured.
Requirement: Sneaking 5

Stage 2


Name: Apprentice of sneaking [Sneaking II]
Stage: 2
Type: Physical ability
Description: One can sneak without being noticed, at a slow speed when the ground is made of sand or ice or when it is wet or slippery. Or at walking speed when there are no difficult circumstances.
Requirement: Sneaking 10

Stage 3


Name: Practitioner of sneaking [Sneaking III]
Stage: 3
Type: Physical ability
Description: One can sneak without being noticed, at a slow speed in water (in streams or the bank of a lake) or with a small injury. Or at walking speed when the ground is made of sand or ice or when it is wet or slippery. Or at a fast speed, when there are no difficult circumstances.
Requirement: Sneaking 15

Stage 4


Name: Apprentice of sneaking [Sneaking IV]
Stage: 4
Type: Physical ability
Description: One can sneak without being noticed, at a slow speed when the ground is muddy or snowy or with an injury. Or at walking speed in water or with a small injury. Or at a fast speed, when the ground is made of sand or ice or when it is wet or slippery. Or running, when there are no difficult circumstances.
Requirement: Sneaking 20

Stage 5


Name: Apprentice of sneaking [Sneaking V]
Stage: 5
Type: Physical ability
Description: One can sneak without being noticed, at a slow speed over a noise ground like gravel, leaves or branches or with a major injury. Or at walking speed on a muddy or snowy ground or with an injury. Or at a fast speed, in water or with a small injury. Or running, when the ground is made of sand or ice or when it is wet or slippery.
Requirement: Sneaking 25
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PostSubject: Re: [Abilities] Physical Abilities    [Abilities] Physical Abilities  Time11Wed Dec 05, 2018 9:44 pm 145

Riding


This skill determins your abilty of sitting on a horses back. It is very usefull if you want to travel greater distances on land.

Stage 1


Name: Beginner of riding [Riding I]
Stage: 1
Type: Physical ability
Description: One can ride on a horse at a walk without problems. But faster speeds are still difficult.
Requirement: Riding 5
Energy cost: 8 per 10 minutes ingame

Stage 2


Name: Apprentice of riding [Riding II]
Stage: 2
Type: Physical ability
Description: One can ride on a horse at a trot without problems. But faster speeds are still difficult.
Requirement: Riding 10, Stamina 5
Energy cost: 8 per 10 minutes ingame at a trot, 4 per 10 minutes ingame at a walk

Stage 3


Name: Practitioner of riding [Riding III]
Stage: 3
Type: Physical ability
Description: One can ride on a horse at a gallop without problems. One can get on a horse while it moves at a walk.
Requirement: Riding 15, Stamina 10, Dexterity 5
Energy cost: 8 per 10 minutes ingame at a gallop, 4 per 10 minutes ingame at a trot, 2 per 10 minutes ingame at a walk

Stage 4


Name: Expert of riding [Riding IV]
Stage: 4
Type: Physical ability
Description: The riding itself is not a problem anymore and can be done asleep. One can get on a horse while it moves at a walk or trot and can even move around on the animal which is usefull for fighting or stunts.
Requirement: Riding 20, Stamina 15, Dexterity 10
Energy cost: 4 per 10 minutes ingame at a gallop, 2 per 10 minutes ingame at a trot, 1 per 10 minutes ingame at a walk

Stage 5


Name: Master of riding [Riding V]
Stage: 5
Type: Physical ability
Description: One becomes one with the horse. Now even getting or moving on the animal at a gallop works without problems.
Requirement: Riding 25, Stamina 20, Dexterity 15
Energy cost: 2 per 10 minutes ingame at a gallop, 1 per 10 minutes ingame at a trot, 1 per 20 minutes ingame at a walk
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