Skills
 
 
 
 

Specialties are special proficiencies that not every character can learn. Specialties can have a number of effects on a character who learns them: they can alter or improve the way his skills work; they can grant him new skills or powers; they can improve his primary attributes; or they can alter the fundamental rules of the game to his benefit.

Like skills, most specialties are learned at between 15% and 30% and must be improved through use, though a few such as Heir and Worldly Goods are instantly learned to mastery. Unlike skills, each character has a limited number of specialties that he can pick. Think carefully before choosing, for the choice is permanent.

Each character can choose a specialty at level 1. Single-class characters can choose an additional specialty every fifth level, i.e. at levels 5, 10, 15, 20, 25, 30, 35, 40, 45, 50, 55, 60, 65, 70, 75, 80, 85, 90, and 95, for a total of twenty slots. Multi-class characters can choose an additional specialty every eleventh level, i.e. at 11, 22, 33, 44, 55, 66, 77, 88, and 99, for a total of ten slots. Multi-class characters gain specialty slots when they first reach a given level, not when each of their classes does.

Many specialties require more than one slot to learn. Furthermore, a few broad classes of specialties—namely, schools of magic and weapon masteries—are considered exclusive. A given character may learn no more than one of these specialties.

Schools of Magic

Schools of magic are broad classes of magical spells united by a common theme. Specialization in a school of magic allows a mage to become an expert in that particular field of spell-casting. This will affect several abilities the character gains if he becomes an avatar mage; more importantly, it will provide him with the following benefits when casting spells of the chosen school:

  • Lower mana cost.
  • Shorter casting time.
  • Less chance of losing concentration.
  • Higher casting level. (Note that this does not allow you to learn spells sooner, just cast them more effectively.)

While skill in a school of magic granted by an item will affect all of your spells, learned skill in a school of magic will only affect your mage spells. In either case, they are only effective when immediately casting a spell, not when brewing or scribing, nor when quaffing a potion, reading a scroll, or using a charged item.

Schools of magic are more powerful than normal specialties; however, a mage may not specialize in a school of magic until level 50. Furthermore, like weapon masteries, schools of magic are considered exclusive specialties: a character may learn only one. While high-level mage avatars may eventually learn a second school of magic, even they cannot learn a weapon mastery as well.

The greater schools of magic are Aeromancy, Compulsion, Geomancy, Hydromancy, Pyromancy, and Translocation.

Only mages have taken this science so far as to have a method of teaching it to students, but legends tell of ancient spell masters practiced in lesser schools of magic. These have the same benefits as the greater schools, but no class may actually learn them. Each was created by some person or group which has since dropped out of sight or is unwilling to teach to outsiders. However, occasionally adventurers will come across some item which, while they wear it, gives them some ability in the school.

The known lesser schools of magic are Abjuration, Blackmagic, Brilliance, Divination, Divine Magics, Gestalt, Healing, Nature's Blessings, and Necromancy.

Weapon Masteries

Weapon masteries are specialties available to barbarians, warriors, and warriormonks, as well as arbiters, inquisitors, monks, paladins, and rangers at a somewhat lesser ability, that grant you special automatic abilities when using weapons of the appropriate type. It is impossible to become more adept in a weapon mastery unless you are a master of its corresponding normal weapon proficiency.

Weapon masteries are more powerful than normal specialties; however, a character may not specialize in a weapon mastery until level 50. Furthermore, like schools of magic, weapon masteries are considered exclusive specialties: a character may learn only one. While the gladiator specialty will enable a character to learn a second weapon mastery, it still won't allow him to learn a school of magic as well.

The available weapon masteries are Axe Mastery, Dagger Mastery, Greatsword Mastery, Hammer Mastery, Mace Mastery, Pole Arm Mastery, Spear Mastery, Staff Mastery, Sword Mastery, Unarmed Mastery, and Whip Mastery.

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The following specialties may be learned on Mozart Mud: Abjuration, Accuracy, Aeromancy, Alertness, Ambidexterity, Athletics, Axe Mastery, Beguiling, Blackjack, Blackmagic, Brilliance, Cantrip, Charisma, Clarity, Combat Concentration, Compulsion, Concealed Weaponry, Cowardice, Dagger Mastery, Divination, Divine Blessing, Divine Magics, Door Bash, Dual Kata, Extension, Flexible Kata, Flying Kick, Frenzy, Geomancy, Gestalt, Gladiator, Great Kata, Greatsword Mastery, Hammer Mastery, Hamstring, Hands of the Master, Harmony, Head Butt, Healing, Heir, Hydromancy, Incantation, Intimidation, Invocation, Iron Grip, Jack of Trades, Jinx, Low Profile, Mace Mastery, Magic Tolerance, Mirror Image, Motionless Casting, Mysticism, Nature's Blessings, Necromancy, Nimbleness, Nine Lives, Opportunism, Outmaneuver, Packrat, Pain Immunity, Parting Blow, Perception, Pole Arm Mastery, Porter, Prestidigitation, Prone Attack, Prone Defense, Pyromancy, Quick Thinking, Quickdon, Quicksilver, Reason, Recuperation, Repair, Researching, Retreat, Righteousness, Serenity, Shield Expertise, Silent Casting, Silver Tongue, Snake Strike, Spear Mastery, Spirituality, Staff Mastery, Stroke of Luck, Surprise Attack, Sword Mastery, Throwing Expertise, Tolerate Healing, Toughness, Trample, Translocation, Trip, Tumbling, Unarmed Mastery, Vigilant Rest, Vigor, Whip Mastery, Whirlwind, and Worldly Goods.

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