Armor Repair (1): You are able to mend two points of armor, regardless of what kind it is, for each time this skill is purchased. Requires one minute of uninterrupted role-play to repair one point of armor. Single-use skill.
Club (1): You are able to wield a club. Clubs must be between 18 and 32 inches in total length, and wider and blunter at the head than at the grip. Infinite use skill.
Dagger (1): You are able to wield a dagger. Daggers must be between 18 and 24 inches in total length. Infinite use skill.
Harvester (1): You may pick flowers without ruining their magical potency. You may consume Raw plants without suffering Nausea (which prevents you from benefiting from Raw plants, Potions, or Teas for the remainder of day). Infinite use skill.
Herbalism (3): This skill requires you to have purchased Harvester, and unlocks the Herbalist: Novice header. Herbalism is a profession that is performed both in-game and between events, usually without the guidance of a teacher, allowing you to make potions, oils, and teas. If you are a new player and are interested in becoming an Herbalist we advise you to purchase Harvester (which is a prerequisite for Herbalism) and ask about Herbalism in-game first to make sure that this is really what you are interested in doing.
Income (3): You automatically receive one silver at check-in, as payment for some craft or job your character undertakes between events. When purchasing this skill, you must specify what that craft or job is. Infinite use skill.
Sage (1): This is a between-game skill (BGS) and must be submitted to staff by the specified date for the given event to be considered valid.
One sage is equivalent to spending one hour in the library conducting research on a topic or question of your choice. Between games, send in a question with the number of sage you wish to expend researching that question. You will receive your answer at check-in of the following event, in the form of ‘notes’ that your character took in the library. The more sage you dedicate to a question, the more detailed your notes will be. Twenty research sage spent on one topic will almost always get you everything that you’d be able to find on any given topic.
Multiple uses of sage are cumulative, so you will receive better information on a given topic if you dedicate sage to it even over a long period of time. Sage increases in cost by one CP per purchase at every increment of ten that you reach. Single-use skill.
Scroll Crafting (3): This skill requires you to have purchased Harvester, and unlocks the Scroll-crafting: Novice header. Scroll-crafting is a profession that is learned in-game under the guidance of a teacher, allowing you to make scrolls. If you are a new player and are interested in becoming a Scroll-crafter, we advise you to purchase Harvester (which is a prerequisite for Scroll-crafting) and ask about Scroll-crafting in-game first, to make sure that this is really what you are interested in doing.
Vitality (1): Vitality is the measure of how much damage you can sustain before falling unconscious. Weapon strikes deal one point of Vitality damage per instance that they successfully make contact with any part of your body, except your head, groin, feet, or hands. Some abilities deal more than one Vitality per hit, such as Cleave or Bolt. For every purchase of this skill, you gain one Vitality. Once you have purchased ten Vitality, the cost per point of Vitality doubles and increases in cost by one CP for every increment of 10 after that. Note that every player needs to invest in at least one Vitality. Single-use skill.