Difference between revisions of "Kaembryge Quest Abilities"
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==KAEMBRYGE-SPECIFIC QUEST ABILITIES== | ==KAEMBRYGE-SPECIFIC QUEST ABILITIES== | ||
− | * The following abilities are considered viable for the Province of Kaembryge: Affinity for Nature | + | * The following abilities are considered viable for the Province of Kaembryge: |
+ | ** Affinity for Nature | ||
+ | ** Calm | ||
+ | ** Charm | ||
+ | ** Court Knowledge | ||
+ | ** Disarm Traps | ||
+ | ** Hallowed Ground | ||
+ | ** Magical Knowledge | ||
+ | ** Menace | ||
+ | ** Persuasion | ||
+ | ** Pick Locks | ||
+ | ** Presence | ||
+ | ** Talk to Dead | ||
+ | ** Tracker | ||
+ | ** Tribal Knowledge | ||
+ | ** Turn Undead | ||
+ | ** Prepared. “Prepared” cannot be strongly encouraged enough. | ||
* The following abilities are new and may be used without permission in Kaembryge, or with quest organizer approval in provinces outside of Kaembryge: | * The following abilities are new and may be used without permission in Kaembryge, or with quest organizer approval in provinces outside of Kaembryge: | ||
** Borderlands Knowledge – Player is familiar with the customs of the former High Principality of the Borderlands, and may have an advantage when it comes to people, places, objects, and/or events from that period. | ** Borderlands Knowledge – Player is familiar with the customs of the former High Principality of the Borderlands, and may have an advantage when it comes to people, places, objects, and/or events from that period. |
Revision as of 05:40, 28 May 2014
KAEMBRYGE-SPECIFIC QUEST ABILITIES
- The following abilities are considered viable for the Province of Kaembryge:
- Affinity for Nature
- Calm
- Charm
- Court Knowledge
- Disarm Traps
- Hallowed Ground
- Magical Knowledge
- Menace
- Persuasion
- Pick Locks
- Presence
- Talk to Dead
- Tracker
- Tribal Knowledge
- Turn Undead
- Prepared. “Prepared” cannot be strongly encouraged enough.
- The following abilities are new and may be used without permission in Kaembryge, or with quest organizer approval in provinces outside of Kaembryge:
- Borderlands Knowledge – Player is familiar with the customs of the former High Principality of the Borderlands, and may have an advantage when it comes to people, places, objects, and/or events from that period.
- High Arcana – Player is versed in the Realm-splintering magics used at the time of the fall of the Borderlands Keep, and will have an advantage when working out specific problems involving the truly powerful magics that permeate the area and the aftereffects of their use.
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