There are a variety of skills in EverQuest, and learning
and developing those skills are the keys to a character's success in the
game. How a skill works in game depends on the type of skill. Some skills
are triggered automatically, while others are used at the player's
discretion. Also, some skills are very general and shared by all, while
others are specific to certain races and classes. In general, the more the
character attempts to use a skill, the better he or she will become at it.
The following is a list of several skills, including a short description
of each. Keep in mind, however, that this list is intentionally incomplete
– some skills are limited to individual classes, some to players over a
certain level and some are simply more obscure and difficult to learn. It
will be up to the player to discover them as they explore the world of
Norrath.
Abjuration
One of
the several skills related to the art of magic, abjuration deals with
defensive magic; for example, a spell that enables the character to take
less damage from extreme cold.
Alchemy
A shaman
of accomplished experience is capable of brewing various potions, many of
which are magical in nature. Most of these potions are beneficial in some
way, offering enhanced physical ability for example, so they are in demand
by many adventurers.
Alteration
Another of the several skills
related to the art of magic, alteration deals with changing things,
whether it is illusion or an actual physical change. An example would be a
spell that teleports something, or that enables a character to move
faster, or forces him or her to move more slowly.
Archery
In
addition to the skills dealing with melee combat, range weapons are also
prevalent in the world. The skill of archery deals with a character’s
efficacy in using bows, crossbows, and other, similar devices.
Apply Poison
An
ability that is limited to rogues, apply poison enables them to inflict
even more damage to their foes after the initial strike. There are
numerous steps to learn and perfect in order to use this skill
effectively.
Backstab
The
rogue has many unique skills in his repertoire, including the ability to
strike at his opponent from behind, often inflicting a great deal of
damage in one blow.
Bash
Certain
races and classes have the ability to disorient an opponent, thereby
lowering his defenses and also interrupting the process of
spellcasting.
Bind
Wound
Bandages can be used to stanch the flow of blood
from a wound, thereby healing the victim to some extent. This can only be
used on seriously injured patients who are not actively pursuing some
other activity.
Block
Negating an
attack by deflecting the blow with one's body is a skill unique to the
monk, and blocking is one of several skills available to that class.
Channeling
One of
the several skills related to the art of magic, channeling allows you to
continue casting without being interrupted if you are hit while casting
the spell.
Conjuration
Another of the several skills
related to the art of magic, conjuration brings something from elsewhere
into the world, whether they are elemental creatures or powerful clouds of
energy.
Disarm
This skill
allows the combatant to dislodge a wielded weapon from his opponent’s
hands, knocking it to the ground and forcing him, at least for the moment,
to fight hand-to-hand.
Divination
Another of the several skills
related to the art of magic, spells of divination allow the caster to both
detect things previously concealed and conceal things previously visible.
Dodge
One of the
better ways to negate damage is to completely avoid the blow itself, and
the skill of dodging allows the combatant to do just that.
Double
Attack
When a fighter becomes particularly adept at his
craft, he may become fast enough to hit his opponent twice in the time it
would normally take to hit once. Needless to say, this can be very
advantageous in a difficult battle.
Dual
Wield
Certain classes are able to wield a weapon
effectively in both hands, thereby increasing the number of attacks and
thus the amount of damage inflicted in a given period of time.
Evocation
Another
of the several skills related to the art of magic, evocation deals with
things that go boom. Fireballs, force spells, etc., all fall under the
auspices of this offensive skill.
Feign Death
Some
creatures are said to pretend to be dead, in order to fool their attackers
into leaving them alone. Clever monks have mimicked this behavior and
found it to be very effective for them, too.
Flying Kick
The
monk’s body is a finely honed weapon, as this rather acrobatic strike
demonstrates. The force of a flying kick is much greater, due to the
length of one’s legs, than a blow from the upper extremity.
Foraging
Being at
home in the wilderness has many benefits, including the ability to forage
food. This skill has been known to save quite a few trips back to town
when the supplies have inadvertently run out mid-quest. Only those whose
classes bring them in tune with nature have refined this ability to any
degree.
Hand-to-Hand
Although this skill can be
mastered only by monks, most every other class can at least throw the
occasional punch. Besides, one never knows when one might be relieved of
one's weapon, both during combat and at other times.
Hide
Hiding from
an opponent can be a valuable skill to learn, particularly if one finds
oneself without defenses unexpectedly. It should be mentioned, however,
that some creatures are able to see better than others. Therefore, this
skill is not foolproof.
Kick
Being able
to dish out a bit more damage during combat is attractive to many of the
melee classes in the game, and kicking one's opponent in unpleasant places
in between sword swings does just that.
Meditate
Another
of the several skills related to the art of magic, meditation allows
casters to memorize spells and regain their mana more quickly.
Melee
Weapons
Combat is rather integral to the game, and there
are a variety of weapons available to the combatant. In general, these
weapons are broken up into three categories, blunt, slashing, and
piercing, as well as whether they require one or two hands to wield. The
better one is at any of these separate skills, the more effective they are
with that weapon.
Musical
Instruments
Certain bard songs require certain
instruments, and the better the minstrel is at playing these instruments,
the more effective he or she will be at playing those songs. Each type of
instrument learned, whether it is percussion, string, brass or wind, can
improve the musician’s effectiveness by enhancing their magical
compositions.
Pick
Lock
Oftentimes finding that precise key is just too
time consuming or expensive, and the lock picking abilities of the Rogue
class come in very handy. Bards, being somewhat roguish themselves, also
have this ability.
Pick
Pocket
Rogues, particularly the halfling variety because
of their unique and convenient size, have a tendency to lighten those
overly heavy pockets of passers-by, but only as a courtesy, of course.
Their intended victims, however, will at times detect this activity and
will rarely appreciate the attempt.
Safe Fall
Monks,
being typically unencumbered by heavy armor and weapons, often work on
their ability to fall great distances, yet still land on their feet
incurring minimal if any damage. Bards and rogues also practice this
skill.
Sense
Heading
Although compasses are known to exist, they are
also typically rare and expensive. Nearly anyone can learn to determine
their heading and direction if they are persistent. Then again, they are
also often times wrong.
Singing
Bards
(one can at least hope) have great singing voices. And the better they are
at this art, the more effective their songs, which are themselves often
magical in nature.
Sneak
Some races
are better at sneaking than others because of size, but class is also an
important factor. In order to bypass a dangerous enemy, it might be
advisable to slow one’s movement and creep cautiously along, being very
quiet.
Specialization
Magic users of advanced
experience levels tend to specialize in one or another of the skills
available to them, depending on which type of magic they find most useful.
Specializing in one of those areas allows casters to cast spells using
less mana and with a higher rate ofsuccess.
Swimming
Many
areas in the world of Norrath are covered by water, and one's ability to
maneuver in that environment is directly related to one's skill level in
swimming. As one becomes more adept at this skill, it is possible to move
much faster in the water, and possibly even remain underwater for a bit
longer as well.
Tracking
Rangers,
druids and bards, through natural or magical abilities, are able to follow
traces of others over varying distances. They have never been known to
share the secret of this ability with the other classes, which leads one
to believe that it is a very difficult skill.
Taunt
Taunting an
attacker to attack oneself instead of another is a method by which one
member of a team or group can help prevent the death of another, if
successful. Warriors in particular are known to do this in order to
protect the physically weaker magic users of their parties.
Trade
Skills
The citizens of Norrath have also developed a
number of trade skills over the course of their history, as would any
civilized world. Merchants on all continents buy and sell components to
supply those who opt to learn these skills, be they apprentice or master.
Some learn the skills to feed themselves, to earn money, or simply to
provide themselves with items they would otherwise lack, due to their
cost. Some of the trade skills widely practiced on Norrath are: fishing,
tinkering, baking, tailoring, blacksmithing, jewelry, and pottery.
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