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        <title>enchanting</title>
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        <description>Enchanting

Enchanting is used to create Enchanted Items.

The Enchanting skill is available only for characters of Magery &gt;= 10. Characters with Magery &lt; 10 cannot create enchanted items.

Technically, Enchanting is not exactly a skill. There is no such thing as an enchanting roll. Rather, any necessary spells are cast, using their normal difficulty level. If multiple spells are needed for a particular effect, then the spell difficulty rolls are rolled separately, and any fail results in a fail…</description>
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        <title>herbology</title>
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        <description>Herbology

Herbology is the study of plants and herbs, and the crafting of plant based potions.

Herbology is a playable skill, however, most herbologists are NPCs. Herbology is a folk-lore based science that is fairly common. Every village will have at least one herbologist.</description>
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        <description>Skills Defaults

this page is intended as a guide for GMs and should not be used as a RULE. These suggested values and any other skills values are at the discretion of the GM. Certain campaign types may require different allowed values.

For weapons default skills, see the</description>
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        <title>skills</title>
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        <description>Skills

Everything your character does in the game has a chance of success or failure. Having a higher skill value for a particular task, improves the chances of success for that task. 

Default Skill Levels

Every character has a certain level of skill in every possible skill. Think about it. In real life YOU have a certain level in every skill - even skills you have never heard of. If you have never heard of a skill, you probably have a pretty low value, but it IS a value.</description>
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        <title>venomology</title>
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        <description>Venomology

Venomology is the study of animal and insect venoms, and poisonous plants, and the crafting of poisons from these material extracts.

Due to the common nature of a wide variety of poisonous mushrooms, berries, etc, venemologists are relatively abundant.</description>
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        <description>Weapons Skills

You weapons skills determine how easily you can hit an opponent. Each weapon has it's own skill, but skills are applicable to SIMILAR weapons, at the GMs's discretion.

Weapons come with a default skill level, which may be upgraded at a cost of 10 XP per level.</description>
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