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Abjuration is the school of magic that deals with protective spells (buffs) and counter magic.
As a side effect of drinking regularly, one's sensitivity to alcohol diminishes, thus requiring more alcohol to achieve the same effect experienced previously.
The act of turning one thing into another, be it lead into gold or earth into air.
Binding wounds is a skill in which one can bandage one's own injuries or someone else's. It often serves as a substitute for healing items or magical healing.
Begging various NPCs can sometimes earn the beggar a few pieces of silver, but other times it will simply draw the ire of the NPC.
Bats, hammers, wrenches, maces, staves, or even brass knuckles. These are weapons intended for blunt trauma rather than cutting or slicing.
Brewing is the production of alcoholic beverages through the process of fermentation. It is most closely associated with beer, but can also include wine, tea, cider, mead and other liquids.
Channeling is a skill that allows a caster to continue casting a spell without having the spell interrupted by being attacked, slightly moving, etc.
Conjuration is the magic school of manifesting objects such as weapons out of thin air. In some settings, conjurers are also responsible for summoning creatures.
The act of preparing food by applying heat, often cooking in games produces items which yield some kind of benefit towards your character.
Divination is a school of magic that allows the user to tell the future, see the unseen, sense the presence of undead, identify magical items, and more.
Erudites are a race in the EverQuest series. As humans evolved from barbarians, Erudites believe they are the next evolutionary step. Erudites are the most intelligent race of people in the world of Norrath.
Throwing a fireball or zapping your foes with chain lighting are both great examples of evocation magic.
A gaming genre of its own, but also frequently featured as a mini-game in other titles, especially RPGs.
Fletching the process by which aerodynamic arrows are crafted. This trade skill is often a chosen profession of rangers, rogues, and warriors. In games, the fletching usually includes the skill of crafting bows as well.
A guild is a group of people who are expert at a skill or task and have banded together for ease of employment. In games guilds take many forms, from massive societies of real people in MMOs, to simple places to level up and receive quests in most RPG's
A guildmaster is the leader of a guild.
"Hand to hand. It is the basis of all combat." -Gray Fox
Jewelcraft is the art of creating jewelery from precious metals and gemstones. The necklaces, rings, bracelets, earrings, and other items crafted by this trade skill are often highly sought after.
The concept of affecting the universe through supernatural methods, breaking the fundamental laws of science.
Meditating is often used as a means to regenerate mana faster.
Piercing weapons are designed primarily for stabbing and puncturing to cause damage rather than slicing or cutting. Examples include knives, daggers, spears, lances, needles, shivs or improvised weapons such as ice picks.
Pottery is one of the oldest forms of art in the world, and it is still popular today. In some games, pottery is a tradeskill that can be learned.
Sense Heading is a skill that allows one to determine what cardinal direction he/she is facing without the assistance of an in-game item or user-interface compass.
Smithing is a trade skill used to craft and shape metal. Steel, iron, gold, silver, pewter, tin, copper, and other metals can be used to craft armor, blades, guns, coins, arrowheads, locks, and a myriad of other objects.
Any practitioner of magic (wizard, sorcerer, mage, necromancer, etc.) who casts spells. Even unlearned scholars can throw a mean magic missile every now and then.
Propelling oneself with kinetic usage of limbs while submerged in liquid (or otherwise fluid material).
Tailoring is the process of crafting clothing through the sewing and cutting of fabrics. It is a popular trade skill in many RPG's.
A trainer is a NPC with the ability to teach the Main Character new skills, improve upon old ones or simply raise attributes once certain conditions are met. (Not to be confused with mentor.)
Weapons designed to be wielded with both hands, typically due to their size in relation to the one wielding them. Examples include longswords, claymores, lances, scythes, and giant hammers among others.
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