Skills

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-construction, farming tied together after release and louie gets the dick outa his butt

-combat

-autoattack based with situational skills

-skill trees that are resetable

-crits are based on weaknesses

-accuracy is based purely on you and the opponents dodge

-based on masterys

-damage based on level, weapon and what armor the other person has

Mining

Smithing

Craft

Inscription

Alchemy

Farming (Post)

Carpenting (Post)

Speechcraft

Theiving

Survival

Breeding (Post)

Archery

Magic (Combat)

Magic (NonCombat)

Fletching

Engineering

Enchanting

Fishing

Agility

Sailing (Post)

Mounting (Possibly just put in survival) (Post)

Defence (Affects your ability to parry/dodge)

Slayer (Hunting down legendary monsters or even people 0.0) (Post)

Tailoring

Stats (These have level base + changed by armors ect)

Intelligence (affect spell damage)

Strength (affect melee damage, and melee ability damage)

Accuracy (affects ability to hit target)

Concentration (affects ability to crit target)

Charisma

combat

Hit chance = mastery lvl + weapon accuracy - Enemy dodge

Damage = lvl + weapon str - armor rating (All armors/Robes/ect give a flat armor rating, this determines all damage reduction against that type)

Crit chance = Base crit chance - enemy weakness rating ( armor weak to your attack type have increased crit chance)

Weak means it has low defence in that category

Plate armor, Extremely high armor rating, very little accuracy and concentration

Chain armor, High armor rating, No Int, some accuracy, some concentration

Leather armor, middle of the road, decent armor rating, some Int, some accuracy, some concentration

Robes, Very low armor rating, high Int, high accuracy, high concentration