Below is a list of the majority of Rel Por’s skill changes and modifications.
To ensure current information please check with the individual skill page.
This document was last updated on February 9, 2016.

Crafting Skills

Alchemy 

  • New craftable items: orcish kin paints, undead kin paints, drow kin paints, savage kin paints, armament dye removal tubs.

Arms Lore

  • When combined with Wrestling, enables players to perform a disarming move which will knock the items in the player’s hand to their backpack.

Blacksmithy

  • Able to utilize artifacts to create magical weapons and armor.

Bowcraft & Fletching

  • Items traditionally crafted with bowcrafting are now folded into one singular woodworking craftskill under carpentry..

Carpentry

  • Able to utilize artifacts to create magical weapons.
  • New craftable items: bows, crossbows, heavy crossbows, arrows, bolts, shafts.

Cartography

  • No changes.

Cooking

  • No changes.

Inscription

  • When combined with Spirit Speak, enables players to cast more potent defensive spells (Protection, Reactive Armor and Magic Reflect).

Tailoring

  • Able to utilize artifacts to create magical leather and studded armor.
  • New craftable items: bone armor pieces, orc helmets.

Tinkering

  • New craftable items: remarkable tools,  utilized by other crafting classes in order to work with magical artifacts in the creation of magic weapons, armor and items.
  • Also able to craft flash powder, an item that will instantly remove the effects of paralyze.

 

Resource Gathering
Unattended resource gathering is illegal on Rel Por. We have systems in place to detect and jail players attempting to circumvent our rules. Repeated abuse will result in suspensions and bans.

Fishing

  • Anti-Automated Resource Gathering mechanisms in place to prevent and stop players from gathering resources while not actively at their client.

Lumberjacking

  • Anti-Automated Resource Gathering mechanisms in place to prevent and stop players from gathering resources while not actively at their client.

Mining

  • Anti-Automated Resource Gathering mechanisms in place to prevent and stop players from gathering resources while not actively at their client.

Melee Combat

Anatomy

  • When combined with Healing and Wrestling, enables a player to deliver a stunning punch which will temporarily paralyze an opponent in place for a short time.
  • Increasing amounts of dexterity will decrease the duration of the stunning punch.

Archery

  • Speed in which a bow will fire is dependent upon the player’s dexterity.
  • The higher a players dexterity, the more rapidly a player will be able to fire a shot upon stopping motion or equipping weapon.

Fencing

  • Fencing weapons have a greater chance to discharge poison charges from the blade.
  • Fencing weapons have a greater amount of variance between damage dealt than other weapon types.

Healing

  • When combined with Anatomy and Wrestling, enables a player to deliver a stunning punch which will temporarily paralyze an opponent in place for a short time.

Mace Fighting

  • Macing weapons exert armor drain upon their opponents, gradually lowering their armor rating. Macing weapons deplete additional stamina upon hits.

Parrying

  • Parrying determines the players chance to parry a blow; shields only impact the amount of armor and dexterity penalty.
  • Mages may cast and meditate through chaos and order shields with sufficient wrestling and parrying skill.
  • Parrying can mitigate some magical damage – against monsters only.

Poisoning

  • In tandem with the Taste Identification skill players are able to cast higher levels of poison based on their overall skill and their distance to their opponent (including deadly and lethal poison).

Swordsmanship

  • No changes.

Tactics

  • No changes.

Wrestling

  • When combined with Healing and Anatomy, enables a player to deliver a stunning punch which will temporarily paralyze an opponent in place for a short time.
  • When combined with Arms Lore, enables players to perform a disarming move which will knock the items in the player’s hand to their backpack.

Magical Combat

For a list of spell information and various changes please visit: Rel Por Spells Information

Evaluating Intelligence

  • No changes. Increases potency of damaging magic spells.

Magery

Meditation

  • No changes. Increases the rate in which mana regenerates.
  • Players with minimum of 50 wrestling and 50 parrying may cast and meditate through Chaos and Order shields.

Resisting Spells

  • No changes. Decreases the damage taken by harmful spells and the chance to resist harmful effects.

Spirit Speak

  • Use of the spirit speak skill, even at 0 skill, allows players to reveal themselves to ghosts. Ghosts are unable to track players otherwise.
  • When combined with Inscription, enables players to cast more potent defensive spells (Protection, Reactive Armor and Magic Reflect).
  • Increasing skill in spirit speak enables a player to have additional follower control slots in order to cast more summons.

Inscription

  • When combined with Spirit Speak, enables players to cast more potent defensive spells (Protection, Reactive Armor and Magic Reflect).

Anatomy

  • When combined with Healing and Wrestling, enables a player to deliver a stunning punch which will temporarily paralyze an opponent in place for a short time.

Healing

  • When combined with Anatomy and Wrestling, enables a player to deliver a stunning punch which will temporarily paralyze an opponent in place for a short time.

Wrestling

  • When combined with Healing and Anatomy, enables a player to deliver a stunning punch which will temporarily paralyze an opponent in place for a short time.
  • When combined with Arms Lore, enables players to perform a disarming move which will knock the items in the player’s hand to their backpack.

Poisoning

  • In tandem with the Taste Identification skill players are able to cast higher levels of poison based on their overall skill and their distance to their opponent (including deadly and lethal poison).
  • Skill may be gained to grandmaster level utilizing only lesser poison potions (those able to be purchased from NPC merchants in towns).

Taste Identification

  • In tandem with the Poisoning skill players are able to cast higher levels of poison based on their overall skill and their distance to their opponent (including deadly and lethal poison).

Arms Lore

  • When combined with Wrestling, enables players to perform a disarming move which will knock the items in the player’s hand to their backpack.

Rogue Skills

Detect Hidden

  • Players with detecting hidden have the ability to see the stealthed movements of a stealther around them. Increasing skill levels increases range of detection.
  • Players with detect hidden are able to track hidden players over larger distances.

Hiding

  • Players may speak while hidden.

Lockpicking

  • No changes.

Remove Trap

  • No changes.

Snooping

  • Players map snoop from a two tile distance (previously one).

Stealing

  • There is no “thieves’ guild” to restrict a player from stealing.
  • Players with stealing skill over 30 may no longer report murders.
  • Players may no longer steal from creatures or monsters.
  • Disguise kits now require 50 stealing skill to utilize.
  • Disguise kits no longer have any restrictions based on thieves’ guild membership.

Stealth

  • Stealth no longer requires repeated use to gain additional steps. Instead players have a chance to be revealed with each step.
  • At grandmaster stealthing a player may never fail a step with any armor type.
  • Running, casting or other such actions will break stealth. Talking will not break stealth.
  • Attacking a creature or monster from stealth will yield a critical damage boost.

Tracking

  • Range of tracking has been increased dramatically for players with high levels. Low levels of tracking are essentially useless.

Arms Lore

  • When combined with Wrestling, enables players to perform a disarming move which will knock the items in the player’s hand to their backpack.

Wrestling

  • When combined with Arms Lore, enables players to perform a disarming move which will knock the items in the player’s hand to their backpack.

Creature Skills

Creatures
Animal Lore

  • Increased levels of animal lore now enable increased pet control slots and the amount of control you have over tamed pets.
  • Players with 0 skill begin at 2 follower slots and may increase it up to a total of 5 follower slots.

Animal Taming

  • See new command system below for information on improvements.

Herding

  • Herding boosts damage done by pets, up to 20% at Grandmaster Herding skill.

Veterinary

  • No changes. Enables players to heal pets with bandages.

 

Command system for summons and tamed creatures:

  • Attack: Follower will attack and pursue target up to perception range from controller. Afterwards will enter Stay mode.
  • Patrol: Player sets a target location for follower. Follower will attack any valid targets within perception range of its master, if it can’t find any, it will talk towards its patrol location, at which point it will roam around that point and look for valid targets to attack (it will stay within perception range of that patrol point however).
  • Guard: Follower will follow its master and attack any valid targets within its perception range following behavior described up top.
  • Come: Follower will walk towards the point where Come was said and then stop at that point (doesn’t follow afterwards).
  • Follow: Follower will follow its master and not attack anything (even if attacked itself).
  • Stay: Follower will stay in place and rotate to look at its master. It will stay in place but attack anything in base contact with it or use any spells or ranged abilities at valid targets in range.
  • Stop: Follower will do nothing and not fight back if attacked.

 

Bardic
Discordance

  • No changes.

Musicianship

  • No changes.

Peacemaking

  • Any damage taken by a creature under the effects of peacemaking will shorten the duration of effect.

Provocation

  • The effects of provocation have limited time duration upon provoked creatures.
  • Players may gain skill from a provocation attempt if they have more Provocation skill than the target difficulty value (which is the average of the two targets). They may continue to gain skill until their Provocation skill reaches 2.5 times this amount.
  • Some examples (assuming you provoke them onto yourself or another of its type):
    Also, keep in mind the Difficulty is dynamically determined from that creatures stats/skills/etc which can vary from creature to creature of the same type.

    • Rabbit: Difficulty 10 . Gain Skill from 10 to 25 provocation
    • Great Hart: Difficulty 19 . Gain Skill from 19 to 47 provocation
    • Timber Wolf: Difficulty 23 . Gain Skill from 23 to 57 provocation
    • Gorilla: Difficulty 26 . Gain Skill from 26 to 65 provocation
    • Alligator: Difficulty 30 . Gain Skill from 30 to 75 provocation
    • Polar Bear: Difficulty 32 . Gain Skill from 32 to 80 provocation
    • Scorpion: Difficulty 35 . Gain Skill from 35 to 87 provocation
    • Giant Serpent: Difficulty 38 . Gain Skill from 38 to 95 provocation

 

Miscellaneous Skills:
Begging

  • No changes.

Camping

  • No changes.

Forensic Evaluation

  • No changes.

Item Identification

  • No changes.

Taste Identification

  • In tandem with the Poisoning skill players are able to cast higher levels of poison based on their overall skill and their distance to their opponent (including deadly and lethal poison).