Skills...hmmm, here are some that might work. (heraldry) cackle Warrior: unarmed combat > slight bonus to hit when fighting without a weapon endurance > use less movement in combat depending on your ability in it, shouldn't ever be better than 1 for every 3rd round. two-handed fighting style dual wielding fighting style > how well you are at wielding two weapons, at superb should only be normal with primary weapon, -2 with secondary. shield bash > must have shield, does a bit more damage than normal bash which does only like one point. throw > throws oppenent down and gives them some damage. critical strike > how well you are at hitting a vital area, possibly for double, perhaps triple damage at superb. door bash > chance to bash down a door. (calls in mobs from adjoining rooms??) multi-attack > perhaps a 30% chance of extra attack at superb. presence > how fearful you look, at superb could cause fear into mobs of way lower level. (they run away) grab > try to grab a oppents weapon and steal it away. shield block > chance to block a blow each round, if you have a shield. blind-fighting > better chance to see oppenent in darkness, and better chance to hit them. arms evaluation > decide the craftmanship of a weapon or armor. if armor value is 1 = poor, 2 = not too bad, 3 = reasonable, 4 = a good make, 5 = very well made, 6 = exquisite weapon specialization > sharp, bludgeoning, piercing weapons. at superb, +1 to hit +2 to damage if wielding that weapon class. Thief set traps > if they had a trap item they could set it. peer/scout > look into a adjoining room provided no doors stand in your way. detect noise > if mob is within a room away, tell them of such. find/remove traps > would allow me to put traps in the game. :) dodge > ability to dodge a attack. low percentage even at superb parry > ability to parry a attack. same as above climb walls > there will be a use for this in the future, a adventure i am making. evaluate > find the value of something, of course this would have to be off a lot. cackle forgery/pawn/fencing > get a better price for something in a shop. feign death > this skill would allow a mob to think you were dead, causing the combat to end. this could work like hide, touch a key and it is ruined. night sight > see better in the dark disguise > temporarily change their name and title, only as it appears in a room and in a who. Therefore if you look at a thief desguised as ryan who's real name is chris, you can't look at ryan. Thus, no thief could do something as someone else without a intelligent person looking at them and finding out if that really was them. trip > puts oppenent on their ass, like bash retreat > chance to remove yourself from a combat without fleeing. of course the mob must come after you. cackle read arcane > chance to read scrolls knockout > real low chance to knockout oppenent with a pounding weapon. detect doors > chance of finding secret doors thieves cant > a language only thieves can understand...definatley need this one Mage Perhaps with the casting classes you could seperate skills from spells by creating a new commands calls 'spells' or 'skills'. All this would really do is stop your screen from becoming a jumbled mess since the pager doesn't work when you type a prac. scribe > allow you to create a scroll of a spell you know. read magic > how well you are at reading scrolls, especially ones of higher level brewing/cooking > making Zorn's scorn, how well you can do it. spellcraft > could make your chance of learning a spell slightly better. or perhaps give you a 4% increase instead of a 2% while doing it on your own. cantrip > options for cantrip > smoke = make smoke come from your fingertips to cloud a room for a short period of time. > energize = would give your body a energized effect, the first thing to attack you would take a point of damage per learning phase. So 8 points max if cantrip is superb. > cheeseball neet effects. cackle speed reading > allows you to read from you spellbooks faster, thusly casting faster alteration spells > might as well get these started for all the spheres...at this point could allow a bit more damage, or faster casting. religion > chance of understanding a cleric spell...low, very low. Cleric healing/herbalism > cure a few points of damage. needs bloodmoss gathering > chance of finding bloodmoss commune > low chance of your god giving you mana, move, hits, or rem curses. we would need to add another item to the player and that woule be a god. i have invented Tyken(good), Aklan(evil), Ya'vell(neutral) repent > would allow your aling to shift a few points good or evil depending on which way you repent. Ranger gather/survival > gather berries and shit. set snares > catch small animals for food. come back after so many ticks and there might be some food in the snare. gaming/hunting > again, able to get food on their own. two-handed weapon style dual wield > a ranger shouldn't really get anything off if he is real good at this animal handling > if a ranger comes across a mobile that isn't aggresive and is race_animal a slight chance of charming the animal.