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New Abilities Form [code][b]New Ability ? First Five/Simple/Intermediate/Advanced [please choose one][/b]
[b][please place the milestone (ie. 30 posts) that you are applying these abilities to and LEAVE in the brackets][/b]
[LIST][*][b]Ability 1[/b] ? description here
[*][b]Ability 2[/b] ? description here
[*][b]Ability 3[/b] ? description here, etc.[/LIST] [/code]
If you are upgrading, please place [b][Upgrade] [/b] at the end of the ability. If you are declaring an enchantment, please place [b]Enchantment: [/b] before the name of your enchantment.

If you do not wish to use this form, please include the following information in your post:
[list] [*]What [b]bracket [/b] each ability is for (simple/intermediate/advanced)
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[*]If the ability is being upgraded, the [b]previous [/b] ability tied to it [/list]

Tutorial: Spells, Skills, and Enchantments

Kestrel Sumner
Citizen of the World
Joined: June 17th, 2004, 9:25 pm

May 8th, 2011, 1:25 am #1

Tutorial: Spells, Skills, and Enchantments

In an attempt to promote creativity, Elenlond has employed a simple magic system, putting the creativity into your hands. That does not mean, however, that you can run wild, creating spells, skills, or enchantments that have enough power to raze buildings, towns, or entire areas – at least, not in the beginning. This tutorial is designed to help you choose your spells, skills, and enchantments appropriately.

Any ability that you declare is one that is used by your character as a means of bettering their fighting prowess, their magic prowess, or the armour and weapons that they carry. This means that it is limited to spells, skills, or enchantments, and anything of that nature. Consequently, this also means that it does not include the actual physical possession of armour, the possession of weaponry, pets etc. If you still have questions, please don't hesitate to ask one of the staff members!

Additionally, although we encourage you to 'upgrade' your spells by spreading them out over the three level brackets, simple, intermediate, and advanced, this is only used to keep your power in check. The levels do not mean that you will automatically be better than someone because they decide to have a skill at level one, and you have a similar skill at level two. It also doesn't mean that a shield that can deflect simple spells can't also reduce the damage of intermediate or advanced ones. When creating abilities we also ask that a character does not have opposing skills (ie. your character is a fighter whose skill set is based on speed but uses a great sword as his/her weapon). Keeping it realistic makes it more fun for everyone.

Remember : it’s what you do with your abilities that matters, not how powerful they are.

Kestrel Sumner
Citizen of the World
Joined: June 17th, 2004, 9:25 pm

May 8th, 2011, 1:26 am #2

What Constitutes an Ability?
Below you will find a list of what sorts of things will require an ability slot, and what things do not. You are more than welcome to ask questions if you should see the need, and we encourage you to, if this doesn't answer your questions.

Things that Require an Ability Slot
  • Elemental Spells (fire, earth, wind, water, light, and dark)
  • Summoning (all creatures)
  • Speaking to plants
  • Speaking to animals
  • Speaking to familiars
  • Calling familiars to one's side (from long distances)
  • Psionic powers (telepathy, telekinesis, clairvoyance, transmutation, psychokinesis, teleportation, scrying, etc.; basically, any ability involving the mind. For a complete list please see:
  • Resistance (to elemental magic, holy magic, dark magic, etc.)
  • Necromancy
  • Shapeshifting (into animals, changing one's physical attributes such as skin colour, tooth shape, fingernails to claws, body shape etc., mythical creatures)
  • Flight (if a character lacks wings)
  • Breathing underwater
  • Illusions
  • Decreased casting time
  • Breath attacks (breathing fire, ice, lightning, etc.)
  • Weather magic (summoning or calming storms, changing snow to rain etc.)
  • Alchemy
  • Time magic (slow, stop, haste, etc.)
  • Status ailments (inflicting poison, paralysis, disease, frostbite, etc.)
  • Ability to conjure things (food, water, clothing, etc.)
  • Healing (via magic)
  • Magical shielding (to deflect physical or magical attacks)
  • Invisibility
  • Enhanced senses (sight, sound, touch, taste, or smell)
  • Abnormal or above average speed
  • Abnormal or above average strength
  • Abnormal or above average weapon prowess
  • Abnormal or above average accuracy
  • Magic proficiency (in any kind of magic)
  • Enchantments
  • Abilities for familiars/pets (ability to breathe fire, walk on water, fly if lacking wings, etc.)

Things that do not Require an Ability Slot
  • Gracefulness
  • Herbal knowledge
  • Herbal healing
  • Ability to play an instrument
  • Ability to sing
  • Ability to dance
  • Werewolfism (forced transformation)
  • Changing hair/eye colour
  • Flight (if a character possesses wings)
  • Ability to write
  • Ability to draw
  • Ability to read
  • Mundane skills (carpentry, enticement, horse riding, etc.)
Disclaimer: This list is by no means complete. As more ideas come up and more things are added, the both lists will likely expand and grow. It is therefore to your benefit that you ask a staff member. If you think of something and would like it added to this list, please send me a PM.

Note: Any items listed under the "things that do not require abilities" section can still be abilities if you want them to be. But if you need to free up slots, you may remove those listed above.

Thanks to Guess and Yorishine for helping create the original list.

Kestrel Sumner
Citizen of the World
Joined: June 17th, 2004, 9:25 pm

May 8th, 2011, 1:27 am #3

Do NPCs and Pets/Familiars Require Abilities?
NPCs do not require ability slots provided they remain NPCs. This means that the NPC in question is only ever used for plotting purposes for your character, you are not overly attached to that NPC (it could, theoretically, die or disappear if your plot required it), and this character will remain within the confines of any plots it is tied to—meaning it's not going to start running around of its own accord and eclipse the character it is tied to. The catch to NPCs not requiring abilities, however, is that all players involved with your plot must agree to allow any abilities the NPC may have to be used on their characters. If they do not, you'll have to find a way around it. For a more in-depth discussion of NPCs, please check out the Non-Playable Characters thread.

Your character does not need to use an ability slot to physically own a pet. However, if your character's pet happens to have an ability that it normally wouldn't have—for example, their horse can fly, despite not having wings, or your character can communicate telepathically with it—you must use one of your ability slots for it to have those attributes. Please let us know if you have any questions about your characters’ companions, as the surest way to determine whether or not a familiar/pet will require an ability slot is to ask.

Kestrel Sumner
Citizen of the World
Joined: June 17th, 2004, 9:25 pm

May 8th, 2011, 1:29 am #4

Creating the First Five Abilities and Simple Abilities in General
When you first join the forum, you are allowed to create five abilities right from the start. You may choose to create them when you post your profile, or wait until you’re more certain or have made your final decisions. If you post your five abilities when you post your profile, a moderator or administrator will review them then. If you choose to wait or don’t do so within an hour, you will have to make a post in the Review Book for review before you will be allowed to add them to your profile.

Now that we’ve gotten that out of the way, let’s shift our focus to the nature of your spells, skills, or enchantments. In order to cater to all character types – mages, half-mages, and fighters or warriors, to name a few – we have designed a system that will allow for all three groups to benefit: mages are allotted spells, fighters/warriors are allowed to create skills, and half-mages are allowed a combination of both. Enchantments may be used by any character, and pertain to weapons and armour. That being said, let’s take a look at what sorts of spells, skills, and enchantments would be acceptable for you, as a new member.

As previously stated, spells, skills, and enchantments that are capable of destroying buildings, towns, or entire areas, such as a chain of mountains, are definitely forbidden when you first join. Your abilities when you first begin here should be relatively simple – things that won’t cause a lot of damage, but will not leave your character completely helpless. Below are examples of acceptable spells, skills, and enchantments.

  • Fireball – allows the caster to create a fireball the size of a bowling ball and shoot it from their hand.
  • Orb – allows the caster to create an orb of light. They may see with this orb in the darkness and temporarily blind opponents.
  • Breathe – allows a character to breathe underwater.
  • Lightning – the caster may summon a single bolt of lightning from the sky or from their hand.
  • Teleportation – a caster may teleport a short distance away (no more than a mile).
Notice how each spell is relatively simple? Teleportation, which is generally used for great distances, can be altered to be more simplistic. Other simplistic spells may include manipulation of the elements (control of the wind, to direct it where you want – the same goes for all of the elements), or other spells like small-scale summoning (as in, creatures who would do damage the equivalent of one of the above offensive spells). Minor healing could be included here too, for bruises and small cuts. Even shapeshifting into regular animals is considered a simple spell, though if you want your character to have mythical forms, you will have to wait until you have reached the intermediate bracket. If you would like to build upon spells (and you are encouraged to do so), you can add to a pre-existing spell in the intermediate and advanced brackets. For now let’s take a look at skills.

  • Stealth – the character may move very quietly and very precisely, but is liable to be detected.
  • Ambidextrous – the character is able to use either hand effectively in combat.
  • Steal – the character is able to steal small objects, such as belt purses or knives.
  • Speed – the character moves a little bit faster than the average man, making them somewhat difficult to follow to the untrained eye. Movements are about 1.5x faster. Anyone with combat experience will only find this character's speed to be a bit of a nuisance, while those who have very little or none will find them passingly difficult to follow. [Depending on the intent with this ability, it may refer to dexterity and hand-eye coordination, a character's physical combat speed and reaction time, or how fast they can run.]
Again, these are all relatively simple and, in the future, may be built upon if you wish. Remember to try and keep your skills accurate; if your character is a thief, s/he should probably not have a skill that allows them to wield a bastard sword with ease. The same goes for characters who are warriors. Chances are, they won’t require Speed as a skill.

Our last examples will be dedicated to enchantments.

  • Enchantment: Fire Sword – the character’s sword is on fire for just under an hour. It is not hot enough to melt steel or to cause severe burns.
  • Enchantment: Levitation – the character’s weapon may hover a few feet off the ground. It cannot, however, attack.
  • Enchantment: Water Resistance – the character’s armour is mildly resistant to water magic. [By “mildly” I mean that a bucket of water wouldn’t cause much in the way of damage, but if the character was pelted by a massive downpour or attacked with a large amount of water, they would definitely feel the effects.]
  • Enchantment: Glowing – the character’s weapon emits a small glow, allowing them to see in dark places. It is not powerful enough to blind or stun a character.
  • Enchantment: Lightning Arrows – the character has spelled arrows which, rather than appearing as regular arrows, are encased in tiny lightning bolts. These bolts, when they penetrate the body, only cause minor shocks and pain in addition to the regular pain of an arrow.
Enchantments are trickier to create, as most of them can be unintentionally overpowered. If you do decide to use an enchantment in your first five spells, use your discretion and try to think of how others will perceive your abilities.

As you can see, these examples are relatively simple, and have some power, but not much. As you advance on the forum, your spells will become progressively more powerful. If you have questions, you are encouraged to ask them, either while you are creating your spells, or before you do so.

After your initial five abilities, you will be granted another opportunity to create a new ability when you have made 10 IC posts. When you create this new spell, you must post in the Review Book so that it can be checked by one of Elenlond’s staff. This ability, like your previous five, should be relatively simple. When you reach 25 IC posts, you will again be able to create one simple ability. When each of your abilities is given the ok by a staff member, you will be allowed to add it to your character’s profile. At 50 IC posts, you will be able to create two abilities: another simple ability and an intermediate.

Don’t be afraid to approach the moderators or the administrators – we’re all here to help! With the beginning set up, let’s move on to more intermediate spells.

Kestrel Sumner
Citizen of the World
Joined: June 17th, 2004, 9:25 pm

May 8th, 2011, 1:30 am #5

Intermediate Abilities
The next opportunity you have to create a new ability in a different bracket is when you reach 50 IC posts. That’s where this part of the tutorial begins.

Once you have reached 50 posts, we figure that you’ve been on the forum long enough that you can begin upgrading your abilities, or create new ones that are slightly more powerful – abilities that can cause damage on a larger scale, but not so large that it can, again, floor a town or an entire area. At this point, however, your character will be able to cause some damage to buildings (to put it into perspective), and will be on his/her way to becoming a formidable opponent. Unlike the simple abilities, however, staff members will be treating intermediate (and advanced) abilities in a two-tier system, meaning that we will look at low intermediate and high intermediate abilities. All this introduces is a spectrum of abilities, offering you more freedom to create more powerful abilities as you reach a higher post count. “Low” does not mean that they are weak – it merely means that these abilities are on the lower end of the spectrum. The transition occurs in between the beginning and end of the intermediate stage, somewhere around 170 IC posts.

Once again, we will review each section individually, with several examples. First, spells.

  • Water Blast – jet of water about the size of a column streaks out from the caster’s hands.
  • Healing – the caster may heal breaks, large (but still relatively shallow) gashes, as well as mild internal injuries.
  • Column of Fire – the caster may create a large column of fire that causes mild burns.
  • Summon Storms – the caster may call storms towards them. They cannot, however, control these storms, so once they are summoned, they run rampant.
  • Entangle – the caster may summon thorny vines that will hold another in place. So long as these vines are not cut or burned, the plant will hold fast until the one who summoned it releases their hold.
As you will notice, these spells are slightly more powerful than the last batch, but not so much that you will be asked to change them. They demonstrate a level of control by your character. Here you will notice I also used another fire spell. This one is similar to the Fireball spell I mentioned earlier, however now it is a column. As I stated earlier, you can build upon spells as you advance, adding more power to previous ones. Another example would be the Teleportation spell. You could add that your character can now teleport several miles away. You do not have to do this, although we strongly encourage you to, as it allows you to build your character like you would in a real RPG. Here you could also add slightly more powerful summons, creatures who could, perhaps, dish out minor damage across a large area.

As I mentioned earlier, shapeshifting is broken into two parts. As a simple spell, your character may shapeshift into normal creatures: horses, cats, dogs, insects, wildcats, wolves, etc. In order to shapeshift into mythical creatures, such as dragons, unicorns, pegasi, hippocampi, etc., you will need to upgrade this spell. Again, you should be cautious when handling certain spells, as they can get out of hand at times.

  • Stealth [Upgrade] – the character can move very quietly and very precisely, with fewer detections. Usually they can get the job done, provided it doesn’t require perfect stealth.
  • Steal [Upgrade] – the character may steal larger objects, such as smaller weaponry and larger purses.
  • Speed [Upgrade] – the character moves quickly enough that, to those with untrained eyes, they are very difficult to pinpoint and strike during combat. Moving at about 2x the speed of the average person, those who do have trained eyes will find the character to be passingly difficult to handle, but not impossible. They may also appear as a bit of a blur.
  • Accuracy – a character can strike a target with considerable accuracy, hitting a bullseye roughly 7/10 times.
Here I have not added any ‘new’ skills to the examples and you may be wondering why. Skills, unlike spells, are much harder to create, in a sense. They don’t necessarily become more ‘powerful’, but a character is more prone to acquiring more of them. Because of this, if you want ‘powerful’ skills, we encourage you to upgrade previous ones, adding more to them so that they are clearly a little more powerful. If you do not wish to do this, you are free to add brand new skills, such as a proficiency with larger swords, or daggers, or bows, etc.

  • Enchantment [Upgrade]: Lightning Bolts – bolts of lightning may be shot from a bow, causing painful shocks that may inhibit muscle control for several moments.
  • Enchantment: Healing Staff – the staff may heal 3-5 characters within a ten foot radius, healing all mild bruises, fractures, mild breaks, cuts, and medium gashes.
  • Enchantment: Poison – a weapon is permanently tipped with a known poison.
  • Enchantment: Strengthened Armour – the character’s armour is less likely to be pierced by another weapon, but is not completely impervious.
  • Enchantment: Freeze Wounds – the character’s sword causes wounds to become encased in ice when the blade touches flesh. This ice eventually melts, either by itself or when heat is applied to it. 25% chance of causing frostbite.
Once again, you will see that I have chosen to upgrade one of my previous abilities, building upon the original enchantment, Lightning Arrows. The rest of these enchantments are new, and are not overly powerful, but aren’t nearly as simple.

Kestrel Sumner
Citizen of the World
Joined: June 17th, 2004, 9:25 pm

May 8th, 2011, 1:32 am #6

Advanced Abilities
After you have made 50 IC posts, you will begin receiving 3 new abilities for every 30 IC posts you make – so, when you reach 80 IC posts, you will receive an additional 3 spells. From 350 IC posts onward, you will be allowed to create ‘advanced’ abilities, which, like the intermediate abilities, fall into a two-tier system. At around 600 IC posts you will be able to shift into the high advanced abilities tier. These abilities, whether spells, skills, or enchantments, will be able to possess significantly more power than their predecessors, and they will have power enough to be able to destroy buildings or small areas. As per the previous two sections, examples are below.

  • Control Storms – in addition to being able to summon storms, a character may also control them.
  • Heal All – a character may heal up to six characters within a twenty foot radius of all major breaks, gashes, bruises, and fractures.
  • Summon Dragon – a character may summon a dragon to make one attack.
  • Illusions – a character may cast powerful illusions that are nearly impossible to see through unless the character in question is an illusionist.
  • Sleep – put another character to sleep [either NPC or PC; for PCs you must have permission].
These spells are clearly much more powerful, and are well deserved. They are not overpowered, but they will prove to be formidable if used against others. There is still room for improvement, however.

  • Stealth [2nd Upgrade] – the character may move with extreme precision and silence, rarely being detected.
  • Steal [2nd Upgrade] – the character is able to steal any number of objects apart from obscurely large ones, and goes undetected when swiping belt purses and smaller objects.
  • Speed [2nd Upgrade] – the character’s speed is so fast only those with similar abilities are able to effectively detect where they are [they would be moving at about 3x-4x the speed of an average person depending on where in the advanced bracket the character is]. They are not impervious to spells or to assaults from others, but another with similar skills would find themselves well-matched; those without would find it very difficult to handle this character in hand-to-hand combat.
  • Accuracy [Upgrade] – the character is capable of almost always hitting their mark, but is not free from error. The accuracy rate is about 8/10 bullseyes, 9/10 maximum depending on how far along the character is in the advanced bracket.
Again, I decided to upgrade these skills as opposed to adding new ones. This demonstrates just how far you can go with your skills, rather than adding new ones to the roster. Of course, you are free to add new skills at will, but if you would rather build upon old ones, we encourage you to do that as well.

  • Enchantment: Flare – a bright flash erupts from the character’s weapon, blinding everyone (including the caster if s/he is not prepared) within the room or a thirty foot radius temporarily for several seconds. It is good to use when one is trying to escape.
  • Enchantment: Healing Staff [Upgrade] – the character’s staff may heal 3-5 other characters within a ten foot radius of all major breaks, gashes, fractures, and bruises. It may heal some internal bleeding.
  • Enchantment: Speed – the character’s armour is enchanted to enhance speed, making them move quite a bit faster than they would normally.
  • Enchantment: Strengthened Armour [Upgrade] – the character’s armour cannot be pierced unless by a very powerful and possibly enchanted weapon.
  • Enchantment: Thrust Back – a character’s weapon, when activated, will throw another character back roughly five to fifteen feet, giving the character who activated the spell time to recover.
As you will see, enchantments are also upgradeable. You may do this if you wish, or you may create brand new enchantments, but remember to keep in mind that they cannot be overpowered.

Upgrading does not stop here! This scrapes only the surface of what you can do with your advanced spells, skills, and enchantments. When you reach the advanced bracket, think of it as a new opportunity to start upgrading your spells, where, instead of starting with weak spells, you're starting with powerful ones and making them more powerful.

For example: If you wanted to create a spell called Meteor that called down meteors from the heavens, you would not be able to create it when you reach 350 posts. Instead, you would have to wait until you reached 500+ posts; the same would go for a spell that could flood an entire city. The more powerful your spells become, or the more damage they may cause, the more posts you will likely need. The easiest way to see this is to think of the spell in relation to how long you've been here, or how many posts you have. If you only have 350 posts and you're trying to destroy half a continent, you will receive a very firm no when you request the ability. You could, however, begin with small meteors, and work your way up to massive ones. It's up to your discretion. If a staff member says no, don't be discouraged! You can always tone the spell down, or save it for later.

Kestrel Sumner
Citizen of the World
Joined: June 17th, 2004, 9:25 pm

May 8th, 2011, 1:34 am #7

Recap – Overview – Conclusion
With so much information to digest, I feel it’s necessary (and helpful!) to do a little recap. In the simplest terms, everything that I discussed here will be found in point form below, for those who need a quick overview before they begin to create their abilities. If nothing else, this will allow you to pick up the key points of the tutorial, for future reference.
  • If you have a question, ask! We’re more than happy to help you.
  • Please add new abilities to your profile once they have been approved.
  • If you do not post your first five abilities in your profile within an hour of posting it, they must be posted in The Review Book for review by the staff.
  • All spells following your first five must be submitted in The Review Book for review.
  • You may choose to upgrade old spells, skills, and enchantments, or to create brand new ones. When upgrading a spell, please add [Upgrade] to the end of the title.
  • When declaring an enchantment, please put Enchantment: before the name of your enchantment.
  • You may change old abilities, however you must post in The Review Book demonstrating the spell you want to change, as well as the one you want to change it to. If this spell has been upgraded already, you cannot change it unless you change all of the spells after it as well. There is a form that you may use.
  • Simple spells, skills, and enchantments should be just that: simple. If you create anything that can floor a building, a town, or a large area, your ability will be denied.
  • Simple spells may include: elemental manipulation (controlling elements around a character, such as the wind, water, fire etc.), lighting or darkening a room, simple illusions, simple healing, weaker psionic abilities (transmutation, levitation, telepathy, etc.), and much more.
    • The following psionic abilities must be declared in the advanced bracket: rapid teleportation (especially in battle), premonitions (only for battle), and mind paralysis/fear/damage (anything affecting the mind that immobilizes the character).
  • Shapeshifting into normal animals (insects, cats, dogs, birds, etc.) is considered a simple spell, while shapeshifting into mythical animals is considered an intermediate spell.
  • Necromancy must be divided between the three levels. A simple necromantic spell might be the ability to summon a small handful of skeletal minions, while intermediate may be the ability to fuse more powerful souls with bodies. Finally, advanced would be the ability to retrieve very old souls to bind with bodies, and an unwavering ability to control all minions. You are, of course, not limited to just this.
  • Skills may include such things as: speed, stealth, stealing, accuracy, proficiency with a certain weapon, proficiency with a certain type of magic, among many other skills.
    • Accuracy and dodge abilities may begin no sooner than the intermediate bracket.
  • You must clear subtle skills with the staff – these pertain to increasing your character’s attributes (speed, strength, skill etc.) without making it obvious.
  • You may mix and match spells, skills, and enchantments to make a completely unique character.
  • Intermediate abilities may be slightly more powerful than your simple abilities, but not so much that they can do massive amounts of damage. You may be able to damage a building (to a point), but you cannot completely annihilate it.
  • Both Intermediate and Advanced abilities are broken down into a two-tier system in which they begin “low” (less powerful) until about halfway through the bracket, where they then transition into “high” (more powerful)
  • Advanced abilities are much more powerful, and will be able to floor a building and even damage a small area. Remember not to make them too powerful, however! We encourage you to continue upgrading your abilities through the advanced bracket. The more powerful your advanced abilities become, the more powerful you will need to be. Remember to think of the ability in relation to how long you have been here/how many posts you have! If you don't have the posts to back the ability up, chances are it will be denied.
  • You are encouraged to build upon previous spells.
  • After 50 IC posts, the more posts you have, the more powerful abilities you will be allowed to have. If you have, say, 600+ IC posts, you will be allowed to have massive spells, such as a meteor spell or large area spells.
  • You do not have to create intermediate or advanced abilities when you reach that particular bracket. If you have 500 IC posts and you would like to create a simple ability, you may do so.
  • Lastly and most important, BE CREATIVE! You have free reign over what abilities your character may possess. Have fun while you’re at it, and see what sorts of ideas you can come up with!
I hope that this tutorial has helped you in understanding what sorts of limitations exist when creating your first five abilities as opposed to your 15th or 16th. I cannot stress this enough: if you have questions, please ask the staff! We’re more than happy to help you out.

Kestrel Sumner
Citizen of the World
Joined: June 17th, 2004, 9:25 pm

May 8th, 2011, 1:35 am #8

IC Post Requirements for New Abilities and Types of Abilities Allowed

0 Posts – 5 abilities; simple
10 – 1 ability; simple
25 – 1 ability; simple
50 – 2 abilities; one simple, one intermediate
80 – 3 abilities; intermediate all the way down to 350 posts; begin “low” intermediate abilities
170 – Begin “high” intermediate abilities
350 – 3 abilities; advanced; begin “low” advanced
... 600+; begin “high” advanced

And so on and so forth.

Kestrel Sumner
Citizen of the World
Joined: June 17th, 2004, 9:25 pm

May 8th, 2011, 1:38 am #9

Abilities in Total Per Post Count

0 Posts – 5 abilities
10 – 6 abilities
25 – 7 abilities
50 – 9 abilities
80 – 12 abilities
110 – 15 abilities
140 – 18 abilities
170 – 21 abilities
200 – 24 abilities
230 – 27 abilities
260 – 30 abilities
290 – 33 abilities
320 – 36 abilities
350 – 39 abilities
380 – 42 abilities
410 – 45 abilities
440 – 48 abilities
470 – 51 abilities
500 – 54 abilities
530 – 57 abilities
560 – 60 abilities
590 – 63 abilities
620 – 66 abilities
650 – 69 abilities
680 – 72 abilities
710 – 75 abilities
740 – 78 abilities
770 – 81 abilities
800 – 84 abilities
830 – 87 abilities
860 – 90 abilities
890 – 93 abilities
920 – 96 abilities
950 – 99 abilities
980 – 102 abilities
1010 – 105 abilities
1040 – 108 abilities
1070 – 111 abilities
1100 – 114 abilities
1130 – 117 abilities
1160 – 120 abilities
1190 – 123 abilities
1220 – 126 abilities
1250 – 129 abilities
1280 – 132 abilities
1310 – 135 abilities
1340 – 138 abilities
1370 – 141 abilities
1400 – 144 abilities
1430 – 147 abilities
1460 – 150 abilities
1490 – 153 abilities
1520 – 156 abilities
1550 – 159 abilities
1580 – 162 abilities
1610 – 165 abilities
1640 – 168 abilities
1670 – 171 abilities
1700 – 174 abilities
1730 – 177 abilities
1760 – 180 abilities
1790 – 183 abilities
1820 – 186 abilities
1850 – 189 abilities
1880 – 192 abilities
1910 – 195 abilities
1940 – 198 abilities
1970 – 201 abilities
2000 – 204 abilities
2030 – 207 abilities
2060 – 210 abilities
2090 – 213 abilities
2120 – 216 abilities
2150 – 219 abilities
2180 – 222 abilities
2210 – 225 abilities
2240 – 228 abilities
2270 – 231 abilities
2300 – 234 abilities
2330 – 237 abilities
2360 – 240 abilities
2390 – 243 abilities
2420 – 246 abilities
2450 – 249 abilities
2480 – 252 abilities
2510 – 255 abilities
2540 – 258 abilities
2570 – 261 abilities
2600 – 264 abilities
2630 – 267 abilities
2660 – 270 abilities
2690 – 273 abilities
2720 – 276 abilities
2750 – 279 abilities
2780 – 282 abilities
2810 – 285 abilities
2840 – 288 abilities
2870 – 291 abilities
2900 – 294 abilities
2930 – 297 abilities
2960 – 300 abilities
2990 – 303 abilities
3020 – 306 abilities