Richter’s Skill Rank Bonuses

1)     Herb Lore

a.      Novie: Can detect one trait from picked herbs.

b.     Initiate: Can detect two traits from picked herbs.  Can avoid one negative trait when ingesting

c.      Apprentice: Can detect three traits from picked herbs.  Can avoid two negative traits when ingesting

2)     Pierce the Veil

a.      Novice: Can see hidden traps

b.     Initiate: Can see hidden compartments

c.      Apprentice: In addition to seeing hidden traps and compartments, you can now find hidden doors and a have a chance to detect magical concealments. 

3)     Trade

a.      Novice: Can create standing trade agreement with those who have ‘Loyal’ disposition and higher.  Can “smell” a deal, gets stronger with higher ranks.

b.     Initiate:  Can create standing trade agreement with those who have ‘Interested’ disposition and higher.   “Feel the market” – You can get an idea of what will sell well in a given market, gets stronger with higher ranks.

4)     Portal Construction

a.      Novice: Can travel only between two points on the same ley line.

b.     Initiate: can create portals to allow travel between any two points on the same type of ley line.

c.      Apprentice: Can create a portal with multiple exit points.  This can only be built at a Place of Power.  The number of destination points is determined by the number of ley lines present.

5)     Enchanting

a.      Novice: Can add an enchantment to an item while it is being created.

b.     Initiate: You now will gain more charges when recharging with a soul stone.  Items you enchant now have their enchantment potential increased by +5.  For each new rank in Enchanting that you achieve, enchantment potential will increase by another five points.  You can now add enchantments to already created items, albeit with an 80% penalty to effectiveness.

c.      Apprentice: You can now enchant scrolls based on spells that you already know.  Items that you enchant with a finite number of charges will now have +10 charges.  For each new rank you obtain in Enchanting, you will get another +10 charges.  You can now add enchantments to already created items, albeit with a 60% penalty to effectiveness.  You may now use two soul stones on one enchantment.

6)     Tracking

a.      Novice: You can now follow tracks and spoor to find your quarry.

b.     Initiate: Your sense of smell is now heightened.  You can track an enemy by scent if you have a piece of clothing or an item they were recently in contact with.

7)     Archery

a.      Novice: Increased ability to wield a bow

b.     Initiate: 50% chance to retrieve special arrows after they have been shot.

8)     Light Armor

a.      Novice: Movement speed penalty of 3% per piece of armor (including shield).  Can wear Light Armor

b.     Initiate: Movement speed penalty decreased from 3% per piece to 2% per piece.  Decreased casting penalty from wearing light armor.  Stamina drain from exertions while wearing armor reduced.  You have learned to move in your armor gaining the Perk: Synergy.  Synergy gives a +20% defense bonus to light armor as long as you are wearing only light armor.  Synergy stacks with each successive level.