; all lines starting with a ; are ignored. the first proficiency must be stored ; on the line immediately following the last comment line. ; ; explaination of entries in this file: ; first number : class group number ; 0=general ; 1=warrior ; 2=rogue ; 4=priest ; 8=wizard ; if a proficiency goes with more than one class, add the numbers above together ; to get the number for the first column. ex: navigation goes with ; priest and wizard, so number would be 12. ; ; the next entry is the proficiency name - keep it to 15 non-space characters ; or less. ; after that is a the base cost in slots ; the next number is the attribute it is based on. ; 0=N/A ; 1=Strength ; 2=Intelligence ; 3=Wisdom ; 4=Dexterity ; 5=Constitution ; 6=Charisma ; the next number is the ability modifier for the skill ; the last number is 1 for NWP (anyone can buy it for double cost), ; 0 for WP. ; ; also for weapon proficiencies, be sure to use 0=N/A for attr. the 0 for ; avail prevents those who aren't specifically given permission to use ; a proficiency from choosing it. ; ; in the previous discussion, it is assumed you have a working knowledge of ; AD&D rules, of course. 0 Agriculture 1 2 0 1 0 Animal_Handling 1 3 -1 1 0 Animal_Training 1 3 0 1 0 Artistic_Abil. 1 3 0 1 0 Blacksmithing 1 1 0 1 0 Brewing 1 2 0 1 0 Carpentry 1 1 0 1 0 Cobbling 1 4 0 1 0 Cooking 1 2 0 1 0 Dancing 1 4 0 1 0 Direction_Sense 1 3 1 1 0 Etiquette 1 6 0 1 0 Fire-building 1 3 -1 1 0 Fishing 1 3 -1 1 0 Heraldry 1 2 0 1 0 Languages,Mod. 1 2 0 1 0 Leatherworking 1 2 0 1 0 Mining 2 3 -3 1 0 Pottery 1 4 -2 1 0 Riding,Airborne 2 3 -2 1 0 Riding,Landbase 1 3 3 1 0 Rope_Use 1 4 0 1 0 Seamanship 1 4 1 1 0 Seamstr./Tailor 1 4 -1 1 0 Singing 1 6 0 1 0 Stonemasonry 1 1 -2 1 0 Swimming 1 1 0 1 0 Weather_Sense 1 3 -1 1 0 Weaving 1 2 -1 1 0 Animal_Lore 1 2 0 1 1 Armorer 2 2 -2 1 3 Blind-fighting 2 0 0 1 1 Bowyer/Fletcher 1 4 -1 1 1 Charioteering 1 4 2 1 1 Endurance 2 5 0 1 3 Gaming 1 6 0 1 1 Hunting 1 3 -1 1 1 Mountaineering 1 0 0 1 13 Navigation 1 2 -2 1 1 Running 1 5 -6 1 3 Set_Snares 2 4 -1 1 1 Survival 2 2 0 1 1 Tracking 2 3 0 1 1 Weaponsmithing 3 2 -3 1 14 Ancient_History 1 2 -1 1 2 Appraising 1 2 0 1 2 Disguise 1 6 -1 1 2 Forgery 1 4 -1 1 10 Gem_Cutting 2 4 -2 1 2 Juggling 1 4 -1 1 2 Jumping 1 1 0 1 6 Local_History 1 6 0 1 6 Musical_Instr. 1 4 -1 1 2 Reading_Lips 2 2 -2 1 2 Tightrope_Walk 1 4 0 1 2 Tumbling 1 4 0 1 2 Ventriloquism 1 2 -2 1 12 Astrology 2 2 0 1 12 Engineering 2 2 -3 1 4 Healing 2 3 -2 1 12 Herbalism 2 2 -2 1 12 Languages,Anc. 1 2 0 1 12 Reading/Writing 1 2 1 1 12 Religion 1 3 0 1 12 Spellcraft 1 2 -2 1 3 Arquebus 1 0 0 0 1 Battle_axe 1 0 0 0 3 Blowgun 1 0 0 0 1 Longbow 1 0 0 0 3 Shortbow 1 0 0 0 7 Club 1 0 0 0 1 Crossbow,heavy 1 0 0 0 1 Crossbow,light 1 0 0 0 3 Crossbow,hand 1 0 0 0 11 Dagger 1 0 0 0 11 Dart 1 0 0 0 5 Flail,Footmans 1 0 0 0 5 Flail,Horsemans 1 0 0 0 1 Hand_axe 1 0 0 0 1 Harpoon 1 0 0 0 1 Javelin 1 0 0 0 11 Knife 1 0 0 0 1 Lance,heavy 1 0 0 0 1 Lance,mdm 1 0 0 0 1 Lance,light 1 0 0 0 5 Mace,Footmans 1 0 0 0 5 Mace,Horsemans 1 0 0 0 1 Mancatcher 1 0 0 0 5 Morning_star 1 0 0 0 1 Pick,Footmans 1 0 0 0 1 Pick,Horsemans 1 0 0 0 1 PA:Awl_pike 1 0 0 0 1 PA:Bardiche 1 0 0 0 1 PA:Bec_de_corb 1 0 0 0 1 PA:Bill-guisarm 1 0 0 0 1 PA:Fauchard 1 0 0 0 1 PA:Fauchard-frk 1 0 0 0 1 PA:Glaive 1 0 0 0 1 PA:Glaive-Gsm 1 0 0 0 1 PA:Guisarme 1 0 0 0 1 PA:Gsm-voulge 1 0 0 0 1 PA:Halberd 1 0 0 0 1 PA:Hook_fauchrd 1 0 0 0 1 PA:Lucern_hamer 1 0 0 0 1 PA:Military_frk 1 0 0 0 1 PA:Partisan 1 0 0 0 1 PA:Ranseur 1 0 0 0 1 PA:Spetum 1 0 0 0 1 PA:Voulge 1 0 0 0 0 Quarterstaff 1 0 0 0 1 Scourge 1 0 0 0 5 Sickle 1 0 0 0 0 Sling 1 0 0 0 1 Spear 1 0 0 0 7 Staff_sling 1 0 0 0 1 Swd:Bastard 1 0 0 0 3 Swd:Broad 1 0 0 0 1 Swd:Khopesh 1 0 0 0 3 Swd:Long 1 0 0 0 1 Swd:Scimitar 1 0 0 0 3 Swd:Short 1 0 0 0 1 Swd:2-handed 1 0 0 0 1 Trident 1 0 0 0 1 Warhammer 1 0 0 0 1 Whip 1 0 0 0