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Member Resources

Skills, Builds, and Abilities

Types of Skills

Agility
Speed/the ability to move quickly!  Agility affects how quickly an individual can attack in a fight or how swiftly they can cover ground/rough terrain.  Agility is affected by body build and, typically, females are more agile than males.

Experience
A skill that can only be gained through participating in fights!  Having experience in a fight often gives an individual an advantage over an opponent who doesn’t have as much/any experience.  Winner of fights may be either decided between players or be rolled/determined by a staff member!

Herbs/Medicine
Individuals that are highly skilled in herbs/medicine have extensive knowledge of the plants of Anomalous!  Those with a high Herbs/Medicine skill know the medicinal/harmful properties of various plants and can either be renowned healers/poison makers!

Magic
An individual’s ability to conjure magic!  Those with a high Magic skill are the most talented spellcasters in Anomalous and often make the best magical teachers.  For more information about magic types, see the following journals.

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Stamina
Endurance/staying power!  Stamina affects how long an individual can fight or travel without getting tired.  Stamina is not affected by build and both males and females can have incredible endurance.

Strength
Bodily or muscular strength!  Strength affects how well an individual can fight and how much weight they can pull/carry.  Strength is affected by body build and, typically, males are stronger than females.

Types of Skills

Age Caps

General Age/Skill Caps:

Points based on a 100 Point Max System (includes a note about those with Legendary Skill level.)

No Level:

- 0-2 Years Old.
- 0 Points.
Note: Can experience magical leaks at about 1-2 years old!


Basic Level:

- 3-5 Years Old.
- 1-19 Points.


Medium Level:

- 6-9 Years Old.
- 20-49 Points.


Advanced Level:

- 10-14 Years Old.
- 50-74 Points.


Master Level:

- 15+ Years Old.
- 75-100 Points.


Legendary Level (Ability Bonus/Divine Blessing Only):

- 15+ Years Old.
- 101-115 Points.


Divine Level (Divine Blessing Only):

- 15+ Years Old.
- 116-130 Points.

Talented Age/Skill Caps:

Points based on a 115 Point Max System - remember, this ONLY applies to a foal's Talented skill.  They will level as normal for all other skills!

No Level:

- 0-2 Years Old.
- 0 Points.
Note: Foals with Talented Magic will not suffer from magical outbursts


Basic Level:

- 3-5 Years Old.
- 1-19 Points.

Note: Foals with Talented Magic will not suffer from magical outbursts!


Medium Level:

- 3-5 Years Old.
- 20-49 Points.


Advanced Level:

- 6-9 Years Old.
- 50-74 Points.


Master Level:

- 10-14 Years Old.
- 75-100 Points.


Legendary Level: 

- 15+ Years Old.
- 101-115 Points.


Divine Level (Divine Blessing Only):

- 15+ Years Old.
- 116-130 Points.

Elderly Age Caps

As an individual turns into the 30th year of their life, they will notice that they are not as strong and spry as they used to be!  At 30-35 years old, Agility, Stamina, and Strength are capped at Medium Level.  At 36+ Years in age, Stamina, Agility, and Strength will be capped at Basic Level.  Mentally-based abilities such as Herd/Medicine or Magic are NOT hampered by age, although as individuals continue to creep up in age their memory may not be what it once was.
 

30-35 Years Old:

Agility Age Cap: Medium Level (49 Points Max).

Stamina Age Cap: Medium Level (49 Points Max).

Strength Age Cap: Medium Level (49 Points Max).

Herbs/Medicine Age Cap: Not applicable!

Magic Age Cap: Not applicable!

Please note that, despite getting on in years, your elderly character may still earn Skill Points in any skill!
 

36+ Years Old:

Agility Age Cap: Basic Level (19 Points Max).

Stamina Age Cap: Basic Level (19 Points Max).

Strength Age Cap: Basic Level (19 Points Max).

Herbs/Medicine Age Cap: Not applicable!

Magic Age Cap: Not applicable!
 

Please note that, despite getting on in years, your elderly character may still earn Skill Points in any skill!

Age Caps

New Character Bonuses

Starter Bonuses
When creating a Starter Character for Anomalous, you get a +50 Skill points boost to apply to your character!  These skill points may be distributed however you'd like your character's skill department (Speed, Magic, Herbs/Medicine, etc).  

Foal Bonuses
Foals are a little bit different!  They do not get the Starter Bonus that the starter characters get.  However, they do get to be rolled for their stats!  Based on the parent's knowledge of Magic and Herbs/Medicine, the foal's skill points will be rolled.  If they are lucky, they might be born with magical/herby knowledge like their parents!

New Caracter Bonus

Build Breakdown

Build Caps

Build Starter Bonuses

Light Build

Agility Cap: 100

Stamina Cap: 100

Strength Cap: 25

Medium Build

Agility Cap: 75

Stamina Cap: 75

Strength Cap: 75

Heavy Build

Agility Cap: 25

Stamina Cap: 100

Strength Cap: 100

Light-Medium Build

Agility Cap: 85

Stamina Cap: 85

Strength Cap: 55

Medium-Heavy Build

Agility Cap: 55

Stamina Cap: 85

Strength Cap: 85

Build Bonuses

Light Build

Stallion Build Bonus.
+ 10 Agility - Build Bonus.
+ 8 Stamina - Build Bonus.
+ 7 Strength - Build Bonus.

Mare Build Bonus.
+ 14 Agility - Build Bonus.
+ 10 Stamina - Build Bonus.
+ 1 Strength - Build Bonus.

Medium Build

Stallion Build Bonus.
+ 5 Agility - Build Bonus.
+ 10 Stamina - Build Bonus.
+ 10 Strength - Build Bonus.

Mare Build Bonus.
+ 9 Agility - Build Bonus.
+ 8 Stamina - Build Bonus.
+ 8 Strength - Build Bonus.

Heavy Build

Stallion Build Bonus.
+ 2 Agility - Build Bonus.
+ 9 Stamina - Build Bonus.
+ 14 Strength - Build Bonus.

Mare Build Bonus.
+ 4 Agility - Build Bonus.
+ 10 Stamina - Build Bonus.
+ 11 Strength - Build Bonus.

Light-Medium Build

Stallion Build Bonus.
+ 8 Agility - Build Bonus.
+ 11 Stamina - Build Bonus.
+ 6 Strength - Build Bonus.

Mare Build Bonus.
+ 12 Agility  - Build Bonus.
+ 11 Stamina - Build Bonus.
+ 2 Strength - Build Bonus.

Medium-Heavy Build

Stallion Build Bonus.
+ 4 Agility - Build Bonus.
+ 10 Stamina - Build Bonus.
+ 11 Strength - Build Bonus.

Mare Build Bonus.
+ 6 Agility - Build Bonus.
+ 10 Stamina - Build Bonus.
+ 9 Strength - Build Bonus.

Build Breakdown

(Special) Abilities

Abilities are unique traits that your Anomalous may have.  They allow your character to be extra-good at a specific skill, raising the cap of the skill in question!  They can either be inherited from the parents or chosen upon birth/creation.  Abilities raise the cap level of a particular skill above the others but cannot be changed once chosen, so choose carefully.  Only one Ability may be chosen per character.  Remember, some skills may afford your character better status in a certain herd!

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However! All Hihiri - existing and upcoming - will be able to start with a Secondary Ability!  No extra charge! Hihiri foals born in-game will be able to inherit any two abilities from their parents in any combination.  For example, if the sire has Stonewall and Mage while the dam has Fortitude and Medic, your foal can inherit any two abilities in any combo (ie, Stonewall and Fortitude, Mage and Medic, Stonewall and Mage, etc).  Foals born to a parent with a Tertiary Ability will be rolled to determine if they inherit this third ability or not.  Foals born to two parents with Tertiary Abilities will automatically get a Tertiary Ability themselves!

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Bloodhound:
Bloodhounds are the best sniffers of Anomalous!  Those with this ability make fantastic trackers, capable of finding even the faintest trace of a living creature that has moved through an area.  Bloodhounds are prized in the Linx herd.
+10 Stamina Skill Cap (ie, 110 instead of 100; keep build caps in consideration!)

Hawkeye:
Equids blessed with this adaptation are said to have the best eyesight in Anomalous!  They can see over far greater distances than those without the Hawkeye adaptation and see the world in far greater detail.  Very useful for scouting or hunting.  May or may not have a nictitating membrane.  Hawkeyes are prized in the Nombeko herd.
+10 to Agility Skill Cap (ie, 110 instead of 100; keep build caps in consideration!)

Fleetfoot:
Those with the Fleetfoot Ability are much faster than those without.  Fleets are often known as the fastest members of the herd.  It is a particularly useful gift for those who have to hunt or run for a living!
+15 Agility Skill Cap (ie, 115 instead of 100; keep build caps in consideration!)
+2 Agility Bonus to anyone they tutor; +1 Agility Bonus to themselves if they tutor!

Fortitude:
If there were ever an endurance race across Anomalous, it would be more than likely that someone with the Fortitude ability would be the winner!  Those with this ability can travel the farthest distances without getting tired or fight the longest in battle.  It is particularly useful for anyone who travels great distances on the daily or those who fight for a living.
+15 Stamina Skill Cap (ie, 115 instead of 100; keep build caps in consideration!)
+2 Stamina Bonus to anyone they tutor; +1 Stamina Bonus to themselves if they tutor!

Mage:
The mage ability gifts the owner of this ability with a better understanding of magic!  Those with Mage seem to be able to sense when magic is being used around them, when an area is cursed with dark magic, and pick up on magical lessons more quickly than others.  Mages often make wonderful magic tutors, as they know how to better explain magic to their students.
+15 Magic Skill Cap(ie, 115 instead of 100)
+2 Magic Bonus to anyone they tutor; +1 Magic Bonus to themselves if they tutor!

Medic:
Herbs and tinctures come easily to medics!  Medics naturally seem to understand the various uses of plants and learn what they do not know quickly.  Medics are often master potion makers, capable of making strong healing concoctions and the best teas around.  Those with this ability have an innate ability to detect whether or not a plant is poisonous.  Medics often make the best medical teachers, as they know how to better explain herbs and their properties to their students.
+15 Herbs/Medicine Skill Cap (ie, 115 instead of 100)
+2 Herb/Medicine Bonus to anyone they tutor; +1 Herbs/Medicine Bonus to themselves if they tutor!!

 Ranger
In Anomalous, there is no one better acquainted with the flora and fauna of the land than a ranger!  Rangers typically have an unquenchable thirst to travel and are natural talented at identifying a strange looking plant or animal with ease.  Rangers are quite useful to have when it comes to scouting or hunting, as they have a knack for noting when terrain has been disturbed, and can usually tell the medicinal properties of a plant simply by its smell - even if they don't know it by name!
+10 Herbs/Medicine Skill Cap (ie, 110 instead of 100)

Spellbound
Those with the Spellbound ability are drawn to magical objects!  When in the presence of items bestowed with magical properties, they might experience any number of strange symptoms such as itchy skin, an unintentional twitch, or an unexpected change in voice pitch!  Spellbound Anomalites appreciate the value of old spell scrolls and tomes; very often, they feel more at home surrounded by spell scrolls than by other Anomalites.  For this reason, Spellbound individuals can be viewed as a bit odd or reclusive by others!
+10 Magic Skill Cap (ie, 110 instead of 100)

Stonewall:
The tanks of Anomalous, Stonewalls are the strongest of the strong!  Not many can best a Stonewall in battle… except maybe another Stonewall!  A veritable brick wall, those with this ability make excellent guards or warriors and excel in fields that require brute strength.
+15 Strength Skill Cap (ie, 115 instead of 100; keep build caps in consideration!)
+2 Strength Bonus to anyone they tutor; +1 Strength Bonus to themselves if they tutor!

Surefoot
When it comes to being steady on their feet, a Surefooted male or female can't be bested!  While they may not always be graceful, it is rare that a Surefoot trips over their own feet or loses their stance in a spar.  They seem to always be aware of where their next step might land!  For this reason, Surefoots excel in physical sports and sparring; most typically, you can find them on some sort of guard duty in another high-octane career!
+10 Strength Skill Cap (ie, 110 instead of 100)

Abilities
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