Specializations
Instead of restrictive 'classes', Lensmoor has a 'specialization' option that allows a character to excel in a certain skillset without restricting access to other skills and spells. Once you have chosen a specialization, you cannot change it until you first clear your current one.
In order to specialize in a group, you must be at least level 10, and know at least one quarter of the skills/spells in the group at 50% or higher. For the 'Crafter Spec' you are only required to know at least a third of the group at a minimum of 40% instead.
Specializing in a certain skill group provides a number of benefits:
- An automatic 30% bonus to any known skill/spell in the group. This does not occur for specialization all.
- Anything in the group is easier to improve through use, and also faster to learn (you learn more with each practice session you spend).
- Mana costs for spells in specialized groups are decreased.
- The effective level for spells and some skills is increased.
- The time delay on delayed skills/spells is decreased.
- You can train the stat associated with specialization, exceeding your racial maximum by 2 points (you can see a list of them when you view the list of specializations).
- 'Specialize all' is a special setting that will expand your overall learning curve cap at the cost of limiting advancement in any skill and spell to a maximum of 80%. Upon specialization, any existing skills and spells above 80% will be dropped to 80%. This limit cannot be exceeded by buying skill increases.
- weaponmaster
- healing
- illusions
- necromancy
- thieving
- enchanting
- assassination
- sorcery
- protection
- conjurer
- divining
- barbarism
- magic
- psionics
- druid
- bard
- all
- crafter
- witchcraft
- paladin
- animal
- glamour