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).

The downside to specializing is that skills/spells outside the spec are harder to increase through use, and are slower to learn.

  • '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.
  • Lensmoor offers 22 different specializations:

  • weaponmaster
  • healing
  • illusions
  • necromancy
  • thieving
  • enchanting
  • assassination
  • sorcery
  • protection
  • conjurer
  • divining
  • barbarism
  • magic
  • psionics
  • druid
  • bard
  • all
  • crafter
  • witchcraft
  • paladin
  • animal
  • glamour