
On this
page you will find a list of sample Special Actions to gain some of the various
skills and bonuses. This list does not include all known skills or bonuses, but
is merely a sample of the more common ones. These actions are only for gaining
the first two levels of the skill or bonus, others
will have be discovered on your own or through interaction with other players
or alliances. ICON provides progressively higher levels of skills and bonuses
to its members, as do most other alliances. Also, higher levels can sometimes
be obtained at cities or through interaction with NPC's
in the game, but at a cost (usually GS!). These sample
Special Actions are not 100% guaranteed as there is always a chance of failure
in the game engine. Good luck.
Alchemy Skill 1: 10 craftsmen gather and collect various
flora - flowers, herbs, roots, bulbs, grasses, leaves, etc. The flora is
studied and noted down. Different potions are made using these plants - they
experiment with drying the herbs, using them raw, extracting sap, etc., then make them into teas, broths, juices, etc. They try to
determine through trial and error what the medicinal properties are by having
non-warrior volunteers sample the medicines and describe the effects.
Alchemy Skill
Animal Lore
Animal Lore
Ceramics Skill 1: 10 craftsmen study 1 unit of clay,
examining how it's stored, and it's consistency. They
then search for clay (must be in a swamp or marsh sector), or clay-like mud.
This is pressed through a sieve to remove impurities, then is left to harden in
the sun until it reaches it's desired consistency. It
is then stored in moist burlap, and sealed in crates or barrels.
Ceramics Skill 2: 10 craftsmen use 1 unit of clay to work
on Ceramics skills. They knead it with their hands, then
roll it using baking pins. It is then cut into specific shapes with knives, and
is sculpted into useful objects such as boxes and jars. Joints are sealed with
wet clay. Craftsmen also practice sculpting various objects with their bare
hands. The objects are all dried in the sun.
Engineering Skill
Engineering Skill
Healing Arts Skill
Healing Arts Skill
locations of bones in the extremities and body cavity. They will assign names to the larger bones
they find. They will carefully study the range of motion of the joints and try
to build models of the joints to better understand how they work. They will practice setting bones and
immobilizing the area. Setting involves lining the broken ends of the bones
back into their proper location and immobilizing the area with two flat sticks
and a bandage. They will also study sewing up large wounds. Needle and thread will be sterilized with
strong alcohol and then the ends of the wounds will be stitched up and tied
together.
Manufacturing Skill
Manufacturing Skill
Metalworking Skill 1: 10 craftsmen use 1 metal to work on
learning metalworking skills. They heat it up over a hot fire, and pound it into
different shapes using hammer, tongs, and anvil. The shaped metal is then
doused in water before being filed and polished. Simple items like nails and
horseshoes are created in this fashion.
Metalworking Skill 2: 10 craftsmen use 1 metal to improve metalworking
skills. They heat it, fold it, then douse it in water
- 3 times, making steel that can hold an edge. It is sharpened with stone and
polished with cloth. They work on weight counterbalance through trial and
error. Rivets are created (a two-piece fastening device that can be hammered
together to form a permanent seal). Craftsmen also make hinges, nuts, bolts,
and other useful hardware.
Shipbuilding Skill 1: 50 craftsmen work carefully to
dismantle a scout boat. They measure each piece, and take note of how it is all
held together. Every single piece is recorded in full detail. They then use 2 lumber to manufacture a smaller replica of the scout boat,
using the exact same formula of the one they took apart. They test the replica
on the sea to make sure it works, then calculate how
much lumber it would take to make a full scale scout boat (it actually takes 50
craftsmen & 5 lumber).
Stoneworking Skill 1: 10 craftsmen study 1 unit of stone
thoroughly, and examines possibilities of harvesting
stone from the ground. They take notes on where the stone can be found (such as
hills, mountains, and peaks), and develop ways of extracting it. Using the unit
as an example, they simulate quarrying. With drills, holes are made in the
stone, quite close together, and quite deep. Dry wood is then packed into the
holes and soaked. With the expansion of the wood, the stone hopefully cracks
into transportable pieces. Stone is further refined using a hammer and bolster
to shape it along useable guidelines, similar to that of a purchasable
unit.
Stoneworking Skill
Woodworking Skill 1: 10 craftsmen practice cutting down
trees with saws and axes, ensuring trees land suitably to make sure nobody is
injured. Trees are then chopped and sawn into suitable timber. The craftsmen
note the types of tree, and through experimentation, select the best ones for
timbering.
Woodworking Skill 2: 10 Craftsmen will attempt to learn Wood II. They
will use/create tools such as hand saws and planes. They will use a unit of timber and attempt to
convert it to lumber. They will start by
studying a unit of lumber and noting the differences in the two. They will then
strip the bark and leave a pure wood chunk, which is sliced up into boards,
blocks and other elements of a unit of lumber and allowed to cure (dry). They
will experiment with different drying methods including low fire, sun drying,
shade drying, and combinations. They
will note the way the wood warps around the grain when dried and compare the
unit of lumber with their pieces and make notes regarding future pieces. They will experiment with ways to avoid
warping such as weights and guiding braces. They will also try to work around
knots to lessen their impact on the final product.
Army Skills
Anti-Cavalry Bonus 1: (The leader) instructs the spearmen
(or pikemen, or whatever) in setting spears to
receive a charge from enemy cavalry units. First, the butt end is firmly
planted in the ground and braced, then the business
end is lowered at an angle facing the enemy. The spearman places his foot to
stabilize and buttress the spear against impact, using his body weight. This
tactic is perfected using mock battles, and signals are developed to enable
quick deployment to surprise the enemy. Deployment time is optimized through
training.
Amour Defense Bonus 1: 10 craftsmen use 1 metal to make
helmets for warriors. These helmets have nose and cheek guards, and will be
padded for comfort. With the head well-protected casualties should decrease.
(Please note that a drawing helps, and a better description if your race has
horns or other unusual head features, such as Satyrs, Minotaurs,
etc.)
Amour Defense Bonus 2: 10 craftsmen make leg guards, or
greaves. They use 1 metal and the leather necessary. The guards will be
composed of 1"vertical strips of metal sown into leather shin leggings one
next to the other. The guard can then curve around the shin and calf. Leather
thongs are used to secure the greaves, cinching them in place. These are
supplied to all warriors, who practice to adapt themselves to them.
Cavalry Bonus 1: 10 craftsmen use 1 metal to make U shaped
shoes (Metalworking Skill 1 needed) for all cavalry horses. These horseshoes
are nailed into the insensitive hooves so as to make them stronger and give
them better traction. The horses are exercised in order to get them used to the
new horseshoes.
Cavalry Bonus
Communications Bonus
Communications Bonus 2: The army leader creates a semaphore
flag system to better organize communications. Black and white flags are used
at Command HQ in different sequences to signify different commands such as:
attack, regroup, fall back, charge, retreat, flee, stop, march, etc. Everyone
is taught the flag combinations and what they mean. In a mock battle the system
is tested and improved upon.
General Combat Bonus 1: The army leader establishes a
system of fixed reserves, where 20% of the total fighting
force are taught to hold back, then fill in falling battle lines or
pursue fleeing enemies. In a mock battle the reserves are tested.
General Combat Bonus 2: The Army Commander instructs the
troops in Basic Anatomy, teaching them the best places to wound, cripple, and
kill opponents - important arteries, veins, organs, etc. He also instructs them
where to find weak spots in various types of armor, such as joints between
sections. He also points out blind spots caused by helmets and such. The troops practice fighting in mock battle, using paint and padded
weapons to hit desired areas.
General Defense Bonus 1: Alert/reaction drills are
conducted without warning day and night. Nobody is given advanced warning.
Drills are conducted at the army leader's command, and when this is heard the troops amour up, prepare weapons, and arrange themselves in
their fighting positions, ready for battle. The leader does the drills
frequently to ensure battle preparation time is kept to a minimum.
General Defense Bonus 2: To improve defense, the Army
Commander teaches unarmed combat skills to troops. Half the troops fight in a
mock battle against their brethren. They must box, kick, bite, wrestle, pummel,
grapple, throw dirt into eyes, and fight in any way without weapons against
armed foes. The group then changes sides.
Infantry Bonus 1: A shield wall formation is implemented
& practiced. This will be a defensive position whereby ranks of
shield-bearing infantry (in 2 line units of 10 troops per line) will move
closer together and overlap their shields for better mutual protection. Units
practice forming this formation and receiving charges from other attacking
units. The Army Leader ensures weapons are padded for safety, and gives
pointers on strengthening the shield wall.
Infantry Bonus 2: 10 craftsmen use 1 metal to create spikes
which are secured in the shields of all troops who use them. There are 5 spikes
per shield: the longest in the middle, with 4 shorter ones surrounding it.
These are secured to metal strips on the back with rivets or bolts. Troops practice using the shields offensively in addition to their
main weapons.
Land Concealment Bonus
Land Concealment Bonus 2: 10 craftsmen make dyes and paints
(brown & green) in order to camouflage the wagons. The frames, covers, and
even wheels are painted in order to blend in best with the surrounding
countryside. They also weave leafy branches into the nooks and crannies, then
practice spotting one another while moving, adjusting the patterns as needed to
better the chances of concealment.
Land Foraging Bonus 1: The Army Commander establishes a
system to improve foraging and hunting. Food and fodder gatherers are placed in
various teams. Team #1 scouts, looking for good
foraging and hunting grounds. Team #2 gathers food and fodder, and hunts. Team
#3 transports it to Team #4, who prepares, packages, and stores it. Through
trial and error the Army Commander discovers the optimum numbers to put in each
team.
Land Foraging Bonus
Maneuver/March
Training Bonus 1: The army leader works with the
infantry, practicing formation maneuvers. Troops shift from line to column to square
and back. Lines are pivoted without breaking formation, and everyone learns
standard command words to obey. Lastly, everyone is assigned a place in the
formation which they can easily find.
Missile Combat Bonus
1: Missile troops work with the army leader on improving firing faster. The
leader gives them a set amount of ammunition and a time limit to fire it, while
staying accurate. Gradually the time limit is decreased, thus increasing speed
of firing.
Missile Combat
Bonus 2: Missile troops do target practice at painted bales of hay. The army
leader gives them pointers on better ways of aiming to improve accuracy.
Mock Raids (V) 1:
The Army Commander teaches the army about raiding skills, and how to best
conduct raids. Troops practice stealth & scouting skills, camouflage, herd
identification at night, looking out for and avoiding patrols, and coordinate
how to escape with herds or in case of emergency. They practice raiding the
army's own herds every night, and try to outsmart patrols by seeing how many
herds they can "get" without being caught.
Naval Boarding
Bonus
Naval Boarding
Bonus
Naval Defense
Bonus 1: The Army Commander teaches swimming to all people in the fleet.
Strokes covered include the crawl, breast stroke, and dog paddle. They are also
taught how to tread water for as long as possible. The Army Commander stresses the importance of
swimming and treading skills in the event of a man overboard, sea battle, or
shipwreck.
Naval Defense
Bonus 2: The Army Commander sets up a fire brigade. Assigned naval troops are
taught how to best put out fires. Buckets of sand and salt water are placed
strategically throughout the ships, and brigades practice organizing chain gags
for buckets, and good organization in case of fire. Smoking is forbidden
below-decks, and a fire evacuation procedure is prepared, and practiced.
Organization
Bonus 1: The army leader breaks troops into squads of 20, each led by a
sergeant, the most able in terms of leadership and organization. The leader
instructs these sergeants to report often, and delegate higher orders to the
squads.
Organization
Bonus 2: The army leader establishes a rank hierarchy to improve effectiveness.
The chain of command has the army leader at the top, with generals below him
(who lead platoons of 100), followed by lieutenants (who lead supervise groups
of 50), and lastly by sergeants (who lead squads of 10). Each rank has a series
of responsibilities which are carried out, with reports being made for
superiors.
Physical Training
Bonus: The army leader conducts a tribe-wide fitness program involving running
(for endurance), weight lifting (for strength), and throwing and balance
exercises (for agility).
Pop. Growth Bonus
Pop. Growth Bonus
2: 10 craftsmen interview non-warriors with experience as midwives, and create
a pool of knowledgeable people. These midwives are trained in the principles of
Alchemy and Healing Arts (level 2 is needed in both these areas), and are taught
the best ways of delivering babies, and how to best cope with birth problems.
Boiled water is used to prevent infections during delivery, and babies are
examined after birth to ensure good health. Materials such as tongs, bowls,
kettles, blankets, etc, are assembled and used for all births in a central
location with expert midwives and craftsmen in future.
Sea Concealment
Bonus 1: 10 craftsmen paint the hulls, masts, and rigging of the ships in a
manner that better conceals them against the ocean: in tones of blue, grey, and
green. They experiment with different textures and patterns until they discover
the best result for naval concealment.
Sea Concealment
Bonus 2: 10 craftsmen create dyes to be applied to the sails of the ships to
better blend in with the maritime sky. They study the sky at sea, and
experiment with colors (blues grays & whites mostly) and different textures
and patterns (of clouds, for example). Once the best formula is derived, they
dye the sails in this manner to improve sea concealment.
Sea Foraging
Bonus 1: 10 craftsmen produce special nets for use in sea foraging. Nets are
the length of the ship, with a wide opening nearest the ship's stern which has
a wide opening to engulf fish. It is possible to close the opening with purse seins, so fish cannot escape when the net is dragged in.
The net is conical in shape, and is dragged well behind the rudder. Buoys on
the top and weights on the bottom keep it open when necessary, and ensures it
does not sink, Holes in the mesh are large enough to let small fish through,
but small enough to keep good sized fish. The nets are checked frequently, and
are repaired when necessary.
Sea Foraging
Bonus 2: 20 craftsmen use 1 lumber and 1 metal to fashion a sturdy “chum” (a
reinforced barrel) to which a rope can be affixed. This “chum” has strategic
holes throughout, and is not water-tight. It is filled with blood and offal
from fish guts and heads, then is lowered into the
water to attract more fish to the area for increased harvesting. It is used always
when fishing, and its contents are replaced on a
regular basis.
Stealth &
Scouting Bonus 1: Scouts spend the month practicing tracking skills. They begin
by tracking animals, taking note on different foot and hoof prints, and the
effects of time and weather on the prints. They learn to estimate how many
animals might be in a herd. Study is then done into tracking humanoid species.
They note print sizes and shapes, and again, create formulae to estimate how
many people might be moving in a group. Exercises are created to see if the
scouts are correct in their estimations, first with herd animals, then with
troops.
Stealth &
Scouting Bonus 2: The Army Commander teaches hand signals to all, especially
scouts. He develops signals for the following: stay, advance, go left, go
right, freeze in place, attack, retreat, etc. Signals are distinct so they
can't be mixed up. Officers are taught first, who in turn teach their troops.
Weapons
Training Bonus: All Infantry & Cavalry do weapons training. They pad weapons
and practice offensive and defensive techniques - slashing, lunging, parrying,
hacking, thrusting, etc. They practice in mock battle, and the army commander
gives them pointers on how to improve.
Intelligence:
[Character Name & Number] develops a complex math and logic program to
further develop his intelligence. Principles of logic are studied to determine
how to draw a conclusion from
known premises. Syllogisms are studied: Major Premise, Minor
Premise, and a Conclusion. If 1 and 2 are correct, then 3 is
too. Puzzles and Math are used to explore these concepts, studying known
solutions and those yet to be learned. He develops memory games such as word
association and mental imagery (by associating a series of objects, numbers, or
items with a pre-memorized series of objects such as alphabetical fruit). He
also works on concentration skills by reading in loud areas and by doing
complex tasks while others try to distract him.
Magic Ability:
[Character Name & Number]spends the month in
meditation. He imagines himself as a gateway to magical power, and focuses on
creating this identity. He feels the flows and pulses of magic soar through the
gateway. Slowly he works to enlarge the opening of the gate, allowing more
energy and magical power to flow through.
Strength:
[Character Name & Number]spends the month
exercising to improve his strength. He does lots of chin ups, sit ups, and push
ups, and also lifts various objects repeatedly, such as stones, barrels, and even
other people. He increases the amount he can lift by a little bit every day.
Agility:
[Character Name & Number]spends the month doing
various dextrous feats, such as juggling, tumbling,
acrobatics, and dodging things that are thrown at him. He works hard to improve
his agility, by making each of the challenges more difficult than the previous
one.
Constitution:
[Character Name & Number]spends the month
improving his health by adopting a better lifestyle. He eats more lean foods
and a healthier diet, and works hard to surpass previous records of endurance.
He does endurance running, food and sleep deprivation exercises, and spends
time exposing himself to the elements (such as toiling
in the hot sun all day without a rest). He works very hard to improve his
constitution.
Leadership:
[Character Name & Number]will engage in leadership
training. He will spend a very active time leading the army through its daily
efforts. Character will go on scouting missions, participate in warriors'
training, engage in foraging expeditions, etc. In all events, char will attempt
to influence his fellow participants through his example of a hard work ethic
that accepts no shortcoming and to guide them to better their efforts by
sharing his knowledge and experience.
Wisdom Increase:
[Character Name & Number] engages in wisdom development. He works on
gaining enlightenment by meditating on his Deity’s beliefs to improve his
understanding of the gods' wishes, methods, goals, and powers. He uses it to
improve his understanding of his Deity’s rituals, focusing on the reasoning for
the prescribed order of conducting them, their purpose, their requirements for
using various increasing levels of stored piety points and their intended use
to gain a benefiting end for his Deity.
Charisma
Increase: [Character Name & Number]shall work on
increasing his/her charisma. He/She will
develop a series of exercises to improve his/her speaking and singing. The exercises include singing the musical
scales, vocal projection, enunciation, listening to others people’s voices and
attempting to imitate them, and the use of emotion to convey
feelings. He/She also works on his/her poetry, trying different
poetic forms including sonnets, ballads and odes, limericks, epigrams, epic
form, and other Lorasian poetic vehicles.
He/She works at incorporating rhyming, alliteration and assonance and other
sound effects in his/her poems, and on the use of imagery, metaphor, and
allusion. Finally, he/she practices
his/her instrument playing, working out his/her own compositions,
improvisations, riffs, etc.