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.

Empire Skills

 

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 2:10 craftsmen study flora in sector _____ (should be something relatively lush), collecting and experimenting with various plants to improve alchemy skills. More compounds are made, only this time they are distilled to improve effectiveness. Compounds are heated, boiled, and cloths are placed over pots to collect steam, which is frequently wrung out as a reconverted liquid. They also boil down compounds and mix them with organic and inorganic materials to create new infusions, packs, potions, pills, creams, lotions, oils, etc. New medicines are carefully tested on volunteers who report reactions and effect to supervising craftsmen.

 

Animal Lore 1: 10 craftsmen initiate a study of herd animal behavior. They observe animal reactions to various stimuli. They experiment to determine the following: favored times & amounts for eating and drinking; and effects of various amount of exercise. They will also note the following: reactions to weather such as rain & temperature; mating rituals & behavior; care for the young; and common ailments affecting the herds. This knowledge will be categorized and documented.

 

Animal Lore 2: 10 craftsmen study basic herd animal anatomy and health concerns. They study herd animals going about their everyday lives. The locations of externally observable body parts such as bones, muscles and organs will be noted. The relative strengths, weaknesses, uniqueness and inter- relationships of these body parts are discussed. In addition, all handlers are interviewed concerning common herd health afflictions. Names are given to these afflictions, and the symptoms and known treatments are collected. Theories are developed about how these afflictions come about and how they could be avoided.

 

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 1: 10 craftsmen practice basic measuring and basic mathematics. They create a standard unit of measurement, and use sticks and cords marked at various intervals to measure. Basic mathematics includes addition, subtraction, multiplication, division, and simple geometry.

 

Engineering Skill 2: 10 craftsmen use 1 unit of lumber (Woodworking Skill 2 needed) and work at improving Engineering skills. They work on more advanced mathematics (algebra, pie, geometry) and advanced measurement techniques (such as surveying formulae). Work is done on stress calculation, and compensation is done through trial and error using architectural structures made of lumber, using A-frames and such to improve strength. Sheaves, blocks, tackles, pulleys, and levers are also experimented with to try and gain mechanical advantages.

 

Healing Arts Skill 1: 10 craftsmen work on basic first aid skills. They practice using direct pressure on open wounds to stop bleeding, and also disinfecting and bandaging wounds. Broken bones are immobilized with splints, and wraps are used to protect broken ribs and shoulders. They also work on how to study unconscious people to determine their injuries.

 

Healing Arts Skill 2: 10 craftsmen will study basic anatomy.  They will study the number and

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 1: 10 craftsmen use 1 unit of material (you must have skill level 2 in manipulating this material) to work on manufacturing skills. They disassemble 1 trinket, and draw up designs on how to make a new one. Using tools they make a prototype, then establish a simple assembly line where each craftsman manipulates 1 piece of material before passing it on, enabling them to mass produce individual pieces, and mass assemble them. One craftsman supervises the others, ensuring there is quality control.

 

Manufacturing Skill 2: 10 craftsmen use 1 unit of material (you must have skill level 2 in manipulating this material) to continue working on manufacturing skills. Luxury Goods are studied, disassembled, and reassembled. Notes are taken on their qualities and construction. The craftsmen then work on creating their own Luxury Goods - work is done on polishing, grinding, paints, pigments, dyes, touch-ups, and filigree. Cutting guides are upgraded, as are other tools if necessary.

 

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 2: 10 craftsmen use 1 unit of stone to improve stoneworking skills. Using hammers, bolsters, chisels, and drills they experiment cutting rough stone into useful shapes such as keystones, bricks, stele, and statues. They explore grains and cracks in stone and discover best techniques to shape it under different circumstances. Using different types of stone, they try to learn the best ways of manipulating each one. They also practice polishing with sandstones and cloths.

 

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.

 

Camp Defense Bonus 1: The army leader teaches non-troops to abandon camp and hide from enemies in case of battle lines falling. A drill program is implemented to get them ready - the infantry "attacks" them in mock battle, and they flee and hide. They are also taught to use tools, branches, etc. to block blows and fight as a last resort.

 

Camp Defense Bonus 2: The army leader orders a defensive camp to be created. Wagons are circled, with a guarded baggage camp in the centre. In a mock battle, this formation is tested, and improved upon.

 

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 2: 10 craftsmen use 1 unit of lumber, and 5 cattle to work on creating saddles for the cavalry horses. The cattle is slaughtered, and the skin is tanned and dried, making leather. U-shaped frames are constructed from wood to fit snugly on the horses back. These are covered in leather (which is stitched together), with a wooden leather-covered horn at the front to hold. The saddles are attached by straps at the bottom which connect under the horse. The saddles are tried and tested by the cavalry.

 

Communications Bonus 1: 10 craftsmen manufacture horns, and ensure they are loud and clear. The horns are distributed to the leader of each squad, and a system is devised to signalize attacks, retreats, marches, and other important commands. In a mock battle the system is tested and improved upon by the army leader.

 

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 1: 10 craftsmen make dyes and paints (brown & green) for camouflaged clothing and skin. They weave leafy branches into these uniforms, then practice spotting one another, adjusting the costume as needed to better the chances of concealment.

 

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 2: 10 craftsmen use 1 metal (Metalworking Skill 1 needed) to make various tools helpful to those gathering food and fodder. These include: fruit pickers, shovels, rakes, scythes, hoes, etc. The tools are then distributed, and explanations are given on how to use them.

 

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 Land Battles (V) 1: The Army Commander arranges a mock battle. He divides sides with 50% of forces on each team, the troop types divided down the middle. Weapons are padded and marked with paint to denote blood, and arrows are blunted with padding. Both sides go to war, one playing the ambushed and the other the victim. The Army Commander watches the battle unfold from the sidelines, taking notes. He has the teams then swap roles, and fight again. After the mock battle he gives extensive notes on how to improve attack and defense strategy to his officers

 

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.

 

Mock Sea Battles (V) 1: The Army Commander arranges a mock sea battle. The ships and troops are divided as evenly as possible, making 2 forces of equal strength. Starting from normal attack positions the engagement will proceed with each side trying to out-maneuver the other for optimum ramming and boarding positions, while preventing the other from doing the same. At the same time ships artillery launches bags of fish heads in mock attack. This is strictly naval training - no hand to hand combat is initiated. The Army Commander notes the tactics, and advises his officers how to improve their performance.

 

Naval Boarding Bonus 1: 10 craftsmen use 1 metal to make grappling hooks, multi pronged devices that are tied to sturdy ropes, then thrown to try and hook the sides of a ship or it's rigging. The hooks are light enough to be thrown easily, but strong enough to withstand lots of stress.  The Army Commander teaches officers how to throw them to the best effect, and the officers teach the crew. In mock battle between 2 ships, one tries to board the other by ensnaring it with several hooks, then pulling it closer so the 2 ships are connected for easier boarding.

 

Naval Boarding Bonus 2: 20 craftsmen use 1 lumber & 1 metal to make boarding bridges - long planks with spikes pointing downwards on the receiving end and hinges on the ship end. These are designed to swing down into an enemy ship's deck, and stay secured there. Once they are built, troops practice operating and using them.

 

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 1: 10 craftsmen, using their Alchemy and Healing Arts knowledge (level 1 is needed in both these areas), begin a dietary study for pregnant tribal members, to develop a pre-natal program as part of a larger program designed to reduce infant mortality. The relationship on what the mother eats and the general health of the infants is examined. Pregnant mothers are relieved of strenuous labor and allowed additional rest to lessen the possibility of injury to mother or child. They also visit craftsmen for regular check ups during pregnancy to report on their health. Post-natal care is also developed, with mothers and children making regular visits to craftsmen who monitor their health. The choicest foods are made available to pregnant women, newborn infants and their mothers, and young children.

 

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.

 

Improving Character Stats

 

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.