Concepts:

These are things that are planned for the mud, but are not yet coded.

Professions

Certain skills will be reserved for professions. A player will be allowed to choose a profession starting at level 5. Each profession has a skill associated with it. Every level you gain from that point on you will gain +1% in your profession's skill. You will also have a chance of gaining an additional +1% to your profession based on how high your intelligence is. You may change professions at any time. When you leave a profession, you retain skill of your old profession but slowly lose abilities in it (-1% every 2 levels).

EXAMPLE:

Argul chooses "blacksmith" profession at level 5. This professions comes with the skill "repair".

As he levels he gains +1% to his repair ability every level. With his intelligence of 20, he also has a 20% chance of gaining an additional +1% to the ability every level. As he levels to level 13, his repair ability might grow something like this:

LEVEL GAIN INT BONUS REPAIR
5 0 0 0
6 1 0 1
7 1 1 3
8 1 0 4
9 1 0 5
10 1 1 7
11 1 0 8
12 1 0 9
13 1 0 10

If Argul then chooses to change his profession to "bowyer" (makes bows and arrows), and progessions to level 20, his skill with "repair" and "fletching"(the skill associated with being a bowyer) might look like this:

LEVEL GAIN INT BONUS FLETCHING LOSS REPAIR
13 0 0 0 0 10
14 1 0 1 0 10
15 1 0 2 -1 9
16 1 1 4 0 9
17 1 1 6 -1 8
18 1 0 7 0 8
19 1 0 8 -1 7
20 1 0 9 0 7

Possible professions:

Profession Skill Explinaion
Armorer repair only armor
Weaponsmith repair only weapons
Mystic recharge wands and/or staffs
Sailor navigate steer a large ocean vessel
Herbalist forage find edible plants
Negotiator bargain get better prices on things
Baker bake Make food (bread)
Bowyer repair missile weapons only

Transportation