"In game terms, a discipline is an abstract framework that defines a character\u2019s abilities in terms of numbers. It is analogous to a character class in other role-playing systems. All characters that follow a discipline are known as adepts. In terms of the setting, a discipline represents how closely an adept\u2019s pattern is attuned to a philosophy or way of being. It informs a character\u2019s perception of reality and influences their personality. Disciplines can only be pursued by individuals that have an innate aptitude for magic. All disciplines use magic in the form of talents. A sub-set of disciplines also have access to spells; adepts that follow th ese disciplines are known as magicians. There are fifteen disciplines in the core rules, and numerous others introduced in various sourcebooks. The core disciplines are Air Sailor, Archer, Beastmaster, Cavalryman, Elementalist, Illusionist, Nethermancer, Scout, Sky Raider, Swordmaster, Thief, Troubadour, Warrior, Weaponsmith and Wizard. A character that does not follow a discipline is called a non-adept. Because of the high level of ambient magic, non-adepts are still able to make use of minor magical items, but lack access to deeper magic like the ability to weave threads, utilise talents, and cast spells. Non-adepts usually rely on their skills."@en . . "Kindred can use a variety of supernatural powers called Disciplines. These are special abilities associated with their curse which, like their undead bodies, are \"fed\" in a way by the living blood they take from mortals. Many of the Disciplines provide Kindred with preternatural means of ensuring their continued existence, or of easing the process of hunting and stealing blood from mortals. Disciplines are generally recognized as common (common place among the Kindred and more than one clan has an innate knack for them), unique (the proprietary abilities of each of the five clans), covenant (possessed only by a specific covenant and never shared with outsiders), and bloodline (known only to the members of a particular bloodline within a clan). However, each Kindred has the capability to, given a tutor and the proper amount of time (sometimes years for powerful disciplines), learn a discipline that is not natural to their clan or covenant. By drinking the blood of another Vampire, you can learn more than the disciplines that are available to your clan. If you choose to learn a new discipline after feeding from another Vampire you must do so before the Viniculum expires. If the discipline learnt is common (not including physical disciplines. See below) you can progress along that discipline without further tutelage. However if the discipline is unique or from a particullar bloodline, you must partake in their blood for each time you want to progress in that discipline. This is not often recommended as this can result in heavy Viniculum to another. Powers that combine aspects of two or more Disciplines are called Devotions."@en . . . "Most domestic dragon breeds are not kept merely for display or privilege, but are used for show, sporting, and utility. They have a discipline\u2014a purpose\u2014even if it is simply to obey and look pretty. There are various disciplines in which a dragon may compete or work in. Most offer titles, honors, and certificates awarded for winning, placing, or completing certain requirements. In the DrARPG game, these are earned through group or individual hosted events or ."@en . . . . . . "In game terms, a discipline is an abstract framework that defines a character\u2019s abilities in terms of numbers. It is analogous to a character class in other role-playing systems. All characters that follow a discipline are known as adepts. In terms of the setting, a discipline represents how closely an adept\u2019s pattern is attuned to a philosophy or way of being. It informs a character\u2019s perception of reality and influences their personality. ese disciplines are known as magicians."@en . "Kindred can use a variety of supernatural powers called Disciplines. These are special abilities associated with their curse which, like their undead bodies, are \"fed\" in a way by the living blood they take from mortals. Many of the Disciplines provide Kindred with preternatural means of ensuring their continued existence, or of easing the process of hunting and stealing blood from mortals. Powers that combine aspects of two or more Disciplines are called Devotions."@en . . . . . . . . . "Disciplines"@de . . . . "Disciplines"@en . "The Discipline system is a method of combat customization options that are available to players after Advanced Class selection. Each Advanced Class has three unique disciplines, all of which have equivalents in the similar advanced class of the opposite faction (i.e., the Commando and Mercenary skill trees are essentially identical). The choice of the advanced class determines the three disciplines that are available."@en . "Most domestic dragon breeds are not kept merely for display or privilege, but are used for show, sporting, and utility. They have a discipline\u2014a purpose\u2014even if it is simply to obey and look pretty. There are various disciplines in which a dragon may compete or work in. Most offer titles, honors, and certificates awarded for winning, placing, or completing certain requirements. In the DrARPG game, these are earned through group or individual hosted events or ."@en . "In addition to the base disciplines, each job fills one of five roles: DPS, tank, healer, gatherer and crafter. The former three are used for quests which involve combat and duties, while the latter two are for Gathering and Synthesis respectively."@en . . . . . . . "The Discipline system is a method of combat customization options that are available to players after Advanced Class selection. Each Advanced Class has three unique disciplines, all of which have equivalents in the similar advanced class of the opposite faction (i.e., the Commando and Mercenary skill trees are essentially identical). The choice of the advanced class determines the three disciplines that are available. The discipline system was introduced as a replacement to the previous Skill Tree system, as BioWare developers wanted a new method to customization and unique player combat styles, claiming that the skill tree system was too easy to fill up with all of the abilities from one specific skill tree, leaving no room for other options. The new system gives players Utility points as they level up, allowing them to select several passive abilities from three separate tiers. As with the skill tree system, respecialization is an option on the player's fleet or capital world, but all players who are not subscribers must pay a number of credits to respecialize."@en . . "In addition to the base disciplines, each job fills one of five roles: DPS, tank, healer, gatherer and crafter. The former three are used for quests which involve combat and duties, while the latter two are for Gathering and Synthesis respectively. Each of the Disciplines of War and Magic classes also has one or more associated jobs which can be unlocked by leveling the appropriate disciplines and completing the appropriate quests. Equipping a job sacrifices versatility for power, granting improved stats and access to powerful, specialized abilities and equipment, at the cost of tighter restrictions on cross-class abilities. Not all jobs have base classes, though all begin at level 30."@en . .