[[list_of_skills]] Avalon RPG

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List of skills

This list of skills is inspired by the list on the Link Guildhouse wiki. Unfortunately the Guildhouse wiki has now been closed for ongoing development, so this new skills wiki has been created to expand on the original.

You are able to teach a skill to anybody else who satisfies the requirements of a basic knowledge of the skill, and being of a lower competency than you. Equally, you can learn a skill from anybody who has a higher knowledge than you do. It is not possible to teach skills to those who do not already possess it; they simply do not have the basic grounding necessary to begin to understand you. The only way to gain skills is to join guilds or perform specific quests where you may come into contact with 'brilliant' teachers who will be able to instruct you regardless of your profession.

Most guilds have two or three primary skills. These skills can be developed to the highest level without penalty since they are directly associated with their profession. Many guilds boast secondary skills which can only be learnt to lower levels. You will know when you have reached the limit of your progression in any skill by the fact that it is preceeded by ">" in your SKILLS list. Specialist non-guild skills cannot be gained exception through extra ordinary circumstances such as divine intervention.

Every character possesses a number of general and specialist abilities called skills. These skills determine your prowess and areas of expertise.

Skills have been split into General Skills, Guild Skills and Commodity Skills. General and Guildskills can be improved by using lessons. Commodity skills improve slowly with time but can also be improved by using the skills.

Certain guilds are restricted in the level of skillrank they can obtain, where relevant these are shown below

See also: Lessons, Skill template

General skills
Skill Description Grand-master Ultimate
Fisticuffs Fisticuffs is a skill used during combat to determine how effective you are at hand to hand fighting. It is used when evaluating your chance of hitting and opponent and the damage done with each blow. Everybody starts with some Fisticuffs ability. All
Defence Defence is a skill used during combat of any kind to determine your ability to dodge, or parry blows. It can be roughly translated as your agility to avoid getting hit. Defence is used against the combat skills to determine how effective you are at dodging a blow. All
Perception Perception is a multi-purpose skill. It deals with a number of things, basically your ability to see things around you which happen either very quickly, or are hidden. Perception is used to discover hidden people and objects, when avoiding an ambush, when being tracked, when discerning which way people are heading. In short it is your complete ability to be aware of your surroundings. You will gain specific abilities as your skill at Perception rises. All
Scholarship Scholarship is a general skill dealing with an assortment of scholastic pursuits. Initially it is a defence to the Bardic Voice (your resistance rises as your Scholarship skill increases), but it also inclues a variety of useful abilities. It is the skill of general knowledge. All
Constitution Constitution is a skill that every Avalonian starts with. It is your ability to defend against magical attack. Many of the guilds use enchantment as their prime means of offensive action, and a high constitution will enable you to have inherent resistance to their attempted attack. All
Itemlore Itemlore is a basic skill, mainly developed by alchemists and loremasters. It deals with your ability to assess items of their inherent worth, weight and assorted properties. Associated with the Itemlore skill is the PROBE command. Type PROBE followed by the name of an item to gain information about it using this skill. As you rise in Itemlore proficiency you will find the depth of probing increasing and the number of properties that you can discover rising. All
Riding Riding is a multi-purpose skill. It deals with your ability to ride animals, to spur animals in battle, to lead animals about, and general your ability to master a dumb animal in day-to-day situations. The higher your riding skills, the greater your ability to control an animal to your wishes. Most Avalonians, whatever their citizenship, guild or age, will have a smattering of Riding skills and may be willing to teach you. The most basic riding ability is mounting, dismounting, and movement on a steed. Young riders must stick to more docile steeds, but the more advanced can mount the likes of eagles, warhorses and even unicorns. To ride an animal type RIDE <animal> or to dismount type DISMOUNT <animal>. When mounted, you will be aided in your melee and will find movement about the land easier, less exhausting and safer. All
Swordplay Swordplay is a skill used during combat to determine how effective you are at melee combat using a weapon. It is used when evaluating your skill at using weapons, your chance of striking an opponent, and the damage done with each blow. The more times you strike somebody or something, the easier it becomes to hit them. Thus people with a very high defence will be vulnerable to repeated blows. Swordplay is only fully developed by members of the Knights profession, though all guilds are able to progress in it to some extent. Link Enchanters Link Mages Link Sorcerers Link Warlocks Link Wizards Link Alchemists Link Artisans Link Cavaliers Link Craftmasters Link Knights Link Loremasters Link Paladins Link Warriors
Survival Survival is a general ability, dealing with your ability at various outdoor or physical pursuits. It includes such abilities as swimming, navigating the waterways of the land, controlling your sleep patterns and enhancing various abilities in other skills. All
Seafaring Seafaring allows mortals to navigate and survive in the realms of Proteus, god of the sea. As your skill progresses you will find you are able to handle sailing apparatus on vessels of increasing size and complexity as well as survive the ill, and sometimes deadly effects of sea travel. At a certain point, you will be proficient enough to build your own ship and direct a crew in the business of exploring the expansive wonders of this new frontier. All


Guild skills
Skill Description Grand-master Ultimate
Alchemy Alchemy deals with your general alchemical ability to embed magical spells in the realm of Charming into special alchemical items, such as wands, staves and rods. To enchant an item, you must first set it up as a FOCUS for the spell, using the command FOCUS <item> <spell>. Then together with a mage versed in the appropriate realm or a fellow alchemist, you must charge the item. To charge an item, the mage/loremaster passes essence by ESSENCE <item> while the alchemist charges by CHARGE <item>. The two of you will remain charging and passing essence until one of you types CEASE. As you become more proficient in alchemy you will find yourself able to focus more spells, to charge faster and to higher levels. Type MAGICLIST to list the magical items you hold, together with charges and spells. Link Alchemists Link Artisans Link Craftmasters Link Loremasters
Candescence Candescence is the skill of light-weaving and revolves around the WEAVE command. It is central to the Mage profession and is historically solely associated with members of that illustrious and ancient breed. Typing WEAVE followed by the Candescence ability will evoke particular light magics. The crescent runes interfere with light-magics. You should know that you cannot use Candescence when the Long Night ritual has been enacted across the skies of Avalon. Link Enchanters Link Mages Link Warlocks Link Wizards
Charming Charming enables you to learn, chant and cast magical spells of a specific type. You learn spells automatically as your skill rises. To cast a spell you must chant the name of the spell, wait for equilibrium, then cast your spell, by type CAST, followed by your target. Typing SPELLS followed by a specific spell name gives you all the information you could possibly desire about a spell. Sometimes you may be afflicted by the confusion curse which prevents your charms from working. Type BREATHE and, after ten seconds, you will break out of the curse. Link Astrologers Link Mystics Link Prophets Link Seers Link Sorcerers Link Enchanters Link Mages Link Warlocks Link Wizards
Chivalry Chivalry is the Knightly ability in weapons, armour and combat. It is a specialist combat skill, involving the use of multiple weapons, the repairing of ones own armour, speed of combat and combat positions, and also a number of special abilities as you rise in Competence. Chivalry bestows not a growing range of pivotal knightly abilities but augments many of the melee skills (such as Swordplay and Fisticuffs and Defence) as mastery of the skill grows. Link Cavaliers Link Knights Link Paladins Link Warriors
Demonology Demonology is a skill determining your power to control and tempt the demonic forces which exist in the lower planes of light and darkness. To summon a demon you must create a gate to the other planes. This is done using the special bronzed cauldrons of demon summoning. Many of these can be carried around with you. Using this you must INTONE one of the words of command which will create the receptacle for a gate. Then you must PUT a number of GOLD coins IN CAULDRON, or PUT a dead body IN CAULDRON, both of which will enable you to conjure the demonic ritual. Then you must CHANT EQUILIBRIUM to establish mental balance, and finally you need to SUMMON the appropriate demon and assuming the cauldron is filled correctly, it will enter Avalon with the purpose as set by the initial INTONE. Type INTONE or SUMMON on their own to discover your proficiencies. You will also find that you can ORDER certain demons to regard specific players. ORDER DEMON <player> is the syntax for this command, or ORDER ENTOURAGE <player> to order them all at once. Type CALL DEMONS to summon all of your loyal demons, DEMONS to summarize your demonic entourage and TAME to tame wild demons. Link Necromancers Link Sorcerers
Dramatics Dramatics is a basic Bardic ability to use movements and acting to conjure enchantment and affect your surroundings. Dramatics only work while you are visible, on targets who are able to see your efforts. Darkness obscures dramatic effect. Dramatics include, at later levels, hypnotism, trancing, and are often used to supplement or prepare the Music and Songs skills. Link Bards
Elixirs Elixirs is a skill of alchemy. It deals with your ability to mix potions in empty potion bottles. Mixing potions is very simple. You decide what type of potion you wish to mix, and then the colour you wish to mix it in and type MIX <colour> <type> IN <bottle> and providing you have the skill and an empty bottle, the potion will mix, e.g. MIX BLUE HEALTH. In order that you may mix a potion you must be holding a barrel of essence (from which the potions are derived). These barrels of essence must be filled from with refined essence, most commonly tipped directly from the cauldrons in which it is refined. You may also type POTIONLIST to list those potions held by you. Link Alchemists Link Artisans Link Craftmasters Link Loremasters
Endurance Endurance is a generic knightly and cavalier skill based on physical and mental control to endure the rigours of your physical life. As you rise in proficiency, you will gain more abilities, abilities to enable you to withstand greater damage and remain in battle for longer periods of time. Link Cavaliers Link Knights Link Paladins Link Warriors
Evocation Evocation is the magic of dark spirit summoning from the planes beyond Avalon. You can call spirits into the physical plane, order them to do your bidding, and battle the Animists for control of the hidden world. Spirits can aid you, hinder your enemies, and help in the defeat of the light. See the MAGICS command for a list of basic spirit invoking and marshalling commands As your skill rises, so will your proficiencies in both evocation commanding and evocation magics. Type INVOKE ALL to invoke all seven spirits and, after equilibrium returns, CALL SPIRITS to bind them to your entourage. Link Necromancers Link Sorcerers
Farsight Farsight deals with your ability to use the seeing stones, to channel the power of the god of the stars through the seeing stone. The command associated with this skill is FAR and you will need to be in the presence of a seeing stone to employ its vast array of far-reaching powers. Farsight, of all Avalon skills, is intended for remote, safeguarded action and boasts the greatest number of individual abilities attached to the mastery of the skill. These abilities, growing in power, can be channelled through the seeing stone; nullifications, telekenises, spying from some distant sanctuary, the list is long. The seeing stones can be used to break wills, force actions, command sentients, and higher levels of Farsight enter a realm of remote combats for dominance of the spheres of stone influence, the fate of entire cities resting in the lap of this mighty skill. Link Astrologers Link Mystics Link Prophets Link Seers
Fatalism Fatalism is the skill of mystic curses and blessings. It is used by the Seer profession. The Seer may curse weapons, armour, and items to give a variety of beneficial or harmful effects. More potently, though, the fatalist may curse their enemies (or bless their friends). Curses are harmful, often difficult to cure, and diverse in effect. Many require specific blessings to redress, thus ensuring that befriending a member of the Seer profession should be high on every Avalonian's list. Link Astrologers Link Mystics Link Prophets Link Seers
Forestry Forestry is one of the core Ranger skills and deals with the manipulation of the forests and the skills of the wilderness. It has myriad abilities, beginning with simple improvisation and woodland skills for the young, through archery and travel through the treetops. Legend states that the greatest rangers can even assume the Form of the Bear and carve symbols of mythical origin into the very trees to spread their power about the land. Link Brigands Link Rangers
Forging Forging is your ability to forge a piece of weaponry or armour. Forging is done via a long and arduous process. First you must smelt your chosen ore in the furnace (see HELP FURNACES for information on lighting furnaces), by FILL FURNACE WITH <ore>, and once it is filled with ore, you SMELT. This will produce an ingot of size depending on how much ore was used. Then you must make the ingot into a weapon, by repeatedly heating, hammering and folding it. Different weapons will require varying repetitions of these steps, but once you deem that you have folded the ingot sufficiently, you can type a final HEAT, HAMMER and then FOLD INGOT <type of weapon> which will hopefully turn the ingot into that weapon. From then you can further FOLD it to increase its hardness, or FORGE the weapon to enhance its attack and strike power. Of course, you can also use Forging to enhance existing weapons. Remember that to work armour, you replace FOLD with POUND in all cases. You can UNSMELT weapons and armour to return them to their ore composite. You can also DETERMINE weapons, armour and ingots to acquire knowledge of their properties. Link Alchemists Link Artisans Link Craftmasters Link Loremasters
Healing Healing is the ability to draw power directly from the God of Life to pass the living essence which courses in your veins to some poor injured soul. The animist guildmembers are constantly called upon for their healing, and Healing transfers some of the wound of another onto yourself where it will be rapidly healed. Be careful that when you are new to Healing you do not assume a wound to great for your body to handle; it is an easy to way die yourself! You can HEAL both sentients and CCCs in this way. In addition to basic healing you can CURE diseases. You may type DIAGNOSE followed by a player to diagnose a player's afflictions wherever they are in Avalon. Link Animists
Herbs Herbs and Poisons are found all over Avalon, and can be located by those with the Herbs or Poisons skill by typing HERBS or POISONS in a location. Any layman may also purchase herbs or poisons from the many herbalists or market stalls dotted about the land. Herbs have various beneficial effects while poisons are harmful. Methods of applying the herbs vary. Some can be eaten (e. G. EAT ATHILLIAS), some applied (e. G. APPLY HARFY). Some must be put into a glass of water and drunk, while others must be put into a pipe and smoked. Poisons are usually put on arrows or weapons, or applied to people unconscious. Link Enchanters Link Mages Link Warlocks Link Wizards Link Animists Link Brigands Link Rangers
Music Music is a general skill, tending to be developed by a bard. It deals with your ability to play musical instruments and bring about enchantments through them. Each instrument can be used to bring about a unique enchantment, and as your skill at Music rises, the number of instruments (and therefore the number of enchantments you can bring about) increases. Link Enchanters Link Mages Link Warlocks Link Wizards Link Bards
Mysticism Using Mysticism, you can manipulate waxen images of players, first by BONDing them with the living player to get their individual feel, and then using the IMAGE command to harm/help them at long range. At later levels you can even MOULD your own pieces of WAX into human effigies. To gain equilibrium, you CHANT EQUILIBRIUM. Mental equilibrium is required when bonding and moulding images. Beyond Legendary there exists the power of puppet-mastery. Type WAXLIST for a list of your waxes. Link Astrologers Link Mystics Link Prophets Link Seers
Naturalism Naturalism is a natural skill, dealing with your ability to interact with the forest life and plant-life of Avalon. Inside the many forests your powers due to this skill are enormous - the command FOREST will list your abilities, which include shielding, healing, blocking exits and commanding the trees to hold people in their grasp. Naturalism also deals with your ability to speed growth, influence growth and size of plants, and once the higher levels have been attained, also the ability to give an immobile piece of plant-life the power of movement as an extension of your will. In addition, Naturalism gives you an aura which will appeal to animals - you will not be attack by dumb animals, and the creatures of Avalon will often do your bidding. Type FWHO to list those in the forest or LEAFLIST to view leaves you have plucked from the forest (if you have the skill). Link Animists
Necromancy Necromancy is the skill of undead and vampyrism. It allows you to exist in many non-human forms, to enslave your enemies to your will as vampires (by rendering them unconscious and then piercing their necks with your sharp canines), and affords you a variety of substitutes to Evocation. Link Necromancers Link Sorcerers
Poisons Poisons deals with your ability to spot and use the various natural poisons which grow all over the Avalonian mainland. Poisons can be discovered in a location by typing POISONS where you will be informed of any poisons you can spot. You ought to try and ANALYSE all these to gain some idea of their habitat and worth. As you gain competence in Poisons you will find the number of poisons that you can use increasing. When a poison is found you must PICK it. Once picked you must PREPARE it, and when prepared you can either APPLY it to yourself, or another, if it is a paste, SMOKE it, if it is to be smoked, EAT it, if it is to be ingested, or PUT it in a drink or item of food if it is to be drunk/ingested. Concealing poisons in drinks is a very sneaky way of administering the effects to somebody unknown to them. You can RUB poisons on weapons or arrows so that when you use the weapon or fire an arrow, the poison is applied to the person you strike. Link Animists Link Brigands Link Rangers Link Thieves
Rituals Rituals is a skill practised by those skilled in the Magical arts. To cast rituals you must SKETCH shapes in the air (or SKETCH ALL to sketch all the shapes you know at once), then CHANT EQUILIBRIUM, and then DANCE the appropriate ritual which is built up from the shapes. Type SKETCH for a list of shapes known to you. After the name of the ritual as specified in DANCE, you can name a city, a guild, or a specific individual that you wish the ritual to target. You can specify ENEMIES which would attack those who are not your friends. Mages can combine their might by sketching more shapes and dancing the rituals together. Thus together rituals of enormous power could be brought into being. Type UNDANCE (or UNDANCE followed by a specific ritual) to remove rituals of your creation or SENSE to sense rituals nearby. Link Enchanters Link Mages Link Warlocks Link Wizards
Runes Runes are also fashioned by members of the Alchemists, Artisans or Loremasters Guild. They are usually attached to items to give them protection or extra powers. They can be left on the ground to effect passers-by or, most effectively, attached to a rune stave or totem and form cumulative effects. Runes are activated by being seen, or touched. You could also deliberately activate a rune by typing ACTIVATE <rune>. You can cause others to be affected by your runes by showing them - type SHOW followed by the rune, followed by the player you wish to show it too. It is possible to avoid seeing most runes by being blind - though you would need a potion of innersight of the herb of ucklice to enhance your senses sufficiently to overcome the obvious perils of wandering around blind. Members of the Loremaster profession can affect the sequence of prominence of a rune - the number of prominence is shown in RUNELIST or PROBE (with enough Itemlore). This number determines the priority of execution of runes, as one might use in an order of revelation on a rune stave. Link Alchemists Link Artisans Link Craftmasters Link Loremasters
Songs Weaving songs is one of the finest Bardic skills, enabling you to turn even the most innocent litanies and jigs into competent sources of enchantment. To use Songs, you must first SING the song, and, once begun, you will sing the song for about twenty seconds during which time you can DIRECT <target> which will direct the enchanting elements of the song at specific targets. Usually you will have to PLAY an instrument along with your song to give it enchanting effect. As your skill increases, so does the number of songs that you know and can sing. Link Bards
Spiritualism Spiritualism deals with your ability to channel the living worth of nature and summon forth spirits from the Underworld beyond to do your bidding. To gain a list of the Spiritualism commands type SPIRITS. The manipulation of the seven elemental spirits is not always easy and should be mastered as early as possible. If you need equilibrium to evoke type CHANT EQUILIBRIUM to call calm to your mind. Type INVOKE ALL to invoke all seven spirits at once, then CALL SPIRITS once you have regained equilibrium to bring them into your entourage. Link Animists Link Paladins
Stealth Stealth is the skill of subterfuge. It deals with your ability to conceal yourself from others. Hiding is directly compared with perception to discover whether your concealment is sufficient. In addition to being able to hide yourself, you will also be able to hide items and depending on the location and your skill and of course, the size of the item being hidden, you will be able to hide a great deal out of harms (or in harms) way. You may also TRACK others as they make their way around allowing you to slink about unseen and reap the benefits of their knowledge. Link Astrologers Link Mystics Link Necromancers Link Prophets Link Seers Link Sorcerers Link Brigands Link Rangers Link Thieves
Thievery Thievery deals with your ability at pick-pocketing other players and CCCs of their possessions with or without them noticing. When you attempt to STEAL <object> FROM <target>, you will gain three possible results. You will either be totally successful in stealing the item without being spotted, you could be partially successful in that you will steal the item but you will also be spotted, or you could fail in which case you will be spotted before the thievery has taken place. Stealing is made harder if the target is wearing the item to be stolen - after all, it would be rather difficult to steal a pair of trousers from somebody if they are actually wearing them. Link Thieves
Trapping Trapping is a skill of subterfuge and deception. It deals with your ability to prepare and lay traps to catch the unwary and protect your valuables. To prepare a trap, you need the correct components. Preparing a trap is done by typing PREPARE, followed by the type of trap, followed by what will set it off. Type PREPARE on its own for a broader syntax of this command. After preparation you may wish to POISON the trap. Ensure that you prepare the poison beforehand. Once prepared, you must LAY a trap. A trap can be laid either in a specific direction to catch passers-by, on an item, to catch the thieves, or inside a box to attack the curious. You will have to PRIME a trap after it has been effect a few times. As you rise in proficiency, the number of traps you can fashion will increase, as will the effectiveness of your trap and your ability to conceal the trap from the perceptive. All traps require a single piece of iron ore from which to construct the mechanism. Be careful when preparing traps that you have the correct components -preparation is an intricate process and you could waste valuable commodities if you attempt to prepare under-equiped. You do not always get back the iron used in preparing a trap when you disarm it. By divine edict traps do not work very effectively against the very young people of the land. Link Brigands Link Rangers Link Thieves Link Warriors
Voice The Voice is one of the mightiest abilities in Avalon, allowing you to extend your will through vocal tones to control other players. It can be used to effectively "force" an action by another player. Needless to say the higher your Voice, the more successful your Voice will become and once you attain the highest ranks of Master you will find yourself with a considerable power at your disposal for influence. Success of Voice is measured against the inherent level of your opponent and their skill in Voice. Against non-bards, therefore, you will find yourself having more success as they will not realise that you are using The Voice against them. On Computer-Controlled Characters you can mimic the ORDER command with your Voice. If successful you will ORDER the CCC around almost as if it were loyal to you. Voice uses its own form of equilibrium which is broken when other enchantments are used requiring normal equilibrium, but, conversely, does not restrict your use of other equilibrium after issuing a Voice command. Link Bards
Warcraft Warcraft is a combination of abilities for the Knightly profession, primarily the art of poison lore and trapping. Poisons grow all over Avalon, and when you learn to recognise one, you may ANALYSE it, PICK it and then PREPARE it. A most useful ability for populating your trusy blade with a little extra bite. Trapping is also a worthwhile pursuit; you will be able to PREPARE a trap, providing you have the correct components, and then LAY it in a specific direction to affect your enemies. By divine edict traps are not particularly effective against the very young of the land. Link Cavaliers Link Knights
Weaponry Weaponry is a dual skill - it is your skill at Forging and your ability to use and fashion bows. Forging is done via a long and arduous process. First you must smelt your chosen ore in the furnace (see HELP FURNACES for information on lighting furnaces), by FILL FURNACE WITH <ore>, and once it is filled with ore, you SMELT. This will produce an ingot of size depending on how much ore was used. Then you must make the ingot into a weapon, by repeatedly heating, hammering and folding it. Different weapons will require varying repetitions of these steps, but once you deem that you have folded the ingot sufficiently, you can type a final HEAT, HAMMER and then FOLD INGOT <type of weapon> which will hopefully turn the ingot into that weapon. From then you can further FOLD it to increase its hardness, or FORGE the weapon to enhance its attack and strike power. Occasionally you will find the Gods intercede in a bout of forging to aid your weapon or armour with a little divine touch. Blessed are those that receive this boon. You can also use Forging to enhance existing weapons. Remember that to work armour, you replace FOLD with POUND in all cases. You can UNSMELT weapons and armour to return them to their ore composite. You can also DETERMINE weapons, armour and ingots to acquire knowledge of their properties. Link Cavaliers Link Knights Link Paladins Link Warriors


Commodity skills
Skill Description Grand-master Ultimate
Farming Farming is the first of a pair of skills (the other being Labours) associated with the production of the various commodities of life. The skill contains around thirty abilities dealing with ploughing, crop growing, animal husbandry, tree nurturing, harvesting and such. Unlike most of the skills, Farming cannot be expanded by simple lesson learning and teaching - it must be practiced and experienced to advance in this most important of skills. You will gain the benefit of your practise at regular intervals, providing you have performed sufficient farming actions to warrant growth in Farming skill. All
Labours Labours is the second of the pair of processes skills (the first being Farming) associated with the production of the various commodities of life. The skill, like Farming, contains around thirty abilities dealing with a wide range of pursuits; mining for ores, panning for gold, spinning cotton, blowing glass, dye-making, and so on. Like Farming, Labours cannot be advanced by simply learning lessons or teaching lessons - it must be practiced for advancement. You will gain the benefit of your practise at regular intervals providing you have spent sufficient time performing some labour or other. All

list_of_skills, Rev. 30, Last changed on 2007-04-15 11:06, 2661 page hits
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