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The Guildhouse - Wiki

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FirstAgeSkills

This is the master list of all First Age skills. Feel free to add missing abilities to them, correct errors, or mark which abilities you get at which level.

If a skill is not mapped at all yet for you, it's mainly because I don't have any firstagers on staff (yet). Edit the Legends skill list, copy over the abilities table and paste it into the firstage skill. Delete any abilities that aren't in FirstAge. Save it, and start filling in the abilities gaps. Cheers.

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.
Candescence Candescence is the skill of light-weaving. It is central to the Mage profession and is historically solely associated with members of that illustrious and ancient breed.
Charming Charming enables you to learn, chant and cast magical spells of a specific type. You learn spells automatically as your skill rises.
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.
Constitution? Constitution 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.
Defence? Defence is a skill used during combat of any kind to determine your ability to dodge, or parry blows. Defence is used against the combat skills to determine how effective you are at dodging a blow.
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.
Dramatics Dramatics is a basic Bardic ability to use movements and acting to conjure enchantment and affect your surroundings.
Elixirs Elixirs is a skill of alchemy. It deals with your ability to mix potions in empty potion bottles. Different potions have a wide variety of effects, usually of the beneficial kind.
Endurance? Endurance is a generic knightly and cavalier skill based on physical and mental control to endure the rigours of your physical life.
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.
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.
Fatalism Fatalism is the skill of mystic curses and blessings. The fatalist may curse their enemies (or bless their friends). Curses are harmful, often difficult to cure, and diverse in effect.
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 an opponent and the damage done with each blow.
Forestry? Forestry is the skill of forest manipulation and wilderness skills, a combination of arts practised only by the Rangers.
Forging? Forging is your ability to create or enhance a piece of weaponry or armour from metal ores.
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.
Herbs Herbs are found all over Avalon, and can be located by those with the Herbs skill. Herbs have various beneficial effects.
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.
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.
Mysticism? Using Mysticism, you can manipulate waxen images of players, using the IMAGE command to harm/help them at long range.
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, and affords you a variety of substitutes to Evocation.
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.
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.
Poisons Poisons deals with your ability to spot and use the various natural poisons which grow all over the Avalonian mainland, which usually have harful effects.
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.
Rituals Rituals allows you to embed the essence of magic into the very landscape itself, causing harm to any enemies that venture near. Mages can work together to bring about rituals of greater potency.
Runes Runes 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.
Scholarship Scholarship is a general skill dealing with an assortment of scholastic pursuits. Initially it is a defence to the Bardic Voice but it also inclues a variety of useful abilities. It is the skill of general knowledge.
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.
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.
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.
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.
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.
Thievery Thievery deals with your ability at pick-pocketing other players and CCCs of their possessions with or without them noticing.
Throwing Throwing deals with your accuracy and ability to throw objects or weapons around.
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.
Voice? The Voice is one of the mightiest abilities in Avalon, allowing you to extend your will through vocal tones to control other players.
Weaponry? Weaponry is a dual skill practised by the Knights - it is your skill at Forging and your ability to use and fashion bows.

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