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To the Spammers: You are not welcome on this site. Please do not replace this entire page with your links.
This is the complete list of all Legends skills. Feel free to add missing abilities to them, correct errors, or mark which abilities you get at which level. Please adhere to the StyleGuidelines though, so we don't end up with a complete mess!
| 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. |
| Farming | Farming contains around thirty abilities dealing with ploughing, crop growing, animal husbandry, tree nurturing, harvesting and such. |
| 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. |
| Labours | Labours 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. |
| 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. |
| 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. |
| 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. |
| 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. |
| Warcraft | Warcraft is a combination of abilities for the Knightly profession, primarily the art of poison lore and trapping. |
| Weaponry | Weaponry is a dual skill practised by the Knights - it is your skill at Forging and your ability to use and fashion bows. |
© 1999 - 2002 James Gater - last changed on June 28 2006, 11:18 am