In the world of New Moon, many skills, teachings, crafts and professions can be found. Like life itself, it is impossible to learn all the skills that are available. The professions of warriors, magic users, priests, criminals, lawmen and craftsmen are all trained in unique skills. The four skills combat, magic, worship and covert are linked to the four main starter guilds of New Moon: The League of Warriors, the Academy of Magi, the Temple of Damara and the Hall of Acquisition respectively. Members of these guilds will find training in their specialist skill can be obtained cheaper than elsewhere. In addition, each guild also offers training in the General skill category, which deals with the skills of everyday life. Guild members are also able to learn from other players, often allowing them to learn skills beyond those available at their chosen guild. However, the tuition cost for doing this is often high. Each of the main skills is subdivided into a number of subskills (and often yet further subskills). Details can be found below on the following skills :
The Skills of Daily Life: General
General
The general skills are a wide variety of all the things people can practice, train, study or do, and are not specific to any of the adventurous professions. All people will know at least some of these, and people who are very good in one craft are gathered in guilds, like the Bakers, Cutlers or Weavers Guild.
- general.movement
Movement by other means than walking. The physical stat is important.
- g.m.riding
Riding other creatures, be it horses or griffons.
- g.m.swimming
Swimming, in any liquid or liquid-like substance.
- g.m.climbing
Climbing of rope or any surface, like rocks or trees.
- g.m.boating
Knowledge of how to propel a boat, either by peddling, rowing or sailing.
- g.m.riding
- general.instinct
The senses.
- g.i.awareness
Noticing things automatically and subconsciously. Being more careful in observations, actively.
- g.i.survival
The primal instinct of surviving, together with knowledge of survival techniques.
- g.i.searching
A well-developed strategy for looking for things, actively.
- g.i.awareness
- general.crafts
The artificing of things. Hands are needed for crafting.
- g.c.smithing
The smithing of objects, be it weapons or armour, or jewelry.
- g.c.repairing
The fixing of things, be it weapons or clothing.
- g.c.brewing
The brewing of beers as well as potions.
- g.c.mining
Mining and excavating underground.
- g.c.artistic
The skills of drawing, painting and sculpting.
- g.c.cooking&baking
Preparing of foods.
- g.c.healing&herbs
The art of herbalism, including bandaging and healing people.
- g.c.alchemy
The art of techniques of the alchemist, for transmuting materials.
- g.c.smithing
- general.knowledge
Studying of various fields of knowledge. Intelligence is needed.
- g.k.weapons
Knowledge of types of weapons and their use. Includes siege engines.
- g.k.religion
Knowledge of the various gods in the pantheon. Knowing how to recognize their followers, symbols and rituals.
- g.k.streetwise
Knowing the various illegal activities of thieves, knowing or recognizing them or the tools of their trade.
- g.k.trading
The knowledge of trade-routes, goods, economics, bargaining and sense of profit.
- g.k.arcane&history
The knowledge of the history of New Moon, the major events in the past, recognition of names, dates, scriptures and items made in the past. Arcane is the same knowledge, but of magic.
- g.k.woodland
Knowledge of the forests and woods, including woodland lore and the beasts that live there.
- g.k.weapons
- general.communication
The skills to communicate with other people. The senses are needed.
- g.c.reading
The ability to read, in the common or other languages.
- g.c.writing
The ability to write, in common or other languages.
- g.c.talking
The ability to speak in more than the common tongue.
- g.c.reading
- general.entertainment
Artistic skills for entertaining other people. Some smarts and dexterity is required. Bards study these skills seriously.
- g.e.instruments
Playing various instruments, either to make money or for fun.
- g.e.acting
The skill of acting, for actors and budding playwrights.
- g.e.storytelling
Knowledge of fairytales and legends, and being able to narrate them.
- g.e.singing&dancing
Training of the voice, knowing songs and dances.
- g.e.instruments
- general.valueing
Appraising of items to determine their value. A skill very much needed by merchants.
- general.sense
A skill that helps develop your all-round abilities in the skills of daily life, so that you are able to use commands that depend on these general skills more effectively.
The Skills of Warriors: Combat
Combat
The skill of the warriors, and all adventurous people try to learn at least some proficiency in it. Strength is needed to perform well in combat. The aspects of combat are offence, defence and special.
- combat.offence
The combat of attacking, with any weapon or without weapons. Strength as well as agility are important.
- c.o.slashing
The use of edged weapons. Edged weapons use a technique of strong blows meant to cause bleeding wounds.
- c.o.s.swords
All sword-type weapons, ranging from broadswords to foreign scimitar.
- c.o.s.axes
All axe-type weapons, ranging from hand-axe to battle-axe.
- c.o.s.cleavers
All slashing weapons which are not sword or axe-type, like polearm mounted blades such as the blade of the halberd, and scythes and sickles.
- c.o.s.swords
- c.o.concussion
The use of blunt weapons. Blunt weapons use a technique of strong blows meant to cause bruises or fractures.
- c.o.c.maces
All mace-type weapons often of wooden handle and iron head.
- c.o.c.clubs
All club-like weapons or objects, ranging from cudgel to improvised weapons like sticks or a chair.
- c.o.c.staves
All staves of any making. Usually wielded by priest, monks, wizards or people who can't afford a sword.
- c.o.c.maces
- c.o.piercing
The use of sharp weapons. Piercing weapons use a technique of fencing and thrusts meant to pierce the flesh and internal organs.
- c.o.p.blades
All long pointy weapons, usually without an edge, ranging from short swords to fencing foils.
- c.o.p.pikes
All polearms which have at least one point, ranging from spears to lances and the point of the halberd.
- c.o.p.daggers
All small stabbing weapons, such as dagger and knife.
- c.o.p.blades
- c.o.martial-arms
The skill of hand-to-hand, close-quarters fighting using specialist martial-arms weapons. Mainly only learnt in foreign lands.
- c.o.projectile
The use of ranged weapons. Although the types of weapons and damage done are much varied, their use always requires a good dexterity.
- c.o.p.thrown
All thrown weapons, ranging from daggers to javelins and spears.
- c.o.p.bows
All types of bow, such as short, long or composite bow.
- c.o.p.shot
Weapons that fire off projectiles, like crossbows, but also slings, staffslings, and blowpipes.
- c.o.p.thrown
- c.o.unarmed
The skills of fighting without weapons.
- c.o.u.brawling
Mainly involves the use of fists. Useful for those bar-room brawls!
- c.o.u.wrestling
The whole body is used in wrestling.
- c.o.u.martial-arts
A type of combat only well understood in foreign lands.
- c.o.u.brawling
- c.o.slashing
- combat.defence
The skill of defending oneself against attacks. Less strength is required for this, and more agility.
- c.d.armours
The skill of knowing how to optimalize worn items so they offer best protection, and ease of moving in them.
- c.d.shields
The good use of shields; the speed and effectivity of blocking.
- c.d.parrying
To parry blows is to guide the direction of the opponents attack away from your body. This can be done with or without a weapon.
- c.d.dodging
To avoid or sidestep an attack. No contact goes paired with it.
- c.d.d.blow
The dodging of a blow of a weapon or fist for example.
- c.d.d.projectile
The dodging of a projectile. Some projectiles are so fast they can not be dodged.
- c.d.d.blow
- c.d.armours
- combat.special
These skills all have to do with special techniques and attacks native to the warrior. Strength as well as personality and intelligence are important.
- c.s.leadership
How good you are leading a company of warriors into battle.
- c.s.berserk
The barbarian secret of battle frenzy.
- c.s.protection
The skill of protecting your fellow warrior or treasure.
- c.s.blindfighting
The difficult to master skill of fighting in the dark, or when otherwise visually disadvantaged. Not for the faint-hearted.
- c.s.leadership
- combat.stamina
The endurance of the body, how healthy it is and how many blows it can take. You can train your body, but it all depends on your constitution, which you can not train.
- combat.tactics
Only warriors need to train this. Just like mana, faith, slyness and sense, it is a profession dependent skill. The warrior who is taught well in tactics can use many special attacks routines. Warriors who are smarter than others are better at tactics.
The Skills of Magic Users: Magic
Magic
Magic, or the Art as it is called on the planet New Moon, is a skill that draws energy from somewhere else and uses it for varied strange and wonderful effects. Intelligence is required.
- magic.spells
The skill of casting. Spells are formulated in written form, and once learned can be invoked by several components, usually spoken.
- m.s.elemental
Spells involving the 4 elements fire, water, earth and air. A good constitution is helpful.
- m.s.e.fire
Spells involving the element fire.
- m.s.e.water
Spells involving the element water.
- m.s.e.earth
Spells involving the element earth.
- m.s.e.air
Spells involving the element air.
- m.s.e.fire
- m.s.abjuration
Spells involving countering other magic or attacks.
- m.s.ab.protection
Abjuration spells meant for protecting people.
- m.s.ab.dispelling
Abjuration spells that dispel other magic.
- m.s.ab.circles
Abjuration spells that empower drawings.
- m.s.ab.protection
- m.s.alteration
Spells that change things.
- m.s.al.living
Alteration spells that change living things.
- m.s.al.objects
Alteration spells that change objects.
- m.s.al.immaterial
Alteration spells that change immaterial things.
- m.s.al.living
- m.s.manipulation
Spells that manipulate things.
- m.s.m.charm
The magic of influencing people.
- m.s.m.summoning
The magic of summoning creatures to serve the caster.
- m.s.m.conjuration
The magic of conjuring non-living things out of nothing.
- m.s.m.divination
The magic of divining information.
- m.s.m.charm
- m.s.black
The Dark Art, malicious magic. A good wisdom is helpful.
- m.s.b.necromancy
The blood and bones magic, magic of creating and controlling undead.
- m.s.b.deathmagic
The magic of death.
- m.s.b.demonology
The magic of summoning and cooperating with demonic creatures.
- m.s.b.occultism
The magic of witchcraft.
- m.s.b.necromancy
- m.s.elemental
- magic.items
The skill of knowing how to use and create magic items. Only very skilled magicusers can create items.
- m.i.rods
The use and making of magic rods, short staff-like items, very powerful.
- m.i.staves
The use and making of magic staves, quarterstaves with magical powers.
- m.i.wands
The use and making of magic wands, short staff-like items.
- m.i.scrolls
The use and writing of scrolls, magical sheets of parchment.
- m.i.miscellaneous
The use and making of any other magical item. This can range from enchantments of potions or golems to the use of rings or magical clothing.
- m.i.rods
- magic.mana
The discipline of harnessing magic. Only magicusers need to train this skill. The higher your intelligence, the higher the reservoire of mana. Wizards with a high constitution are less likely drained.
The Skills of Priests: Worship
Worship
The skills of priesthood, based on faith and wisdom of the user.
- worship.spells
The skill of casting priest spells. The prayers of priests are answered by their gods in the form of spells that can assist them in their life.
- w.s.elemental
Spells involving the 4 elements fire, water, earth and air. A good constitution is helpful.
- w.s.e.fire
Spells involving the element fire.
- w.s.e.water
Spells involving the element water.
- w.s.e.earth
Spells involving the element earth.
- w.s.e.air
Spells involving the element air.
- w.s.e.fire
- w.s.healing
Spells that restore the body and mind. Casting these spells is a good act.
- w.s.h.wounds
Spells that heal physical wounds.
- w.s.h.diseases
Spells that heal physical diseases.
- w.s.h.poisons
Spells that heal poisons, whether natural or artificial.
- w.s.h.curses
Spells that remove curses, either from people or items.
- w.s.h.exorcism
Spells that heal mental ailments like possession, or drive out spirits.
- w.s.h.wounds
- w.s.manipulation
Spells that manipulate things or creatures.
- w.s.m.protection
Spells that protect people.
- w.s.m.auguration.
Spells that ask the gods for answers.
- w.s.m.druidic
Spells that influence weather and nature, in a cooperative way.
- w.s.m.shamanism
Spells that deal with the spirit world and barbaric ritual spells.
- w.s.m.protection
- w.s.servitude
The influencing of other creatures, sometimes good, sometimes for evil slavery and abuse.
- w.s.s.summoning
The summoning of creatures to the priest for servitude.
- w.s.s.controlling
Placing other creatures under the influence of the priest, or wrest influence from other people.
- w.s.s.dismissal
The sending away of summoned or planar creatures.
- w.s.s.summoning
- w.s.elemental
- worship.rituals
The performance of religious rituals for various purposes, like burial, marriage, excommunication or alignment.
- w.r.sacrifices
Knowledge of the rituals of sacrifice to the chosen god, to obtain the favour and/or appeasement of that god and to request the bestowment of special powers.
- w.r.prayers
The confession of sins to the chosen god, the making of requests for divine assistance or intervention, or the empowerment of the god by fervent devotion.
- w.r.blessing
The skill of blessing someone with the aid of the chosen god. Evil gods usually give powers to their followers for cursing instead of blessing.
- w.r.community
The knowledge of rituals dedicated to channeling the powers of the chosen god for the benefit of the wider community.
- w.r.sacrifices
- worship.items
The skill of using and making holy items. Only very skilled priests can make holy items.
- w.i.amulets
The use or making of holy amulets, necklace or fetish-like objects.
- w.i.weapons
The use and making of holy weapons. Holy weapons are usually maces and staves.
- w.i.scrolls
The use and writing of scrolls, sheets of parchment that capture the power bestowed by one's god.
- w.i.miscellaneous
The use and creation of all other holy items, like rings or sacred clothing.
- w.i.amulets
- worship.faith
The skill that priests built up by long service and devotion to their god. Only priests have need for faith, since it determines the amount of spell power their god grants them. Wisdom is the only important thing when it comes to faithfulness.
The Skills of Criminals and Spies: Covert
Covert
The skills of persons with a sly criminal mind. Most of the skills require not only sharp senses, but a superior dexterity as well. All these skills are used in illegal activities, but some are used in stealthy professions like scouting or tracking as well. Some even are practiced legally, such as lockmakers.
- covert.stealth
The skills of stealth encompass all aspects of acting without being detected or raising alarms.
- c.st.sneaking
The skill of moving quietly. A skill shared by thieves, rangers and assassins alike.
- c.st.hiding
The art of hiding in shadows or natural terrain. This skill relates to persons as well as items.
- c.st.stalking
The skill of folllowing a person unnnoticed. A skill of mugging, killing and making surprise attacks.
- c.st.burglary
The skill of sneaking unheard into houses, tightrope walking, tumbling, contorionism and all other forms of movements needed by catburglars.
- c.st.disguise
The skill of disguise, or mimicry, and generally acting like another person. Generally a skill employed by thieves and assassins.
- c.st.sneaking
- covert.manipulation
The skills of fast fingerwork. A good dexterity is very important.
- c.ma.stealing
Picking people's pockets or pilfering from shops.
- c.ma.palming
The quick covering or picking up of items, unseen by others.
- c.ma.passing
The unseen passing of objects to another person.
- c.ma.sleight-of-hand
As used by prestidigitators; the quick and clever use of the hands for tricks.
- c.ma.stealing
- covert.mechanics
The skills of manipulation of mechanics. In addition to requiring dextrous hands, some smarts and knowledge are needed as well.
- c.me.lockpicking
The opening of locks without the proper key.
- c.me.traps
The removal or setting up of mechanical traps.
- c.me.sabotage
Manipulating things in such a way they stop working or will break when they are used next.
- c.me.lockpicking
- covert.information
The gathering of information takes some wisdom and smarts.
- c.i.spying
The act of overhearing, overseeing, or stealing of information.
- c.i.bribing
Persuading someone to do you a favour in return for another.
- c.i.rumours
The setting up of a network of connections, or the talent for picking up rumours on the streets.
- c.i.spying
- covert.business
Criminal money-making deals.
- c.b.gambling
Knowing how to play gambling games, or set up gambling operations.
- c.b.fencing
The selling or buying of stolen goods.
- c.b.conning
Tricking people into giving valuables or forgetting to get paid.
- c.b.gambling
- covert.poisons
Knowledge in both using and identifying poisons. This skill can be used and abused. Assassins need a deep knowledge of poison to ply their trade while other may need this knowledge to combat the effect of poisons.
- covert.slyness
This is only developed on the streets, and only by those who are actively involved in criminal or covert activities. Smartness is needed.