The Skills of New Moon

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


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.

  • 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.

  • 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.


      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.

  • 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.


      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.

  • 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.

  • 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.

  • 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.

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The Skills of Warriors: 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.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.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.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.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.

  • 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.

  • 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.


      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.

  • 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.

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The Skills of Magic Users: 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.


        Spells involving the element fire.

      • m.s.e.water

        Spells involving the element water.


        Spells involving the element earth.

      • m.s.e.air

        Spells involving the element air.

    • m.s.abjuration

      Spells involving countering other magic or attacks.


        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.alteration

      Spells that change things.


        Alteration spells that change living things.


        Alteration spells that change objects.


        Alteration spells that change immaterial things.

    • 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.


      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.

  • 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.

  • 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.

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The Skills of Priests: 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.


        Spells involving the element fire.

      • w.s.e.water

        Spells involving the element water.


        Spells involving the element earth.

      • w.s.e.air

        Spells involving the element air.

    • 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.manipulation

      Spells that manipulate things or creatures.


        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.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.

  • 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.


      The knowledge of rituals dedicated to channeling the powers of the chosen god for the benefit of the wider community.

  • 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.


    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.

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The Skills of Criminals and Spies: 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.


      The skill of moving quietly. A skill shared by thieves, rangers and assassins alike.


      The art of hiding in shadows or natural terrain. This skill relates to persons as well as items.


      The skill of folllowing a person unnnoticed. A skill of mugging, killing and making surprise attacks.


      The skill of sneaking unheard into houses, tightrope walking, tumbling, contorionism and all other forms of movements needed by catburglars.


      The skill of disguise, or mimicry, and generally acting like another person. Generally a skill employed by thieves and assassins.

  • covert.manipulation

    The skills of fast fingerwork. A good dexterity is very important.


      Picking people's pockets or pilfering from shops.


      The quick covering or picking up of items, unseen by others.


      The unseen passing of objects to another person.


      As used by prestidigitators; the quick and clever use of the hands for tricks.

  • covert.mechanics

    The skills of manipulation of mechanics. In addition to requiring dextrous hands, some smarts and knowledge are needed as well.


      The opening of locks without the proper key.


      The removal or setting up of mechanical traps.


      Manipulating things in such a way they stop working or will break when they are used next.

  • 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.


    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.

  • 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.