Skill List: Regular Skills

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NameDescription
Aid Allows you to perform first aid upon someone. After one minute, this skill will awaken the person from unconsciousness or fix a broken limb. This skill is infinite use. This skill may be purchased multiple times, and may have a greater effect the more times it is purchased. When you use this skill on someone, you should in some way indicate that you are using the skill.
Alchemy Alchemy is the skill of distilling, transmuting and combining the essence of animal, mineral or and vegetable components in specific ways to create elixirs that have specific effects and properties. An alchemist must learn each of the components that they wish to use and acquire the actual component before it can be learned and/or used in creating an elixir. The elixir is then usable at any time in the future and does not expire between events but is a stealable item. All elixirs are created between games and must be decided upon at check out the game before (provided you have the components). Beginning alchemists know only how to utilize their specialized tool to harvest vegetable components. All other learning must come through In Game interaction.
Animate Dead This spell animates a corpse as a mindless undead that moves and fights at half speed and may not use skills or spells. The undead will follow basic commands. This spell lasts for ten minutes. A corpse may only be Animated once with this spell. Incantation: "By the power of my will, I animate you as undead; though you are unskilled, you will move and fight at half speed, and will follow my commands for ten minutes; Animate Dead."
Appraise This skill represents the knowledge of identifying items for their worth and gives you insight to the economic values of items that you will find in game. You may purchase this skill up to 4 times.
Awaken This spell restores an unconscious person to consciousness. Incantation: "By the healer's grace, I awaken you."
Axe Ability to use an axe
Benediction This spell grants the victim a favorable aura with Death. The target for this spell must be dead when the spell is cast. The target must inform Death of this spell when he or she sees him. Incantation: "By the merciful words, I heal your spirit. When you see Death next, tell him, 'I have been granted surety of safe passage'; Benediction."
Black Market This skill represents ties to shady individuals who can provide you with in-game items. This skill may also be used to dispose of stolen in-game property. This is a between-game skill.
Blacksmithing The header for this skill (Blacksmithing) costs 3 points and conveys the following abilities: Repair Armor, Repair Weapon, Repair Shield and Tend Forge. *Tend Forge: Allows the blacksmith to heat up the forge and get it ready for use in blacksmithing projects. This skill has unlimited uses. *Repair Weapon: Through the use of an anvil and the blacksmith’s hammer with a forge a weapon can be repaired in 1 minute. This restores the weapon to full functionality but the weapon does lose any temporary enchantment it had upon it. This skill has unlimited uses. *Repair Armor: Through the use of an anvil and the blacksmith’s hammer at a forge one hit location of armor can be repaired in 1 minute. This restores the location of armor to full functionality with all armor points restored but any temporary enchantment upon the armor is lost. This skill has unlimited uses. *Repair Shield: Through the use of an anvil and the blacksmith’s hammer with a forge a shield can be repaired in 1 minute. This restores the shield to full functionality but any temporary enchantment upon the shield is lost. This skill has unlimited uses.
Blunt Ability to use a blunt (Mace/Hammer/Club)
Bow Allows you to use a Bow (including Crossbow). All ranged weapons must be approved by the Tales of Valor staff. Poison may be used with missile weapons; all other ranged weapon skills must be learned in game.
Break Target: Any weapon, shield, or location Destroys a weapon, a shield, or all armor in the location it hits. Counts as a normal strike if it hits a location with no armor. May be resisted with Parry or Resist Break. State "Break" as the blow is swung.
Charmcraft This is the craft of creating temporary charms which are the manifestations of mystical energy. In essence a Charmcrafter learns to weave the energies around them into solid objects that hold their charge for a short period of time. The Charmcrafter first learns to release that bound energy upon or through themselves and as their understanding of charms and the energy that goes into making them increases they are able to learn different ways to release and bind the energy involved. All Charms are considered non stealable IG items that are bound to whomever they are cast upon. A charmcrafter begins play with the ability to create a very basic charm an infinite number of times: create light. This charm allows the charmcrafter to create a magical source of light to see by. All Charms are destroyed by the spell Negation and only last until the end of the event. In order to use a charm given to you by a skilled charmcrafter you must be conscious and able to speak. All charms require you to use the incant: “By the power of Charmcraft” and then the spell effect. You do not have to have a free limb to activate a charm, although you must be conscious. The effect is always targeted upon the person who incanted the charm and may not target anyone other than them. Different charms are learned in game from an appropriate teacher. Each charm is purchased independently and as a representation of the charmcrafter’s power are learned in order. Rumors of even more powerful charms do exist, although the creation of such is rumored to be extremely difficult.
Circle of Protection - Divination This spell allows the caster (and no one else) to step inside a circle and raise a defensive shield. Nothing may pass in or out of the barrier. A rope or other clear circle upon the ground must represent this spell. This spell lasts until it is dispelled or the caster chooses to end it. Incantation: "By my knowledge of the spirits, I raise this Circle of Protection."
Circle of Protection - Protection This spell allows the caster (and no one else) to step inside a circle and raise a defensive shield. Nothing may pass in or out of the barrier. A rope or other clear circle upon the ground must represent this spell. This spell lasts until it is dispelled or the caster chooses to end it. Incantation: "By the arcane arts, I raise this Circle of Protection."
Concentration This skill allows you to resist a counterspell or a forget skill that would have affected you. You may resist one of your choice per purchase. You should finish casting the spell and then state “Resist.” Or if someone tries to make you Forget, you may state “Resist.”
Control Undead This spell puts an undead under your control for a period of time. The length of time it is controlled depends on how powerful it is. Incantation: "By the power of my will, Control Undead."
Counterspell This spell allows you to disrupt a caster while he or she is in the middle of casting a spell. It must strike the caster while he or she is still incanting the spell to be effective. Incantation: "Counterspell"
Coup de Grace Target: Kill Zone By placing your weapon against an opponent's Kill zone and clearly stating "coup de grace," you instantly render them dead. May only be used against a helpless or unconscious foe. This skill may not be resisted except by Displacement.
Cure Malady This spell removes the effects of any poisons or any diseases affecting the target. This will also remove the effects of any elixir with “Poison” or “Disease” as an attribute. Incantation: “By the healer’s grace, I cure you of (poison/disease).”
Dagger Ability to use a dagger
Destroy Undead This spell will damage or destroy an undead creature, depending on how powerful it is. Incantation: "By the power of my will, Destroy Undead."
Detect Magic This spell allows you to detect whether or not an item is magical. This is a between-game spell.
Diagnose This skill allows you to see what condition someone is in and what magical, alchemical, or other effects are on them at the time. This may only be used on an unconscious, dead, or willing person. For example, a person might say: "I'm dead from massive damage to the right side, poisoned, diseased, benedicted, and cursed."
Disarm Target: Any weapon in hand Owner must safely toss the weapon about five feet away. May be resisted with Parry. State "Disarm" as the blow is swung.
Disease This spell causes disease in the target. Disease doubles the duration of all negative effects. For example, a Root spell would last for two minutes, a Sap would last for ten minutes, a Weaken would last for two minutes, etc. During this time. Health and any related health skills cannot be used. Incantation: "By the wicked words, I Disease your body."
Dispel Circle This spell allows you to dispel a Circle of Protection. The packet must strike the person inside the circle. Dispel Circle can be resisted with an absorb but may not be resisted with a spell shield. Dispel Circle cannot overcome more powerful Circles. Incantation: “By the call of chaos, I dispel this circle.”
Displacement This spell forces the recipient to resist the next effect thrown through weapon or normal melee or ranged attack. This spell is aligned with the element of water. This spell may not be stacked with itself. You may stack this resistance with other resistances (Spellshield, Resist Disease, etc.). This spell does not work against packet-based effects. Incantation: “By the arcane arts, Displacement.”
Dodge Negates any ranged or thrown effect cast through a weapon, a boulder, or a single magic missile. You do not need a weapon in hand to use this skill. May not be used against packet-based spells, melee attacks or skills
Elemental Resistance This spell allows the target to resist the elemental effect of his or her choice. You decide the element when you cast the spell. You may resist elixirs with the appropriate element as an attribute. If you are unconscious, you must resist the NEXT elemental effect that is used on you. You may stack this resistance with other resistances. You may not have more than one elemental resistance of each element active on you at a time. Incantation: "By the arcane arts, I defend (you/myself) from (element)."
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