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3.19 Special relics used to crown one's skill learning.

In order to push your skill prowess to the heights of post-Ultimate mastery, to acieve what is termed the 'crowning' of a skill, it is necessary to utilise one of the fabled relics of Avalon. It may be worth perusing HELP ULTIMATE to understand the concept of skill advancement to the crowning point. These relics, however, were wrought before the Divine War, and each is imbued with the capacity to enable learning far beyond the norm; to allow a mortal to chase the effect of a divinely favoured skill or to crown it permanently at its very fullest potential. It is necessary to crown at least one professional skill, regardless of profession, if you are ever to pursue specialisation (see HELP SPECIALISATION) and even without specialising, the various crowning abilities are legendary for their potency.

To use the relic appropriate to your chosen skill, you must learn (from one of greater skill) in its presence. The relic must be laid upon the ground for the duration of the lesson else your tuition will be slip from your memory almost immediately. Relics cannot be taken indoors, into city-designated buildings, or into inner temples. They also cannot be hidden within covered items or held long (if at all) on steeds or in easily protected CCC inventories/locations.

Here are the general-skill relics, listed out against the skill to which it is associated: the jade amulet (Constitution), the bone dagger (Survival), the red handkerchief (Perception), the stone slab (Scholarship), the bronze gauntlets (Fisticuffs), the iron rapier (Swordplay), a worn buckler shield (Defence), a silver box (Itemlore), a rusted sickle (Farming), a gold lasso (Riding), a stone hammer (Labours).

And here are the specialist skill relics: an ivory flute (Music), a laurel wreath (Songs), the mask of Iveriol (dramatics), the Isabellan scrolls (Voice), the fur cloak (Endurance), the broken lance (Chivalry), a necklace of skulls (Trapping), a reaver's helmet (Warcraft), a silver cross (Spiritualism), a living branch (Naturalism), a woodsman's cup (Healing), old Talgan's bow (Forestry), the beard 'Alena's Folly' (Thievery), a jar of Hydra blood (Evocation), a mummified corpse (Necromancy), an old oak chest (Elixirs), the ring of Medram (Runes), the book of Lore (Alchemy), Aelgrim's broken skull (Forging), the hand of Asilith (Mysticism), a bag of broken bones (Fatalism), the book of Prophecy (Farsight), a pair of black boots (Stealth), a macabre mirror (Demonology), a sparkling pendant (Candescence), the book of Dylath's journal (Poisons), an ebony wand (Charming), a feathered cloak (Rituals), a dagger of strange alloy (Weaponry) and a clay pipe (Herbs).

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