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41 | Throwing Physique Str Dex n/a |
41 | Throwing Physique Str Dex n/a |
42 | Use Magic Item NONE Pow Int n/a |
42 | Use Magic Item NONE Pow Int n/a |
43 | Wizardry Magic Pow Int n/a |
43 | Wizardry Magic Pow Int n/a |
44 | Woodsman Mental Int Dex Wis |
44 | Woodsman Mental Int Dex Wis |
45 | |
45 | |
46 | =head1 X<skill_description>Detailed Skill Description |
46 | =head1 X<skill_description>Skill Descriptions |
47 | |
47 | |
48 | Below is a more detailed description of each skills and how they are used. |
48 | Below is a more detailed description of each skills and how they are used. |
49 | |
49 | |
50 | =head2 alchemy |
50 | =head2 alchemy |
51 | |
51 | |
52 | You can identify potions, containers, and different kinds of ore and mineral, |
52 | You can identify potions, containers, and different kinds of ore and |
53 | mix potions and create other stuff (such as gold, weapons, deadly monsters |
53 | mineral, mix potions and create other stuff (such as gold, weapons, deadly |
54 | killing him/her etc.) from other ingredients using a cauldron. |
54 | monsters killing him/her etc.) from other ingredients using a cauldron |
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55 | (L<$ARCH/misc/Container/cauldron.base.111.png>). |
55 | |
56 | |
56 | To identify alchemy stuff you have to stand over it or have it in your inventory and |
57 | To identify alchemy stuff you have to stand over it or have it in your inventory and |
57 | issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might |
58 | issue the command C<use_skill alchemy>. The alchemy items will be identified. Some might |
58 | not get identified if your alchemy level is too low. |
59 | not get identified if your alchemy level is too low. |
59 | |
60 | |
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79 | |
80 | |
80 | =head2 bargaining |
81 | =head2 bargaining |
81 | |
82 | |
82 | This skill helps you to bargain in shops when buying and selling. The higher |
83 | This skill helps you to bargain in shops when buying and selling. The higher |
83 | your bargaining level is the better prices you will get. Besides having a high |
84 | your bargaining level is the better prices you will get. Besides having a high |
84 | bargaining skill it helps a lot to have a high B<Cha>risma stat. |
85 | bargaining skill it helps a lot to have a high L<charisma|stat_Cha> stat. |
85 | |
86 | |
86 | When you are in a shop, you can C<use_skill bargaining> to see whether that |
87 | When you are in a shop, you can C<use_skill bargaining> to see whether that |
87 | shop will buy the items you want to sell at a higher price than others and |
88 | shop will buy the items you want to sell at a higher price than others and |
88 | whether the shopkeeper likes you. Elf shopkeepers will like elf players. |
89 | whether the shopkeeper likes you. Elf shopkeepers will like elf players. |
89 | |
90 | |
90 | =head2 bowyer |
91 | =head2 bowyer |
91 | |
92 | |
92 | You can identify missile weapons and missiles such as arrows, bolts and bows. |
93 | You can identify missile weapons and missiles such as arrows, bolts and |
93 | One can also create special bows and arrows from other ingredients using the |
94 | bows. One can also create special bows and arrows from other ingredients |
94 | bowyer skill like the L<alchemy skill|skill_description/alchemy> skill and a B<workbench> |
95 | using the bowyer skill like the L<alchemy skill|skill_description/alchemy> |
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96 | skill and a B<workbench> (L<$ARCH/misc/Container/workbench.base.111.png>) |
95 | (you just have to find out a receip) |
97 | (you just have to find out a recipe). |
96 | |
98 | |
97 | =head2 clawing |
99 | =head2 clawing |
98 | |
100 | |
99 | You can make a "bare-handed attack". Damage is based on the user's B<Str> |
101 | You can make a "bare-handed attack". Damage is based on the user's |
100 | and level. With time, one can have different claws such as fire claws or |
102 | L<strength|stat_Str> and level. With time, one can have different claws |
101 | electric claws. An elemental residue from the dragon guild is required |
103 | such as fire claws or electric claws. An elemental residue from the dragon |
102 | to change this. The dragon guild can be found in scorn. |
104 | guild is required to change this. The dragon guild can be found in scorn. |
103 | |
105 | |
104 | =head2 levitation |
106 | =head2 levitation |
105 | |
107 | |
106 | You can levitate (fly low) at will. Using the skill first makes you |
108 | You can levitate (fly low) at will. Using the skill first makes you |
107 | levitate, and at the second time returns you to the earth. |
109 | levitate, and at the second time returns you to the earth. |
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111 | =head2 summoning |
113 | =head2 summoning |
112 | |
114 | |
113 | You can cast spells related to the B<summoning> school of wizardry, which |
115 | You can cast spells related to the B<summoning> school of wizardry, which |
114 | mostly summon monsters, bullet walls and similar things. This skill |
116 | mostly summon monsters, bullet walls and similar things. This skill |
115 | may be acquired either through the use of an appropriate B<talisman> or |
117 | may be acquired either through the use of an appropriate B<talisman> or |
116 | learned via a B<skill scroll>. |
118 | learned via a L<skill scroll>. |
117 | |
119 | |
118 | The most basic spells you might want to get is 'summon pet monster' |
120 | The most basic spells you might want to get is 'summon pet monster' |
119 | and 'charm monsters'. Look in the L<Spellbook|spellbook> if you got |
121 | and 'charm monsters'. Look in the L<Spellbook|spellbook> if you got |
120 | the spells and read their description. |
122 | the spells and read their description. |
121 | |
123 | |
122 | =head2 pyromancy |
124 | =head2 pyromancy |
123 | |
125 | |
124 | You can cast spells related to the B<pyromancy> (fire) school of |
126 | You can cast spells related to the B<pyromancy> (fire) school of |
125 | wizardry. This skill may be acquired either through the use of an |
127 | wizardry. This skill may be acquired either through the use of an |
126 | appropriate B<talisman> or learned via a B<skill scroll>. |
128 | appropriate B<talisman> or learned via a L<skill scroll>. |
127 | |
129 | |
128 | The first spell would be 'burning hands' which casts a cone |
130 | The first spell would be 'burning hands' which casts a cone of fire which |
129 | of fire which burns your enemies. It becomes stronger with your pyromancy level. |
131 | burns your enemies. It becomes stronger with your pyromancy level. |
130 | |
132 | |
131 | =head2 evocation |
133 | =head2 evocation |
132 | |
134 | |
133 | You can cast spells related to the B<evocation> (mostly cold magic) |
135 | You can cast spells related to the B<evocation> (mostly cold magic) |
134 | school of wizardry. This skill may be acquired either through the use of |
136 | school of wizardry. This skill may be acquired either through the use of |
135 | an appropriate B<talisman> or learned via a B<skill scroll>. |
137 | an appropriate B<talisman> or learned via a L<skill scroll>. |
136 | |
138 | |
137 | The spell you should start with is 'icestorm' which casts a cone |
139 | The spell you should start with is 'icestorm' which casts a cone |
138 | of ice which freezes your enemies. It becomes stronger with your evocation level. |
140 | of ice which freezes your enemies. It becomes stronger with your evocation level. |
139 | |
141 | |
140 | =head2 sorcery |
142 | =head2 sorcery |
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149 | and 'steambolt'. |
151 | and 'steambolt'. |
150 | |
152 | |
151 | =head2 flame touch |
153 | =head2 flame touch |
152 | |
154 | |
153 | You can make a "bare-handed attack". Damage is based on the user's |
155 | You can make a "bare-handed attack". Damage is based on the user's |
154 | B<Str> and level. This is the default hand-to-hand fighting skill for the |
156 | L<strength|stat_Str> and level. This is the default hand-to-hand fighting |
155 | fireborn character class. |
157 | skill for the fireborn character class. |
156 | |
158 | |
157 | =head2 hiding |
159 | =head2 hiding |
158 | |
160 | |
159 | This skill lets you hide, that means that you will become invisible. |
161 | This skill lets you hide, that means that you will become invisible. |
160 | To hide you need to find a place with other stuff on it where you can hide. |
162 | To hide you need to find a place with other stuff on it where you can hide. |
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168 | rings or enchant non-magic rings to give them stat bonuses using the alchemy |
170 | rings or enchant non-magic rings to give them stat bonuses using the alchemy |
169 | skill and a B<jeweler's workbench>. |
171 | skill and a B<jeweler's workbench>. |
170 | |
172 | |
171 | =head2 jumping |
173 | =head2 jumping |
172 | |
174 | |
173 | You can "skip" over one, two or three spaces in the selected direction. |
175 | You can "skip" over one, two or three spaces in the selected |
174 | Distance depends on weight carried, B<Str> and B<Dex> of the user. This skill |
176 | direction. Distance depends on weight carried, L<strength|stat_Str> and |
175 | may also be used as an attack. |
177 | L<dexterity|stat_Dex> of the user. This skill may also be used as an |
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178 | attack. |
176 | |
179 | |
177 | =head2 karate |
180 | =head2 karate |
178 | |
181 | |
179 | You can make a "bare-handed attack". Damage is based on the user's B<Str> |
182 | You can make a "bare-handed attack". Damage is based on the user's |
180 | and level. This attack is the fastest and (at higher levels) most deadly |
183 | L<strength|stat_Str> and level. This attack is the fastest and (at higher |
181 | of the hand-to-hand attacks available. |
184 | levels) most deadly of the hand-to-hand attacks available. |
182 | |
185 | |
183 | =head2 climbing |
186 | =head2 climbing |
184 | |
187 | |
185 | Having this skill allows you to move faster through hilly areas than players |
188 | Having this skill allows you to move faster through hilly areas than players |
186 | without this skill. |
189 | without this skill. |
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227 | =head2 oratory |
230 | =head2 oratory |
228 | |
231 | |
229 | You may "recruit" followers. Recruitees must be of lower level, and |
232 | You may "recruit" followers. Recruitees must be of lower level, and |
230 | unaggressive to start. Use of this skill may anger the audience. Also, |
233 | unaggressive to start. Use of this skill may anger the audience. Also, |
231 | "special" monsters are immune to recruitment. Success depends on user's |
234 | "special" monsters are immune to recruitment. Success depends on user's |
232 | B<Cha> and level. |
235 | L<charisma|stat_Cha> and level. |
233 | |
236 | |
234 | =head2 praying |
237 | =head2 praying |
235 | |
238 | |
236 | You are allowed to cast "cleric" spells. In addition, this skill may be |
239 | You are allowed to cast "cleric" spells. In addition, this skill may be |
237 | used to accelerate the accumulation of grace. This skill may be either |
240 | used to accelerate the accumulation of grace. This skill may be either |
238 | learned (e.g. using a B<skill scroll>) or acquired through the use of a |
241 | learned (e.g. using a L<skill scroll>) or acquired |
239 | B<holy symbol>. |
242 | through the use of a B<holy symbol>. |
240 | |
243 | |
241 | =head2 punching |
244 | =head2 punching |
242 | |
245 | |
243 | You can make a "bare-handed attack". Damage is based on the user's B<Str> |
246 | You can make a "bare-handed attack". Damage is based on the user's |
244 | and level. This is the most feeble of the hand-to-hand attacks. |
247 | L<strength|stat_Str> and level. This is the most feeble of the |
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248 | hand-to-hand attacks. |
245 | |
249 | |
246 | =head2 find traps |
250 | =head2 find traps |
247 | |
251 | |
248 | You can search (more effectively) for traps. This is not a "passive" |
252 | You can search (more effectively) for traps. This is not a "passive" |
249 | skill, it must be applied in order to gain the advantage in discovering |
253 | skill, it must be applied in order to gain the advantage in discovering |
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265 | direction while this skill is readied. |
269 | direction while this skill is readied. |
266 | |
270 | |
267 | =head2 singing |
271 | =head2 singing |
268 | |
272 | |
269 | You may pacify hostile monsters with this skill. Certain kinds of |
273 | You may pacify hostile monsters with this skill. Certain kinds of |
270 | monsters are immune. Success depends on user level and B<Cha>. |
274 | monsters are immune. Success depends on user level and L<charisma|stat_Cha>. |
271 | |
275 | |
272 | =head2 smithery |
276 | =head2 smithery |
273 | |
277 | |
274 | You can identify arms and armour that you hold, and, with the help of a |
278 | You can identify arms and armour that you hold, and, with the help of a |
275 | B<forge>, can even create weapons using the alchemy skill. |
279 | B<forge>, can even create weapons using the alchemy skill. |
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307 | |
311 | |
308 | =head2 inscription |
312 | =head2 inscription |
309 | |
313 | |
310 | You can inscribe scrolls with a text. This is useful to create messages, |
314 | You can inscribe scrolls with a text. This is useful to create messages, |
311 | especially via the Imperial Post Office (IPO). |
315 | especially via the Imperial Post Office (IPO). |
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316 | |
312 | You can also rewrite spell scrolls with a previously known spell. B<Sp>, |
317 | You can also rewrite spell scrolls with a previously known spell. You |
313 | time and an old scroll are needed. Backfire effects are possible. Only |
318 | need L<mana|stat_mana>, time and an old scroll. Backfire effects are |
314 | available as a 'writing pen'. |
319 | possible. Only available as a 'writing pen'. |
315 | |
320 | |
316 | How to rewrite a mail scroll/books etc.: |
321 | How to rewrite a mail scroll/books etc.: |
317 | |
322 | |
318 | mark <name of scroll> # or use the menu |
323 | mark <name of scroll> # or use the menu |
319 | use_skill inscription <your message goes here> |
324 | use_skill inscription <your message goes here> |
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496 | current readied skill and then executes it in the facing direction of the |
501 | current readied skill and then executes it in the facing direction of the |
497 | player. Similar in action to the invoke command. |
502 | player. Similar in action to the invoke command. |
498 | |
503 | |
499 | =back |
504 | =back |
500 | |
505 | |
501 | Three player commands are related to skills use: B<ready_skill>, |
506 | Three player commands are related to skills use: L<ready_skill>, |
502 | B<use_skill>, and B<skills>. Generally, a player will use a skill by first |
507 | L<use_skill>, and L<skills|command/skills>. Generally, a player will use |
503 | readying the right one, with the ready_skill command and then making a |
508 | a skill by first readying the right one, with the ready_skill command and |
504 | ranged "attack" to activate the skill; using most skills is just like |
509 | then making a ranged "attack" to activate the skill; using most skills is |
505 | firing a wand or a bow. In a few cases however, a skill is be used just |
510 | just like firing a wand or a bow. In a few cases however, a skill is be |
506 | by having it readied. For example, the mountaineer skill allows favorable |
511 | used just by having it readied. For example, the mountaineer skill allows |
507 | movement though hilly terrain while it is readied. |
512 | favorable movement though hilly terrain while it is readied. |
508 | |
513 | |
509 | To change to a new skill, a player can use either the B<use_skill> or |
514 | To change to a new skill, a player can use either the B<use_skill> or |
510 | B<ready_skill> commands, but note that the use of several common items can |
515 | B<ready_skill> commands, but note that the use of several common items can |
511 | automatically change the player's current skill too. Examples of this |
516 | automatically change the player's current skill too. Examples of this |
512 | include readying a bow (which will cause the code to make the player's |
517 | include readying a bow (which will cause the code to make the player's |
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521 | It is not possible to use more than one skill at a time. |
526 | It is not possible to use more than one skill at a time. |
522 | |
527 | |
523 | =head2 Acquiring skills |
528 | =head2 Acquiring skills |
524 | |
529 | |
525 | Skills may be gained in two ways. In the first, new skills may |
530 | Skills may be gained in two ways. In the first, new skills may |
526 | learned. This is done by reading a B<skill scroll> and the process is very |
531 | learned. This is done by reading a L<skill scroll> |
527 | similar to learning a spell. Just as in attempts to learn incantations, |
532 | and the process is very similar to learning a spell. Just as in attempts |
528 | success in learning skills is dependent on a random test based on the |
533 | to learn incantations, success in learning skills is dependent on a random |
529 | learner's INT. Using your INT stat, look in the learn% column in table |
534 | test based on the learner's INT. Using your INT stat, look in the learn% |
530 | primary stat effects to find your % chance of learning a skill. Once you |
535 | column in table primary stat effects to find your % chance of learning a |
531 | hit 100%, you will always be successfull in learning new skills. |
536 | skill. Once you hit 100%, you will always be successfull in learning new |
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537 | skills. |
532 | |
538 | |
533 | The acquisition of a skill tool will also allow the player to use a new |
539 | The acquisition of a skill tool will also allow the player to use a new |
534 | skill. An example of a skill tool is "lockpicks" lockpicks (which allow |
540 | skill. An example of a skill tool is "lockpicks" lockpicks (which allow |
535 | the player to pick door locks). The player merely applies the skill tool |
541 | the player to pick door locks). The player merely applies the skill tool |
536 | in order to gain use of the new skill. If the tool is unapplied, the |
542 | in order to gain use of the new skill. If the tool is unapplied, the |