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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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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 bows. |
93 | One can also create special bows and arrows from other ingredients using the |
94 | One can also create special bows and arrows from other ingredients using the |
94 | alchemy skill and a B<workbench>. |
95 | bowyer skill like the L<alchemy skill|skill_description/alchemy> skill and a B<workbench> |
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96 | (you just have to find out a receip) |
95 | |
97 | |
96 | =head2 clawing |
98 | =head2 clawing |
97 | |
99 | |
98 | You can make a "bare-handed attack". Damage is based on the user's B<Str> |
100 | You can make a "bare-handed attack". Damage is based on the user's B<Str> |
99 | and level. With time, one can have different claws such as fire claws or |
101 | and level. With time, one can have different claws such as fire claws or |
100 | electric claws. An elemental residue from the dragon guild is required. |
102 | electric claws. An elemental residue from the dragon guild is required |
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103 | to change this. The dragon guild can be found in scorn. |
101 | |
104 | |
102 | =head2 levitation |
105 | =head2 levitation |
103 | |
106 | |
104 | You can levitate (fly low) at will. Using the skill first makes you |
107 | You can levitate (fly low) at will. Using the skill first makes you |
105 | levitate, and at the second time returns you to the earth. |
108 | levitate, and at the second time returns you to the earth. |
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109 | Levitation can be useful to fly over water streams that move you |
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110 | if you walk in them, or it prevents you from falling into a pit. |
106 | |
111 | |
107 | =head2 summoning |
112 | =head2 summoning |
108 | |
113 | |
109 | You can cast spells related to the B<summoning> school of wizardry, which |
114 | You can cast spells related to the B<summoning> school of wizardry, which |
110 | mostly summon monsters, bullet walls and similar things. This skill |
115 | mostly summon monsters, bullet walls and similar things. This skill |
111 | may be acquired either through the use of an appropriate B<talisman> or |
116 | may be acquired either through the use of an appropriate B<talisman> or |
112 | learned via a B<skill scroll>. |
117 | learned via a L<skill scroll>. |
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118 | |
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119 | The most basic spells you might want to get is 'summon pet monster' |
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120 | and 'charm monsters'. Look in the L<Spellbook|spellbook> if you got |
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121 | the spells and read their description. |
113 | |
122 | |
114 | =head2 pyromancy |
123 | =head2 pyromancy |
115 | |
124 | |
116 | You can cast spells related to the B<pyromancy> (fire) school of |
125 | You can cast spells related to the B<pyromancy> (fire) school of |
117 | wizardry. This skill may be acquired either through the use of an |
126 | wizardry. This skill may be acquired either through the use of an |
118 | appropriate B<talisman> or learned via a B<skill scroll>. |
127 | appropriate B<talisman> or learned via a L<skill scroll>. |
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128 | |
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129 | The first spell would be 'burning hands' which casts a cone of fire which |
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130 | burns your enemies. It becomes stronger with your pyromancy level. |
119 | |
131 | |
120 | =head2 evocation |
132 | =head2 evocation |
121 | |
133 | |
122 | You can cast spells related to the B<evocation> (mostly cold magic) |
134 | You can cast spells related to the B<evocation> (mostly cold magic) |
123 | school of wizardry. This skill may be acquired either through the use of |
135 | school of wizardry. This skill may be acquired either through the use of |
124 | an appropriate B<talisman> or learned via a B<skill scroll>. |
136 | an appropriate B<talisman> or learned via a L<skill scroll>. |
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137 | |
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138 | The spell you should start with is 'icestorm' which casts a cone |
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139 | of ice which freezes your enemies. It becomes stronger with your evocation level. |
125 | |
140 | |
126 | =head2 sorcery |
141 | =head2 sorcery |
127 | |
142 | |
128 | You can cast spells related to the B<sorcery> (identify, town portal and |
143 | You can cast spells related to the B<sorcery> (identify, town portal and |
129 | other meta-spells) school of wizardry. This skill may be acquired either |
144 | other meta-spells) school of wizardry. This skill may be acquired either |
130 | through the use of an appropriate B<talisman> or learned via a B<skill |
145 | through the use of an appropriate B<talisman> or learned via a B<skill |
131 | scroll>. |
146 | scroll>. |
132 | |
147 | |
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148 | Sorcery has many utility spells, like 'identify', 'town portal' (making portals |
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149 | between two points in the world) and also attack spells like 'spark shower' |
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150 | and 'steambolt'. |
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151 | |
133 | =head2 flame touch |
152 | =head2 flame touch |
134 | |
153 | |
135 | You can make a "bare-handed attack". Damage is based on the user's |
154 | You can make a "bare-handed attack". Damage is based on the user's |
136 | B<Str> and level. This is the default hand-to-hand fighting skill for the |
155 | B<Str> and level. This is the default hand-to-hand fighting skill for the |
137 | fireborn character class. |
156 | fireborn character class. |
138 | |
157 | |
139 | =head2 hiding |
158 | =head2 hiding |
140 | |
159 | |
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160 | This skill lets you hide, that means that you will become invisible. |
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161 | To hide you need to find a place with other stuff on it where you can hide. |
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162 | |
141 | You enjoy limited form of invisibility. If you attack or move too much |
163 | You enjoy limited form of invisibility. If you attack or move too much |
142 | you become visible. Right now it is possible to hidden while next to |
164 | you become visible. |
143 | hostile monsters. Not a reasonable feature! |
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144 | |
165 | |
145 | =head2 jeweler |
166 | =head2 jeweler |
146 | |
167 | |
147 | You can identify amulets, rings and talismans. One can also improve magic |
168 | You can identify amulets, rings and talismans. One can also improve magic |
148 | rings or enchant non-magic rings to give them stat bonuses using the alchemy |
169 | rings or enchant non-magic rings to give them stat bonuses using the alchemy |
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213 | |
234 | |
214 | =head2 praying |
235 | =head2 praying |
215 | |
236 | |
216 | You are allowed to cast "cleric" spells. In addition, this skill may be |
237 | You are allowed to cast "cleric" spells. In addition, this skill may be |
217 | used to accelerate the accumulation of grace. This skill may be either |
238 | used to accelerate the accumulation of grace. This skill may be either |
218 | learned (e.g. using a B<skill scroll>) or acquired through the use of a |
239 | learned (e.g. using a L<skill scroll>) or acquired |
219 | B<holy symbol>. |
240 | through the use of a B<holy symbol>. |
220 | |
241 | |
221 | =head2 punching |
242 | =head2 punching |
222 | |
243 | |
223 | You can make a "bare-handed attack". Damage is based on the user's B<Str> |
244 | You can make a "bare-handed attack". Damage is based on the user's B<Str> |
224 | and level. This is the most feeble of the hand-to-hand attacks. |
245 | and level. This is the most feeble of the hand-to-hand attacks. |
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501 | It is not possible to use more than one skill at a time. |
522 | It is not possible to use more than one skill at a time. |
502 | |
523 | |
503 | =head2 Acquiring skills |
524 | =head2 Acquiring skills |
504 | |
525 | |
505 | Skills may be gained in two ways. In the first, new skills may |
526 | Skills may be gained in two ways. In the first, new skills may |
506 | learned. This is done by reading a B<skill scroll> and the process is very |
527 | learned. This is done by reading a L<skill scroll> |
507 | similar to learning a spell. Just as in attempts to learn incantations, |
528 | and the process is very similar to learning a spell. Just as in attempts |
508 | success in learning skills is dependent on a random test based on the |
529 | to learn incantations, success in learning skills is dependent on a random |
509 | learner's INT. Using your INT stat, look in the learn% column in table |
530 | test based on the learner's INT. Using your INT stat, look in the learn% |
510 | primary stat effects to find your % chance of learning a skill. Once you |
531 | column in table primary stat effects to find your % chance of learning a |
511 | hit 100%, you will always be successfull in learning new skills. |
532 | skill. Once you hit 100%, you will always be successfull in learning new |
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533 | skills. |
512 | |
534 | |
513 | The acquisition of a skill tool will also allow the player to use a new |
535 | The acquisition of a skill tool will also allow the player to use a new |
514 | skill. An example of a skill tool is "lockpicks" lockpicks (which allow |
536 | skill. An example of a skill tool is "lockpicks" lockpicks (which allow |
515 | the player to pick door locks). The player merely applies the skill tool |
537 | the player to pick door locks). The player merely applies the skill tool |
516 | in order to gain use of the new skill. If the tool is unapplied, the |
538 | in order to gain use of the new skill. If the tool is unapplied, the |