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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 | |
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46 | =head1 Detailed Skill Description |
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47 | |
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48 | Below is a more detailed description of each skills and how they are used. |
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49 | |
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50 | =head2 alchemy |
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51 | |
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52 | You can identify potions, containers, and different kinds of ore and mineral, |
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53 | mix potions and create other stuff (such as gold, weapons, deadly monsters |
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54 | killing him/her etc.) from other ingredients using a cauldron. |
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55 | |
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56 | I<Never, ever, do alchemy in your home or in public places!> You can |
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57 | easily create powerful monsters that will kill you, kill you again when |
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58 | you wake up in your savebed, kill you again... etc. |
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59 | |
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60 | =head2 bargaining |
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61 | |
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62 | ERROR: Is this true? |
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63 | |
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64 | While this skill is readied the user has added B<Cha> for purposes of |
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65 | purchase and selling of items only. B<Cha> is never allowed to exceed 30. |
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66 | When you are in a shop, you can use_skill bargaining to see whether that |
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67 | shop will buy the items you want to sell at a higher price than others and |
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68 | whether the shopkeeper likes you. Elf shopkeepers will like elf players. |
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69 | |
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70 | =head2 bowyer |
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71 | |
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72 | You can identify missile weapons and missiles such as arrows, bolts and bows. |
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73 | One can also create special bows and arrows from other ingredients using the |
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74 | alchemy skill and a B<workbench>. |
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75 | |
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76 | =head2 clawing |
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77 | |
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78 | You can make a "bare-handed attack". Damage is based on the user's B<Str> |
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79 | and level. With time, one can have different claws such as fire claws or |
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80 | electric claws. An elemental residue from the dragon guild is required. |
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81 | |
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82 | =head2 levitation |
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83 | |
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84 | You can levitate (fly low) at will. Using the skill first makes you |
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85 | levitate, and at the second time returns you to the earth. |
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86 | |
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87 | =head2 summoning |
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88 | |
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89 | You can cast spells related to the B<summoning> school of wizardry, which |
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90 | mostly summon monsters, bullet walls and similar things. This skill |
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91 | may be acquired either through the use of an appropriate B<talisman> or |
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92 | learned via a B<skill scroll>. |
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93 | |
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94 | =head2 pyromancy |
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95 | |
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96 | You can cast spells related to the B<pyromancy> (fire) school of |
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97 | wizardry. This skill may be acquired either through the use of an |
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98 | appropriate B<talisman> or learned via a B<skill scroll>. |
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99 | |
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100 | =head2 evocation |
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101 | |
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102 | You can cast spells related to the B<evocation> (mostly cold magic) |
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103 | school of wizardry. This skill may be acquired either through the use of |
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104 | an appropriate B<talisman> or learned via a B<skill scroll>. |
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105 | |
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106 | =head2 sorcery |
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107 | |
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108 | You can cast spells related to the B<sorcery> (identify, town portal and |
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109 | other meta-spells) school of wizardry. This skill may be acquired either |
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110 | through the use of an appropriate B<talisman> or learned via a B<skill |
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111 | scroll>. |
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112 | |
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113 | =head2 flame touch |
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114 | |
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115 | You can make a "bare-handed attack". Damage is based on the user's |
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116 | B<Str> and level. This is the default hand-to-hand fighting skill for the |
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117 | fireborn character class. |
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118 | |
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119 | =head2 hiding |
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120 | |
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121 | You enjoy limited form of invisibility. If you attack or move too much |
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122 | you become visible. Right now it is possible to hidden while next to |
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123 | hostile monsters. Not a reasonable feature! |
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124 | |
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125 | =head2 jeweler |
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126 | |
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127 | You can identify amulets, rings and talismans. One can also improve magic |
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128 | rings or enchant non-magic rings to give them stat bonuses using the alchemy |
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129 | skill and a B<jeweler's workbench>. |
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130 | |
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131 | =head2 jumping |
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132 | |
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133 | You can "skip" over one, two or three spaces in the selected direction. |
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134 | Distance depends on weight carried, B<Str> and B<Dex> of the user. This skill |
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135 | may also be used as an attack. |
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136 | |
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137 | =head2 karate |
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138 | |
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139 | You can make a "bare-handed attack". Damage is based on the user's B<Str> |
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140 | and level. This attack is the fastest and (at higher levels) most deadly |
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141 | of the hand-to-hand attacks available. |
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142 | |
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143 | =head2 climbing |
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144 | |
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145 | Having this skill allows you to move faster through hilly areas than players |
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146 | without this skill. |
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147 | |
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148 | =head2 literacy |
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149 | |
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150 | You can identify books and scrolls that you hold. Since scrolls are |
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151 | currently always identified, this is not the greatest of skills. |
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152 | |
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153 | =head2 lockpicking |
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154 | |
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155 | You may "pick locks" (open doors). You need to have readied some |
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156 | B<lockpicks> to use this skill. |
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157 | |
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158 | =head2 meditation |
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159 | |
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160 | Player can regain mana/hp at an accelerated rate. Player must first strip |
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161 | off encumbering armour however. This skill is only available to the "monk" |
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162 | character class. |
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163 | |
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164 | =head2 one handed weapons |
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165 | |
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166 | You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>, |
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167 | B<mace>, etc). Wield and ready the weapon by applying it and use the fire and |
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168 | direction keys. |
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169 | |
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170 | =head2 two handed weapons |
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171 | |
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172 | You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc). |
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173 | Wield and ready the weapon by applying it and use the fire and direction keys. |
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174 | |
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175 | =head2 missile weapons |
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176 | |
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177 | The user is capabale of making attacks with ranged weapons (eg bow, crossbow). |
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178 | Fire arrows by applying a bow and using teh fire and direction keys. To fire |
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179 | specific arrows to kill a monster that is weak against a certain arrow, mark |
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180 | this arrow and fire. |
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181 | |
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182 | =head2 mountaineer |
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183 | |
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184 | While the skill is readied, the possessor will move faster through "hilly" |
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185 | terrain (hills, mountains, etc.) |
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186 | |
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187 | =head2 oratory |
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188 | |
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189 | You may "recruit" followers. Recruitees must be of lower level, and |
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190 | unaggressive to start. Use of this skill may anger the audience. Also, |
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191 | "special" monsters are immune to recruitment. Success depends on user's |
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192 | B<Cha> and level. |
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193 | |
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194 | =head2 praying |
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195 | |
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196 | You are allowed to cast "cleric" spells. In addition, this skill may be |
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197 | used to accelerate the accumulation of grace. This skill may be either |
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198 | learned (e.g. using a B<skill scroll>) or acquired through the use of a |
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199 | B<holy symbol>. |
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200 | |
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201 | =head2 punching |
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202 | |
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203 | You can make a "bare-handed attack". Damage is based on the user's B<Str> |
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204 | and level. This is the most feeble of the hand-to-hand attacks. |
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205 | |
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206 | =head2 find traps |
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207 | |
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208 | You can search (more effectively) for traps. This is not a "passive" |
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209 | skill, it must be applied in order to gain the advantage in discovering |
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210 | traps, or actively used when in vicinity of a trap. To use it, fire into |
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211 | any direction. |
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212 | |
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213 | =head2 disarm |
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214 | |
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215 | You can disarm previously discovered traps (for example, with the B<find traps> skill). |
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216 | |
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217 | =head2 sense curse |
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218 | |
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219 | You can detect whether items that you hold are B<cursed> by firing in any |
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220 | direction while this skill is readied. |
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221 | |
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222 | =head2 sense magic |
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223 | |
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224 | You can detect whether items that you hold are B<magic> by firing in any |
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225 | direction while this skill is readied. |
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226 | |
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227 | =head2 singing |
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228 | |
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229 | You may pacify hostile monsters with this skill. Certain kinds of |
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230 | monsters are immune. Success depends on user level and B<Cha>. |
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231 | |
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232 | =head2 smithery |
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233 | |
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234 | You can identify arms and armour that you hold, and, with the help of a |
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235 | B<forge>, can even create weapons using the alchemy skill. |
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236 | |
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237 | =head2 stealing |
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238 | |
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239 | You can take items from the inventory of NPCs, monsters and maybe other |
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240 | players. |
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241 | |
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242 | =head2 thaumathurgy |
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243 | |
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244 | You can identify rods, wands and horns that you are holding, and, with |
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245 | the help of a B<thaumaturgists workbench> and the alchemy skill, create |
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246 | those things. |
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247 | |
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248 | =head2 throwing |
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249 | |
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250 | You can throw items at monsters. To do this, fire at a monster with this skill |
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251 | readied. You can chose what to throw by marking an item, if you do not chose an |
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252 | item, an item from your inventory is randomly picked and thrown unless the item |
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253 | is locked. |
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254 | |
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255 | ERROR: Randomly? |
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256 | |
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257 | =head2 use magic item |
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258 | |
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259 | You can use magic items like rods/wands/horns. The level of experience |
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260 | influences how powerful the spells are you can evoke from the |
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261 | rod/wand/horn. |
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262 | |
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263 | =head2 woodsman |
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264 | |
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265 | While the skill is readied, the possessor will move faster through |
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266 | "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.) |
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267 | |
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268 | =head2 inscription |
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269 | |
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270 | You can inscribe scrolls with a text. This is useful to create messages, |
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271 | especially via the Imperial Post Office (IPO). |
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272 | You can also rewrite spell scrolls with a previously known spell. B<Sp>, |
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273 | time and an old scroll are needed. Backfire effects are possible. Only |
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274 | available as a 'writing pen'. |
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275 | |
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276 | How to rewrite a mail scroll/books etc.: |
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277 | |
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278 | mark <name of scroll> # or use the menu |
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279 | use_skill inscription <your message goes here> |
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280 | |
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281 | How to rewrite a spell scroll: |
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282 | |
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283 | mark <name of scroll> # or use the menu |
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284 | cast <spell> # prepare the spell you want to write |
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285 | use_skill inscription # write the spell on the scroll |
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286 | |
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287 | The scroll on which you want to write has to be much lower than your inscription |
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288 | level, otherwise you may accidentally read the scroll and cast the spell inside it. |
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289 | If you succeed, the scroll will be a scroll of the spell you chose and your level of |
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290 | inscription as its level. Hence, you don't need to be that level in the spell skill |
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291 | to write higher level spellscrolls. |
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292 | |
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293 | Caution: Magic spell writing can be risky to one's health. There can be |
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294 | some negative effects if one fails to write a spell scroll. The most |
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295 | benign is that one becomes confused for a short time. Other effects are |
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296 | more severe and can even be dangerous. |
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297 | |
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298 | =head2 spark touch |
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299 | |
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300 | You can do a "bare-handed attack" and shock the opponent with this skill |
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301 | readied. Attacking is done by running into the opponent. This is a unique skill |
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302 | that can only be used by sparklings. |
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303 | |
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304 | =head2 shiver |
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305 | |
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306 | You can do a "bare-handed attack" and send waves of frost to the opponent with |
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307 | this skill readied. Attacking is done by running into the opponent. This is a |
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308 | unique skill that can only be used by iceborns. |
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309 | |
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310 | =head2 acid splash |
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311 | |
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312 | You can do a "bare-handed attack" and splash the opponent with acid using this |
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313 | skill. Attacking is done by running into the opponent. This is a unique skill |
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314 | that can only be used by acidborns. |
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315 | |
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316 | =head2 poison nail |
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317 | |
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318 | TODO: Add goblins and think about the name goblin. |
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319 | |
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320 | You can do a "bare-handed attack" and inject poison into the opponent with |
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321 | this skill readied. Attacking is done by running into the opponent. This is a |
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322 | unique skill that can only be used by goblins. |
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323 | |
46 | =head1 About experience and skills |
324 | =head1 About experience and skills |
47 | |
325 | |
48 | =head2 Associated and miscellaneous skills |
326 | =head2 Associated and miscellaneous skills |
49 | |
327 | |
50 | In Crossfire two types of skills exist; The first kind, "associated" |
328 | In Crossfire two types of skills exist; The first kind, "associated" |
… | |
… | |
226 | |
504 | |
227 | For example, Stilco the Wraith, who is 5th level in agility, buys a set of |
505 | For example, Stilco the Wraith, who is 5th level in agility, buys a set of |
228 | lockpicks and applies them. He may now use the skill lockpicking at 5th |
506 | lockpicks and applies them. He may now use the skill lockpicking at 5th |
229 | level of ability since that is an agility associated skill. |
507 | level of ability since that is an agility associated skill. |
230 | |
508 | |
231 | =head1 Skills |
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232 | |
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233 | Below is a description of all skills and how they are used. |
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234 | |
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235 | =head2 alchemy |
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236 | |
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237 | You can identify potions, containers, and different kinds of ore and mineral, |
|
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238 | mix potions and create other stuff (such as gold, weapons, deadly monsters |
|
|
239 | killing him/her etc.) from other ingredients using a cauldron. |
|
|
240 | |
|
|
241 | I<Never, ever, do alchemy in your home or in public places!> You can |
|
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242 | easily create powerful monsters that will kill you, kill you again when |
|
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243 | you wake up in your savebed, kill you again... etc. |
|
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244 | |
|
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245 | =head2 bargaining |
|
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246 | |
|
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247 | ERROR: Is this true? |
|
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248 | |
|
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249 | While this skill is readied the user has added B<Cha> for purposes of |
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250 | purchase and selling of items only. B<Cha> is never allowed to exceed 30. |
|
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251 | When you are in a shop, you can use_skill bargaining to see whether that |
|
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252 | shop will buy the items you want to sell at a higher price than others and |
|
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253 | whether the shopkeeper likes you. Elf shopkeepers will like elf players. |
|
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254 | |
|
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255 | =head2 bowyer |
|
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256 | |
|
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257 | You can identify missile weapons and missiles such as arrows, bolts and bows. |
|
|
258 | One can also create special bows and arrows from other ingredients using the |
|
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259 | alchemy skill and a B<workbench>. |
|
|
260 | |
|
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261 | =head2 clawing |
|
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262 | |
|
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263 | You can make a "bare-handed attack". Damage is based on the user's B<Str> |
|
|
264 | and level. With time, one can have different claws such as fire claws or |
|
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265 | electric claws. An elemental residue from the dragon guild is required. |
|
|
266 | |
|
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267 | =head2 levitation |
|
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268 | |
|
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269 | You can levitate (fly low) at will. Using the skill first makes you |
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270 | levitate, and at the second time returns you to the earth. |
|
|
271 | |
|
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272 | =head2 summoning |
|
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273 | |
|
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274 | You can cast spells related to the B<summoning> school of wizardry, which |
|
|
275 | mostly summon monsters, bullet walls and similar things. This skill |
|
|
276 | may be acquired either through the use of an appropriate B<talisman> or |
|
|
277 | learned via a B<skill scroll>. |
|
|
278 | |
|
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279 | =head2 pyromancy |
|
|
280 | |
|
|
281 | You can cast spells related to the B<pyromancy> (fire) school of |
|
|
282 | wizardry. This skill may be acquired either through the use of an |
|
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283 | appropriate B<talisman> or learned via a B<skill scroll>. |
|
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284 | |
|
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285 | =head2 evocation |
|
|
286 | |
|
|
287 | You can cast spells related to the B<evocation> (mostly cold magic) |
|
|
288 | school of wizardry. This skill may be acquired either through the use of |
|
|
289 | an appropriate B<talisman> or learned via a B<skill scroll>. |
|
|
290 | |
|
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291 | =head2 sorcery |
|
|
292 | |
|
|
293 | You can cast spells related to the B<sorcery> (identify, town portal and |
|
|
294 | other meta-spells) school of wizardry. This skill may be acquired either |
|
|
295 | through the use of an appropriate B<talisman> or learned via a B<skill |
|
|
296 | scroll>. |
|
|
297 | |
|
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298 | =head2 flame touch |
|
|
299 | |
|
|
300 | You can make a "bare-handed attack". Damage is based on the user's |
|
|
301 | B<Str> and level. This is the default hand-to-hand fighting skill for the |
|
|
302 | fireborn character class. |
|
|
303 | |
|
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304 | =head2 hiding |
|
|
305 | |
|
|
306 | You enjoy limited form of invisibility. If you attack or move too much |
|
|
307 | you become visible. Right now it is possible to hidden while next to |
|
|
308 | hostile monsters. Not a reasonable feature! |
|
|
309 | |
|
|
310 | =head2 jeweler |
|
|
311 | |
|
|
312 | You can identify amulets, rings and talismans. One can also improve magic |
|
|
313 | rings or enchant non-magic rings to give them stat bonuses using the alchemy |
|
|
314 | skill and a B<jeweler's workbench>. |
|
|
315 | |
|
|
316 | =head2 jumping |
|
|
317 | |
|
|
318 | You can "skip" over one, two or three spaces in the selected direction. |
|
|
319 | Distance depends on weight carried, B<Str> and B<Dex> of the user. This skill |
|
|
320 | may also be used as an attack. |
|
|
321 | |
|
|
322 | =head2 karate |
|
|
323 | |
|
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324 | You can make a "bare-handed attack". Damage is based on the user's B<Str> |
|
|
325 | and level. This attack is the fastest and (at higher levels) most deadly |
|
|
326 | of the hand-to-hand attacks available. |
|
|
327 | |
|
|
328 | =head2 climbing |
|
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329 | |
|
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330 | Having this skill allows you to move faster through hilly areas than players |
|
|
331 | without this skill. |
|
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332 | |
|
|
333 | =head2 literacy |
|
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334 | |
|
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335 | You can identify books and scrolls that you hold. Since scrolls are |
|
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336 | currently always identified, this is not the greatest of skills. |
|
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337 | |
|
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338 | =head2 lockpicking |
|
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339 | |
|
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340 | You may "pick locks" (open doors). You need to have readied some |
|
|
341 | B<lockpicks> to use this skill. |
|
|
342 | |
|
|
343 | =head2 meditation |
|
|
344 | |
|
|
345 | Player can regain mana/hp at an accelerated rate. Player must first strip |
|
|
346 | off encumbering armour however. This skill is only available to the "monk" |
|
|
347 | character class. |
|
|
348 | |
|
|
349 | =head2 one handed weapons |
|
|
350 | |
|
|
351 | You can use one-handed hand-held weapons (e.g. B<shortsword>, B<dagger>, |
|
|
352 | B<mace>, etc). Wield and ready the weapon by applying it and use the fire and |
|
|
353 | direction keys. |
|
|
354 | |
|
|
355 | =head2 two handed weapons |
|
|
356 | |
|
|
357 | You can use two-handed hand-held weapons (e.g. B<longsword>, B<club>, etc). |
|
|
358 | Wield and ready the weapon by applying it and use the fire and direction keys. |
|
|
359 | |
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360 | =head2 missile weapons |
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361 | |
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362 | The user is capabale of making attacks with ranged weapons (eg bow, crossbow). |
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363 | Fire arrows by applying a bow and using teh fire and direction keys. To fire |
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364 | specific arrows to kill a monster that is weak against a certain arrow, mark |
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365 | this arrow and fire. |
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366 | |
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367 | =head2 mountaineer |
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368 | |
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369 | While the skill is readied, the possessor will move faster through "hilly" |
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370 | terrain (hills, mountains, etc.) |
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371 | |
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372 | =head2 oratory |
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373 | |
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374 | You may "recruit" followers. Recruitees must be of lower level, and |
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375 | unaggressive to start. Use of this skill may anger the audience. Also, |
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376 | "special" monsters are immune to recruitment. Success depends on user's |
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377 | B<Cha> and level. |
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378 | |
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379 | =head2 praying |
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380 | |
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381 | You are allowed to cast "cleric" spells. In addition, this skill may be |
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382 | used to accelerate the accumulation of grace. This skill may be either |
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383 | learned (e.g. using a B<skill scroll>) or acquired through the use of a |
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384 | B<holy symbol>. |
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385 | |
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386 | =head2 punching |
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387 | |
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388 | You can make a "bare-handed attack". Damage is based on the user's B<Str> |
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389 | and level. This is the most feeble of the hand-to-hand attacks. |
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390 | |
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391 | =head2 find traps |
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392 | |
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393 | You can search (more effectively) for traps. This is not a "passive" |
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394 | skill, it must be applied in order to gain the advantage in discovering |
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395 | traps, or actively used when in vicinity of a trap. To use it, fire into |
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396 | any direction. |
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397 | |
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398 | =head2 disarm |
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399 | |
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400 | You can disarm previously discovered traps (for example, with the B<find traps> skill). |
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401 | |
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402 | =head2 sense curse |
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403 | |
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404 | You can detect whether items that you hold are B<cursed> by firing in any |
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405 | direction while this skill is readied. |
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406 | |
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407 | =head2 sense magic |
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408 | |
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409 | You can detect whether items that you hold are B<magic> by firing in any |
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410 | direction while this skill is readied. |
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411 | |
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412 | =head2 singing |
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413 | |
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414 | You may pacify hostile monsters with this skill. Certain kinds of |
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415 | monsters are immune. Success depends on user level and B<Cha>. |
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416 | |
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417 | =head2 smithery |
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418 | |
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419 | You can identify arms and armour that you hold, and, with the help of a |
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420 | B<forge>, can even create weapons using the alchemy skill. |
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421 | |
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422 | =head2 stealing |
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423 | |
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424 | You can take items from the inventory of NPCs, monsters and maybe other |
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425 | players. |
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426 | |
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427 | =head2 thaumathurgy |
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428 | |
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429 | You can identify rods, wands and horns that you are holding, and, with |
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430 | the help of a B<thaumaturgists workbench> and the alchemy skill, create |
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431 | those things. |
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432 | |
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433 | =head2 throwing |
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434 | |
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435 | You can throw items at monsters. To do this, fire at a monster with this skill |
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436 | readied. You can chose what to throw by marking an item, if you do not chose an |
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437 | item, an item from your inventory is randomly picked and thrown unless the item |
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438 | is locked. |
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439 | |
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440 | ERROR: Randomly? |
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441 | |
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442 | =head2 use magic item |
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443 | |
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444 | You can use magic items like rods/wands/horns. The level of experience |
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445 | influences how powerful the spells are you can evoke from the |
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446 | rod/wand/horn. |
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447 | |
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448 | =head2 woodsman |
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449 | |
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450 | While the skill is readied, the possessor will move faster through |
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451 | "wooded" terrain (B<forest>, B<grasslands>, B<brush>, B<jungle>, etc.) |
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452 | |
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453 | =head2 inscription |
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454 | |
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455 | You can inscribe scrolls with a text. This is useful to create messages, |
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456 | especially via the Imperial Post Office (IPO). |
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457 | You can also rewrite spell scrolls with a previously known spell. B<Sp>, |
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458 | time and an old scroll are needed. Backfire effects are possible. Only |
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459 | available as a 'writing pen'. |
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460 | |
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461 | How to rewrite a mail scroll/books etc.: |
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462 | |
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463 | mark <name of scroll> # or use the menu |
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464 | use_skill inscription <your message goes here> |
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465 | |
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466 | How to rewrite a spell scroll: |
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467 | |
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468 | mark <name of scroll> # or use the menu |
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469 | cast <spell> # prepare the spell you want to write |
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470 | use_skill inscription # write the spell on the scroll |
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471 | |
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472 | The scroll on which you want to write has to be much lower than your inscription |
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473 | level, otherwise you may accidentally read the scroll and cast the spell inside it. |
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474 | If you succeed, the scroll will be a scroll of the spell you chose and your level of |
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475 | inscription as its level. Hence, you don't need to be that level in the spell skill |
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476 | to write higher level spellscrolls. |
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477 | |
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478 | Caution: Magic spell writing can be risky to one's health. There can be |
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479 | some negative effects if one fails to write a spell scroll. The most |
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480 | benign is that one becomes confused for a short time. Other effects are |
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481 | more severe and can even be dangerous. |
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482 | |
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483 | =head2 spark touch |
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484 | |
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485 | You can do a "bare-handed attack" and shock the opponent with this skill |
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486 | readied. Attacking is done by running into the opponent. This is a unique skill |
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487 | that can only be used by sparklings. |
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488 | |
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489 | =head2 shiver |
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490 | |
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491 | You can do a "bare-handed attack" and send waves of frost to the opponent with |
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492 | this skill readied. Attacking is done by running into the opponent. This is a |
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493 | unique skill that can only be used by iceborns. |
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494 | |
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495 | =head2 acid splash |
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496 | |
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497 | You can do a "bare-handed attack" and splash the opponent with acid using this |
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498 | skill. Attacking is done by running into the opponent. This is a unique skill |
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499 | that can only be used by acidborns. |
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500 | |
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501 | =head2 poison nail |
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502 | |
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503 | TODO: Add goblins and think about the name goblin. |
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504 | |
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505 | You can do a "bare-handed attack" and inject poison into the opponent with |
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506 | this skill readied. Attacking is done by running into the opponent. This is a |
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507 | unique skill that can only be used by goblins. |
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508 | |
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509 | =head1 Authors |
509 | =head1 Authors |
510 | |
510 | |
511 | Parts of this document were originally compiled, edited, and written by |
511 | Parts of this document were originally compiled, edited, and written by |
512 | Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information |
512 | Brian Thomas, Klaus Elsbernd, and John W. Klar. Additional information |
513 | compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander. |
513 | compiled by Maciej Kalisiak, Gorlin, Anton Oussik and Gene Alexander. |
514 | |
514 | |
515 | Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van |
515 | Adapted for use by I<cfplus>, enhanced and corrected by Pippijn van |
516 | Steenhoven and Marc A. Lehmann. |
516 | Steenhoven and Marc A. Lehmann. |
517 | |
517 | |
518 | |
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