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Help
Remove
Remove has three uses-- the first is to remove equipment or clothing you are wearing. The second is to remove attached items from receptacle items (such as gems and runes). Finally, you can also remove your own posts from any of the message boards scattered around the world.
So you've gotten tired of those cheap leather boots you found on a rotting villager's corpse and you'd like to take them off to let your toes air out a while. It's as easy as follows:
Equipment Usage:
remove <item>
Equipment Example:
remove boots
If you have been lucky enough to find an item that supports attachments but you want to remove an existing attachment (maybe you found a better one) then you can use the following:
Attachment Usage:
remove <attachment> <receptacle>
Attachment Example:
remove gem sword
Wrote something mean on the board and you've sobered up and you'd like to hide the evidence? Just go to the board, rip it off, and pretend it never happened:
Message Board Usage:
remove <number>
Message Board Example:
remove 3
See Also: Wear, Wield, Hold, Attach, Board |
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Skills And Practicing
( Practices Pracs Quality )
Skills are one of the most important aspects of the game. Your skills
determine how you can and will interact with the world itself. For instance if
you have the picklock skill then you may find yourself having more freedom to
explore, whereas having the locate object skill might help you to determine
your next quest.
Practices are points in the game that can be used to increase your hitpoints,
mana, movement, and potential skill levels. You improve mana, hitpoints, and
movement by exercising. When you have found a teacher of a skill you can type
practice to see what they teach. Practicing with Taghri in Elkin will display
the following list if you have already practiced combat:
You have got 6 practice sessions left.
The following stats will be used when consuming practices:
Str: ?? Int: ?? Wis: ?? Dex: ?? Con: ?? Chr: ??
the Captain can teach you the following skills:
bludgeon : 3 practices each time (add: 10%, max: 96%)
combat : 1 practice each time (add: 8%, max: 99%)
judge : 1 practice each time (add: 7%, max: 96%)
kick : 1 practice each time (add: 15%, max: 96%)
pierce : 3 practices each time (add: 8%, max: 96%)
slash : 3 practices each time (add: 10%, max: 96%)
The first line indicates that you have 6 points to spend. You must have
a sufficient number of practices to spend on the skill you wish to practice.
The next piece of information determines the stat values at which you will
practice. You practice stats may be different than you actual stats. The main
reason is that you have accumulated practice points at points in the game
where your primary stats were different. So as to prevent power levelling
where a player doesn't spend any practices until they have had their stats
rise, the game keeps track of the average values of your stats so that there
is no benefit to waiting to spend practices until your primary stats have
become maxed. The same is true of exercising.
Finally a list of skills that the teacher knows will be displayed. There are
four pieces of useful information here. The skill name, the number of practice
points that will be consumed to practice the skill, the gain to your potential
skill level, and the maximum to which you can gain with the current teacher
and your prerequisite values.
To exemplify the process, let's say we typed practice and got the exact output
shown above. Then we decide we would like to practice slash. Our available
practice sessions would drop from 6 to 3, and our potential skill level would
increase by 10%. You would input the following in the same room as the teacher
to actually practice the skill:
practice slash
While practicing there are some other things to keep in mind. Unlike the old
Carnage/Cythera system, you can ultimately learn any skill up to 99% as long
as you can find a teacher or tome capable of teaching it to 99%. The rate at
which your potential increases is directly related to the value of your
relevant primary stats. For instance the slash skill is based on strength
alone and so your ability to learn it quickly depends on your strength. On the
other hand, the pierce skill is based on both strength and dexterity and so
the average of the relevant stats is used to determine how quickly you can
learn the skill. Finally, only your potential skill level will increase when
you practice. You must actually use the skill or related skills to increase
your effective skill level. That said, your effective skill level will never
naturally fall below a third of your potential.
A last point of interest is the concept of skill quality. The quality of a
skill is the measure of it's relevant stats and your effective skill level.
When you view a listing of your skills you will see the quality at which you
use a skill. The effect of quality depends on the skill being used. For
simple skills like bludgeon or soul strike, it is used as a percentage
modifier on the damage. For instance a quality of 80 for soul strike would
reduce the damage by 20%, on the other hand a quality of 120 for soul strike
would increase the damage by 20%. Not all skills are alike however, and in
cases like blindness, or detect invisible, the quality becomes a percentage
modifier on the duration of the spell. Other skills yet, are of a more boolean
nature. Meaning they either apply or they don't and there is no applicability
of damage or duration. In such cases a dice roll is usually made versus the
quality to determine if you succeed. An example of this is clairvoyance.
See Also: Allskills, Prereqs, Exercise
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Allskills
Presents a list of all the skills in the game. You can limit the list to a
specific discipline by providing the name, or partial name, of the discipline
to see:
Examples:
allskills
allskills sorted
allskills jack of all trades
allskills black knight
allskills cleric
allskills druid
allskills enchanter
allskills mage
allskills necromancer
allskills paladin
allskills ranger
allskills shaman
allskills thief
allskills warrior
If you are viewing the listing for a specific discipline then you will also
see * whenever the skill requires dedication to that discipline.
See Also: Skills, Practices, Prereqs, Exercise
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Areas of Other Places
Levels Name Location
---------------------------------------------------------------------------
L/M/- Alvurron Jungle South of Alvurron.
L/M/- Minea Town Take the boat from Latvia.
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-/M/H Alvurron Take the ship from Crete.
-/M/H Crete Take the ship from Vhronia.
-/M/H Esa Isle, Slaug Take the ship from Crete.
-/M/H Ombos Somewhere in Rookar.
-/M/H Rookar Take the ship from Crete.
-/M/H Skurvash Ocean: North and West of Crete.
---------------------------------------------------------------------------
-/-/H Astral Plane Only accesible through magick!
-/-/H Bloody Ocean Ocean: North of Crete.
-/-/H Devil's Isle A portal supposedly.
---------------------------------------------------------------------------
See Also: Carnage Areas, Cythera Areas, Ark'num Areas |
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Remove Poison Spell
Mana Cost : 20 Target : victim, food or drink
Save : None
Effect : Cleanses the tainted
With this spell, the pious can remove the poison that spoils any food,
drink or person.
See Also: Poison, Detect Poison, Remove Deadly Poison |
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Armour Types
( armor )
The amount of AC an item gives depends on the location its worn on.
AC-apply
Multiple Locations
x1 : Arms, Hands and Feet.
x2 : Head, Legs.
x3 : Body.
x1* : Shield.
x0 : Ring, Necklace, Belt, Cloak(About), Wrist
(*) This May change.
So an item with an AC-apply of 8, worn on the Body is: 8x3 = 24 AC.
Items with a x0 multiplier aren't considered "Armor" and will only change your AC if the item has a "Magical Armor bonus" ( Affect : ARMOR ).
See Also: Armour Class, Armour Spell |
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Death
( die dying ghosts lives )
During your adventurers it is expected that you will encounter creatures or
situations that overwhelm your abilities. In such case you may actually die.
Death is not the end of your adventure however, but merely part of the journey
to reach your goal. When you start the game you have 3 lives, when these reach
zero you will have physically died and upon re-entering the game you will be
a ghost. The only way to return to normal play once you are a ghost is to be
resurrected or by similar means if you are a vampire. If you find that you
have crossed over and have become a ghost then you will notice that there are
some differences to how you may interact with the world. many commands
available to the living will no longer exist, you will not be able to engage
in combat, and you will be tethered to the zone in which you died. That said,
if you are lucky enough to die in an interesting place, you will be able to
explore unrestricted by such mundane physical things as creatures and doors.
See Also: Resurrection Spell, Seance Spell |
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Armour Spell
( armor )
Mana Cost : 20 Target : victim
Save : None
Effect : -20 to AC
Even some of the novice in the magic arts learn to use their new knowledge to
protect themselves. The Armor spell will improve your AC by 20.
See Also: Armour Class, Armour Golem
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Darkness Spell
Mana Cost : 50 Target : None
Save : None
Effect : Home made orb of darkness
This spell conjures an orb of darkness. The orb will absorb light from the
room with the effect that the room will darken. You can hold, drop, or throw
the orb to achieve different effects.
See Also: Shroud Of Darkness Spell, Dark Fog Spell, Illuminate Spell |
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Draw Skill
This skill allows you to draw a new weapon in the midst of battle,
including putting away your current weapon, if any. Be warned that if
you fail, you will drop your weapon!
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