$Id: skills.dat,v 1.25 2012/11/14 09:43:34 sin Exp $
[APPLIED_STATS]
martialism,str:50%,dex:30%,con:20%
elementalism,int:25%,wis:75%
spellcraft,int:50%,wis:50%
subterfuge,dex:80%,str:20%
catechism,wis:75%,int:25%
animism,wis:40%,int:40%,dex:20%
[APPLIED_FUNDAMENTALS]
pierces,martialism wa:-1 th:-1 mo:-1 ma:-1 cl:-1 dr:-1
slashes,martialism wa:-1 th:-1 mo:-1 ma:-1 cl:-1 dr:-1
whips,martialism wa:-1 th:-1 mo:-1 ma:-1 cl:-1 dr:-1
sailing,martialism wa:-1 th:-1 mo:-1 ma:-1 cl:-1 dr:-1
artillery,martialism wa:-1 th:-1 mo:-1 ma:-1 cl:-1 dr:-1
search,subterfuge wa:-1 th:-1 mo:-1 ma:-1 cl:-1 dr:-1
block,martialism wa:0
rescue,martialism wa:0
riding,animism wa:-1 th:-1 mo:-1 ma:-1 cl:-1 dr:-1
double_hit,martialism wa:10
mounted_combat,martialism wa:1
kick,martialism wa:0
turn_undead,catechism cl:0
cure_light_wounds,catechism cl:0
cause_light_wounds,catechism cl:2
bless,catechism cl:5
create_food,catechism cl:3
create_water,catechism cl:2
focus,subterfuge,animism dr:0
backstab,subterfuge th:4
hide,subterfuge th:2
spy,subterfuge th:2
backstab,subterfuge th:4
florentine,martialism wa:12
sweep,subterfuge th:7
staves,spellcraft wa:-1 th:-1 mo:-1 ma:-1 cl:-1 dr:-1
wands,spellcraft wa:-1 th:-1 mo:-1 ma:-1 cl:-1 dr:-1
scrolls,spellcraft wa:-1 th:-1 mo:-1 ma:-1 cl:-1 dr:-1
infravision,elementalism,catechism ma:3
remove_darkness,catechism,elementalism cl:0
identify,elementalism ma:4
teleport,elementalism ma:8
control_weather,animism,catechism,elementalism dr:12
magic_missile,elementalism ma:0
chill_touch,elementalism ma:3
burning_hands,elementalism ma:5
shocking_grasp,elementalism ma:7
instant_recharger,catechism,elementalism ma:11
armor,catechism,elementalism cl:0
knock,elementalism ma:7
wizard_lock,elementalism ma:15
strength,elementalism ma:7
forget,elementalism ma:4
floating_disc,elementalism ma:0
orb_of_draining,catechism cl:7
faerie_fire,catechism cl:2
sunbeam,animism dr:14
moonbeam,catechism,animism dr:12
detect_good,catechism cl:4
detect_evil,catechism cl:4
second_wind,catechism dr:8
remove_poison,catechism cl:9
remove_curse,catechism cl:12
word_of_recall,catechism cl:11
turn_undead,catechism cl:0
dispel_magic,remove_poison,remove_curse cl:8
poison,catechism cl:8
water_walking,animism,elementalism dr:6
pass_without_trace,catechism cl:3
detect_magic,elementalism,catechism ma:2
blindness,elementalism,catechism ma:8
cure_blind,catechism cl:4
herb_lore,animism dr:1
snapdragon,animism,elementalism dr:10
forestscape,animism dr:17
refresh,animism dr:15
auric_sense,animism dr:3
spore_cloud,animism dr:4
earthquake,catechism dr:8
barkskin,animism dr:12
[APPLIED_PRACTICALS]
water_breathing,water_walking:I dr:8
bash,block:III wa:0
battlecry,bash:IV wa:1
charge,battlecry:V wa:15
rally,battlecry:III wa:10
guard,rescue:IV wa:1
mounted_combat,riding:I wa:1
charge,mounted_combat:IV wa:15
roundhouse,kick:IV wa:10
mass_bless,bless:II cl:9
sanctuary,mass_bless:IV cl:13
protection_from_good,sanctuary:II cl:6
protection_from_evil,sanctuary:II cl:6
greater_protection,protection_from_good:III,protection_from_evil:III cl:25
summon,create_food:III cl:8
summon,create_water:III cl:8
metastasis,create_food:III,create_water:III cl:12
cure_serious_wounds,cure_light_wounds:II cl:4
cure_critical_wounds,cure_serious_wounds:III cl:9
heal,cure_blind:V,cure_critical_wounds:IV cl:14
miracle,heal:III cl:24
greater_heal,heal:V cl:20
greater_miracle,miracle:VI cl:20
cause_serious_wounds,cause_light_wounds:II cl:4
cause_critical_wounds,cause_serious_wounds:III cl:6
harm,cause_critical_wounds:IV cl:15
sneak,hide:III th:0
track,hide:II dr:0
evade,track:V th:13
palm,spy:VI th:4
steal,palm:IV th:6
pick,steal:III th:0
evade,sneak:VI th:13
double_backstab,florentine,backstab:VII th:17
spin,sweep:IV th:8
parry,spin:VI th:7
sense_life,infravision:II cl:7
farsee,infravision:III ma:8
locate_object,farsee:V ma:6
locate_creature,farsee:V ma:6
wizard_eye,locate_creature:V ma:10
envisage,farsee:III dr:0
teleport_without_error,teleport ma:10
learn_room,teleport_without_error ma:4
learn_room,identify ma:4
color_spray,magic_missile:IV ma:11
acid_blast,color_spray:V ma:16
prismatic_spray,acid_blast:VII ma:17
fireball,burning_hands:IV ma:15
meteor_swarm,fireball:V ma:16
delayed_blast_fireball,meteor_swarm:VI ma:18
lightning_bolt,shocking_grasp:III ma:9
call_lightning,lightning_bolt:V dr:13
summon_elemental,delayed_blast_fireball:II,call_lightning:III ma:16
gate_daemon,summon_elemental:III ma:20
animate_dead,instant_recharger:III ma:12
energy_drain,animate_dead:V ma:13
death_hand,energy_drain:VII ma:22
barrier,armor:IV ma:3
globe_of_invulnerability,barrier ma:14
fear,forget:IV ma:6
charm_creature,fear:V ma:14
sleep,fear:IV ma:14
curse,fear:III ma:12
vitality,strength:IV ma:9
haste,strength:IV ma:16
enchant_weapon,knock:III,wizard_lock:III ma:12
flamestrike,sunbeam:II,moonbeam:II cl:12
firestorm,flamestrike:IV cl:16
detect_poison,detect_magic:II cl:2
detect_invisible,detect_magic:III ma:2
invisibility,detect_invisible ma:4
improved_invisibility,invisibility:III ma:11
mass_invisibility,invisibility ma:9
non_detection,improved_invisibility ma:15
forage,herb_lore:III dr:3
prepare,forage dr:0
apply,forage dr:0
restitute_object,prepare:IV,apply:IV dr:22
wall_of_thorns,snapdragon:III dr:11
summon_treant,wall_of_thorns dr:20
second_wind,refresh dr:8
rejuvenate,second_wind dr:16
stone_to_flesh,barkskin:III ma:13
heart_of_oak,barkskin:III dr:12
vine_shield,heart_of_oak:IV dr:14
invigorate,vine_shield:V dr:15
exemption,invigorate:VI dr:20
prickly_burs,spore_cloud:III dr:9
gust_of_wind,spore_cloud:III dr:15
cone_of_cold,gust_of_wind:IV dr:20
malevolent_storm,earthquake:III dr:18
ice_storm,malevolent_storm:IV dr:20
cataclysm,cone_of_cold:VI,ice_storm:VI dr:27
tame_animal,riding:I dr:2
dispel_good,detect_good:III cl:10
dispel_evil,detect_evil:III cl:10
holy_word,dispel_good:IV,dispel_evil:IV cl:18
[INIT]
ranksep=2;
nodesep=0.5;
edge [color=magenta,arrowhead=normal,fontsize=9,arrowsize=0.5];
node [shape=plaintext,fontsize=8,fontname=arial];
{rank=sink; statsInfo; catInfo; graphInfo; s2fInfo; f2pInfo; p2pInfo; info;}
statsInfo [label=<
| STATS |
| strength - capacity for exertion or endurance
|
| dexterity - mental skill in quickness
|
| intelligence - ability to learn
|
| wisdom - ability to discern inner qualities and relationships
|
| constitution - physical makeup with respect to health
|
>];
catInfo [label=<
| CATEGORIES |
| 0 | | | 0% |
| I | 1 | - | 5% |
| II | 6 | - | 15% |
| III | 16 | - | 30% |
| IV | 31 | - | 50% |
| V | 51 | - | 70% |
| VI | 71 | - | 85% |
| VII | 86 | - | 95% |
| VIII | 96 | - | 100% |
>];
graphInfo [label=<
| COLOR CODE |
| stats |
| fundamental skill |
| utile skill |
| practical skill |
>];
s2fInfo [label=<
| STAT to FUNDAMENTAL |
| The maximum fundamental percentage is |
| calculated by the percentage of the |
| average of connected stats. |
>];
f2pInfo [label=<
| FUNDAMENTAL to PRACTICAL |
| The maximum practical percentage is the |
| average of the weighted edges against the |
| fundamental percentage. |
>];
p2pInfo [label=<
| PRACTICAL to PRACTICAL |
| The minimum category indicated must be |
| met by the originating practical in order |
| to advance to the next practical. |
>];
node [style=bold,shape=box,fontsize=8,fontname=arial,color=red];
{rank=same; str; dex; int; wis; con;}
str;
dex;
int;
wis;
con;
[COLOR]
dex,red
int,blue
wis,green
martialism,red
spellcraft,blue
[STATS]
str,27
dex,27
int,27
wis,27
con,27
[INFO]
martialism
You need to understand the fundamentals of weaponry and using your body as a\n
weapon in order to get a better grasp of the more advance skills in handling\n
and technique.\n
pierces
This skill allows you to use piercing weapons. Typically these weapons are\n
daggers, and stilettos.\n
slashes
This skill allows you to use slashing weapons. Typically these weapons are\n
words and knives.\n
whips
This skill allows you to use whips as a lethal weapon.\n
sailing
This skill allows you partake in the art of sailing a large ship.\n
artillery
This skill allows you to use large projectile weapons, such as cannons.\n
search
Use this skill to search the room you are in for doors.\n
block
This allows a creature to adopt a defensive manouver to block attacks from\n
their aggressors with a shield. This can defend an attack partially or even\n
once in a while block an attack entirely.\n
rescue
A rescue is an attempt to make a creature hit you instead of the person being\n
rescued. You can only 'turn' one monster for each attempt. This is highly\n
useable when playing in groups.\n
riding
This skill allows one to mount other creatures and successfully guide it to\n
where the rider wants the creature to go carrying him.\n
double_hit
Those who can double hit, will hit twice in a round dependening on level.\n
Lower levels cannot use this skill effectively.\n
kick
The success of a kick depends upon how well one is learned in this skill. The\n
higher level reached the harder the kick can be. There is only one small\n
catch: whenever a kick is made (or miss) the kicker is stunned for three\n
rounds of violence. So take caution when using this skill.\n
turn_undead
When a creature of neutral or good alignment attempts to turn undead, a\n
certain number of undead creatures in the room will be affected, depending\n
on the level of the creature as well as the level of the undead.\n
\n
If an undead is affected, it will either flee in terror or be utterly\n
destroyed again depending on the comparison of the creature's level with that\n
of the undead.\n
\n
If an evil creature attempts to turn undead, any successful turns will result\n
in the undead becoming completely subservient to the creature. A maximum of\n
three followers may be controlled by one creature.\n
\n
A turn may only be attempted once every two hours.\n
focus
Being able to focus on life's creations is a good druid's role in nature.\n
By utilizing focus, a creature gains a level-based amount of hitroll for two\n
hours before initiating a fight. The effect wears off after the battle is\n
completed, and will last on for the duration of the battle.\n
backstab
This is a way to sneak up on a person, and attempt to place your dagger in the\n
back, at exactly the point where it does most damage. A successful backstab\n
gives a damage multiplier, depending on level. A failed backstab will give\n
your opponent the advantage.\n
\n
The chance of successfully backstabbing a person depends on how well you\n
have practiced backstab at your guild. You can always backstab sleeping\n
persons. It is possible to backstab a fighting person, but it is more\n
difficult.\n
\n
You must be wielding a piercing weapon to backstab. A piercing weapon is a\n
weapon with a short pointy blade such as a dagger or a short sword. Weapons\n
with long blades or no blades at all cannot be used effectively for\n
backstabbing.\n
hide
When a creature attempts to hide in a room it can only be 'sensed' by magical\n
spells. Even if sensed, the identity of the creature will remain hidden, but\n
may be vulnerable to attack. Hide is based on intelligence and dexterity for\n
able to locate a good hiding and nimbly getting there without attracting\n
attention.\n
spy
If successful, this command allows a creature to look at another without\n
nyone noticing.\n
florentine
This skill allows a creature to utilizing weapons in the the non-wield hand\n
simultaneously with a wielded weapon.\n
sweep
Long ago thieves developed this ability to sweep an opponent tripping them off\n
balance for a short period of time depending on the creature's level and\n
dexterity. This attack will render the creature unable to do much for a short\n
period of time in order to recuperate. This attack does not do much damage as\n
it is a skill of cunning and agility.\n
staves
The art of staves gives the creature ability and knowledge to release the full\n
magical affects hewed deep within magical wands and staves.\n
scrolls
The art of scrolls gives a creature ability and knowledge to release the full\n
magical affects hidden within the writing of magical scrolls.\n
mounted_combat
When mounted, riders will gain a +1 bonus to their hitroll if their victim\n
is smaller than their mount. Those attacking a mounted creature will suffer\n
a -1 penalty to hitroll. Solid hits can knock riders off their mounts, so\n
fighting while mounted can be very hazardous. This skill, when practiced, will\n
increase a creature's ability to stay on its mount during combat.\n
bash
The success of a bash depends upon how well you are learned. To bash someone\n
is to attempt to 'knock' an opponent over with the force of your shield. If\n
you succeed you will inflict minor damage, and cause a creature to fall on its\n
rear. A creature will be stunned and unable to do anything for a short time.\n
The amount of time depends on the creature's level and dexterity. If you miss\n
you lose your balance and fall. You are unable to bash something more than\n
twice your weight. It takes time to recover from a bash attempt. The amount of\n
time is dependent on your level and dexterity. All things equal, it takes\n
slightly more time to recover from from bashing someone than it does from\n
bashed.\n
\n
Note that a person who is not standing will suffer more damage than a person\n
who is standing.\n
battlecry
A battlecry will scare opponents away from battle. It is dependent upon the\n
opponents save versus paralysis.\n
charge
This skill allows you to charge at everyone in the room you are fighting and\n
strike them once. On a critical hit, you are sometimes able to knock a group\n
of opponents to their feet. The damage done is based on your damroll, strength\n
and whether you are mounted. Riding a mount or some sort will double the\n
amount of damage done as well as increase your chance of hitting everyone.\n
Charging while mounted will take into account your mount when attempting to\n
trample down your opponent.\n
rally
The success of rallying cry depends upon how well you are learned. There are\n
two types of rallying cries. A successful rally of fury will force adrenaline\n
to course through the veins of your group causing them to strike their\n
opponents with more force. A successful rally of defense will inspire your\n
group to protect themselves better from the enemy.\n
\n
Note: This is a group effect. Only one rally cry from any member of the group\n
can be in effect at a time. In addition, a group member only gets the effect\n
if they are in the same room as the person who inspired the rally.\n
guard
Guard is a warrior skill that allows a warrior to watch over and protect the\n
warrior's group. If something tries to attack anyone in the group, a warrior\n
who is actively guarding will attempt to protect a creature. If the warrior\n
is successful, the attacker's assault will be received by the protecting\n
warrior rather than the group member.\n
\n
This skill is only effective for the initial attack. Once combat has begun,\n
rescue must be used instead.\n
roundhouse
TODO roundhouse help.\n
sneak
Used for sneaking (moving in and out of rooms without anyone taking notice).\n
You will attempt to sneak until you type sneak again. Your success at sneaking\n
will depend on how well you have learned the skill. Note that there is a\n
chance you will fail to sneak every time you move.\n
track
By typing track, you attempt to detect any tracks entering or leaving the\n
room. If you are successful, the tracks will be listed in chronological order,\n
beginning with the most recent one. Your ability to track depends on how well\n
you are learned. Druids can only track in natural surroundings.\n
evade
The evade command will cause character to attempt to cover its tracks as it\n
move at the cost additional movement points. A character's success at this\n
skill depends on how well evasion is learned\n
\n
The character will continue to evade until the command is entered again.\n
palm
This command will allow you to pick up items and take items from items\n
without noticing, if you succeed.\n
steal
Use steal to steal gold or items from people. The chance of not getting caught\n
depends on how well you have practiced steal, the level of the creature and if\n
the creature is asleep.\n
pick
For picking locks. Not all locks can be picked. Picking locks is outlawed by\n
all the major towns. Justice may be dealt to those who violate the law.\n
double_backstab
TODO double backstab help.\n
spin
Thieves can cunningly crouch and spin in place to quickly deliver another blow\n
to their main opponent. This attack will render the thief unable to do much\n
for a couple of rounds in order to recuperate.\n
parry
Thieves have the uncanny ability to use two weapons. One to fight with, and\n
the other to defend against weapon attacks with a parry. in order to do this\n
the thief must not be encumbered by a shield, and the parrying weapon has to\n
be a light piercing weapon. Depending on the damage being delivered has to be\n
a light piercing weapon. Depending on the damage being delivered and the\n
thief's power to counter the damage, he will parry the attack and hit back.\n
and still get hit, parry the whole attack, or parry the attack and hit back.\n
If a thief is paused for any reason, that thief cannot parry.\n
prepare
A druid must be skilled in the preparation of herbs from shrubbery found\n
throughout the world in order for the herb to take on its magical properties.\n
Certain herbs require great skill to prepare and a young druid may not be able\n
to turn the same herbs as an older more knowledgeable druid and instead may\n
destroy the shrub altogether.\n
apply
A druid must knowledgeable in the art of applying herbs to himself and to\n
creatures.\n