More Skills |
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Animal Taming | Arms Lore | Camping | Detect Hidden | Hiding | Leadership | Lockpicking | Musicianship | Peacemaking | Provocation | Stealing | Stealth | Tracking | Veterinary Arms LoreUse your arms lore skill on an item to determine its condition. This includes an indication of how many times the item has been repaired. Items will have one of the following ranks: brand new, virtually new, relatively new, somewhat worn, rather worn, and rather badly worn. This title will give you a general idea of the remaining number of repairs that can be made to the item. When you use the arms lore skill on an item, the exact skill used is now dependant on the item (previously, it always used the blacksmithing skill). It will now use the carpentry skill on wooden weapons and shields, and tailoring for leather armor and clothing. If your skill at using that type of item is higher than your skill at crafting it, then the usage skill will be used (swordsmanship for swords, parrying for shields etc.).
CampingTrained By: Baker, Bowyer, Beekeeper, Butcher, Decorator, Farmer, Fisherman, Ranger, Shipwright Title: Outdoorsman Campfires that are lit by a skilled camper will increase the health, stamina and mana recovery rate for everyone nearby. When making a fire, the message "that's not a very good fire" tells you that you're not getting any benefit from it. If you pass your skill check, you will get a different message that says "Now thats a fire!". You don't have to pass the skill check in order to cook on the fire, but if you fail you won't gain any regenerative benefits from the poorly made fire. The more skilled the camper is, the faster the recovery rate will be. If the camp is disturbed, the recovery returns to normal immediately. A camp is disturbed when any of the campers are attacked or when any of them move away from the campfire. You get no additional benefits from having a single camper light multiple fires. Nor do you benefit from multiple campers all striking camp at the same time. In fact, you won't get any benefits from camping where someone else is already camping.
Detect HiddenTrained By: Bard, Barkeep, Jeweler Title: Detective Using this skill will allow you to locate hidden creatures and players. At 100% skill you can detect hidden creatures up to 11 tiles away. Your ability to find someone is a comparison of your detect hidden skill and their hiding skill. With the addition of trapped chests, this skill is also helpful since it helps you find the traps. You must first use detect hidden on the chest to see if you have found a trap. There are three possible results: You find a trap, you don't find a trap or you aren't sure. If there is a trap the skill is also used in disarming the trap and safely opening the chest. HidingTrained By: Baker, Butcher, Cobbler, Tailor When you use your hiding skill, your character will begin looking for a place to hide. They will continue trying to find a place to hide until you move, go into war mode, attempt to cast a spell, speak or mount an animal. Once you succeed and become hidden, your sprite will turn grey and you will receive a message telling you that you have hidden yourself well. Unless you have the stealth skill, you will not be able to move from your hiding place without revealing yourself. You can't attempt to hide when in war mode. LeadershipTrained By: Bard The primary use of leadership is for the hiring of henchmen. Henchmen are warriors that will work for you, obeying your commands as if they were your pets. Your level of skill in leadership will determine the level of the henchmen's skill and stats. The skill and stats of a henchmen are also determined by your own skill and stats. Your leadership skill will be the maximum that your henchman will be able to obtain in stats, and the maximum skill that your henchmen will start with. Henchmen will be able to increase their skills beyond your leadership by using them, but not their stats. Joe, for example, has 60 points of leadership skill, 90 skill in swordsmanship and has a strength of 50. When he asks a henchmen to work for him, the henchman will have a strength of 50 and 60 skill in swords at the point of joining. As Joe's strength increases so will the henchmen's to a max of 60. The henchmen's skill in sword can go over Joe's leadership skill, but only through use in combat. Finding a henchmen is not too hard. They appear in many towns. Look for NPCs dressed in all leather and when you look at their paper doll their name will say "Name" the warrior. If you find a henchmen with another name in parenthesis, this means that it belongs to the player in the parenthesis. Just walk up a henchmen and say 'join'. At times henchmen will refuse to join you because your leadership skill is too low. At 60 most henchmen will join up. The other use for the skill is to taunt. This will allow you to select a monster to attack you. If you use the skill window, click on the blue dot next to leadership. A target cursor will appear and than select the monster you want to taunt away from another player or henchman to attack you. You cannot taunt a monster to attack another monster. If you set up an in game macro, use the skill enticement from the list. Lock PickingTrained By: Architect, Bard, Barkeep, Carpenter, Jeweler, Tinker Title: Locksmith Lockpicks can be bought from provisioners or created by tinkers. They are useful because dungeons spawn locked chests. With 60 skill you can pick a lot of chests, but the good stuff is in the more difficult chests in lower levels of the dungeons. If you break too many picks, its probable that you dont have enough skill for that particular chest. With the addition of trapped chests, use of lockpicking on a chest will now attempt to locate a trap first by using your detect hidden skill. This will only happen if you have not already tried to locate a trap on the chest. MusicianshipTrained By: Bard Title: Musician If you have a musical instrument in your bag such as a flute or harp then all you need to do is double click the instrument. A skill check will determine if you just make random noise with the instrument or if you are able to actually make music. This skill is required for bard characters because their magic is in their music. Both peacemaking and provocation skills for Bards require musicianship skill checks. PeacemakingTrained By: Bard Title: Bard This skill and the Druid Tranquility Spell are very much alike. For the bard it requires you to have an instrument in your bag. There is an 80% chance that you can successfully pacify a creature if you pass both a musicianship and peacemaking skill check. The peacemaking skill check uses the provocation difficulty for a given creature. Failure means they will keep beating on you. Peacemaking is not an all or nothing skill. When you use the skill you have a range equal to your Peacemaking/10. Therefore at 100 skill you can affect all creatures within 10 tiles. However, you must pass a skill check for each creature in your range. If you pass the skill check the creature will be "dazzled" and will stumble around all confused for a short while. ProvocationTrained By: Bard Title: Bard To provoke a creature you must have an instrument in your bag. You will need to pass a musicianship skill check as well as the provocation skill check. Some monsters are easier to provoke than others. If you are successful at provoking the creature it will turn and fight what ever creature you designate. Doing this means there is one less creature trying to kill you. StealingTrained By: Bard, Barkeep Title: Pickpocket First, this applies to everyone: If you're flagged criminal and a guard sees you, he will attack you. Guards don't forgive and forget quite as easily as they do on other shards. If Joe the Guard thinks you need killing, then in two minutes when your criminal flag wears off he will still think you need killing. So, don't go into town with a criminal flag on if you want to be welcome in that town again... For thieves: You might want to travel away from your hometown to do your stealing. Stealing will work on various townspeople and town guards (the richest, but most difficult to rob successfully). It will not work on players, monsters, merchants or wandering healers (they've taken a vow of poverty anyway). If you succeed, you get some coinage. If you fail, the guards will attack you. And any guards that attacks you will watch you every time they see you from then on. The idea is that a thief will leave his hometown unmolested (just a suggestion... you don't have to) and use hiding and stealth to get around in the other towns... When you steal from an NPC, whatever you steal will go into your grab bag (if it has been set with '.grab bag') StealthTrained By: Baker, Barkeep, Butcher, Cobbler, Tailor Before you can use stealth you must have at least 71 hiding, you can not be in war mode or mounted and you must be already hidden. When you use stealth you are limited in the number of steps that you can take. The base is your (stealth/10)+1. There are bonuses however for higher skills. If your stealth is a secondary skill you get 5 extra steps. If your skill is a primary you will get 10 extra steps. This means that someone with 100 stealth can take 21 steps before revealing themselves. However, there is a skill check for each step that you take. If you fail the skill check you will reveal yourself even if it was your first step. This skill only allows you to move with out alerting people around you that you are there. If you attempt to attack a creature while hiding and using stealth, you will reveal yourself. TrackingTrained By: Bowyer, Ranger Title: Scout Tracking makes use of a two-part menu. The first menu is a list of all the different types of creatures around you. You pick what type of critter you want to track, and the second menu lets you pick a specific critter to follow. So if you're surrounded by 9 players, 8 monsters and 2 human npcs - the first menu would list a player icon, a monster icon and a human icon. If you pick 'player', then the second menu will list the nine players. You pick one and track it. Your skill level determines two things. First, your chance of finding something to track is based on your skill. At 60% you have a 60% chance of success. Your skill also determines the range at which you can find creatures. At 60% skill you can track creatures that are 30 tiles away. At 80% skill you can track creatures that are 36 tiles away and at 100% skill you can track creatures that are 43 tiles away. VeterinaryTrained By: Rangers Title: Ranger The skill of Veterinary is the primary off set to Animal Taming. The veterinary skill gives you a greater understanding of the creature you are trying to tame. While it does not improve your chances to actually tame the creature, it will decrease your chances of angering the creature. The last thing you want to do is anger a dragon you are trying to tame. Long is the list of tamers who have become a piece of toast because they angered a dragon while trying to tame it. The higher your veterinary skill is, the faster your healing on your pets takes effect. For every 15 points of veterinary you will reduce your healing time by 1 second. This means 60 veterinary skill will reduce your time by 4 seconds and at 100 skill you reduce the healing time by 6 seconds. The veterinary skill also allows you to determine a pets hunger. There is a discrepency with veterinary and healing; in some systems the actual healing skill is used, and in some the vet skill is used. |
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