Dungeon Master
GM, 22 posts Mon 17 Feb 2020 at 08:43 | Skill DescriptionsWhat follows is a detailed description of each skill.
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Dungeon Master
GM, 23 posts Mon 17 Feb 2020 at 08:43 | Skill DescriptionsIn reply to Dungeon Master (msg # 1):
Hand to Hand
Hand to hand combat is a rare skill in the lands of Midgaard. Learning this
style of fighting gives the player a weapon even when disarmed -- bare hands.
Trained hand to hand experts are far more effective than many swordsmen.
Clerics, warriors and monks are the best at this skill, although thieves and
mages may also learn it.
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Dungeon Master
GM, 24 posts Mon 17 Feb 2020 at 08:44 | Skill DescriptionsIn reply to Dungeon Master (msg # 1):
Palm Block
All that a monk learns is not offensive. A wise man once said that a good
defense is a great offense. Ancient masters, taking that to heart, developed
a method of weaponless evasion that allows one to ward off strikes from
opponents using the palms of ones hands.
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Dungeon Master
GM, 25 posts Mon 17 Feb 2020 at 08:46 | Skill DescriptionsIn reply to Dungeon Master (msg # 1):
RECALL is a command for low-level characters which instantly transports them
from where they are back to the Temple, one south of Kalane the Healer.
If you RECALL during combat, you will lose XP (more than for fleeing), and there
is a chance the RECALL might not work. RECALL also does not work at all if you
are afflicted by a Curse, or in certain cursed rooms or areas.
RECALL doesn't work after you reach level 12. It's a good idea to
buy some scrolls of Recall at the magic shop until you can use other
transportation spells of your own.
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Dungeon Master
GM, 26 posts Mon 17 Feb 2020 at 08:47 | Skill DescriptionsIn reply to Dungeon Master (msg # 1):
EAT PILL, QUAFF POTION, RECITE SCROLL, BRANDISH STAVES, ZAP WAND
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While anyone can use pills or potions, it requires skill to use scrolls,
staves, and wands. All adventurers have some innate skill with magical
items, and their skills will improve with use.
Pills can be imbued with up to four spells. They may all be different or
all the same. Eating a pill will cause all four spells fire at once.
Potions are similar to pills, but they're consumed with quaff.
Scrolls are similar to pills and potions, but they are used with recite.
Staves possess only one type of spell, and the number of charges varies from
one to infinite. When a held stave is brandished, a charge is used up
and the spell is cast on everyone in vicinity to the caster (if the spell
can be cast on others.
This message was last edited by the GM at 08:49, Mon 17 Feb 2020.
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Dungeon Master
GM, 27 posts Mon 17 Feb 2020 at 08:49 | Skill DescriptionsIn reply to Dungeon Master (msg # 1):
Fast Healing
The fast healing skill improves wound healing rates, whether walking, resting,
or sleeping. It can represent knowledge of healing herbs, or general stamina
and toughness. Fast healing is checked every tick, and it's possible for it to
fail. All classes may learn this skill, but barbarians especially excel at it,
regenerating at an accelerated rate even while in a great rage. Everyone can
learn the knack of fast healing.
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Dungeon Master
GM, 28 posts Mon 17 Feb 2020 at 08:50 | Skill DescriptionsIn reply to Dungeon Master (msg # 1):
Kick
Those trained in the ways of a fighter have been taught a special ability known
as kick. Kick is a way to hurt opponents during combat that does not involve a
weapon. Fighter classes, rogues, bards, and clerics may all learn to use this
attack to deal damage in combat. Additionally, these classes can kick wounded
mobiles, which bruise the muscles and restricts their abilities to dodge, parry,
shield block for a short time. When used against other players, kick will
bruise them and make it harder to move, but not for bards or clerics.
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Dungeon Master
GM, 29 posts Mon 17 Feb 2020 at 08:53 | Skill DescriptionsIn reply to Dungeon Master (msg # 1):
Multiple Attacks per round
Second attack allows the character a chance at one additional attack in combat
- up to two per round, instead of the usual one (assuming the character is not
affected by other skills or spells which affect attacks).
Third attack stacks with second attack to allow the character a chance at two
additional attacks in combat -- up to three per round, instead of the usual
one (assuming the character is not affected by other skills or spells which
affect attacks). ===============================================================================
Classes: Monk, Warrior, Barbarian, Ranger, Rogue, Bard, Warlock, Templar
Fourth attack stacks with second AND third attack to allow the character a
chance at three additional attacks in combat: up to four per round, instead
of the usual one!
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Classes: Warrior, Barbarian
Fifth attack stacks with second, third, AND fourth attack to allow barbarians
a chance at FOUR additional attacks in combat -- up to five per round!
This message was last edited by the GM at 08:53, Mon 17 Feb 2020.
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Dungeon Master
GM, 30 posts Mon 17 Feb 2020 at 08:53 | Skill DescriptionsIn reply to Dungeon Master (msg # 1):
Dodge
If you can't parry a blow, try to dodge it. The dodge skill makes it possible
for characters to avoid blows they can see coming by moving out of the way of
the blow. Anyone can learn to dodge.
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Dungeon Master
GM, 31 posts Mon 17 Feb 2020 at 08:54 | Skill DescriptionsIn reply to Dungeon Master (msg # 1):
Parry
Parry is the first line of defense against physical attacks. Those who are
able to parry do so by skillfully using their weapons to deflect blows; it
is therefore essential to be wielding a weapon in order to parry. Some
two-handed weapons naturally lend themselves to greater ease in parrying.
Parrying is done automatically while in combat.
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Dungeon Master
GM, 32 posts Mon 17 Feb 2020 at 08:55 | Skill DescriptionsIn reply to Dungeon Master (msg # 1):
Arm Throw
"Armthrow is a highly specialized skill which allows the monk to move inside
the range of combat, hook his opponent's arm, and throw him to the ground.
This action dazes the victim and gives the monk a few moments to attack the
victim as he lays helpless on the ground."
-- Master Chian,
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Dungeon Master
GM, 33 posts Mon 17 Feb 2020 at 08:56 | Skill DescriptionsIn reply to Dungeon Master (msg # 1):
Heightened Senses
The senses may be trained to detect things which cannot be seen. People who can
learn to heighten their senses may feel movements in the air, or catch a faint
scent of another living creature in the near vicinity, or hear the slightest
sound of breath where no one appears to be. Using this skill, it is possible
to detect those hidden or even made invisible by magical means. Of course, this
skill only allows the user to sense the immediate vicinity and so doesn't offer
any sensitivity to magic probings.
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Class: Monk, Warrior, Barbarian, Psionicist, Templar
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Dungeon Master
GM, 34 posts Mon 17 Feb 2020 at 08:57 | Skill DescriptionsIn reply to Dungeon Master (msg # 1):
Meditation
This skill is similar to fast healing, but relies on silent inner mantras which
are designed to increase mana recovery whether in motion or at rest. The effect
of meditating is dependent on skill, but once meditation mantras are acquired,
no further effort is needed to use them.
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Dungeon Master
GM, 35 posts Mon 17 Feb 2020 at 08:58 | Skill DescriptionsIn reply to Dungeon Master (msg # 1):
Divine Focus
"While most fighters have learned to focus on the battle, templars and monks
instead seek moments of calm to focus on their chosen deities. They rely on
divine intervention to guide their movements. The gods invariably favor the
crusaders who focus so intently on them, granting them many enhancements to
the battle at hand. Those so graced with Divine Focus must maintain careful
concentration, and so it's possible to dispel or cancel the effects through
magical disruption."
-- Master Chian, Monk Trainer
Purpose: Boost to 2nd, 3rd, 4th Attack
Boost to Str, Dex, and Con
Moderate healing effect
Haste effect
Other: Dispellable, Cancellable
Stacks with Frenzy
Achieved At: Level 38
Cost at Level 50: 50 Mana
Influenced by: Calm (Better Chance)
Fighting (Lower Chance)
Target: Self
Class: Monk, Templar
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See Also: Monk, Templar
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Dungeon Master
GM, 36 posts Mon 17 Feb 2020 at 08:59 | Skill DescriptionsIn reply to Dungeon Master (msg # 1):
Enhanced Damage
Many classes can become skilled enough in physical combat that they are able to
inflict more damage than usual. Enhanced damage varies widely in range, and its
effect is different with every hit. The chance of a hit dealing enhanced damage
depends on the individual's skill level.
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Classes: Cleric, Monk, Warrior, Barbarian, Druid, Ranger, Rogue, Bard, Warlock,
Templar
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Dungeon Master
GM, 37 posts Mon 17 Feb 2020 at 09:00 | Skill DescriptionsIn reply to Dungeon Master (msg # 1):
Dirt Kicking
Considered by some to be a cowardly skill, dirt kick gives the clever combatant
a chance to blind his opponent by casting dirt in his eyes. The blindness does
not last long, but can provide an edge in combat. Dexterity helps in landing or
avoiding dirt kick.
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Classes: Monk, Warrior, Barbarian, Ranger, Rogue, Bard
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Dungeon Master
GM, 38 posts Mon 17 Feb 2020 at 09:01 | Skill DescriptionsIn reply to Dungeon Master (msg # 1):
Crane Kick
"Through mastering many forms of offensive combat, monks learn how to use all
parts of their bodies as weapons. The Crane Kick, an ancient style of combat
allows one to inflict great damage on a foe with little exertion on the part
of the master. This move is so powerful that, once the victim has sustained
substantial physical injury, the Crane Kick will begin to damage the mind as
well as the body, causing victims to bleed arcane energy in addition to the
usual bodily fluids."
-- Master Chian, Arinock Trainer
Purpose: Damage hp and mana
Achieved At: Level 24
Cost at Level 50: None
Influenced By: Dex, Str
Target: Single Victim
Class: Monk
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Dungeon Master
GM, 39 posts Mon 17 Feb 2020 at 09:02 | Skill DescriptionsIn reply to Dungeon Master (msg # 1):
Haggle
Haggling is an indispensable skill to the trader. It allows buyers to match
wits with merchants, enabling the successful haggler to purchase goods at the
lowest possible cost. Haggle must be practiced at least once to use.
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Classes: All
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Dungeon Master
GM, 40 posts Mon 17 Feb 2020 at 09:02 | Skill DescriptionsIn reply to Dungeon Master (msg # 1):
"The best defense is usually a good offense. Enemies are less inclined to try
to kill you when you've hit them somewhere vital. Plus, having someone bend
over in pain usually reveals less armored spots to center your attacks."
-- Master Chian, Arinock Trainer
Purpose: Damage AC and Hitroll
Achieved At: Level 29
Cost at Level 50: None
Influenced By: Dex, Haste, AC, Level
Target: Single Victim
Class: Monk
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Dungeon Master
GM, 41 posts Mon 17 Feb 2020 at 09:03 | Skill DescriptionsIn reply to Dungeon Master (msg # 1):
Burning Palm
'It is said the most powerful monks are capable to tap into a devastating
and ancient article of faith which takes the form of a burning palm. Not
only is the blunt attack itself brutal, the technique also occasionally
taps into the burning religious fervor of the monk, creating a physical
flame capable of burning not only the victim but anything on his person,
from potions and food to books and plants.'
-- Master Chian, Monk Trainer
Cost: 15 Mana
Purpose: Bash Damage
Burning effect
Achieved At: Level 37
Influenced By: Dexterity of Both
Hitroll of Monk
Level of Monk
Victim's Saving Check
Target: Single Target
Class: Monk
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Dungeon Master
GM, 42 posts Mon 17 Feb 2020 at 09:04 | Skill DescriptionsIn reply to Dungeon Master (msg # 1):
Dragon Punch
Dragon punch is a powerful counterattack skill that only a monk can master.
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