Fighter Skills
Location:
From GH: 4w, 1n
Prefered race: Lacertain, dwarf
Stats Restrictions: 14 strength
Entrance bonus: Fighters tabard (cloak), +1 strength
Torch |
Level: 1 |
Skill: Survival |
Syntax: torch |
Cost: 15 |
A fighter learns early in his or her life the
value of improvising and using the materials available in the
best possible way. When in need for light, the fighter can gather
a suitable piece of wood, coat it in a flammable resin, and
make a fine torch for adventuring. |
Guard |
Level: 2 |
Skill: Leadership |
Syntax: guard <target> |
Cost: 5 |
Fighters are renowned for their courage and valor
in combat. Often, when an allied of the fighter is getting badly
beaten, the fighter will leap in front of the ally and take
on the attacker. |
Fighterweapon |
Level: 2 |
Skill: Metallurgy |
Syntax: fighterweapon <weapon> |
Cost: 50 |
A fighter may make a plea for assistance to the
Gods of War. If this plea is answered, the gods will grant the
blessed warrior with a special weapon. Six types of weapons
may be requested from the gods: axe, dagger, mace, spear, sword
and hammer. Each type of weapon has a different set of characteristics.
The damage and accuracy of the weapons depend on the metallurgy
skill of the caller, and although some of the weapons are only
wieldable as the primary weapon, none are two handed. You may
only possess one fighterweapon at a time.
The caller may rid himself of an unwanted weapzzon with the
command 'fighterweapon destroy'.
Weapon |
Type |
Accuracy |
Damage |
Wielded |
Axe |
Cutting |
poor |
best |
primary |
Dagger |
Thrusting |
best |
poor |
primary |
Hammer |
Blunt |
poor |
best |
primary/off |
Mace |
Blunt |
fair |
good |
primary |
Spear |
Thrusting |
fair |
good |
primary |
Sword |
Cutting |
good |
fair |
primary/off |
Crossbow |
Missile |
best |
best |
two-handed |
(these things get extremely powerful after master levels) |
Endure |
Level: 3 |
Skill: Survival |
Syntax: endure |
Cost: 20 |
Sometimes, in order to survive, the fighter must
be able to go even beyond his or her physical limits. By focusing
all your willpower and strength, you can keep going, even when
others would be too exhausted to continue. |
Forge |
Level: 3 |
Skill: Metallurgy |
Syntax: forge |
Cost: none |
As the fighter progresses with the study of the
secrets of metallurgy, he or she eventually gains enough knowledge
to forge a simple suit of armor. This must be performed in the
Fighter's Guild Forge, and of course it takes some time to build.
As a fighter's metallurgy skill improves, so does the armor.
The improvements may be related either to the armor's protective
ability or to making the armor suit lighter. The armor is custom
made, so only the maker can wear it.
(also powerful after master) |
Roar |
Level: 4 |
Skill: Leadership |
Syntax: roar |
Cost: 20 |
A fighter's battle cry can be an amazing, awe-inspiring
sound. It motivates people in battle to perform at heightened
levels of ability. When a fighter roars, all players in the
area will have their combat abilities enhanced. The duration
depends upon guild level and the fighter's leadership skill.
Note that *all* players in the room will get the increase even
if you are currently in combat with them. This might not be
a wise skill to use if you are fighting another player.
(up your attack skills up to about 20, stackable) |
Charge |
Level: 4 |
Skill: critical & multiple-attack |
Syntax: charge <target> |
Cost: 20 |
As a fighter, you can charge into battle with
fury and skill, dealing a powerful blow to your opponent and
allowing you a few extra swings. The initial damage depends
on your guild level and critical skill. The number of extra
attacks varies according to your prowess in multiple attack.
You must be wielding a weapon to perform the charge, and your
opponent must be relatively unharmed. |
Dress |
Level: 5 |
Skill: Survival |
Syntax: dress <target> |
Cost: 15 |
Fighters learn a few emergency healing techniques,
just as a matter of survival. Although fighters are quite willing
to use this power on themselves, they only use it on other people
in emergency situations. |
Rush |
Level: 6 |
Skill: Shield |
Syntax: rush <target> |
Cost: 25 |
If the fighter has a shield equipped, he or she
can attempt to make an aggressive rush with it as if it were
a weapon.
Although not as effective in terms of damage than a real, weapon
attack, this attack has a good chance of stunning the victim
to such an extent that it cannot attack for some time. |
Specialize |
Level: 7, 17 |
Skill: none |
Syntax: specialize <type> |
Cost: none |
When a fighter attains guild level 7, he or she
will be accepted into one of the Fighter Guild's elite chambers
and will be given the unique opportunity to specialize in one
kind of weapon. You can choose either cutting, thrusting, blunt,
or missile as the kind of weapon to specialize in.
As you attain guild level 17, you will be given one more opportunity
to specialize in a different weapon type. |
Page |
Level: 8 |
Skill: Leadership |
Syntax: page |
Cost: 30 |
Once a fighter reaches 8th level, he/she has achieved
enough renown to attract followers. Their loyalty, degree of
service and chance of leaving at an inopportune moment depend
upon guild level and leadership skill. Pages can carry treasure,
items, etc, but they cannot fight.
To summon a page, merely type "page". To issue a command
to your page, type "page ". For example, if you wanted
your page to pick up a sword, you could type "page get
sword". Pages are able to execute any commands that you
can except for guild skills. To see what your page is holding,
type "page inventory".
To have your page deposit any money he is carrying, type "page
deposit". Your page will stay at the bank until summoned
back. To dismiss your page, type "page dismiss".
Your page will be dismissed automatically if you quit. If
you wish to have your page stop following you, type "page
heel". To have your page resume following you, type "page
follow". If you leave your page elsewhere, and want him
to come to you, type "page summon".
If you wish to give your page a name, type "page name ".
Your page will then have the name that you give it. Note that
you cannot give your page the name of another character in the
game, and if a character is created with your page's name, you
will have to come up with a new name for your page. This does
not change the command that you use to instruct your page; you
will still use "page " do to so. If you wish to strip
your page of his name, simply type "page unname".
|
Fortify |
Level: 8 |
Skill: Survival |
Syntax: fortify |
Cost: 40 |
Fighters always keep their bodies in excellent
shape. When needed, fighters can push themselves beyond their
normal limits, increasing their hit points for a brief time.
|
Sharpen |
Level: 9 |
Skill: Metallurgy |
Syntax: sharpen <weapon> |
Cost: 35 |
This is one of the most useful, and sought after
skills of the fighter. By this skill, a fighter can take any
bladed weapon and improve the quality of its edge. As a result,
the weapon's accuracy improves in combat.
A sharpstone is required for the sharpening of weapons. The
chance of succeeding depends upon guild level and metallurgy
skill level.
(if fails, there is a chance that the weapon becomes damaged.
e.g., a dagger (damaged) ) |
Balance |
Level: 9 |
Skill: Metallurgy |
Syntax: balance <bow> |
Cost: 35 |
As a fighter, you can utilize your knowledge of
metallurgy to enhance the qualities of any missile weapon. Applying
your skill to precisely balance a weapon will make it more accurate
in combat. The chance of succeeding depends upon your guild
level and your skill in metallurgy. Also note that due to its
complexity, weapon balancing must be performed at the guild's
forge. |
Assail |
Level: 10 |
Skill: Critical & Weapon skills |
Syntax: assail <target> |
Cost: 25 |
A skilled fighter is able to orchestrate a well-timed,
coordinated assault on his or her foes. Executing a series of
elaborate maneuvers, you are able to both enhance the chance
of landing powerful, accurate blows, and overwhelm your opponent,
reducing his or her capacity to defend.
The general strategy employed on your attack will depend on
the weapon you are using. For example, you may try to hack your
opponent when using a cutting weapon, impaling when using a
thrusting weapon, or pounding with a blunt weapon. Missile weapons,
and even your fists, can also be used.
The force of your attack depends on your critical skill, your
strength, dexterity, and your skill in handling the weapon you
are using to perform the assault. |
Clean |
Level: 11 |
Skill: Survival |
Syntax: clean <corpse> |
Cost: 25 |
One of the main survival skills of a fighter is
the ability to clean the corpse of a fallen opponent, wresting
nourishment from the body while it is still in good condition.
The quality of the food created with this skill is dependent
both on the quality of the body in question and on your survival
skill. While the name of the food created may seem quite extravagant,
it can always be referred to by the word "food". Also
note that food created with this skill does not rot. |
Engrave |
Level: 11 |
Skill: Metallurgy |
Syntax: engrave with <item> |
Cost: none |
Once a fighter has attained this degree of knowledge
of metals, he or she becomes able to decorate and enhance the
appearance of weapons and armor. This can only be done at the
forge in the Fighter's Guild, but the effects can be quite extraordinary.
There is, however, a small chance of damaging the item you are
engraving, based on your skill in metallurgy.
You can add several one-line engravings to a weapon. And, if
any time you wish to return the item to its original state,
you may use the "unengrave " command. |
Squire |
Level: 12 |
Skill: Leadership |
Syntax: squire |
Cost: 100 |
Once a fighter has reached guild level 12, he
or she will attract even more skilled followers. Squires function
like pages, except they may also fight. Of course, they can
also steal your experience points if they get the killing blow.
They may also carry equipment or items. In fact, a wise fighter
will equip the squire well.
To summon your squire, or to recall your squire from maneuvers
elsewhere, simply type 'squire'. You may also remotely dismiss
your squire by typing 'squire dismiss'.
All other commands must be said in the presence of the squire
and is in the form: say , where is either squire, or the squire's
name and is the command you want the squire to execute.
In addition to the normal commands everyone has access to,
the squire may perform certain special commands. What follows
is a table of keywords one may use as to make use of the squire's
special commands.
name - names your squire
unname - deletes your squire's name
dismissed - dismisses the squire from your service
halt - stops your squire from fighting
heel - stops your squire from following you
follow - makes your squire start following you again
inventory - lists your squire's inventory |
Combo |
Level: 13 |
Skill: Multiple-attack |
Syntax: combo <target> |
Cost: 50 |
With combo, a fighter unleashes a series of blows
that are designed to lead into each other. Fists, weapons, and
even shields are used to damage the victim. The higher your
multiple-attack skill, the more attacks you will make. |
Observe |
Level: 14 |
Skill: Leadership |
Syntax: observe <target> |
Cost: 50 |
The observe skill of the fighter is one that is
gained through great battle experience, as well as from an advanced
ability to analyze the merits of another individual. With this
ability, the fighter spends a few rounds analyzing the attack
methods of the opponent, learning its strengths and weaknesses.
Once a pattern has been observed, the fighter unleashes his/her
attack using this knowledge.
There are many effects. The first is a quick strike to an exposed
part of the victim's body. Next are extra attacks which easily
balance those lost during the initial observation. Then, while
the opponent is attempting to adjust its fighting style, the
fighter strikes with greater accuracy and effectiveness. |
Critical |
Level: 15 |
Skill: Critical |
Syntax: critical <target> |
Cost: 75 |
This is a very impressive and skilled physical
attack of extreme potency. With this ability, the fighter waits
for an opportunity to strike an unguarded critical spot with
deadly accuracy. The attack inflicts great pain and damage,
and has a chance of killing your opponent outright.
Note: For information about the Critical skill, please refer
to 'skill criticalskill'.
|
Test |
Level: 16 |
Skill: Metallurgy |
Syntax: test <1> against <2> |
Cost: 20 |
Over years of experience, a fighter becomes familiar
with many types of weapons and armor. They learn how things
like balance, sharpness, weight and many others can affect the
accuracy and damaging force of a weapon. Likewise, they can
tell how protective armor is by its quality, method of attachments,
balance, and overall state. Applying this knowledge, fighters
are able to make very accurate estimates of the quality of weapons
and armor.
These estimates are even more accurate when they can compare
two weapons or two sets of armor between themselves. By evaluating
both, the fighter can say which item is more accurate, damaging
or protective very effectively. |
Berserk |
Level: 18 |
Skill: Multiple-attack |
Syntax: berserk |
Cost: 75 |
Skillfully combining and empowering your fighting
skills with the rage and fury concealed in your body, you can
enter a berserk state, where you multiply your attacks against
your foe in a mighty display of courage. The number of attacks
you perform depends on your multiple-attack skill and guild
level.
Please note that this maneuver is taxing and exhaustive, taking
away both skill points and endurance. |
Parry |
Level: 19 |
Skill: Defense |
Syntax: parry |
Cost: 75 |
Even the best fighters need to avoid damage occasionally.
By using your weapon to deflect your opponent's attacks, you
may reduce or avoid their damage for a brief period. |
Block |
Level: 19 |
Skill: Shield |
Syntax: block |
Cost: 75 |
The fighters are not only trained to be lethal
when on the offense, but also to be very effective at defending
themselves. The block skill is proof of this ability, and allows
the fighter to use his or her shield to defend against attacks.
The effectiveness of this defensive skill depends on the fighter's
skill with shields.
(maxes out at 90% for more than 5 minutes) |
Frenzy |
Level: 20 |
Skill: Critical & Multiple-attack |
Syntax: frenzy |
Cost: 125 |
All who are wise fear this violent attack only
possible to the highest and best trained fighters. Instead of
concentrating on a single foe, the fighter uses all his or her
skill and rage towards all living beings in an area.
The elite among fighters, those best skilled in the art of hitting
critically, can concentrate even in this state of fury, and
attempt to strike a vital part of the body of their enemies,
sometimes even disabling them momentarily.
The effectiveness of this attack depends upon the fighter's
strength, constitution, quality of the weapon, and multiple
attack skill. |
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