Skill List
From InquisitionWiki
For information relating to skills, see skill ranks and inspiration.
Contents
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Combat
Defense
Block
Syntax
automatic, in combat
Block is used as either primary, secondary or tertiary defense in stances. To see where it falls in relation to your current stance, type combat info.
Block involves using ones shield to stop an attack from contacting with the player. If you do not have a shield, you are at a disadvantage with stances which use this as a defense.
Dodge
Syntax
automatic, in combat
The dodge ability allows you to attempt to dodge an attack which would otherwise succeed. Depending upon your stance, it is either a primary, secondary or tertiary defense mechanism. Type combat info to see where this ability figures into your defense.
Dodging detracts from your movement and action points, reducing your ability to respond to an attack. In other words, it throws you momentarily off balance, and requires a moment to regain your equilibrium.
Footwork
Syntax
automatic, in combat
Footwork involves how well your character is able to move on his or her feet while avoiding their combatant's attacks. It involves stepping aside, moving backwards, or otherwise attempting to avoid the opponent's attack.
Footwork is used as either primary, secondary or tertiary defense in stances. To see where it falls in relation to your current stance, type combat info. A lack of the skill will result in failure on that defense check, and increase your chances of learning to use it.
Parry
Syntax
automatic, in combat
When one parries, they block the completion of their opponent's weapon with their own, rendering the attack unsuccessful. On The Inquisition, there are two types of parry - primary weapon and offhand weapon, if one is wielded.
Since a parry uses the weapon to block, it will temporarily make attacking with that same weapon more difficult.
The parry ability is used with some stances, see combat info to determine if your stance requires the parry ability. Lack of the ability will make it difficult to utilize it properly.
Stances
Horse Stance
Syntax
stance horse
The horse stance is a combat stance in which the combatant faces their opponent directly, allowing both hands to use weapons equally effectively. It has the cheapest single-weapon hit average. It uses footwork, parrying and dodging as defense.
Changing a stance during combat will reset your action points, as you are momentarily vulnerable.
It is important to note that this is NOT the stance used while mounted.
Monkey Stance
Syntax
stance monkey
The monkey stance is designed for two-handed combat. It has the cheapest cost for off-hand attack rates, and uses both weapons to defend. A combatant using the monkey stance will turn either side to face the opponent, always facing them with one weapon or the other. It uses parry, off-hand parry and dodge as its defense modes.
Changing a stance during combat will reset your action points, as you are momentarily vulnerable.
Scorpion Stance
Syntax
stance scorpion
The scorpion stance is a combat stance in which the combatant stands with their shield facing towards the enemy, holding their weapon high and behind them. It is particularly effective with swinging weapons like maces and axes. Because the shield provides a buffer between the combatant and the enemy, it is difficult to break or disarm the weapon. The scorpion stance uses shield block, footwork, and parry as its defenses.
Changing a stance during combat will reset your action points, as you are momentarily vulnerable.
Snake Stance
Syntax
stance snake
The snake stance is a fencing stance. It uses maneuverability to keep the range appropriate with the combatant's weapon, and uses thrusts as a primary mode of attack. Primary modes of defense are footwork, parry, and off-hand parry.
Changing a stance during combat will reset your action points, as you are momentarily vulnerable.
Spider Stance
Syntax
stance spider
The spider stance is a maneuvering stance. It is the easiest to move from, and only its tertiary defense even uses contact. (ie, you are charged no action points if you successfully defend with primary or secondary defense). It is designed for when high mobility is important, such as when fighting a superior opponent and trying to flank their defenses. Its defense modes are footwork, dodge and parry.
Changing a stance during combat will reset your action points, as you are momentarily vulnerable.
Standard Stance
Syntax
stance standard
The standard stance is very straightforward and balanced. It does all things equally well, and has a good defensive sequence. Anyone using the standard stance without a shield is suffering a setback, as it is the tertiary defense used. The defense steps are parry, footwork and shield block.
Changing a stance during combat will reset your action points, as you are momentarily vulnerable.
Turtle Stance
Syntax
stance turtle
The turtle stance is a defensive stance. It is the sword-and-shield, heavily armored stance of choice. Its defenses are shield block, parry, and footwork.
Changing a stance during combat will reset your action points, as you are momentarily vulnerable.
Melee
Unarmed
Syntax
automatic, when not using a weapon
Increases your skill in combat without a weapon.
Sword
Syntax
automatic in combat, while wielding a sword-type weapon
The sword is a bladed weapon, ranging in length from three to six feet. It is typically edged on both sides, with a sharp point. It is useful in both slash and thrust attack types.
The sword, and the knowledge of using one is a talent usually restricted to the nobility and the knights for reasons of birth, and its use is a talent often closely guarded by them.
Note: This is a Guild Skill.
Dagger
Syntax
automatic in combat, while wielding a dagger-type weapon
The dagger is a bladed weapon, ranging in length from one to three feet. It is typically edged on both sides, with a sharp point. It is useful in both slash and thrust attack types.
Skill Requirements: Dex 50
Spear
Syntax
automatic in combat, while wielding a mace-type weapon
A mace consists of a haft of wood or steel, with a heavy weighted end, typically studded with spikes. Successful hits with maces are known to break bones.
Mace
Syntax
automatic in combat, while wielding a mace-type weapon
A mace consists of a haft of wood or steel, with a heavy weighted end, typically studded with spikes. Successful hits with maces are known to break bones.
Axe
Syntax
automatic in combat, while wielding a axe-type weapon
An axe is a long haft of wood or metal, with a sharpened wedge on one end. The axe is used primarily in swinging and hacking attacks.
Use of the axe requires sufficient strength to properly wield it.
Skill Requirements: Str 60
Whip
Syntax
automatic in combat, while wielding a whip-type weapon
A whip consists of a long coil of braided leather, often with bits of metal lacing the end or woven into its length. In the hands of a master, a whip is able to circumvent shields or tangle the opponent.
Polearm
Syntax
automatic in combat, while wielding a polearm-type weapon
The polearm is a long range weapon. Ideally, one wielding a polearm will try to keep their opponent at bay, preventing them from getting close enough to properly use their own weapons.
Polearms are also known as halberds, glaives or guisarmes.
Staff
Syntax
automatic in combat, while wielding a staff-type weapon
The staff is a long shaft of wood, often shod in metal to give greater strength and weight to it. A staff is a midrange weapon. Its primary attacks are swings and thrusts.
Flail
Syntax
automatic in combat, while wielding a flail-type weapon
A flail is similar to a mace, in that it has a haft of wood or metal and a weighted ball at the end. With a flail however, the ball is joined to the haft by a chain, allowing the fighter to gain great momentum when swinging before the weapon connects with the opponent.
Flails have an increased chance of bypassing a player wielding a shield, and can cause broken bones on contact.
Skill Requirements: Dex 50
Ranged
Bows
Syntax
wield bow
ready arrow
Ranged combat (archery or the use of crossbows) is possible within the bounds of the combat code of The Inquisition. To work, you must have a bow and arrows in your possession. Wield the bow, then ready the arrows. You can ready an arrow outside of combat, and within combat. While engaged in combat, it will cost you fifteen action points (APs) to ready a new arrow.
Firing at short range and hitting your target effectively is very very difficult, and the damage is significantly lower than if you are at the proper range (several feet at least).
You must have your second hand free to ready an arrow.
Throwing
Technique
Reflexes
Reflexes reflect your characters ability to react to a combat situation which is not of their choosing. It will rise automatically when certain criterion are met, and is not increasable with inspiration or by any other deliberate means.
A person with higher reflexes will react better to initial attacks in combat, possibly avoiding the attack altogether, as well as receive a greater action point increase in the first phase(s) of combat.
Backstab
Feint
Cheating
Disarm
Dual Wield
Syntax
dual [object]
The dual wield skill allows a warrior to hold and use two weapons at the same time.
Anyone can dual wield a weapon, but without the skill they will not have much success with it. The higher their skill, the more effective they are in its use. Also note that the higher their skill in the actual weapons they wish to use the better they will manage as well.
Some weapons are harder to dual wield than others. In fact, some weapon combinations are easier than others as well. It is up to you to experiment and see which combinations work best for your character.
Skill Requirements: Dex 60
Bash
Trip
Survival
Man
Bind
Syntax
bind [name] [wound]
bind [name]
bind tear [object]
Bind will attempt to treat a wound on a player. If you do not specify the wound type, bind will treat the first available wound. To see wounds on a person, use the diagnose or look command.
A bandage is required to bind a wound. If you do not have adequate materials to bandage someone, you can make bandages from many items, such as pants, cloaks, shirts, etc. with the bind tear [object] command. Be aware, this will ruin the item.
A player who is bleeding can die from blood loss if the wound is not treated. They will NOT die (even if unbound) if they are resting or sleeping. Healing is slower on unbound and untreated wounds.
The amount of bleeding bind will reduce is dependent upon your skill with bind. It is entirely possible you will not resolve all of the bleeding.
If you have multiple wounds on a single location, you can specify which one you are working with by prefacing the wound name with a number, such as bind 2.arm
City Lore
Syntax
look lore
City lore reflects a character's knowledge about the city and general information surrounding it. When looking at an object or description, if there is a lore for the piece and if the skill is high enough, then additional information can be gleaned about the history, creation, or other information about the described piece.
To see if there is any lore available to you in a room, look around. Otherwise, you can simply look lore.
City Lore is broken down by your skill rank - the higher your rank, the
more likely that you'll know something about any particular place you end
up in. Low ranks might be for basic cultural information, for example, and
high ranks might involve some of the juiciest secrets around. Let's
consider The Private Cellula, for example in the church:
At rank 5, I'd get the lore messages that say:
Often used by Davites during confession, this sacrosanct space sometimes also doubles as a place for contracts to be signed between willing parties with the belief that the Lord of the Springs pays special attention to matters brought into the holy space.
At rank 25, I might get a lore message that says:
It's rumored that thieves exchange messages here by hiding objects under the bench for the next confessor to find.
At rank 61, I might get a lore message such as:
The Crown Princess was conceived on that desk, right over there.
All of the above is just an example, but this serves for two things: First, it means that you can commemorate and immortalize your RP in your surroundings. Secondly, it allows for another avenue for 'metainformation' about the game to be entered into the game to those who would rightfully know it.
Fast Healing
Fast healing reflects an increased speed factor with which the body heals from damage. This is automatically added to your recovery rate, whether you are sleeping or moving about actively, although due to the way recovery works you will realize more of a benefit if you are resting or sleeping.
When coupled with the ability meditation, you will heal quicker than usual if you are resting.
Fast healing works only with direct hit point recovery. It has no affect or impact on critical wounds.
Sharpen
Syntax
sharpen [weapon name]
sharpen appraise [weapon name]
Sharpening is the art of applying an edge to the weapon. One who is skilled in sharpening can place a razor-sharp hone on any edged weapon in a short period of time. The skill one has in sharpen will determine the length of time it takes.
When one has a weapon which has been damaged by combat, it may be possible to repair its edge to that of a like-new weapon, providing it has not been too badly damaged. For severely damaged weapons, a blacksmith must be employed to place a new edge on the weapon before it can be sharpened.
Sharpened weapons will lose their edge in combat over time. If they take a particularly damaging strike, they can lose a significant amount of their sharpness. Sharper weapons have the potential to be more damaging in combat.
You must have a whetstone in your inventory to sharpen. As you sharpen weapons, the whetstone will become damaged or worn, and eventually must be replaced. There is also a chance that you will damage the weapon if you attempt to sharpen and are not very skilled at it.
You can sharpen appraise a weapon to determine how damaged (or how sharp) it is.
You can only place a sharper edge on bladed weapons. Maces, whips, staves, etc can all be repaired, but they cannot be sharpened.
Thanks to Jecab for submitting the thread suggestions and spurring Robbert to finish this.
Nature
Skin
Syntax
skin [corpsename]
If you kill something, and have the SKIN skill, you have a chance to skin the corpse. Skins can be sold ICly to merchants in exchange for money.
Skinning uses a concept called threading to span the command over multiple ticks. Should you wish to cancel the thread before its completion, you may do so by typing CLRCMDS SKIN, or CLRCMDS without an argument to clear all threaded commands.
Skin only works on animal corpses. It is possible to butcher a skinned corpse, but not to skin a butchered one.
The better you are at skinning, the faster you will skin.
If you skin a bird, you will get feathers instead of a skin. These feathers can be used to fletch arrows.
Tan
Syntax
tan [skin]
Tanning is the curing of a skinned animal hide. It turns a grisly memento into a useful material.
Anyone can tan a skin, but it takes a great deal of knowledge to do it well.
Tanning is best done in a Tannery, but it can be accomplished outside of one, it just takes a great deal longer.
Tanned skins can be worked with the work command, providing one has the leatherworking ability.
Butcher
Syntax
butcher [corpsename]
A dead animal can be butchered ("butcher corpse") and turned into good meat. The number of food items you get is dependent upon your skill and the size of the former beast.
Butcher uses a concept called threading to span the command over multiple ticks. On some occasions, this thread may become "lost". If this happens, type CLRCMDS BUTCHER to clear the thread, then reinitiate the butchering.
Butchering only works on animal corpses. It is possible to butcher a skinned corpse, but not to skin a butchered corpse.
The better you are at butchering, the quicker you will butcher.
Track
Currently not enabled.
Forage
Syntax
forage
forage list
Forage allows you to search the room area for food or, possibly, objects. Herbs can also be found using forage, though the rarer ones can be identified and harvested only with a sufficient rank in this skill.
Fishing
Syntax
fish
If you have a fishing pole and are in an area where a body of water is (either river or ocean), and have some knowledge of how to fish, you should take the time to fish for some food. Fishing on The Inquisition allows you to catch several different types of fish, and even the occasional stray object.
The success of fishing is dependent upon several factors, among them weather conditions, time of day, and the season, as well as your ability.
Fletch
Syntax
fletch
fletch recover
The fletch command initiates a threaded sequence of events in which your character makes (or recovers the pieces from a broken one) an arrow. To make a usable arrow, you must have an arrowhead, feathers, and a branch suitable for use. These items are all available within the game, either by foraging for them or buying from an NPC store. If you have broken arrows, you can recover the usable pieces from them: the arrowhead itself and the feathers, usually.
An unskilled fletching job will result in crude, ineffectual arrows - much worse than those available from the stores. However, a skilled fletcher's arrows will be better than those available from NPC shops.
Swim
Currently not enabled.
Ride
Currently not enabled.
Communication
Language
Farin
Charali
Tubori
Vavardi
Vandagan
Hillman
Lithmorran
Daravi
Teach
Syntax
teach [ability]
teach [name] spell [spellname] (Mages only)
Teaching is a fairly important part of skill acquisition and improvement on The Inquisition. In order to teach a skill to prospective students, you need only type teach [ability], where [ability] is the name of what you wish to teach. This begins your lesson, and allows anyone who wants to pay attention to you to learn from your knowledge.
Note that you do NOT have to type the students name. Once you are teaching, anyone can listen to you and gain, simply by being in the room and participating in RolePlay.
In order to teach, you must have at least Rank 24 (Adept) in the ability you wish to disseminate, as well as all prerequisites for the required ability. The percent of your ranks that you can teach is determined directly by your number of charisma points.
There is an ability called 'teach' as well. Your rating in this ability will rise as you share your knowledge with others. The higher your rating in teach, the better you are able to instill knowledge in your students. Teaching as an ability is NOT increasable by any means other than use - you cannot use inspiration to raise it.
Special
Thieves Cant
Available only to members of the Brotherhood of Common Goods.
Magic
<This category is closed but for mages>
Covert
Stalking
Hide
Syntax
hide
hide [object]
hide [object] [description]
Hide attempts to conceal a player from others' view. It is terrain- modified, meaning there is a greater chance of success in some areas and a lesser in others.
HIDE is VERY different than as found on other MUDs: It takes about 8 seconds for a HIDE command to reach completion, and there are several steps along the way which spam the room the person is in. It is virtually impossible to hide when others are in the room. Once HIDE is successful, the majority of IC commands (say, get, put, move, etc) will break the HIDE. Other commands such as save, look, tell, etc, will NOT.
If you attempt to leave the room while hidden, others will notice you in the room prior to your exit. If you are SNEAKing, only those who are able to see your presence will notice you.
You may also hide objects within a room. Objects which you hide are viewable to you for as long as they are hidden. They will remain hidden for a period of time which is partly random, partly based upon your skill in hide.
If you are sneaking when you attempt to hide (yourself or an object), a check is done each step of the hide thread. If you pass this sneak check, your status is not shown to those present in the room. In other words, you can hide without others noticing.
You can add an action-message to objects which you hide, such as hide mail has been wedged into a crack in the wall . This will be saved with the hidden object, and seen by those who can view it.
Skill Requirements: Cha 50
Sneak
Syntax
sneak
Sneaking is not an absolute art. Rather, it means you will attempt to move while avoiding notice. If you do not, it will be apparent to those who see you that you are attempting to move without being seen. Sneak is checked both when you exit and enter a room; there is a chance of being seen either time.
While attempting to sneak, you will spend more movement points than you would if moving normally, and move slower.
If you are hidden and move while sneaking, there is a chance others in the room will not notice your movement.
Skill Requirements: Dex 60
Assessment
Peek
Syntax
peek [victim] (deliberate)
look [victim]
You can choose to deliberately view a players inventory, by the command peek [victim]. This will, if successful, give you a list of their inventory without sending your action to the room. Failure results in a regular look, with a chance to succeed again at the peek. You also have a chance to estimate the size of the target's coin pouch when using this command, so you can evaluate the target's potential value as a steal victim.
Consider
Currently not enabled.
Legerdemain
Steal
Syntax
steal info
Stealing is a guildskill. Help on this skill is obtainable for those who have the skill, by typing STEAL INFO.
Skill Requirements: Cha 60, Dex 60
Lockpicking
Syntax
pick [direction]
pick [lockname]
pick [doorname]
Lock-picking is one of the prime skills of thieves, allowing them to gain access to many secured areas. Lock-picking chances are improved by intelligence, and hindered by the difficulty of the lock.
Skill Requirements: Int 60
Performing
Sing
Syntax
pmote <message>
pmote finish
The pmote command is used to describe performance emotes, such as singing or playing an instrument. Use a pmote instead of an emote when your character is performing, for example:
pmote beats out a steady rhythm on his tamboura.
When a character is using pmote, others who are roleplaying in the same room gain inspiration at a faster rate than they normally would.
To stop playing or singing, type pmote finish.
Please note: You must be holding your instrument to play it, otherwise you will default to singing.
Skill Requirements: Wis 60, Con 40, Int 50 (for singing)
Acting
Acting is the ability that gives the skill level for the perform command, similar to how, for example, the ability sing determines the skill level when using the pmote command.
Acting relies on one's charisma (type ab acting).
Skill Requirements: Cha 60
Drums
Dulcimer
The dulcimer is the name given to the type of psaltery which has a trapezoidal soundbox (commonly decorated) and played by striking the strings with hammers. Dulcimers have one or two bridges over which the strings cross providing the opportunity for more pitches because the performer can strike a sound on each side of the bridge. They are commonly played on the lap or on a table. The hammers are held between the index and middle fingers. A neck strap is sometimes used for portability.
Stat Requirements: Int 50, Dex 60
Tabor
The tabor is a drum, one of the earliest instruments, comprised of a body with some fashion of taut membrane stretched across it to be struck, producing a crisp sound. Drum bodies are commonly made of wood or metal. Skins of hunted game or cattle are used as the striking surface. The head or heads can be fastened by glue, nails, or laced or lapped to the body of the drum. Sometimes the hoop is tensioned by rope. A gut snare can be added to the top or bottom head for a different effect. They may be played by the striking of the instrument with the hand, wooden sticks or soft mallets.
Stat Requirements: Dex 50
Tamboura
The tamboura is a single-headed frame drum consisting of a shallow ring of wood covered on one side with parchment. It usually has small metal discs (sometimes bells) arranged singly or in pairs hanging loosely in openings in the shell. It is played by the striking of the hide stretched across the frame or in shaking it. It is best suited as an accompaniment instrument, or during dance music.
Bells
Woodwind
Oboe
An oboe a double reed instrument that uses a broad cane reed controlled by the player's lips. This reed is attached to a staple at whose base lies a metal disc, against which the player presses his lips when performing. The shrill piercing tone of the oboe makes it suitable for use outdoors. It is keyless with seven finger holes and one thumb hole. The narrow bore accounts for its compact tone which can also be a pleasing addition in orchestral music. It is common carved of a medium weight wood and approximately a foot and a half in length.
Stat Requirements: Wis 60
Flute
Flutes are wooden instruments with six holes producing a range of two octaves or more. They are commonly seen in three or four sizes and fingered like recorders except that they are pitched one note higher, not having the bottom little-finger hole. Some exceptionally rare variants, are made of silver or glass and produce a distinctly clarified tone as opposed to the common wooden ones. The smaller the size of the instrument, the higher in range they play, sometimes becoming practically shrill in tone. They are played from a hole at the top of the instrument, air controlled by the lips blowing across the aperture.
Stat Requirements: Dex 60
Bagpipes
Bagpipes come in many shapes and sizes, usually having a single drone, although shepherd-style pipes possess a second drone. Some smaller models are blown with bellows under the arm rather than with the mouth. The construction of the bagpipe allows a continuous supply of air to be maintained. By squeezing the bag with his left hand while a breath is taken, the flow of air can be kept up in both the drone pipes and chanter. Other features of this instrument are the mouthpipe and the double reed of the chanter and drone. The mouthpipe contains a round piece of leather hinged onto the bag end which acts as a one way valve. As the player blows air in, the flap opens; when he stops blowing the air pressure within the bag forces the flap shut. The chanter has seven finger holes and a thumb hole, and has a usual range of an octave and one note. It is to be noted that they are noted for a sweet delicate tone (unlike the typically assumed Highland pipes). When larger, they can sound louder, although still pleasant to the ear. The addition of a third drone makes for a shrill sound that is largely unpleasing for the ear and mostly suited for outside dance music.
Stat Requirements: Wis 50, Con 60, Dex 50
Recorder
The recorder is a wooden instrument with a whistle cut mouthpiece, a long body with seven holes and a thumb hole, and a belled bore. They are commonly constructed from plumwood or maple, and can vary up to eight different sizes. The lower instruments produce a soft, sweet sound, where the smaller versions are loud and piercing. With creative fingerings and wind control, they can produce ranges of two and a half octaves. Their tone nearly mimics the human voice, and is well suited not only for solo performances, but also ensemble and polyphonic pieces.
Brass
Coronet
An instrument skill.
Horn
The horn (modeled after the French horn) is a metal instrument, curved with three keys that are pushed at different intervals to vary the notes. The mouthpiece is buzzed into such is common for other brass instruments, although the tone produced may be considered sweet and mellow. The bell is not overly large, but just large enough to fit a hand to mute the tone if needed. It is best suited for ensemble music, although it makes for pleasing solo sections in composition.
Stat Requirements: Con 50
Sacbut
The sacbut, a form of trombone, has a flared bell and shallow, unplated mouth piece. The notes are played by the sliding of a portion of the instrument in or out, while the performer buzzes his lips while blowing air into the mouthpiece. Sackbuts adjust tuning at the joint between the bell and slide. Decorated outer slide braces telescope slightly to follow the imperfections of the inner slide. Leather pieces cushion the slide when brought up to first position. Since the human arm cannot reach the longest positions on the bass and great bass sacbuts, they have an articulated handle on the slide to extend the reach. They do not produce blasting sounds, but carry well in ensemble music.
Stat Requirements: Con 50
Strings
Lute
The lute is one of the highest respected of all musical instruments. Delicacy, expressiveness and nuance of performance is made possible when the use of a plectrum to pluck the strings is replaced by use of the fingers. Plucking is done with the soft part of the fingers and thumb, not the nails. The best lute players use little motion of either hand. The lute is an ideal accompaniment for voice and other soft instruments. Its belly is made of pine, often only one-sixteenth inch thick, with a carved sound-hole or rose in the middle. Some lute bodies will allow light to pass through. Wooden bars glued underneath the belly strengthen it and add to the resonance. The pear shaped back is constructed from several ribs, shaped and bent over a mold, and then glued together edge to edge. These ribs may be made of sycamore, cedar, yew, or cypress, and often are no more than one-thirty-second of an inch in thickness. Stringing is light since the body is not able to withstand twelve or more strings at high tension.
Harp
The harp is one of the most ancient types of stringed instruments, and also one of the most beloved. Harps use open strings exclusively, thus the range of each is determined by the number of strings. Strings are made from twisted animal gut, although sometimes horse hair and even silk are used as well. Each string of the harp is attached to a wooden peg or metal pin. Strings are tuned by adjusting these pegs or pins. There are two common sizes of harps: a lap harp, common for traveling bards, and a floor harp, usually reserved for music chambers or ballrooms of fine residences.
Stat Requirements: Int 50, Dex 60, Wis 50
Viol
Viols are bowed instruments with frets, usually played held downwards on the lap or between the legs, although a small version under the chin is becoming widely popular. The tone is quiet but with a rather distinctly nasal quality, making it suitable for dance music and also for polyphony where the clarity of texture is so important. The body of the viol is lightly constructed and the six strings under low tension. Common sizes include the treble, alto, small tenor, tenor, and bass. The frets are made from pieces of stretched gut and tied around the neck with a special fret knot. The frets can be pushed around for easy tuning. The bow is rather convex in shape, held in an underhand grip, the palm facing upwards, although when played at the chin, the hold is reversed for ease of play.
Stat Requirements: Con 50, Dex 60
Psaltery
The psaltery is a variant of harp, simply a wooden board with gut strings stretched between pegs. The strings are plucked with fingers or by plectra. Some include a hollow box or soundboard with soundholes and metal strings. The player may perform with the instrument on the lap or on a table, or in front of the chest held with a strap around his neck if movement is needed.
Stat Requirements: Int 50, Dex 60
Trade
Haggle
The ability to haggle represents your character's natural way with shopkeepers. Higher ability means you will enjoy lower prices in the NPC-run shops around town as you talk them down to a more reasonable price.
Forge
A Merchant skill.
Blacksmith
The blacksmith ability indicates how well one is able to manipulate the finer details of metals, using specific tools and a forge.
The smith ability, when coupled with the bronze, silver, or gold ability, enables one to create various types of jewelry from raw ore.
Harvest
Used by an Herbalist.
Plant
Syntax
plant [herbname]
The plant command allows you to transplant an herb from your inventory and attempt to have it take root in the ground of the room in which you are. The higher your skill, the greater the chance of success.
This is a merchants-only (herbalist) skill.
Skill Requirements: Int 60
Tend
The tend command allows the merchant herbalist to care for growing herbs, increasing their rate of reproduction. An herb patch which has been tended will grow significantly more herbs than one which has not.
Skill Requirements: Wis 60
Papercraft
Syntax
craft <material> <slot> <item>
Craft is the command to make something out of a paper object. This relies on your papercraft skills.
Chandlery
Weaving
Syntax
weave [material] [object type]
weave inspect [object]
If you have the ability to weave, a loom to use, and the raw material with which to weave, you can make a variety of different objects. For a list of what can be made, enter the command without an argument. You must meet all the requirements (be in the right place, have the right abilities, etc) in order to see what can be made.
Weaving requires the weaving ability plus wool, linen, cotton, or silk ability. Weaving can be done with a cloth, cotton, wool, or silk raw material.
Weave inspect provides statistical info about an object.
Treat
Treat Skill
Syntax
treat
treat [name]
treat [name] [wound]
treat [grid coordinate]
treat promote [name]
Treat allows you to attempt to improve a persons critical wounds. To use, you must first specify who you are treating. Once you have done so, you have a submenu, viewable by entering treat without an argument.
Success of treating someone is dependent upon several factors, among them being your ability in treat, you ability in medical (listed under advantages), and your location. If you are not in a hospital area, you have significantly less affect on the wounds you treat, and the type you can treat.
As a medical person, you can promote others who are of the medical field by use of the treat promote [name] command. This indicates that you have judged them ready to move to the next level. You cannot promote someone who has no ability at all, nor can you promote someone higher than your level.
When you are treating a person, you are shown a battleship-like coordinate system of the relative wound area. Your job is to specify the location on that grid which you are working on. The closer to the 'heart' of the wound you get, the better your ministrations are. Be careful, you can hurt the player if you are clumsy here!
It is up to you to discover in character the full ramifications of the treat code.
Treating Wounds
Wounds acquired in combat heal very slowly. If they are serious enough, they can hamper movement or even cause a character to die, if untreated.
Urth has a long-standing tradition of well-trained doctors and nurses who can tend your medical needs, for a price. Check the hospital area if you need assistance with treatment of wounds.
Bear in mind that treatment is IN CHARACTER. The medical personnel will likely help you more if you are courteous to them.
Woodworking
A trade skill used in combination with whittle.
Jeweling
Syntax
jewel <material> <slot> <item>
jewel inspect <item>
The jewel command allows you to attempt to make jewelry items, provided you have the material and skill necessary. In order to create jewelry, you must be in a room with a forge.
Skill Requirements: Dex 60, Wis 60
Leatherworking
Leatherworking is the requisite ability for the work command. The higher the rank in this skill, the better the quality of the leather item.
Skill Requirements: Int 60, Dex 60
Materials
Many items can be crafted in game by players, from a variety of different materials. Naturally, the better the material, the more expensive the item. From worst to best, the following materials are usable by PCs for the creation of objects:
- Clothing : Linen, Wool, Cotton, Silk
- Weapons/Armor: Iron, Steel, Damascus Steel
- Jewelry : Bronze, Silver, Gold
Questions about the properties and costs of a particular material should be addressed to the Merchant Guild, in character. Items that cannot be made by player characters can be purchased via quest points, as per help info qp.
Stat Requirements to Work in Material:
Bronze
Con 50, Str 50
Iron
Con 60, Str 60
Steel
Damascus
Str 70, Con 70, Wis 60
Wool
Dex 50
Linen
Int 50, Dex 50
Cotton
Wis 50, Dex 50
Silk
Wis 60, Dex 60, Int 50
Silver
Con 50, Dex 60, Int 50
Gold
Con 50, Dex 60, Int 60
Advantages
<This category shows extra information about your character, such as piety, wealth, mage status, etc>
