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author | Bardur Arantsson <bardur@scientician.net> | 2012-03-04 15:53:46 +0100 |
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committer | Bardur Arantsson <bardur@scientician.net> | 2012-03-29 19:59:21 +0200 |
commit | a1ebb9363e31ad449377a5794f1bf93d84e25bc8 (patch) | |
tree | 3722b20555e47d8c20283b75bfc37b9eb7ba767f /lib/mods/theme/help/ability.txt | |
parent | 6be64d33039bf2ece3f50b3162b2da7f74ce2e4a (diff) |
Import Theme repository into main repository
Diffstat (limited to 'lib/mods/theme/help/ability.txt')
-rw-r--r-- | lib/mods/theme/help/ability.txt | 115 |
1 files changed, 115 insertions, 0 deletions
diff --git a/lib/mods/theme/help/ability.txt b/lib/mods/theme/help/ability.txt new file mode 100644 index 00000000..175d6745 --- /dev/null +++ b/lib/mods/theme/help/ability.txt @@ -0,0 +1,115 @@ +|||||oy +~~~~~01|Abilities +#####R=== ToME Abilities === +As well as spending your skill points on *****skills.txt*0[skills], you can also choose +to spend them on abilities. +Abilities are bought once, and then have a permanent effect. You cannot +continue adding skill points into them, (which you can with *****skills.txt*0[skills]) as there +would be no way that these abilities can improve. They are a "one-off +purchase". +As a consequence of this, they are often quite powerful abilities and can +cost quite a few skill points to buy. +Most abilities have a prerequisite skill or stat level which you must reach +before being able to buy. + +For instance, you can invest in the *****ability.txt*03[Tree walking] ability. This will allow +you to pass through dense undergrowth. In order to purchase this skill you must +first have your *****skills.txt*34[Nature] skill at 20 or greater, and then it will cost you 7 +skill points to buy. This means you have to "save up" enough skill points in +order to be able to afford this ability. + +You can access the Ability screen by pressing 'N' (in the original keyset, or +'\N' in the roguelike keyset). Scroll up and down the abilities and then +navigate right to buy selected ability. + +Adapt your character with skills and abilities in order to make it unique, +playable, and maybe even powerful enough to win the game! + +Here follows a list of all the available abilities: + +*****ability.txt*02[Spread blows] *****ability.txt*03[Tree walking] +*****ability.txt*04[Perfect casting] *****ability.txt*05[Extra Max Blow(1)] +*****ability.txt*06[Extra Max Blow(2)] *****ability.txt*07[Ammo creation] +*****ability.txt*08[Touch of death] *****ability.txt*09[Artifact Creation] +*****ability.txt*10[Far reaching attack] *****ability.txt*11[Trapping] +*****ability.txt*12[Undead Form] + +~~~~~02|Abilities|Spread blows +[[[[[BSpread blows] +If a monster dies to your attack but you still have blows left +you won't lose the full turn, allowing you to attack some other +monster in the same turn. +#####UPrereq: Weaponmastery skill@30, Dex@17 +#####rCost: 5 +Warriors (of all types) gain this ability for free at character level 25. +~~~~~03|Abilities|Tree walking +[[[[[BTree walking] +Allows you to walk in dense forest. +#####UPrereq: Nature skill@20 +#####rCost: 7 +Ents and Wood Elves are born with this ability. +~~~~~04|Abilities|Perfect casting +[[[[[BPerfect casting] +Allows you to reach 0% failure rate on spells. +#####UPrereq: Magic skill@35 +#####rCost: 6 +Priests and Mages (of all types) are born with this ability. +~~~~~05|Abilities|Extra Max Blow 1 +[[[[[BExtra Max Blow(1)] +Increases your max possible blows number by 1. +#####UPrereq: Combat skill@10 +#####rCost: 7 +Warriors (of all types) and Paladins are born with this ability. +Rogues (of all types) gain this ability for free at character level 10. +~~~~~06|Abilities|Extra Max Blow 2 +[[[[[BExtra Max Blow(2)] +Increases your max possible blows number by 1 (Cumulative with +Extra Max Blow(1)). +#####UPrereq: Combat skill@20, Extra Max Blow(1) +#####rCost: 7 +Warriors (of all types) are born with this ability. +~~~~~07|Abilities|Ammo creation +[[[[[BAmmo creation] +Allows you to create shots, arrows and bolts from various materials. +You can always make shots. +At Archery level 10 you can start making arrows. +At Archery level 20 you can start making bolts. +#####UPrereq: Archery skill@10 +#####rCost: 8 +Archers (of all types) gain this ability for free at character level 2. +~~~~~08|Abilities|Touch of death +[[[[[BTouch of death] +Your melee blows can insta-kill, but you only receive 1/3 of the experience +for that kill. +You must activate this from your 'm' menu. +#####UPrereq: Necromancy skill@50, Combat skill@40, DEX@30, STR@30 +#####rCost: 15 +~~~~~09|Abilities|Artifact Creation +[[[[[BArtifact Creation] +In combination with a high alchemy skill this ability will let you +design your very own artifacts. +Prereq: Alchemy@40, INT@35, WIS@35 +#####rCost: 70 +~~~~~10|Abilities|Far reaching attack +[[[[[BFar reaching attack] +You can attack an enemy one square far using a long polearm. +At high levels of Polearm-mastery skill, you can even hit two enemies at once. +#####UPrereq: Combat@15, Polearm-mastery@15 +#####rCost: 10 +~~~~~11|Abilities|Trapping +[[[[[BTrapping] +Enables you to set traps which harm monsters. +#####UPrereq: Disarming@15 +#####rCost: 10 +Rogues are born with this ability. +~~~~~12|Abilities|Undead Form +[[[[[BUndead Form] +With this ability your character receives a small amount of Death Points (DP) +when they 'die'. Every normal (+0 speed) turn, one DP +is lost; you can regain it like you would do with Hit Points. +If you manage to kill enough monsters before your DP goes below 0, your +character is brought back to life. +#####UPrereq: Necromancy@30, INT@25 +#####rCost: 15 +Necromancers gain this ability for free at character level 25. + |