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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/c_alchem.txt | |
parent | 6be64d33039bf2ece3f50b3162b2da7f74ce2e4a (diff) |
Import Theme repository into main repository
Diffstat (limited to 'lib/mods/theme/help/c_alchem.txt')
-rw-r--r-- | lib/mods/theme/help/c_alchem.txt | 135 |
1 files changed, 135 insertions, 0 deletions
diff --git a/lib/mods/theme/help/c_alchem.txt b/lib/mods/theme/help/c_alchem.txt new file mode 100644 index 00000000..2f7cd58c --- /dev/null +++ b/lib/mods/theme/help/c_alchem.txt @@ -0,0 +1,135 @@ +|||||oy +~~~~~01|Alchemist +~~~~~02|Classes|Alchemist +#####R=== Alchemists === + +#####GDescription +Alchemists are the only class that can harness the abilities of the +essences found in the dungeon. They can add these essences to staves, +rings, wands, rods, and sometimes weapons and armour to create new items +or recharge old ones. They can also extract essences from magical items +they find. Using these abilities, Alchemists can get very good items at +low levels. The trouble is getting them to survive later on. + +Alchemists are extremely proficient with all kinds of magical devices, +and have made a fine art of extracting, storing, and using these +objects' magical energies. Because they neither fight well nor cast +powerful spells, Alchemists rely on their craftsmanship to cope with +the dangers of the dungeons. They will quickly learn to create damage- +dealing wands, rods, and staffs, forge powerful weapons and armour, +make highly useful objects of other kinds, and eventually, at great cost +to other knowledge, they can learn the perilous art of artifact creation +itself. + +#####GStarting Stat Modifiers +Strength -5 +Intelligence +3 +Wisdom +0 +Dexterity +1 +Constitution -2 +Charisma +1 +Hit Die +d0 +Spell Points +0% +Exp Penalty 30% + +#####GStarting Skills: +#####BSkill Start Level Skill Point Gains +Combat 1.000 [0.700] + Weaponmastery 0.700 [0.700] +Sneakiness 1.000 [0.900] + Stealth 0.000 [0.400] +Magic 3.000 [0.900] + Magic-Device 1.000 [1.250] + Geomancy + Fire 0.000 [0.100] + Water 0.000 [0.100] + Air 0.000 [0.100] + Earth 0.000 [0.100] + Meta 0.000 [0.500] + Conveyance 0.000 [0.100] + Divination 0.000 [0.500] + Temporal 0.000 [0.100] + Mind 0.000 [0.100] + Nature 0.000 [0.100] + Necromancy 0.000 [0.100] + Runecraft 0.000 [0.700] + Thaumaturgy 0.000 [0.100] + Alchemy 1.000 [0.800] +Spirituality 1.000 [0.800] + Prayer 0.000 [0.500] +Monster-lore 0.000 [0.500] + +*An Alchemist cannot learn the Geomancy skill, but it is shown in his skill +screen because the elemental schools are sub-skills of it. + +#####GInnate Abilities: +#####BAbility Character level +Perfect casting 1 + +#####GStarting Equipment +An Alchemist begins the game with: + a Dagger + six Essences of Explosion + an Empty Bottle + a Set of Leather Gloves +~~~~~03|Alchemist|Alchemy powers explained +~~~~~05|Skills|Alchemy - Alchemy powers +#####GAlchemy +[[[[[BThe alchemical techniques are accessed using the 'm' key.] +Alchemists may then 'E'xtract essences or add 'P'owers. The Alchemist [[[[[vmust] +be wearing GLOVES to use their alchemy powers. + +An Alchemist is also capable of [[[[[Bcreating their own artifacts], but +this is a time-consuming, and costly, activity. To do so, he must first +learn the ability *****ability.txt*09[Artifact Creation], which costs a whopping 70 skill points +to learn, and requires some high pre-requisites. Once he has done so, +he needs to imbue an ego item with a number of essences of magic (equal +to their skill level) and then wield the item. While using the item, +it will gain experience (which reduces the amount of exp the wearer +gains during this time). When the Alchemist feels that the item is +powerful enough, he can finalise the artifact by "buying" powers using +the experience the artifact has collected. He will also require exotic +ingredients to add the abilities. + +Most (but not all) potions, scrolls, wands, staffs, rods, rings, and +amulets contain usable magical energies. An Alchemist taps that +energy, using the technique "'E'xtract essences" to create one or more +essences of a type appropriate to the original object. + +The drained object itself is now called "of nothing". Unlike any +other kind of object, it can have new magics added to it. + +An Alchemist can add power to such items by using essences he made or +found. He does this with the technique "'P'ower". He can then select +the object he wishes to enchant, and the kind of object he wishes to +create. Only object types for which he knows the recipe will be displayed, +and ones for which essences are lacking will be displayed in red. Objects +whose level exceeds his own are sometimes difficult to create, though +he can always add gold to improve the chances of his success. + +[[[[[BA few pointers:] + -Recipes are (usually) logical. Acid essences don't make Dragon + Weapons. And you can always look at the recipes you know with + the "recipe 'B'ook" command. + -Not all objects or ego-item types can be made using alchemy. + -Alchemy is mostly reversible. Most items that you can + 'E'xtract from, you can later re-create, if you learn about + them when extracting from them. You won't always get enough + essences from destroying an item to recreate it, though the + chance of doing so will get higher as you increase in skill. + -*Identifying* an object that you can destroy will always teach + you how to create it (if creating it is possible). + -Since you can't create abilities in artifacts that you aren't + aware of, make sure to *identify* all the artifacts you can. + -You can't *identify* things you buy in shops, so you'll have + to extract from them and take your chances. + +[[[[[BSome Recipes:] +Any Alchemist worth his salt knows lots of recipes. By extracting from +items in the dungeon, he learns to create more and more items. You can +see the recipes you know using the "recipe 'B'ook" command. The Alchemist +starts off knowing some basic recipes, and gains more recipes as time +goes on. + +More details can be found in the *****essences.txt*0[Essences SPOILER]). + |