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diff --git a/lib/mods/theme/help/c_alchem.txt b/lib/mods/theme/help/c_alchem.txt deleted file mode 100644 index 2f7cd58c..00000000 --- a/lib/mods/theme/help/c_alchem.txt +++ /dev/null @@ -1,135 +0,0 @@ -|||||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]). - |