#W# Initial Commit: Avatars Conquest
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28
Scripts/Engines/Help/Index/HelpPageBasics.cs
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28
Scripts/Engines/Help/Index/HelpPageBasics.cs
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using System;
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using Server;
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namespace Server.Misc
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{
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public class HPBasics
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{
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public static string HelpPageBasics( int part )
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{
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string title = "Basics";
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string scroll = "false";
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string text = @"This is the main page!
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";
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if ( part == 1 )
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return title;
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else if ( part == 2 )
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return scroll;
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return text;
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}
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}
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}
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73
Scripts/Engines/Help/Index/HelpPageGuilds.cs
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73
Scripts/Engines/Help/Index/HelpPageGuilds.cs
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using System;
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using Server;
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namespace Server.Misc
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{
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public class HPGuilds
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{
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public static string HelpPageGuilds( int part )
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{
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string title = "Guilds";
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string scroll = "true";
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string text = @"Player characters can start their own guilds, where they need only a guildstone and a house. Deeds for guildstones can be purchase from a provisioner.
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There are also local guilds one can join. Some join them for increased learning, and thus quicker acquisition of skills. Other guild also may provide an advantage toward a trade skill. Search the towns and cities for a guildmaster of your desired guild. Single click on them and choose the JOIN option. They will tell you the price to join, where you can hand them the gold if you have it. If you are already a member of a guild, they will inform you that you need to resign from that guild first. Find your current guildmaster, and single click on them to choose the RESIGN option. Then you can join another guild. If you have over 4 murders reported against you, you will not be able to join any guilds and you will be suspended from any guild you are a member of. The exceptions to this are the Assassins Guild and Thieves Guild. Guildmasters will sell things to members as well.
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Below are the various local guilds you can join:
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ALCHEMISTS GUILD
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Members of this guild have an advantage toward creating potions.
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ASSASSINS GUILD
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This dark guild usually attracts members that want an increased learning in fencing, hiding, poisoning, and stealth.
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BARDS GUILD
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Musicians join this guild to have an increased learning in music, discordance, peacemaking, and provocation.
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BLACKSMITHS GUILD
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Guild members have an advantage toward mining and blacksmithing.
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CARPENTERS GUILD
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Members have an advantage toward the woodworking trade.
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HEALERS GUILD
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Those that join this guild have a much increased learning in using bandages. Only guild members are able to resurrect another with bandages.
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LIBRARIANS GUILD
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Those that work on scribing magic scrolls, drawing maps, or deciphering treasure maps often join this guild to get an advantage in doing such tasks.
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MAGES GUILD
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Joining this guild gives the aspiring wizard an improved learning in magery, meditation, and concentration.
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MARINERS GUILD
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Fisherman often join this guild to have a much improved chance of acquiring things below the surface of the sea. Mariner guild members can also dock or launch their ship from any shore in the land.
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RANGERS GUILD
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Members of this guild get an advantage when crafting bows, arrows, or bolts. Rangers also have an increased learning in archery, tactics, and tracking.
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TAILORS GUILD
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Having an advantage in the tailoring trade come with membership in this guild.
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THIEVES GUILD
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Those seeking to pilfer things that don't belong to them, will seek out this guild. Members have an increased learning in hiding, lockpicking, stealing, and stealth.
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TINKERS GUILD
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Members of this guild get an advantage when creating things within this trade.
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WARRIORS GUILD
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Those seeking to be great warriors, eventually join this elite guild. Members have an increased learning in bludgeoning, fencing, parrying, swords, and tactics.
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";
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if ( part == 1 )
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return title;
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else if ( part == 2 )
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return scroll;
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return text;
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}
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}
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}
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86
Scripts/Engines/Help/Index/HelpPageHomes.cs
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86
Scripts/Engines/Help/Index/HelpPageHomes.cs
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@ -0,0 +1,86 @@
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using System;
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using Server;
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namespace Server.Misc
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{
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public class HPHomes
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{
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public static string HelpPageHomes( int part )
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{
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string title = "Trades";
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string scroll = "true";
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string text = @"Trades are secondary skills you can use to produce or create items. All characters can use any of the trades available in the game as the base value of trade skills is 10. The proficiency in trades is dependent on the character's statistics (strength, intelligence, and dexterity). The higher the appropriate statistics, the better the trade skill. Most trades are influenced by a primary attribute, and slightly affected by a secondary attribute. These are listed with the trades below, where the primary is first, followed by the secondary. If you are a member of the associated guild, you will get a bonus of 20 to the trade(s). Like ordinary skills, trade skills cannot be higher than 100. Trade skills are not a part of a characters overall regular skill cap. The trade skills are listed below:
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ALCHEMY
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- Int / Dex
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- Alchemists Guild
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Get some empty bottles, a mortar & pestle, and some reagents to start creating potions. Reagents used are black pearl, bloodmoss, garlic, ginseng, mandrake root, nightshade, spiders silk, and sulfurous ash.
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BLACKSMITHING
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- Str / Dex
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- Blacksmiths Guild
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Using a tool like tongs or a hammer, with some ingots, and you can begin crafting armor and weapons. You can also repair such items that are made of metal, but you need to be near an anvil and forge to perform this trade.
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CARPENTRY
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- Dex / Str
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- Carpentry Guild
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Tools, like a saw, can be used with logs to create items like chairs, tables, or staves. You can also create stone chairs or stone tables if you have the right amount of ore.
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CARTOGRAPHY
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- Int / Dex
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- Librarians Guild
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With a mapmaking pen and some blank scrolls, you can start mapping the area around you. These maps can come in handy as sea charts as well, plotting courses to give to your ship's tillerman. A good cartographer can also decipher treasure maps, to discover where they are buried.
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COOKING
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- Int / Dex
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Using an item like a frying pan, you can take various ingredients to create edible foods. Some ingredients can be purchases where others can be acquired from gardens. You can also harvest wheat and use a nearby mill to create some flour.
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FISHING
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- Str / Dex
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- Mariners Guild
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Grab a fishing pole, place it in your hand, and use it to cast a line onto the water. This trade is mostly a way to feed yourself with fresh fish, but some use the skill to help them learn the fates of discovered messages in bottles. Also using fishing nets is something fisherman do.
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FLETCHING
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- Dex / Str
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- Rangers Guild
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With some fletching tools, you can take some logs and create bows and arrows. For arrows you will need some feathers, but killing some birds will help with that. Use a bladed item (dagger, sword, etc.) on a dead bird to cut the feathers off. You can also repair bows.
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INSCRIPTION
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- Int / Dex
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- Librarians Guild
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Using a scribe pen and some blank scrolls, mages often use this to create scrolls from the spells they have learned. Creating a scroll requires a spellbook with the spell already in it, and also the reagents required to cast the spell.
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LUMBERJACKING
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- Str / Dex
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- Carpentry Guild
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Grab an axe, double click it, and then target a tree to chop some wood. Logs are pretty heavy so you may want to acquire a pack mule from the local stable master to help you haul it away. Logs can be used for carpentry or fletching.
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MINING
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- Str
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- Blacksmiths Guild
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With a shovel or pickaxe, you can go along a mountainside or into a cave and dig up some ore. Ore is pretty heavy so you may want to acquire a pack mule from the local stable master to help you haul it away. Using the ore on a forge will turn that into ingots you can use for blacksmithing.
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TAILORING
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- Dex / Int
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- Tailors Guild
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A sewing kit can be used to make some elegant clothing, leather armor, and even stitch bones together to make some horrific bone armor. You can repair such armor with this trade as well. Leather can be acquired from skinning many slain creatures by using a bladed item (dagger, sword, etc.) on the dead creature. Using scissors on the acquired hides will turn it into leather you can use. Bones can be found on slain skeletal creatures. To acquire cloth, you can buy it or you can pick the cotton and flax from gardens and use that on a spinning wheel. Then you can use the thread on a loom to make some cloth. You can do something similar by sheering sheep. Using scissors on the bolts of cloth will produce sheets of cloth you can craft with. Using scissors on cut cloth will turn that into bandages, which is used with the healing skill.
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TINKERING
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- Dex / Int
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- Tinkers Guild
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Tinkering is a handy craft as it allows you to make many tools that are used for other trades. With a set of tinker tools, and usually some ingots, you can create such items. You can even crush gems into a crystal powder and make glass items like bottles and vials. Just drop some gems onto a mortar and pestle and you will grind it into this fine powder.
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";
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if ( part == 1 )
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return title;
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else if ( part == 2 )
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return scroll;
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return text;
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}
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}
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}
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60
Scripts/Engines/Help/Index/HelpPageShips.cs
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60
Scripts/Engines/Help/Index/HelpPageShips.cs
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@ -0,0 +1,60 @@
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using System;
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using Server;
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namespace Server.Misc
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{
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public class HPShips
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{
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public static string HelpPageShips( int part )
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{
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string days = ((int)(Server.Misc.Settings. BoatDelete())).ToString();
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string title = "Ships";
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string scroll = "true";
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string text = @"If one wants to venture out onto the high seas, they will need to acquire a ship. Shipwrights sell such vessels, but sometimes a provisioner may have a small ship for sale as well. When you buy a ship, you will be given a deed that you would use near a dock to launch your new ship. When you choose a valid place for your ship, it will appear on the sea where a key will be provided in your backpack and another in your chest back at the inn. You can use this key by double clicking it and then selecting the side plank doors of the ship to either lock or unlock them.
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To board your ship, you can double click the side door of the boat to extend the plank. You can then double click the plank to board your ship. To disembark, double click the door again to extend the plank and then walk onto it. You may have to step on and off a couple of times until you disembark onto land.
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While on your ship, double click the tillerman to have a navigation window open. This will help you navigate your ship on the sea. If you want to rename your ship, then select the shipwright sign symbol on the lower right of this window. There is also a small X button near that if you want to close the navigation window. Much of the other buttons consists of arrows to steer your ship, drop or raise the anchor, and even extend or close the planks.
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To dock your ship, you must first ensure that the hold is clear and the deck is clean. Then drop the anchor and disembark your ship. Once on shore, you can double click the tillerman to get a confirmation window about docking your ship. If this window does not appear, wait a few seconds and try again. Docking your ship will place a small ship model in your backpack that you can take with you and launch elsewhere.
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Ships come in different sizes, and you should buy a ship that will hold the amount of goods you need it to. Below is a list of ships you can get:
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Small Ship
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Hold: 1,000 stones of weight
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Small Dragon Ship
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Hold: 1,400 stones of weight
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Medium Ship
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Hold: 1,800 stones of weight
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Medium Dragon Ship
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Hold: 2,200 stones of weight
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Large Ship
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Hold: 2,600 stones of weight
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Large Dragon Ship
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Hold: 3,200 stones of weight
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Each ship has a hold at the front, that you can access like any other container by double clicking it. You cannot dock a ship while there are items in this hold or on the deck. You must be near a dock to launch or dock your ship. Being near a home you own will also allow you to do these actions. A member of the Mariners Guild can launch or dock their ship from any shore in the land.
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Ships not only allow you to travel to far off lands, but they also provide different types of items to be fished up from the sea as opposed to just fishing from the shore. You could battle hideous sea creatures, or find a message in a bottle that contains a note to some sunken treasure.
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An unattended ship will eventually have its hold rot and sink into the ocean. ";
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text = text + "This will occur if nobody uses the ship within about " + days + " real world days.";
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if ( part == 1 )
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return title;
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else if ( part == 2 )
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return scroll;
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return text;
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}
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}
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}
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107
Scripts/Engines/Help/Index/HelpPageSkills.cs
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107
Scripts/Engines/Help/Index/HelpPageSkills.cs
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@ -0,0 +1,107 @@
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using System;
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using Server;
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namespace Server.Misc
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{
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public class HPSkills
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{
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public static string HelpPageSkills( int part )
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{
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string days = ((int)(Server.Misc.Settings. BoatDelete())).ToString();
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string title = "Skills";
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string scroll = "true";
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string text = @"There are 25 available skills, and they rank from 0 to 100. Some of your attributes (strength, dexterity, or intelligence) can affect these values. A character has the opportunity to acquire a total of 700 skill points that can be gained. Once a character acquires 700 skill points, they can gain no more. A character can manage these gains and losses, however, and they would do that by using the SKILLS button on their character's PAPERDOLL. Each skill has arrows that can be set to gain, lower, or lock. So if you want to train a new skill, but are out of available points to gain, you can set a current skill to lower. If you want a skill to stop advancing, you can lock it at that value.
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Some skills are used naturally during gameplay, while others have an action button associated with it. You can identify these on the SKILLS window if they have a blue gem icon on the left. You can click this gem to activate the skill, you or can click and drag the skill name from the SKILLS window, onto the view screen. A button will appear that will let you use the skill, and you can place that quick button wherever you want.
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Below are the available skills, and a description of each:
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ARCHERY
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Determines the accuracy and effectiveness with bows and crossbows. You can do some rudimentary practicing on archery buttes.
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BLUDGEONING
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This skill is used for blunt weapons like staves, maces, mauls, whips, or clubs. You can do some rudimentary practicing on training dummies. Attacks can provide a bonus when averaging a warrior's skill with bludgeoning, swords, and fencing weapons.
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CONCENTRATION
|
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Wizards often practice this skill, that makes their spells more effective. It also helps them use less mana for casting spells.
|
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DISCORDANCE
|
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This is a bardic ability, where a musical instrument can be used to play a song that causes another to fight less effectively.
|
||||
|
||||
DODGING
|
||||
This provides the ability to dodge physical attacks from others. It is influenced by dexterity and the amount of armor worn. The more armor (and heavier the armor) being worn will reduce the chance to dodge. It may also help one avoid dungeon floor and wall traps.
|
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|
||||
FENCING
|
||||
This skill is used for piercing weapons like spears, pikes, rapiers, daggers, forks, or a kryss. You can do some rudimentary practicing on training dummies. Attacks can provide a bonus when averaging a warrior's skill with bludgeoning, swords, and fencing weapons.
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||||
|
||||
HAND-TO-HAND
|
||||
Using your bare hands for combat isn't the most effective of offensive skills, but it does provide ways for mages to be more defensive and effective. It has the benefits of faster spell casting and faster spell casting recovery. It also helps mages perhaps avoid having their spells interrupted. You can do some rudimentary practicing on training dummies.
|
||||
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||||
HEALING
|
||||
Bandages are used for this skill, and will allow for one to heal another or even cure poisons if talented enough. As a healer gets better with this skill, their ability to wrap a bandage is quicker. Those in the Healers Guild are said to be able to resurrect others with this method.
|
||||
|
||||
HIDING
|
||||
This allows one to hide from others. Someone with revealing magic, or a good searching skill, may be able to find you. Hiding is also important for being able to walk around stealthily.
|
||||
|
||||
LOCKPICKING
|
||||
Using lockpicks, a good thief can bypass almost any locked chest or dungeon door. Where most leave a dungeon with treasure, thieves often leave with much more since they can open what others cannot.
|
||||
|
||||
MAGERY
|
||||
The art of magic can be powerful. Seek a mage to acquire a spellbook and some scrolls to get started. Do not forget to buy reagents, as spells require them to cast. The spellbook will inform you on everything you need to know about magery. Hovering your cursor over the spell page icon will briefly describe the spell for you.
|
||||
|
||||
MEDITATION
|
||||
The ability to regain mana quickly is quite beneficial for a mage. This skill improves that recovery.
|
||||
|
||||
MUSICIANSHIP
|
||||
This is the art of playing musical instruments. Without this skill, then a bard would not be able to use skills like discordance, peacemaking, and provocation.
|
||||
|
||||
PARRYING
|
||||
Wielding a shield, a warrior can possibly avoid or reduce damages from physical attacks.
|
||||
|
||||
PEACEMAKING
|
||||
Using this skill with an instrument will put even the angriest monster at ease, making them calm and unwilling to fight.
|
||||
|
||||
POISONING
|
||||
Using poisons on bladed weapons, can only be accomplished with this skill. The better the skill, the deadlier of poisons one can use. Use the skill on a bottle of poison, and select the edged weapon you wish to poison. Whenever you strike an opponent with the weapon, they will also be poisoned if they are not immune to such things. If you ever want to wipe the poison off of the blade, then use an oil cloth to clean it.
|
||||
|
||||
PROVOCATION
|
||||
Playing the proper musical tune will cause creatures to fight each other instead of you or your comrades.
|
||||
|
||||
REMOVE TRAPS
|
||||
This skill can actively be used on containers and dungeon doors, and passively checked when passing near dungeon floor and wall traps. If successful, you would render the trap useless.
|
||||
|
||||
RESISTING SPELLS
|
||||
The ability to avoid the effects of spells, or lessen the negative effects of spells, is determined by this skill.
|
||||
|
||||
SEARCHING
|
||||
If you want to find a hidden creature, then you would use this skill to do that. This skill is also helpful in finding more treasure in dungeons, from both creatures and containers. Searching for more treasure is also enhanced if you have recently been magically night sighted. Holding a lit lantern, torch, or candle in your hands also enhances the search for hidden treasure.
|
||||
|
||||
STEALING
|
||||
Stealing is seldom employed by thieves to take things from citizens, but more used for taking from monstrous creatures or murderous humanoids. You can double click a creature to open their pack, or double click a human to open their PAPERDOLL and then double click their backpack. Your stealing skill will be tested to see if you can peek into the pack. If you manage to open it, then you can try to take things from it. You must have both hands free to steal, and you cannot steal things from creatures if they are too heavy. Stealing is also used to take things from ornate dungeon chests, that require a sleight of hand to grab before they magically vanishing. Stealing from these chests do not have the weight restriction as creatures have, so you can attempt to steal anything within the chest. You can do some rudimentary practicing on pickpocket dips.
|
||||
|
||||
STEALTH
|
||||
The better your hiding skill, the better you can use the stealth skill. Walking around without being noticed can be beneficial to anyone, but this skill is often used by rangers, thieves, and assassins. The amount and weight of equipped armor pieces will affect this ability, so the lighter your gear the easier it is to sneak around. Wearing heavier armor can help you get better with this skill.
|
||||
|
||||
SWORDSMANSHIP
|
||||
This skill is used for sharp weapons like swords, axes, and polearms like halberds. You can do some rudimentary practicing on training dummies. Attacks can provide a bonus when averaging a warrior's skill with bludgeoning, swords, and fencing weapons.
|
||||
|
||||
TACTICS
|
||||
This is a general warrior skill, that allows for more effective attacks with weapons. Archers also can benefit from this with their ranged weapons, as well as those that fight hand-to-hand.
|
||||
|
||||
TRACKING
|
||||
Following the path of nearby creatures can come in handy when hunting for prey. The better you are at tracking, the further you can track them.
|
||||
|
||||
";
|
||||
|
||||
if ( part == 1 )
|
||||
return title;
|
||||
else if ( part == 2 )
|
||||
return scroll;
|
||||
|
||||
return text;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
86
Scripts/Engines/Help/Index/HelpPageTrades.cs
Normal file
86
Scripts/Engines/Help/Index/HelpPageTrades.cs
Normal file
|
|
@ -0,0 +1,86 @@
|
|||
using System;
|
||||
using Server;
|
||||
|
||||
namespace Server.Misc
|
||||
{
|
||||
public class HPTrades
|
||||
{
|
||||
public static string HelpPageTrades( int part )
|
||||
{
|
||||
|
||||
string title = "Trades";
|
||||
string scroll = "true";
|
||||
|
||||
string text = @"Trades are secondary skills you can use to produce or create items. All characters can use any of the trades available in the game as the base value of trade skills is 10. The proficiency in trades is dependent on the character's statistics (strength, intelligence, and dexterity). The higher the appropriate statistics, the better the trade skill. Most trades are influenced by a primary attribute, and slightly affected by a secondary attribute. These are listed with the trades below, where the primary is first, followed by the secondary. If you are a member of the associated guild, you will get a bonus of 20 to the trade(s). Like ordinary skills, trade skills cannot be higher than 100. Trade skills are not a part of a character's overall regular skill cap. The trade skills are listed below:
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ALCHEMY
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- Int / Dex
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- Alchemists Guild
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Get some empty bottles, a mortar & pestle, and some reagents to start creating potions. Reagents used are black pearl, bloodmoss, garlic, ginseng, mandrake root, nightshade, spiders silk, and sulfurous ash.
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BLACKSMITHING
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- Str / Dex
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- Blacksmiths Guild
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Using a tool like tongs or a hammer, with some ingots, and you can begin crafting armor and weapons. You can also repair such items that are made of metal, but you need to be near an anvil and forge to perform this trade.
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CARPENTRY
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- Dex / Str
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- Carpentry Guild
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Tools, like a saw, can be used with logs to create items like chairs, tables, or staves. You can also create stone chairs or stone tables if you have the right amount of ore.
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CARTOGRAPHY
|
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- Int / Dex
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- Librarians Guild
|
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With a mapmaking pen and some blank scrolls, you can start mapping the area around you. These maps can come in handy as sea charts as well, plotting courses to give to your ship's tillerman. A good cartographer can also decipher treasure maps, to discover where they are buried. If you discover the location of a buried treasure, get yourself a shovel and travel to that location. Use the shovel on the map and you should start digging it up. Be careful when removing treasure from the chest, as monsters will surely be guarding it from trespassers.
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|
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COOKING
|
||||
- Int / Dex
|
||||
Using an item like a frying pan, you can take various ingredients to create edible foods. Some ingredients can be purchases where others can be acquired from gardens. You can also harvest wheat and use a nearby mill to create some flour.
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||||
|
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FISHING
|
||||
- Str / Dex
|
||||
- Mariners Guild
|
||||
Grab a fishing pole, place it in your hand, and use it to cast a line onto the water. This trade is mostly a way to feed yourself with fresh fish, but some use the skill to help them learn the fates of discovered messages in bottles. Also using fishing nets is something fisherman do.
|
||||
|
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FLETCHING
|
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- Dex / Str
|
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- Rangers Guild
|
||||
With some fletching tools, you can take some logs and create bows and arrows. For arrows you will need some feathers, but killing some birds will help with that. Use a bladed item (dagger, sword, etc.) on a dead bird to cut the feathers off. You can also repair bows.
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||||
|
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INSCRIPTION
|
||||
- Int / Dex
|
||||
- Librarians Guild
|
||||
Using a scribe pen and some blank scrolls, mages often use this to create scrolls from the spells they have learned. Creating a scroll requires a spellbook with the spell already in it, and also the reagents required to cast the spell.
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||||
|
||||
LUMBERJACKING
|
||||
- Str / Dex
|
||||
- Carpentry Guild
|
||||
Grab an axe, double click it, and then target a tree to chop some wood. Logs are pretty heavy so you may want to acquire a pack mule from the local stable master to help you haul it away. Logs can be used for carpentry or fletching. Logs can get a bit heavy, so using your axe on them will turn them into lighter weight boards.
|
||||
|
||||
MINING
|
||||
- Str
|
||||
- Blacksmiths Guild
|
||||
With a shovel or pickaxe, you can go along a mountainside or into a cave and dig up some ore. Ore is pretty heavy so you may want to acquire a pack mule from the local stable master to help you haul it away. Using the ore on a forge will turn that into ingots you can use for blacksmithing.
|
||||
|
||||
TAILORING
|
||||
- Dex / Int
|
||||
- Tailors Guild
|
||||
A sewing kit can be used to make some elegant clothing, leather armor, and even stitch bones together to make some horrific bone armor. You can repair such armor with this trade as well. Leather can be acquired from skinning many slain creatures by using a bladed item (dagger, sword, etc.) on the dead creature. Using scissors on the acquired hides will turn it into leather you can use. Bones can be found on slain skeletal creatures. To acquire cloth, you can buy it or you can pick the cotton and flax from gardens and use that on a spinning wheel. Then you can use the thread on a loom to make some cloth. You can do something similar by sheering sheep. Using scissors on the bolts of cloth will produce sheets of cloth you can craft with. Using scissors on cut cloth will turn that into bandages, which is used with the healing skill.
|
||||
|
||||
TINKERING
|
||||
- Dex / Int
|
||||
- Tinkers Guild
|
||||
Tinkering is a handy craft as it allows you to make many tools that are used for other trades. With a set of tinker tools, and usually some ingots, you can create such items. You can even crush gems into a crystal powder and make glass items like bottles and vials. Just drop some gems onto a mortar and pestle and you will grind it into this fine powder.
|
||||
|
||||
";
|
||||
|
||||
if ( part == 1 )
|
||||
return title;
|
||||
else if ( part == 2 )
|
||||
return scroll;
|
||||
|
||||
return text;
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue