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|
Chivalry is a skill that may be thought of as having three distinct parts. The
first part, Falconry, involves the raising, training, and use of falcons. To
gain a falcon, go to a hatchery and type FALCON REQUEST. The second part of
Chivalry is archery. By gaining the abilities to assess wind direction and
speed and use different kinds of bows (longbows, crossbows, hornbows) you may
attack from afar, or shoot at a cowardly opponent who has fled to the skies.
The final part of Chivalry involves an assortment of aggressive abilities
ranging from howling a Battlecry to Disemboweling your unlucky opponent.
- Kestrels
-
The art of training a kestrel is a noble one indeed. It is a sport reserved
solely for men and women of chivalrous breeding, for a bird as noble as the
kestrel would never respond to commands given by one without honour.
When you initially gain the ability to train a kestrel, the first thing you
must do is find a hatchery and KESTREL REQUEST. There are hatcheries located in
the guildhalls of those that are able to train kestrels. When you first get
your kestrel, he will have assorted statistics randomly assigned. Regardless of
whether or not you like those statistics, if you cause your kestrel to die, you
will be refused another kestrel. There is absolutely no excuse for killing or
conspiring to kill your kestrel.
Below is a list of commands that may be used once you have gotten your kestrel.
KESTREL ASSESS : See information about your kestrel.
KESTREL RECALL : Recall your kestrel to your wrist. Requires a falconry
glove.
KESTREL SANCTUARY : Order your kestrel to a sanctuary where it will be safe.
KESTREL LAND : Order your kestrel to land on the ground.
KESTREL CIRCLE : Order your kestrel to fly up into the skies.
KESTREL TRAIN : Order your kestrel to go train, in order to raise a stat.
KESTREL REPORT : Gain information on where your kestrel is.
KESTREL SLAY : Order your kestrel to slay someone.
KESTREL HUNT : When your kestrel is hungry, have it go hunt for its food.
KESTREL COURAGE (#) : Order your kestrel to flee battle automatically when it
drops below a certain health percentage.
As your kestrel gains in Stamina, it will gain in health. As it gains Speed, it
will attack more quickly as well as fly from place to place more quickly. As it
gains Strength, it will attack with more power as well as be able to carry
larger items.
Note that there are a number of other abilities you will gain later on in
Chivalry that are related to your kestrel.
- Weathering
-
Syntax: WEATHERING
Your budding control over your body will assist you in weathering the storm of
life by increasing your constitution by one point.
- Seek
-
Syntax: FALCON SEEK
Using this ability, you may order your falcon to seek out another player. Your
falcon must be either on the ground or on your wrist to use this ability.
- Glance
-
Syntax: FALCON GLANCE
If your falcon is not inside someone's inventory, or inside something, this
will let you see the location it is in.
- Proficiency
-
Syntax: CHOOSE PROFICIENCY (weapon)
You are able to choose one weapon to master while you currently use one of the
Templar, Runeguard, or Deathknight professions. This is a permanent choice, and
cannot ever be changed, even if you permanently forget the relevant profession.
If you switch away from the relevant profession, this proficiency will lie
dormant. The proficiency will only be active if the Knight profession is your
current profession.
This proficiency choice will override the default proficiency your profession
learns. The default proficiencies are: Deathknight - Longsword. Templar -
Scimitar. Runeguard - Broadsword.
Valid Weapon Choices:
Longsword, Broadsword, Scimitar, Sabre, Battleaxe
- Raze
-
Syntax: RAZE (player)
With raze, your sword will become a weapon of destruction, attacking the
defences of your enemies that serve to keep your weapons out.
- Thrust
-
Syntax: THRUST (target)
This quick attack with a shortsword will, when used against mobiles and other
creatures in Imperian, strike with more damage and more accuracy than a
standard weapon slash.
- Block
-
Syntax: BLOCK (direction)
This ability will allow you to block a particular direction, preventing normal
movement in that direction.
- Fitness
-
Syntax: FITNESS
With the increased lung power you have gained from your bodily mastery, you are
able to resist becoming out of breath.
- Follow
-
Syntax: FALCON FOLLOW (player)
You have established enough of a rapport with your falcon now that you may
order it to follow, in the air, a particular player. When the falcon loses the
player, generally because the player goes indoors, it will stop following.
- Gripping
-
Syntax: GRIP
While using this ability, you will prevent items from being knocked out of your
grip.
- Duality
-
Syntax: DOUBLESLASH/DSL (target)
The sword is the weapon of the true warrior, and you are skilled enough with
this noble weapon to wield two and use two of them at once.
- Barge
-
Syntax: BARGE (player) (direction)
This ability will barge a player to the direction you choose. To start the
ability, you must be in a room adjacent to the room where the target player
resides, and you must choose to barge him in a direction that wouldn't take him
into the room you are in. So, for instance, say that Isildur is in a room to
the north of me, and that this room has another exit to the ne. I would do
BARGE ISILDUR NE.
- Lunge
-
Syntax: LUNGE (player)
When starting from an adjacent location, you may lunge at a target, causing
quite a bit of damage. You must be wielding a sword to use this ability.
- Impale
-
Syntax: IMPALE (player)
This wicked ability may be used when your hapless victim has fallen to the
ground and lies there, helpless. With it, you will drive your sword into his
body, causing regular damage as long as he is on the sword. Further, while
impaled, he will find himself unable to move, though you too will be unable to
move. WITHDRAW BLADE will remove your blade from your opponent.
- Battlecry
-
Syntax: BATTLECRY (player)
Your battle cry is so powerful that when directed against another, it will
blast him to the ground and stun him, provided he isn't deaf.
- Envenom
-
Syntax:
ENVENOM (weapon) with (toxin)
ENVENOM (amount) ARROWS WITH (toxin)
WIPE (weapon)
With this ability, you may layer toxins on an edged weapon. Each time that
weapon hits somebody, one toxin will poison your opponent, and disappear from
the weapon. They work on a last-on, first-off basis, so if you put aspartame on
a weapon, and then put cyanide on, the cyanide would come off first, and the
aspartame second. You must have the selected toxin in a vial in your inventory.
In order to get rid of the toxins on a weapon, simply WIPE (weapon).
- Bowmanship
-
Syntax:
SHOOT (player) (direction)
INSPECT QUIVER
SWITCH (type) (type)
Use one of the various bows to shoot a player in a line-of-sight location from
you.
An example of switching would be SWITCH WOODEN ACONITE, SWITCH ACONITE,
SWITCH WOODEN, SWITCH ACONITE WOODEN, SWITCH METEOR, etc.
- Wind
-
Once you have this ability, your accuracy with bowmanship will be increased.
- Aiming
-
Syntax: AIM (player) (direction)
Increase the accuracy of your shooting.
- Sturdiness
-
Syntax: STAND FIRM
By concentrating on increasing your mass, you are able to gain immunity from
most attempts to move you against your will. It is lost when you next use
balance or equilibrium.
- Raze Slash
-
Syntax: RSL/RAZESLASH (player)
You have now gained the ability to simultaneously raze and slash an opponent.
Many templars have found it to be a very effective tactic in taking down
another player's magical shield and attacking at the same time.
- Deliver
-
Syntax: FALCON DELIVER (item) (lucky recipient)
With this ability, you may order your falcon to deliver a small item from your
inventory into the inventory of another player.
- Resistance
-
Syntax: RESISTANCE
Due to your increased bodily control, you are able to reduce the damage from
magical attacks.
- Crossbows
-
Syn: SHOOT (player) (direction)
The crossbow is more powerful, but less accurate, than the longbow.
- Mount Kick
-
Syntax: MOUNTKICK (dir)
This attack will cause your loyal steed to strike out and destroy any icewalls
that are blocking a particular direction.
- Clotting
-
Syntax: CLOT
This will permit you to partially clot your bleeding.
- Rage
-
Syntax: RAGE
This ability will allow you to cure certain pacifying afflictions, notably
those that are normally cured by eating galingale.
- Joust
-
Syntax: JOUST (target)
Requiring a knight's lance and a mount that has been trained to joust, this
ability allows you to charge at your target and strike him with your lance.
Should your opponent be mounted, you will attempt to force him from his mount
and on to the ground.
The true power of a mounted knight, however, is manifested during the charge
against an unmounted target. Should your jousting be successful, you will
impale your target on your lance and pin him to the ground.
Your skill in Jousting, as determined by the time spent on the practice lists,
will affect the chance that your joust will be successful. Furthermore, if your
opponent is mounted and is also skilled in the art of the joust, he may be able
to avoid your attack.
- Retrieve
-
Syntax: FALCON RETRIEVE (item)
Using this ability will cause your falcon to try and pick up an object (which
musn't be too large) in the room that it is in, and deliver it back to you.
Upon doing so, it would probably be appropriate to say some kind words to your
falcon and maybe pet it a bit.
- Startle
-
Syntax: FALCON STARTLE (player)
This ability will allow your falcon to startle an opponent's steed, tossing the
poor rider off. Note that this works regardless of whether your opponent is on
the ground, in the trees, or flying. You simply need be in the same room, and
the falcon will fly to the correct elevation to startle your target's mount.
- Defend
-
Syntax: DEFEND (player)
Upon using this ability, you will attempt to take much of the damage from the
blows that might otherwise harm the player you are defending.
- Track
-
Syntax: FALCON TRACK (player)
This ability is an improved version of falcon follow. With track, even if the
falcon temporarily loses its target, because the target went indoors, the
falcon will continue to follow the target once the target comes back outside.
- Cleaving
-
Syntax: CLEAVE (someone you don't like)
If you are wielding a sword in your hand, you may try to cleave someone's body
asunder. Your opponent does not have to be in the room with you when you begin
a cleave, but by the time you get the second cleave-related message, he must be
in the room, or the cleave will be stopped. If you do successfully cleave your
opponent, you will so destroy his body that there will be nothing left for
anyone to submerge.
- Observe
-
Syntax: FALCON OBSERVE
If your falcon is flying, it will report back to you the health levels of
everyone who is in the local area and outdoors.
- Displacement
-
Syntax: DISPLACE (bodypart)
This skill is used in conjunction with duality. It will allow you to pick a
bodypart target for your second weapon to attack.
- Rush
-
Syntax: RUSH (target) (direction)
Requiring a mount that has been trained to dash, this ability will allow you to
charge into, and through, an adjacent target's room, slashing him twice with
your weapons as you pass through.
- Arc
-
Syntax: ARC
By swinging your sword in a controlled arc, you will be able to damage everyone
in the room with your sword.
- Feint Slash
-
Syntax:
FEINTSLASH (target) (bodypart)
FSL (target) (bodypart)
This skill will do two things. Your first weapon will feint to an area, causing
them to switch they parry to that bodypart. Your second weapon will be swung at
the target normally.
- Hornbows
-
Syntax: SHOOT (player) (direction)
The famed hornbows are both expensive and powerful. Only slightly less powerful
than a crossbow, they are far more accurate.
- Sunder
-
Syntax: SUNDER (target)
Requiring a mount that has been trained to dash, this ability will allow you
charge into an adjacent opponent's location and lop his head off. Much like a
beheading or a cleaving, there will be some time during which you can do
nothing while you prepare for the sunder.
- Warhawk
-
Syntax: FALCON WARHAWK
If you have a set of steel talons, you may equip your falcon with them,
allowing it to attack with more strength.
- Engage
-
Syntax:
ENGAGE (player)
DISENGAGE (player)
There is nothing more despicable and dishonourable than a coward, and this
ability will allow you to punish cowards, as is their due. Once you have
engaged a player, if he or she tries to leave the room, you will get in one
extra strike at them, regardless of whether you have equilibrium and balance or
not.
- Disembowel
-
Syntax: DISEMBOWEL (player)
Once you have impaled someone, you may disembowel them, ripping open their
bloated bellies, and causing immense damage.
|
The skill of Runelore revolves around two aspects: Runes and Totems. By
sketching various runes on the ground, on yourself, on other people, or on
weapons or armour, a variety of beneficial or harmful effects may be achieved.
Runes on yourself or another will work automatically, as will runes on weapons
and armour. Runes sketched on the ground will either work continuously, once,
or when an enemy of yours enters the room. The help file for each ability will
specify.
While Runes are a nice supplement to other skills, The true power of Runelore
is only unleashed in the Totem. By sketching up to six runes on a Totem, and
then either Implanting it, or Standing it, you are able to create a weapon of
destruction that can wreak havoc with anyone the Totem is tuned to affect, when
that person enters the room.
If you find that you have a rune on yourself, or on one of your items, that you
do not want, you may SCRUB OFF (rune) ON ME, or SCRUB OFF (rune) ON (item).
- Kena
-
Usage: SKETCH KENA ON (GROUND|TOTEM)
Required Inks: 1 Red
An artist of runelore may imbue the essence of fear upon a design,
allowing it to strike the heart of an enemy.
- Uruz
-
Usage: SKETCH URUZ ON GROUND
Required Inks: 1 Blue, 1 Yellow.
With a powerful rune of lightning, an artist can energize his health and
the health of his allies.
- Fehu
-
Usage: SKETCH FEHU ON (GROUND|TOTEM)
Required Inks: 1 Red
A master of this rune can thwart attempts to stave off sleep and even
provoke sleep.
- Pithakhan
-
Usage: SKETCH PITHAKHAN ON (GROUND|TOTEM)
Required Inks: 1 Red
With the inherent complexities of geometrical shapes, a runelore artist
is able to drain a person's mana reserves.
- Jera
-
Usage: SKETCH JERA ON (PERSON)
Required Inks: 1 Purple
Using the strength of nature, a runelorist can increase a person's
overall physical strength and hardiness.
- Inguz
-
Usage: SKETCH INGUZ ON (GROUND|TOTEM)
Required Inks: 1 Red
Rigid in its appearance, the inguz rune has the ability to paralyze the
limbs of an unfortunate enemy.
- Wunjo
-
Syntax: SKETCH WUNJO ON (GROUND/totem)
Required inks: 1 red
Returns sight to an enemy who encounters it.
- Circle
-
Usage:
SKETCH (circle) ON GROUND
SKETCH (rune) IN CIRCLE
SKETCH (rune) IN CIRCLE AND SEAL
Circles are a way to create powerful combination of rune to a variety of
effects.
To begin, one must sketch a rune circle on the ground. Once complete,
the crafter can add any number of runes to the circle. It has been
determined that 3 runes create the most predictable results.
The final rune will seal the rune circle. Once sealed, the power of the
runes are instantly released, effecting all enemies of the player in the
room, with the sealing rune firing first.
In addition, several powerful combinations have been discovered to have
additional effects.
The following circles are known, but others exist:
Wall : Inguz, Algiz, and Gular.
Anti-Health : Uruz, Sowulu, and Berkana.
Anti-Mana : Pithakhan, Sowulu, and Berkana.
Slow Balance : Fehu, Nauthiz, and Sleizak.
Spying : Berkana, Wunjo, and Mannaz.
Canopy : Gebu, Hugalaz, and Gular.
Anti-Rites : Lagua, Eihwaz, and Kena.
Surge Reversal: Jera, Sleizak, and Hugalaz.
Anti-Hunger : Jera, Uruz, and Nauthiz.
Vortex : Kena, Raido, and Nairat.
The runes must be placed in this order, or their special effects will
not be felt.
- Lagul
-
Syntax: SKETCH LAGUL ON (weapon)
Required inks: 1 purple
Increases the to-hit of a weapon by 10%, while the weapon bears it.
- Sowulu
-
Syntax: SKETCH SOWULU ON (ground/totem)
Required inks: 1 red
This will damage an opponent who sees it. It will disappear after one use,
unless on a totem. It will not affect deaf people.
- Algiz
-
Syntax: SKETCH ALGIZ ON (player/me)
Requires inks: 1 green
As long as it lasts, this grants a 10% reduction of all damage types to the
player.
- Totems
-
Syntax:
CARVE TOTEM
SKETCH (rune) ON (totem) ON SLOT (1-6)
STAND TOTEM
Totems are a very powerful runelore skill. After you've carved a totem, you may
sketch runes on one of 6 slots on a totem. You may then STAND TOTEM, to prop
the totem up, and all enemies who enter the room will be affected by -each-
rune on the totem, going from rune #1 to rune #6.
In order to carve a totem, you will require 20 wood commodities, 10 leather
commodities, and 2 silver commodities.
In order to remove a rune from a totem, simply SMUDGE (totem) [SLOT 1-6] (the
slot 1-6 is optional). You may also smudge runes on the ground, with SMUDGE
GROUND. You may, however, only smudge runes that were sketched by someone with
equal or lesser skill in Runelore.
Runes that you may sketch on totems:
Kena, Fehu, Pithakhan, Inguz, Wunjo, Sowulu, Mannaz, Sleizak, Nairat, Loshre
- Gebu
-
Syntax: SKETCH GEBU ON (armour)
Required inks: 1 gold
Increases the blunt protection of armour by 10%, while the armour bears it.
- Gebo
-
Syntax: SKETCH GEBO ON (armour)
Required inks: 1 gold
Increases the cutting protection of armour by 10% while the armour bears it.
- Gular
-
Syntax: SKETCH GULAR ON GROUND (direction)
Requires inks: 1 red ink
This rune will cause a wall of stone to rise up from the ground, blocking
the progress of all who would travel that way.
- Raido
-
Syntax:
SKETCH RAIDO ON GROUND
SAY RIDE HOME
Requires inks: 1 green
After sketching the rune upon the ground, you say 'ride home' from anywhere
on the continent, and be taken back to the rune, which will be destroyed.
- Isa
-
Syntax: SKETCH ISA ON STEHL
Required inks: 3 blue
When sketched on a stehl ingot, the blue ink, combined with the magick of
the rune, will turn the stehl into a single perfect ingot of orichalcum. This
ingot can then be used to create powerful weapons and armour. For each ingot of
orichalcum used in a weapon or suit of armour, one permanent rune may be etched
upon it.
- Lagua
-
Syntax: SKETCH LAGUA ON (weapon)
Required inks: 1 purple
Increases the damage of a weapon by 10% while it is on the weapon.
- Hugalaz
-
Syntax: SKETCH HUGALAZ ON GROUND
Requires inks: 1 blue
Brings a hailstorm down upon your enemies.
- Nauthiz
-
Syntax: SKETCH NAUTHIZ ON GROUND
Required inks: 1 blue, 1 yellow
This destructive rune will suck the nourishment from all those standing in
the room.
- Carve
-
Usage: CARVE (rune) ON (target)
With this skill you can brutally carve one of your runes into the flesh of your
opponent for a longer lasting effect.
This skill can only be used with the Nauthiz, Sowulu, Pithakhan, Inguz, Kena,
Fehu, Wunjo, Sleizak, Mannaz, and Loshre runes.
- Mannaz
-
Syntax: SKETCH MANNAZ ON (GROUND/totem)
Required inks: 1 red
Returns hearing to an enemy who enters and sees it. Disappears after one use
unless it is on a totem.
- Sleizak
-
Syntax: SKETCH SLEIZAK ON (GROUND/totem)
Required inks: 1 blue
Will infect someone with cyanide if he or she sees it upon entering a room.
Disappears after one use unless it is on a totem.
- Berkana
-
Syntax: SKETCH BERKANA ON (player/me)
Requires inks: 3 yellow
Gives health regeneration to the bearer of the rune.
- Nairat
-
Syntax: SKETCH NAIRAT ON (GROUND/totem)
Required inks: 1 yellow
Upon seeing this rune, an enemy will be transfixed. It will disappear after
one use unless it is on a totem.
- Eihwaz
-
Syntax: SKETCH EIHWAZ ON GROUND
Requires inks: 1 blue, 1 yellow
This ability will, once sketched, disrupt rites in your room.
- Activate
-
Syntax:
ACTIVATE RUNES ON ME|(item)
DEACTIVATE RUNES ON ME|(item)
This ability will allow you to activate and deactivate multiple runes on your
body or on an item all at once.
- Laguz
-
Syntax: SKETCH LAGUZ ON (weapon)
Required inks: 1 purple
Increases the speed of a weapon by 10% while it is on there.
- Othala
-
Syntax:
SKETCH OTHALA ON GROUND FOR RUNES
SKETCH OTHALA ON GROUND FOR TOTEMS
SKETCH OTHALA ON GROUND FOR TOTEM (totem #)
Required inks: 1 red
This eminently useful rune will allow you to learn about the various runes and
rune structures that you have created in the world. You may adapt the rune such
that it shows you information about all of the runes that you have created that
are not on totems, all of the totems that are currently marked as created by
you, or you may view the information about one specific totem.
- Loshre
-
Syntax: SKETCH LOSHRE ON (GROUND/TOTEM)
Required inks: 1 blue
Gives anorexia to those who see it upon entering. Disappears after one use
unless it is on a totem.
- Implant
-
Syntax:
IMPLANT TOTEM
UPROOT TOTEM
TUNE (totem) AGAINST PERSONAL ENEMIES [(player/me)]
TUNE (totem) AGAINST ORG MEMBERS (organization)
TUNE (totem) AGAINST ORG ENEMIES (organization)
TUNE (totem) AGAINST ALL BUT PERSONAL ALLIES [(player/me)]
TUNE (totem) AGAINST ALL BUT ORG MEMBERS (organization)
TUNE (totem) FOR PERSONAL ALLIES [(player/me)]
TUNE (totem) FOR ORG MEMBERS (organization)
Effect:
With this ability, you may take a totem, and make it into a semi-permanent
fixture, mainly for defensive purposes. Once you begin the implanting process,
it will take quite a bit of time, during which you may not do anything else.
Once it IS implanted, however, no one will be able to pick it up, unless he has
the ability to uproot a totem, which will take even longer than implanting it.
Tuning:
Tuning an implanted totem is how you tell it whom to affect. The syntaxes
are all included above. You can tune for a group, and against a group. So, for
instance, you could tune against Stavenn, but for the Malignists, so all
Stavennites but Malignists would be affected. Organizations are clans, guilds,
cities, orders, and councils. For orders use the name of the god.
|
Smithing is the skill of creating a wide assortment of weapons and armour,
ranging from the chipped-obsidian throwing dagger to the venerable longsword,
to the impressive full plate armour wearable only by the forger himself.
A recent discovery, taught to the Stavennite Diavlous by the Sulkhat orc
Onkassus, has lead to the practice of new ingots that possess interesting
potential beyond that of the smith's skill at hammering metal. With proper
knowledge, they may be mixed and smelted, creating entirely new combinations of
ingots with properties spawned from its parents. Rumour has it that the most
mighty of smiths may even affect the smelting process itself, endowing the
metal with special properties that will carry over into the item made.
- Smith
-
Syntax:
SMITH FOR (item type) ((#) (ingot type) (#) (ingot type) ...)
SMITH
ADD (#) (ingot type) TO FORGE
CLEAR OFF FORGE
QUENCH (item)
SMITHINGORES (item type)
Examples:
SMITH FOR SABRE
- Would use the first materials found on a forge
SMITH FOR SABRE 3 STEHL 2 VERITUM
- Would make a sabre with 3 ingots of stehl and 2 of veritum
- These materials will have to be on the forge
Smithing is the skill of creating a wide assortment of weapons and armour,
ranging from the chipped-obsidian throwing dagger to the venerable longsword,
to the impressive full plate armour wearable only by the forger himself.
In order to forge something you know how to make (AB SMITHING will show you
what you can make, if you have forging), you must first find a forge. Chances
are it will not be burning, in which case you must buy some coal (probably at
one of the markets), and put it in the forge. Then, you must FIRE FORGE to get
it going. If a forge goes too long without anyone forging in it, then it will
go out.
Once you have got the forge going, you can try to forge something. Each item
requires a certain number of ingots. SMITHINGORES (item) will tell you how
many ingots you need to have in your inventory in order to make that item.
Some items will also require additional commodities. For all forging commands,
you should use the exact name of the item that you see when you type
AB SMITHING.
Each type of ingot has specific properties. Some are stronger, but heavier,
than others. There are rumours of special ingots that have unique properties,
lending themselves to weapons and armour that have abnormal powers.
Once you've established that you have the proper ingredients, you may SMITH FOR
(itemtype). The commodities will be removed from your inventory and put in the
forge, at which point you cannot recover them. You then simply continue to type
SMITH everytime you regain balance.
After a certain number of "smithings" (which differs for every item), you will
have turned your useless mass of commodities into your desired item. However,
the weapon or piece of armour will be an inferior product at this point.
Continuing to SMITH will randomly and slowly raise the stats of your weapon or
armour. In the case of weapons, the ones that can be raised are speed, damage,
and to-hit. In the case of armour, the stats are protection vs. physical blunt
damage and protection vs. physical cutting damage. There is a maximum number of
times you can "forge" each item, and when this number is reached, you will be
told, and any further forgings will be useless. Note that you CAN remove the
item from the forge at anytime after it first becomes formed, but once removed,
it cannot be forged again.
Once you are finished working on an object, you will have to remove it from the
forge, and then QUENCH (item) in the bucket of water that stands near each
forge.
It should be noted that refining some weapons with repeated "smithings" after
the initial item is formed has great benefit (such as the better weapons and
armour) while the benefit gained from refining, say, a club or dagger might not
be worth it considering the time it takes. We will leave it to you to
experiment and discover what works best.
In order to see the statistics on a particular piece of weaponry or armour, you
need the WEAPONPROBE ability in the Weaponry skill (it is quite low in it).
Summary of Smithing:
1) Buy needed commodities for that item and make sure you have coal.
2) Find a forge, and fire the forge, after putting the coal inside.
3) SMITH FOR (itemtype)
4) Continuing using SMITH until you are satisfied with the item, or until
you are informed that the item has reached its maximum level of
perfection.
5) Remove the item from the forge, QUENCH (item) and brag to your
friends about what a great craftsman you are.
- Smelt
-
Syntax: SMELT FOR RAHNSE/STEHL
While at a forge, you may combine some ingots in such a way as to create new
ingots with different properties. To create rahnse, you will require on ingot
each of sinn and cuhpfehr. To create stehl, you will require one ingot each of
rahnse and isan.
- Club
- Buckler
- Dirk
- Spear
- Leather Armor
- Halberd
- Cavalry
- Shortsword
- Mace
- Ringmail
- Axe
- Bardiche
- Dagger
- Leather Vambraces
- Leather Greaves
- Leather Helm
- Banded
- Whip
- Talons
- Repair
-
Syntax: REPAIR (item)
If a weapon or armour has been damaged, you may repair it to prevent it from
falling apart completely. Repairing will decrease the long-term lifetime of the
item. The amount by which the item will be repaired is dependent on your skill
in Smithing.
- Morningstar
- Glaive
- Scalemail
- Reforge
- Warhammer
- Sabre
- Javelin
- Kite
- Flail
- Chainmail
- Trident
- Battleaxe
- Chain Vambraces
- Chain Greaves
- Chain Helm
- Tower
- Splintmail
- Claymore
- Lance
- Jousting Lance
- Plate Vambraces
- Plate Greaves
- Plate Helm
- Scimitar
- Fieldplace
- Broadsword
- Longsword
- Fullplate
-
Full plate armour is considered a rather special item in Imperian, and is
strictly limited to use by those with an extremely high aptitude for smithing.
It is _very_ expensive, and takes an extremely long time to forge (and you will
always want to forge it to its maximum). However, for this, you will be able to
speak to a God and have your armour's description customized, so that when
people look at you, they might see, for instance, Avasyu is wearing a suit of
blackened armour, instead of Avasyu is wearing a suit of shimmering full-plate.
- Etch
-
Syntax: ETCH (image) ON (weapon/armour) (FOR (person))
Your knowledge of Runelore and the art of crafting weapons and armour is such
that you are able to permanently engrave items with powerful images. The valid
images for weapons are:
Flame - imbues a weapon with fire
Snowflake - imbues a weapon with ice
Bolt - imbues a weapon with lightning
Knife - allows the weapon to slice elemental channels
Hawk - when etched on a weapon FOR a person, allows that person to BECKON
WEAPONS at any time, and their weapons will return to them.
The nature of the elemental runes (flame, snowflake, and bolt) do not allow for
more than one to exist on a weapon at a given time. Furthermore, the presence
of any three etched runes on a weapon will weaken the structural integrity of
the weapon, decreasing its quality.
The valid images for armour are:
Sunburst - the wearer will more effectively strike the vitals of targets
Firestorm - imbues a suit of armour with fire resistance
Blizzard - imbues a suit of armour with cold resistance
Rod - imbues a suit of armour with electrical resistance
A suit of armour cannot bear more than one elemental rune (sunburst, firestorm,
and bolt) at any given time. The presence of any two etched runes on a suit of
armour will weaken the armour.
- Resmith
-
Syntax: RESMITH (artifact)
Resmithing the powerful weapons and suits of armour known as "Artifacts" will
allow you to remove any special effects that may be placed on them. You will
need to resmith a given item many times before the effect will be completely
removed.
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