World of Equinox


And All the Rest

and All the Rest

Camping
Taught by: Baker, Beekeeper, Butcher, Farmer, Fisherman, Ranger, and Shipwright vendors.

Camping is the ability to make a peaceful place to rest no matter where you are. As far as game mechanics go, a successful camp will allow all players, henchmen, and animals near the fire to quickly regenerate health, mana, and stamina. The higher a player's Camping skill, the faster these pools will be regenerated.

To make camp, double click on a pile of kindling to try and light a fire. Kindling can be made with the woodworking skill or taken from a tree by using a dagger. Once a fire is lit, you will receive one of two messages. The first, "you fail to make a decent fire", tells you that you managed to make a fire, but failed to make camp. The other message, "Now that's a fire!", indicates the successful creation of a campsite.

With the creation of a small campfire, you can add logs to it to increase the size. This is purely cosmetic, and serves no additional purpose apart from lasting a while longer. Double click the small campfire, and you will be asked if you wish to add some logs. When this fire dies down, you can add more logs to keep it burning in the same way, and doing so will restore the camp if it was disturbed.

Naturally, Camping has its restrictions. Whenever a campsite is disturbed, regeneration rates instantly return to normal. A camp is disturbed whenever a hostile creature or player enters the area. Also, there is no additional benefit to lighting multiple fires inthe same area; even if made a different player.

 

Detect Hidden
Taught by: Bard and Barkeep vendors.

This skill is used to detect hidden players and creatures, as well as identify and disarm traps. When detecting another player, there is a resisted check of both your Detect Hidden skill and their Hiding skill.

To search for someone hidden, use the skill, and target the area. Outside a house, or in someone elses house, the skill will check an area, the size of which depends on your skill. Inside your own, or a house which you have frind rights in, you will check the entire house without the need to target an area.

To check or remove a trap from a chest, simply use the skill on it. There are three possible results from this check, you find a trap, you fail to find a trap, or you aren't sure. If a trap is found the Detect Hidden skill will be checked to see if you successfully disarm it or not.

 

Hiding
Taught by: Baker, Barkeep, Butcher, Cobbler, and Tailor vendors.

Hiding causes your character to disappear from sight but only when unmounted, far from enemies, and not in war mode. When hidden it is impossible to do anything without revealing yourself. Things like turning, using an item, going into war mode, casting a spell, or speaking will cause you to give your position away.

A certain level of Hiding is required for another sneaking skill, Stealth.

 

Lockpicking
Taught by: Bard, Barkeep, and Tinker vendors.

Lockpicking allows a player to open chests found on monsters, in dungeons, and on treasure hunts. House doors and player made locked items are unpickable at any skill.

Some chests are trapped as well as locked, and attempting to pick them could have dire consequences for your character. You can use the Detect Hidden skill on a locked chest to search for and possibly disarm a trap as many times as you would like. If you don't use the skill on a chest, it will automatically be checked once when you try and open it.

 

Musicianship
Taught by: Bard vendors.

Musicianship is your character's skill with various instruments, determining if your character plays well or poorly. This skill is also checked when using the Peacemake or Provocation skills, and you must succeed this check before it checks for either of the others. On it's own, the only use it has besides the playing of instruments is that it is the base skill for the Bardic abilities Enrapture and Battle Fervour.

 

Peacemaking
Taught by: Bard vendors.

Peacemake allows a trained musician to temporarily dazzle nearby enemies with their music. The use of this skill requires that an instrument be in the user's main pack. When used, there is an eighty percent chance to pacify a creature if the character passes both a Musicianship and Peacemake skill check. The Peacemake skill check uses the Provocation difficulty for the creature.

This skill also has a range of Peacemake/10 tiles, with a separate skill check for each aggressor within a character's range. If a skill check is passed, the monster will be Dazzled and wander harmlessly for a short period of time.

 

Poisoning
Taught by: Barkeep and Provisioner vendors.

Poisons can be a powerful tool, but only if the character has the skill to use it effectively. Poison will do damage to a player depending on the strength of the potion used, and will also slow the regeneration of mana and stamina.

The first use of the poisoning skill is to tell if something is poisoned. To do this, use the poisoning skill on the item you wish to check. If you are successful, it will tell you that the item is poisoned and, unlike Blacksmithy, even tell you the strength of the poison.

The second and most important use of the skill is for applying poison to items. To do this, use the poisoning skill and select the poison you wish to apply, then the item you wish to apply it to. After a skill check, the poison will be applied or wasted according to the result. If you are below 80 skill in poisoning there is a random chance you will poison yourself if you fail to apply the poison to the item. The skill level for the various poisons can be found in the table below:

Poison Strength
Skill Needed
Lesser
0
Normal
60
Greater
80
Deadly
100

When using a poisoned weapon, there are a few things to keep in mind. First, there is a skill check when you hit a monster to see if the poison affects the monster. This means that even though a player with 100 poisoning applies a deadly poison to a blade, another player with only 20 poisoning would get very little benefit from it, because the poison would constantly fail to affect the monster.

Secondly, whenever you hit something with a poisoned weapon, whether the poison affects them or not, there is a chance that the poison could rub off some. When the poison rubs off some, the effectiveness is decreased, until deadly poison becomes greater, and greater becomes normal, and so on until the poison wears off the weapon completely. Finally, all weapons can be poisoned, even staves and hammers, with the exception of arrows and bolts. You can not "multi-poison" any item though. If you attempt to do this you will get a message telling you the item is already poisoned.



Provocation
Taught by: Bard vendors.

Provocation allows a talented musician to whip a creature into a frenzy and have them attack a designated target. To use this skill, the character must have an instrument in their main pack and their targets must all be in the character's line of sight. Like peacemaking, there are two skill checks a character must pass. The first is a Musicianship check, and the second is a Provocation check based on the difficulty for the targeted creature, there are no checks upon selecting the second target. If either the Musicianship or Provocation check fails, the creature will only be angered, causing it to turn on and attack the character.



Stealth
Taught by: Baker, Barkeep, Butcher, Cobbler, and Tailor vendors.

The Stealth skill allows a character to move around a limited amount without revealing themself. To use this skill the character must be hidden and have at least 71 in the Hiding skill. The same things that unhide a character will also cause them to reveal themselves while stealthing, with the exception of walking.

There are a limited number of steps that a character can take when stealthing. The maximum number of steps that can be taken sepends both on the character's skill and what position in their .spec's the skill is. The base number of steps that can be taken is stealth/10 + 1. If the skill is in a primary slot, it gets an additional ten steps, and an additional five if it is in a secondary. Also, there is a skill check made for each step taken, regardless of skill. You may be capable of taking thirteen steps, but if you fail the skill check on say the tenth step, you will be revealed.



Taming
Taught by: Beekeeper, Butcher, Cobbler, Farmer, Fisherman, Leatherworker, Ranger, and Shipwright vendors.

Taming is the ability to befriend and gain the loyalty of creatures around the realm. Tamed creatures act like and follow a few of the commands for henchmen. If you log out or lose connection with an animal following you, it will log out and back in with you. Animals logged out this way may be deleted after a period of time if you do not log in.

To tame an animal, use the taming skill and target it. You must be standing close to the animal you wish to tame.Each animal has both a difficulty and a point value associated with it. The difficulty is used to check against your taming skill to see if you succeed or fail in taming the creature. You can only have a certain number of points of creatures following you at any one time, determined by skill. You may be able to have nine bunnies following you around, but only one dragon because a dragon takes up many more points than a bunny. Generally, the more powerful the creature, the more skill and more points it requires.

Creatures summoned by magery do not effect your creature point total, the number you recieve and can control is determined by your Magery skill.

It is also very important to keep your animals well fed. You can either use the Veterinary skill on and animal to determine its hunger level or wait for them to display the message *Looks Hungry*. If an animal is not fed it will go wild and need to be tamed again. Mounted animals that reach this level while they are being ridden will check for appropriate food within the first level of the character's pack and eat it, rather than untaming and bucking their rider.

To stable an animal, approach a stable master. An example of what you might say to to him is "Would you please give my steed a stable for the night?" The keyword in that phrase that the stable master responds to is "stable." You will then be asked to target the animal you wish to stable. Stronger animals will cost more to stable than weaker ones. To retrieve them, give the claim ticket back to the stable master.

Fallen creatures can be resurrected, but only an amount of times equal to their owner's Taming skill divided by ten times.

Some creatures may not be tameable. These are legendary creatures such as Unicorns and Dragons. The stable master may not wish to tangle with more exotic animals.



Tracking
Taught by: Ranger vendors.

Tracking is your characters ability to find and follow creatures or players by the trails they leave behind. When using the Tracking skill, you will notice that the window to use it from is in two parts. The first part is a list of all the different creature types in the area such as orc, ratman, lizardman, or demon. The second, after you have selected a type, is a list of all the specific creatures of that type in the area. Once you select one of those, you will begin to receive directions to find them. You cannot track in war mode. To stop tracking a creature without finding it, just toggle into and out of war mode.

Your skill level in Tracking determines two things, your ability to find any creatures at all and the area in which you can find them. The more skill you have, the better your chances of finding any creatures to track, and the larger area you will have to select creatures from..



Veterinary

Taught by: Ranger vendors.

Veterinary, like Anatomy, is a companion skill to Healing. It works in many respects just like the Anatomy skill, only it applies to animals instead of humans. For every fifteen points in Veterinary your character has, the time required to heal a creature will be reduced by one second. Also, you need at least a combined skill of eighty in Healing and Veterinary to be able to resurrect a creature. A creature can only be revived its owner's Taming skill divided by ten times.

This skill also assists in taming creatures. It will not raise the chance of success for taming a creature, but it will help to lower the chances of the creature becoming angry and attacking while attempting to be tamed.


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