Posted by Rome on March 2, 2000 at 01:33:26:
The adventurers guild.
In response to the growing expanse of Thera, a guild of adventurers has arose to help map and explore the wilds. This guild will train its members in the ways of survival, leadership, and courage.
Skill of Adventurer: Axe, Level 1.
Skill of Adventurer: Dagger, Level 1.
Skill of Adventurer: Mace, Level 1.
Skill of Adventurer: Spear, Level 1.
Skill of Adventurer: Sword, Level 1.
Skill of Adventurer: Staff, Level 1.
Skill of Adventurer: Parry, Level 1.
Skill of Adventurer: Recall, Level 1.
Skill of Adventurer: Shield Block, Level 1.
Skill of Adventurer: Adventurers Spirit, Level 1. *
Skill of Adventurer: Dirt Kicking, Level 3.
Skill of Adventurer: Second Attack, Level 5.
Skill of Adventurer: Dark Vision, Level 5.
Skill of Adventurer: Hand To Hand, Level 6.
Skill of Adventurer: Fast Healing, Level 6.
Skill of Adventurer: Kick, Level 8.
Skill of Adventurer: Mark, Level 10. * (Earned at 2% Ad. Sp.)
Skill of Adventurer: Disarm, Level 10.
Skill of Adventurer: Pathfinding, Level 11.
Skill of Adventurer: Third Attack, Level 12.
Skill of Adventurer: Lore, Level 12.
Skill of Adventurer: Dodge, Level 13.
Skill of Adventurer: Haggle, Level 14.
Skill of Adventurer: Trip, Level 15.
Skill of Adventurer: Meditation, Level 15.
Skill of Adventurer: Scout, Level 16. * (Earned at 10% Ad. Sp.)
Skill of Adventurer: Scavenge, Level 18. * (Earned at 8% Ad. Sp.)
Skill of Adventurer: Subdue, Level 20. * (Earned at 5% Ad. Sp.)
Skill of Adventurer: Bash, Level 20.
Skill of Adventurer: Prudence, Level 21. * (Earned at 25% Ad. Sp.)
Skill of Adventurer: Find Water, Level 25.
Skill of Adventurer: Hardiness, Level 25. * (Earned at 40% Ad. Sp.)
Skill of Adventurer: Alarm Trap, Level 28. * (Earned at 15% Ad. Sp.)
Skill of Adventurer: Recovery, Level 30. * (Earned at 12% Ad. Sp.)
Skill of Adventurer: Discern Magic, Level 36. * (Earned at 50% Ad. Sp.)
Skill of Adventurer: Scrolls, Level 37. (Earned at 55% Ad. Sp.)
Skill of Adventurer: Enhanced Damage, Level 41.
Adventurers Spirit: The heart of any adventurer is his spirit. The whole point of being and adventurer is to see new things and new places. This skill gives the adventurer extra experience for going to these places. (The imm’s would place adventure markers around thera in hard to find places, then each time an adventurer found one he would gain a chunk of experience and 1% in this skill. This skill can not be practiced.)
Further, aside from gaining insight into new skills, the adventurers spirit skill will grant the following abilities when used, depending on it’s %. This skill can only be used once a day.
5% - Refreshes 100 moves.
10% - Heals 50 hp’s
30% - Protection (as per the AP spell)
60% - -10 save vs. Para.
80% - +3 dex/str.
90% - -80 AC.
100% - Fully refreshes and heals a total of 400 health.
Mark: This skill places a mark in the room that only the adventurer can see. The mark may have anything the adventurer wishes written upon it.
Scout: This skill allows the adventurer to consider an opponent from a distance. This ability will also reveal if a creature is likely to be aggressive towards the adventurer.
]Eg.
]
]<577hp 513m 370mv> scout east
]To the east you see:
]A blue dragon who looks powerful and angry.
]A piranha who looks small and angry.
]A deer who looks about your size and calm.
]
]<577hp 513m 370mv>
Scavenge: This skill is taught to adventurers so that they will be able to survive in any environment. Depending on the type of land, the adventurer may find food or something to use as a weapon. (Eg. In a forest the adventurer may find berries, or a big stick to use as a spear)
Subdue: An adventurer may be able to subdue some foes by repeatedly pummeling them about the head. Repeated attempts will increase the chance that the target will be knocked out. (Each successful hit will leave a -int or -wis affect. A small foe will be knocked out around 3 attempts, a large foe will take closer to 5)
Prudence: Through years of adventuring, those of this guild have developed a sense for when things aren’t quite right. Using this sense, adventurers are able to avoid picking up items which are harmful to them. (When an item will do damage to the adventurer, or it is no-drop, a message will warn the adventurer before he touches them if he tries to ‘get all’. If the item is laying on the ground, the adventurer can use the command directly on the item to get a description of what exactly is wrong with it.)
Hardiness: This skill simply gives the adventurer a boost in his max health based on his rank. (50hp’s at rank 26 up to 400 hp’s at hero)
Alarm Trap: Proficiency in this skill allows the adventurer to rig a trip wire that will make a noise loud enough to warn all in the area of the intrusion.
Recovery: This skill works only when the adventurer is resting or sleeping, but will greatly increase the rate at which he recovers both health and moves.
Discern Magic: Having seen a lot by this point in their careers, the adventurers are able to understand some of the magic tongue. This skill will automatically be checked to see if the adventurer understands the words of the spell. (Heavily based on int)
...Rome...