#HELPS
-1 BIRTHSIGN~
.
Everyone who is born, is born under a sign. This sign effects their
everyday life.
The Sun The Snowflake The Mage The Passion
The Golem The Snake The Lion The Twins
The Flame The Moon The Bull The Goddess
im lazy, i havent finished them
~
-1 SCROLL TOME MANUAL SKILL SPELL STUDY~
.{x
Skill advancement in Vandagard works like this..
Anyone can use any skill or spell, its the effectiveness
that counts.
To learn a spell, a player must find a scroll, tome or manual
of that skill, then {RSTUDY{x it. If sucessful, the player
may then use that skill and or spell.
Scrolls are used for Wizard spells.
Tomes are used for Priest spells.
Manuals are used for any sort of Skill.
~
-1 RACE RACES~
There are many unique races in the world of Vandagard. Each
seprate from eachother with their own strengths and weaknessess.
Human - 'Imperials', Common race, nothing special.
High Elf - 'Ancients', Highly magical elves.
Wood Elf - 'Savages', Woodland Elves, adept at hunting
Drow - 'Unclean', Elves that hail deep from within the world
Half-Elf - 'Outcast', Half Elf, Half Human, outcasts.
Dwarf - 'Brutes', Short fellows, good warriors, good drinkers
Halfling - 'Wanderlust', Very short humanoids, very jolly.
Gnome - 'Tinkers', Small humanoids, kin to dwarves
Goblin - 'Greedy', Short humanoids, ill tempered
Orc - 'Minions', Humanoids, similar to humans.
Troll - 'un-smart', Tall neo-humanoids, good fighters
~
-1 HUMAN IMPERIAL~
Humans are the most common race in the world, and make up the
majority of adventurers. Although they have no special talents
like the other races, they are more versitile, being skilled
in any class they choose.
Humans recive no benfits.
~
-1 HIGH-ELF~
High-elves call the forest isle of El'rian their home. Tall,
and slender with pointy ears and a green tone to their skin, elves
are by far the most magicaly advanced and adept race in the world.
High-elves can detect hidden and invisible creatures and objects.
High-elves are resistant to Poison and Disease.
High-elves are vulnerable to charming.
~
-1 WOOD-ELF~
Wood elves call the deep dark forests of the southern rain forest
their home. Much like High elves, theyre tall, slender with pointy
ears, however their skin tone is more brownish. They are not as magicaly
inclined as their brothers, perfering weapons over magic. They are
execllent hunters.
Wood-elves can detect hidden and invisible creatures and objects
Wood-elves are resistant to wood attacks.
Wood-elves are vulnerable to sound.
~
-1 DROW~
'Dark Elves', Drow as they call themselves, are an ancient race
of elves who fled the top-world in search of a better life. They are
radicly different than their top-dweling cousins, perfering dark
magic mixed with steel and spidersilk over all other means.
Dark Elves make excellent Warriors and Priests.
Drow can detect magical, hidden and invisible objects and creatures.
Drow are resistant to poison and negative attacks.
Drow are vulnerable to light based attacks.
~
-1 HALF-ELF~
'Outcast'. Half-elves are the result of an union between a human,
and an elf. Half-elves are torn between their parentage, being fully
accepted by neither. Half-elves only keep a slightly resemblence to
their elven heritage.
Half-Elves can do anything they wish.
Half-elves can detect hidden objects and creatures.
Half-elves are resistant to poison.
~
-1 DWARF~
Short, Stocky Brawlers. These commonly bearded folk hail from
the rocky lands of the Snakepass mountains to the north. Their
small stature and great strength makes them execllent fighters.
Dwarves are also known for building extravigant constructs deep
within the earth and forging fabouls blades.
Dwarves make excellent drinkers.
They make good Fighters too.
Dwarves are affected by a constant berserker aura.
Dwarves are resisant to slashing and cold based attacks.
Dwarves are vulnerable to water and drowning based attacks.s
~
-1 HALFLING~
Small Humanoids, they resemble humans, except theyre just really
really, short. Commonly happy folk, Halflings tend to keep to themselves,
rarely venturing out into the world, perfering home and family life
to that of adventuring. Those halfling who do venture out into the
world, return with great tales of might and magic (if they return)
and keep their village occupied for years to come.
Halflings make excellent Thieves
Halflings can detect hidden objects and creatures with ease.
Halflings are resistant to pierce and bashing attacks.
Halflings are vulnerable to fire based attacks.
~
-1 GNOME~
Sort Dwarf-kin. These mysterious creatures love to tinker with
any sort of device they can get their grubby little hands on. (Note,
this is NOT sterotypical behavour, they really do, its genetic).
Gnomes make great armourers, techomancers and wizards.
Gnomes can detect hidden objects and creatures, and can see in the dark.
Gnomes are resistant to acid and mental based attacks.
Gnomes are vulnerable to cold based attacks.
~
-1 GOBLIN~
Tiny Green creatures, Goblins hail from no land they can call
their own. Permently in a bad mood, goblins love to fight, and steal
whatever they can.
Goblins make good thieves and Warriors.
Goblins do not make good wizards or priests, as their magic is stunted.
Goblins can detect hidden objects and creatures with ease.
Goblins can see very well in the darkness.
Goblins are resistant to lightning and poison based attacks.
Goblins are vulnerable to mental based attacks.
~
-1 TROLL~
Giant lumbering beasts, similar to that of Goblins. Gnomish scientists
belive that the troll was once related to goblins, but took a strange
twist to the monsterous. Some believe a wizard did it, others say
the rigors of survival, whatever the reason, these dumb beasts
make excellent fighters, as they regenerate extremely fast.
Trolls have an incredible regeneration ability.
Trolls can see very well in the darkness.
Trolls are resistant to bashing and slashing attacks.
Trolls are very vulnerable to fire.
~
-1 FORCE INTUITION LUCK SPEED RESILIENCE COMMAND~
Force, speed, luck, intuition, resilience and command are multiplyer stats.
These very rare statistices greatly increase onces power in that area.
Force: Increases Physical damage
Intuition: Reduces mana costs and increases spell damage
Luck: Very random things =)
Speed: Increases your every action, specificly combat
Resilience: Reduces damage, at high levels, can nullify small damage
Command: Your over-all command presence.
~
-1 HEALTH FOCUS ENDURANCE~
Health, focus and Endurance are regeneration stats. These will increase
your regeneration rate in their specific areas. These stats are rather
common.
~
-1 summaryx~
Welcome to the Vandagard Help system. There are many help files availible to you.
If you do not see the help you want listed here, there are many not listed here,
so just do 'help <thingy you want to know about>\' and it should come up!
~
-1 CLASS~
The world of Vandagard has several classes, each
unique in their own way. The following are
availible at this time for PCs.
Fighter - Stout fighter, strong combat skills
Thief - Scroundrel, adept at stealing
Priest - Healers of the world. Strong holy magic
Wizard - Masters of the Arcane. Powerful Magic
~
-1 SHIELD BASH~
syntax: <automatic>
syntax: shieldbash <victim>
syntax: shieldbash (in combat)
Few warriors know that their shield is not merely
a defensive tool. Infact it can be used to great
effectiveness to bash their opponents.
~
-1 BLINDFIGHTING~
syntax: <automatic>
You cannot hit what you cannot see.
Blindness is the bane of all fighters in the realm,
though some of truely powerful skills have learned
to use their other senses to fight with, allowing
for the penalty of blindness to be lessened slightly.
It is rumored that a small scet of fighters have
learned this skill so well, they actually fight
better while blind.
~
-1 SHARPEN~
syntax: sharpen <weapon>
How can you cut something, with a dull blade?
While it may be fun to chop your opponent to pieces
with a dull, rusty knife, even enjoyable, but normal
fighting cannot be won without a sharp blade. This
skill will attempt to sharpen a dulled blade back
to a razor sharp edge.
~
-1 VEIN SLICE~
syntax: veinslice <victim>
A skillful thief, can attempt to cripple their opponents
by skillfully slicing a major vein in their body.
The victim will slowly bleed to death, in extreme
pain and agony.
~
-1 COUNTERATTACK~
syntax: <automatic>
Masters of suprise, some thieves are able to quickly
gain the upper hand in battle by reversing their
opponent's attack and gaining an attack of oppertunity.
~
-1 CRITICAL HIT~
syntax: <automatic>
Knowledge of your enemy, will ensure victory.
By using knowledge of their enemies body, a thief
can aim their attack to a critical point on their body,
allowing for extra, agonizing damage.
~
-1 STUNNING FIST~
syntax: stunningfist <victim>
The thiefs grapple ability allows them to do many
hand to hand attacks at close range. This ability
aims to stun their opponent with a powerful blow to
the head.
~
-1 DRILL~
syntax: <automatic>
As their archery skill increases, so does their
accurecy. Thieves have the ability to 'drill' their
arrows into their victim, causing extra damage.
~
-1 DUCK~
syntax: <automatic>
Quick thieves are able to avoid incomming missle attacks
with this automatic skill.
~
-1 UNTANGLE SNARE~
syntax: snare <victim>
syntax: untangle <victim>
The ability to keep one's enemies at range while
they fire a rain of arrows on them is great indeed.
This ability will make the victim unable to move
for a short while.
~
-1 HUNT HUNTING~
syntax: hunt <victm>
This ability allows the thief to track their victim
bringing them ever closer to certin death.
~
-1 KNEE STRIKE~
syntax: 'knee' (in grapple)
This skill will knee their opponent in the lower region.
This is an in-grapple skill.
~
-1 CIRCLE~
syntax: circle
Circle is a vicious manuver designed by thieves to
quickly run around their opponent in mid battle
and score a mid-fight backstab. This skill is one
to be feared.
~
-1 PUNCH~
syntax: 'punch' (in grapple)
This skill will bluntly punch their opponent.
This is an in-grapple skill.
~
-1 ELBOW~
syntax: 'elbow' (in grapple)
This skill will strike yoru opponent with your elbow.
This is an in-grapple skill.
~
-1 STRANGLE~
syntax: 'strangle' (in grapple)
This skill will attempt to strangle the life out
of your opponent during a grapple.
~
-1 AGILITY~
syntax: <automatic>
Uh, I forget what this does. Its not a dodge/parry,
uh, i'll do something later.
~
-1 PUMMEL~
syntax: pummel <victim> (in or out of grapple)
This skill will attempt to brutly pummely your
opponent with a flurry of blows. When used out
of a grapple, it is a normal attack.
~
-1 POINT BLANK SHOT~
syntax: <automatic>
This skill will allow, on a sucessful check, for
the thief to shoot their arrow at close range
without penalty.
~
-1 FAR SHOT~
syntax: <automatic>
This skill will allow, on a sucessfuly check, for
the thief to fire their arrow much further than normal
with regular accurecy.
~
-1 EYE GOUGE~
syntax: 'eyegouge' (in grapple)
This skill will viciously attempt to gouge the eyes
out of your opponent, causing temporary or permenant
blindness.
This is an in-grapple skill
~
-1 CALLED SHOT~
syntax: 'callshot' <body pary>
This skill will allow for your next arrow strike
to strike a specific location.
~
-1 SNATCH ARROW~
syntax: <automatic>
Very quick thieves are capable of snatching in-flight
arrows out of the air.
~
-1 VITAL POINTS~
syntax: <automatic>
This skill, is automatic. Does more damage.
Look im tired, ive just writen 300k of helps,
give me a freaking break!
~
-1 MOVING SHOT~
syntax: <disabled>
Uh, this skill, when combat is done, will
allow for both movement, AND an arrow shot
at the same time.
~
-1 DUAL WEAPONS~
syntax: 'second' <weapon>
Truely good warriors know, the best defense, is
a great offense. This skill allows a player to
wield two weapons at once. While the secondary
weapon attacks slower and possibly does less
damage, dont be fool. Any Fighter wielding two
weapons is a deadly force indeed.
~
-1 FLURRY~
syntax: 'flurry' (in combat)
The legend of the berserker's rage is known throughout
the world. This skill, mimics their rage. By unleashing
a massive flurry of blows, a fighter is able to
quickly whittle down their opponents health.
~
-1 jugular slice~
syntax: 'jugularslice' <victim>
Killing is an art. This skill, when learned allows
a fighter or thief to attempt to cut their victim's
jugular vein, causing massive damage.
~
-1 LEAP~
syntax: <automatic>
Skillful warriors and thieves may attempt to 'leap'
over low attacks to their feet and legs. This
skill is automatic, and incurs a possible penatly
of falling (daze/wait) or balance (round time)
~
-1 ROLL~
syntax: <automatic>
Sometimes, the best way to live is to just roll up
into the fetal position. Well, this isnt exactly it,
To Roll, you either Roll with the attack, effectivly
reducing its damage to you to 0, or completely
roll away from the attack. This skill is automatic
and only works for high aimed attacks to the
head, neck, and arms.
~
-1 DODGE PARRY SHIELD BLOCK ROLL LEAP COMBATCONFIG~
syntax: <automatic>
Melee combat is configurable. You can opt to turn
on or off various defensive manuvers such as
parry, dodge, shield block, leap, etc via
the '{RCOMBATCONFIG{x' command.
When you are casting a spell, and you automaticly
dodge/parry/etc an incomming attack, there is a chance
to lose concentration on your spell. Meaning your
casting time will be increased. This however is
much more favorable than being hit by an undefended
attack with an almost certin cast failure.
~
-1 BARK SKIN SANCTIFY HOLY SIGHT REPLENISH SACRED CLOAK GRUDGE FIRE STORM SUN RITUAL~
Bark skin - Defensive spell, increases AC
Sanctify - Defensive spell, immune to PK
Holy Sight - See everything
Replenish - Powerful room-affect restore spell
Sacred cloak - Defensive spell, reduces damage and increases AC
Grudge - Multi-elemental attack spell
Fire Storm - Room affect Fire element spell
Sun Ritual - Defensive spell, reduces damage with the power of the sun
~
-1 FORAGING ADEPT BRUSHFIRE RESTORATION DIVINITY FEAR MALADY REJUVINATION~
Foraging - Skill to forage for herbs
Adept - Knowledge of spells cast
Brushfire - Room affect damage spell, powerful
Restoration - Extremely potent single hit heal spell.
Divinity - The ultimate holy attack spell
Fear - Causes your oppoents to run away in fear
Malady - Offensive enchantment, victim cannot heal
Rejuvination - Enchantment, victim heals extremely quickly
~
-1 KNOCK WIZARD EYE FIRE CRUSH MANASHIELD IMMOLATE COUNTERSPELL ANTI-MAGIC SHELL DEATH RITUAL~
Knock - Magicly opens a locked door
Wizard Eye - Use your 'wizard's eye' to 'see' the victim's lcoation
Fire crush - Low level offensive fire spell
Manashield - Enchantment, use your mana to absorb damage
Immolate - Offensive fire spell, very potent.
Counterspell - Counter another wizard's spell
Anti-magic shell- Enchantment to reducde damage from magic
Death ritual - Enchantment, reduces damage
~
-1 RAIN OF FLAME JUXTAPOSE DEATH TOUCH ERODE POWER WORD KILL POWER WORD STUN POWER WORD BLIND~
Rain of Flame - High level area affect fire damage spell
Juxtapose - Very powerful spell. Switches Health with your victim
Death Touch - High level death spell. Lotsof damage
Erode - Offensive enchantment, victim's enchantments fade quicker
Power word Kill - Instantly kills a victim.
Power word stun - Instantly stuns a victim.
Power word blind- Instantly blinds a victim.
~
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