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The event "Bad Blood - Gulgru vs Afales" is beginning in 5 days, 2 hours.

Out-of-date or inaccurate helpfiles.
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Burzuk
Implementor


Joined: 20 Jan 2004
Posts: 529

PostPosted: Sat Oct 09, 2004 1:56 am    Post subject: Out-of-date or inaccurate helpfiles.

As per the discussion in recent threads, I'm starting this sticky on incomplete, inaccurate, or out-of-date helpfiles. This is intended both as an errata of helpfiles to help newbies get caught up to speed with what's considered "general knowledge" by the pbase at large, and also as a to-do list for me to sic on gimps, as time permits. Be sure to read the entire thread before you post so as not to add duplicates, and you're welcome to post your own corrected versions of the help file in question if you're so inclined.

Like my other stickies, this thread will be moderated to remove redundancies and off-topic posts, although I will be annoyed if I have to do this. Discussions about the accuracy of existing help files or that of any suggested changes are considered on-topic for this thread.

Here's your chance to be productive on the forum. Let the "bad help file" hunting begin.


Last edited by Burzuk on Sat Oct 09, 2004 8:48 pm; edited 1 time in total
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Resatimm
Takes the Cake


Joined: 23 Jan 2004
Posts: 980

PostPosted: Sat Oct 09, 2004 2:56 am    Post subject:

Certain cabal help files dont contain the rank requirement!

Justice and Legion for sure.
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Louis



Joined: 19 Jan 2004
Posts: 823
Location: Los Angeles, CA

PostPosted: Sat Oct 09, 2004 2:59 am    Post subject:

CABAL CABALS

Cabals are organizations that are dedicated to a cause. People join cabals
because the philosophy of the cabal coincides with theirs. Cabals offer
protection and power. Joining a cabal is a life-time commitment and cabal
hopping is dangerous to your health.

The cabals in existence are as follows:
Assassins [ASSASSIN]
Justice, Upholders of Law [JUSTICE]
Knights of Valour [KNIGHT]
Legion of Darkness [LEGION]
Mystics of Arcana [MYSTIC]
Warlords, Masters of War [WARLORD]
Heralds, Scribes of History [HERALD]

~ no MYSTICS anymore

~ ps, this thread isn't a sticky
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Fishpaste



Joined: 05 Oct 2004
Posts: 40

PostPosted: Sat Oct 09, 2004 4:20 am    Post subject:

AFFLICTIVE

Spells which cause direct damage to one's target are known as afflictive
spells. Some equipment can better absorb the shock of such spells, so that
one takes less damage from them when one is wearing them. Also, those who
have greater strength can better endure the sheer force of these spells.

Notable spells of affliction include wrath and hellstream.

-------------------------

"HELP ALIAS" doesnt reflect the new alias system

-------------------------

'BLASPHEMY'
Syntax: commune 'blasphemy' <target>

Communing blasphemy at a target will cause them to have doubts about
their religion. While tainted by the blasphemy, the target will lose
their ability to commune, since their fallen faith prevents their prayers
from reaching their gods. Certain spells that involve their alignment
and religion such as prayer, bless, etc will also have no affect on
the target
, as long as their faith remain faltered.

-------------------------

'CALL LIGHTNING'
Syntax: cast 'call lightning' <target>

Rangers have partial control of the elements. When the weather is poor, they
have the ability to call down lightning bolts upon their opponents. The
damage inflicted by this spell is a lightning-based attack.

(doesnt mention its AOE.. seen more than a few newbie rangers cast it in guild)

------------------------

'CALM'
Syntax: commune 'calm'

One of the most useful and often overlooked abilities of the master cleric is
the calm spell, which can put an end to all violence in a room. Calmed
creatures will not attack of their own volition
, and are at a disadvantage
in combat as long as the spell soothes their minds. The more violence
activity there is in a room, the harder the spell, and it is all or nothing --
either all combat in the room is ended (with the exception of those who
are immune to magic) or none is.

(I may be wrong but I dont think calmed pets stop assisting)

-----------------------------

poison/plague helpfiles out of date (havent checked just guessing here)

----------------------------

'EDGE CRAFT'
Syntax: edge <object>

During their training as a ninja or thief, they have learned to transform
useless objects into deadly weapons. They mastered the craft, edging, to
sharpen trash, treasures, and keys into shurikens or daggers.

(ok this one was a bit of a joke. I just meant to say bards isnt here)


Last edited by Fishpaste on Sat Oct 09, 2004 4:35 am; edited 1 time in total
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E-ant



Joined: 16 Jan 2004
Posts: 434
Location: Estonia

PostPosted: Sat Oct 09, 2004 4:35 am    Post subject:

DAVAIRUS

Amidst the multitude of unskilled and disorganized warriors of darkness there
stood one that strove to outclass them all. A long life spent devoted to the
pursuit of excellence in every skill, using the least amount of help possible
from out of touch guildmasters. Not just to train for combat, but to take it
hardcore and master all of the unholy arts to perfection. Eventually, taking
full control of any situation, being too well trained for the victim to stand
any chance at all. The tattoo of Davairus is a tarantula helplessly ensnared
on the sting of a scorpion, a predator that hunts and kills a venomous prey.

The requirements are as follows:
- level 40+
- mastery of all useful skills and spells (NOT lore or know alignment)
- Not be an OOC Dick
- Be the only warlord who actually tries to RP


Excellence is paramount, alignment and ethos are overlooked.
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Fishpaste



Joined: 05 Oct 2004
Posts: 40

PostPosted: Sat Oct 09, 2004 4:38 am    Post subject:

'FAERIE FIRE'
Syntax: cast 'faerie fire' <target>
Syntax: commune 'faerie fire' <target>

Faerie fire is an offensive spell. It surrounds the victim with a pink aura
which prevents him from concealing himself in any way. Also, it worsens the
victim's armor, making him easier to hit as well as taking more damage when
hit. Clerics and all mage classes have this spell as part of their
arsenal.

(doesnt really mention it stops sneak explicitily)

----------------------

'FEEBLEMIND'
Syntax: cast 'feeblemind' <target>

This illusionist spell worsens the intelligence and wisdom of the victim
for a duration of time. While under the spell, the victim's ability to
learn new abilities, receive practice sessions, and be able to distinguish
illusions would be hindered.

(seems kinda redundant information)

--------------------------

'HOLD UNDEAD'
Syntax: cast 'hold undead' <target>

The necromancer exercises his control of the realm of the undead by
being able to freeze an undead creature - making it any action impossible
by the hapless creature. The undead creature becomes an unmoving
vegetable until the spell wears off.

(think i seen some undead it didnt work on..maybe bugs)

-------------------------

'INSOMNIA'
Syntax: commune 'insomnia' <target>

Exhausts the target of their mental capabilities by depriving him of
sleep. The target will experience mental fatigue and will not be able
to regenerate mana as long as they are affected by insomnia.

(I seem to remember losing mana, if thats the mental fatigue thing never mind.)

------------------------------

'KNOCK'
Syntax: cast 'knock' <direction>

A set of glowing, ethereal hands are created as an extension of the casters
arms. In doing so, it enables the caster to enter the lock mechanisms
however complex it may be, and unlock its target. However, its been said
that there are some type of locks that cannot be undone.

(doors only)

---------------------------

'PROTECTION'
Syntax: cast 'protection'
Syntax: commune 'protection'

The protection spells reduce damage taken from attackers of the opposite
path of morals. Those without a firm moral commitment does not receive
protection from this spell. This spell may not be cast on others.

(can use a scroll)

-------------------------

'REMOVE CURSE'
Syntax: commune 'remove curse'
Syntax: commune 'remove curse' <target>

The remove curse spell is able to remove a curse on a person who was
previously deemed unclean by a spell. It can also remove curses from objects
that are cursed carried by the caster or another person.

(they have to be following. may wish to mention the temple priests here too)

-------------------------
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Fishpaste



Joined: 05 Oct 2004
Posts: 40

PostPosted: Sat Oct 09, 2004 4:58 am    Post subject:

'BACKSTAB'
Syntax: backstab <target>

This skill gives thieves the ability to plant a dagger into the backs of
their opponent, striking them by surprise as well as inflicting a massive
amount of pain. This surprise attack is only effective to victims who are
in excellent condition. Opponents of a much greater size may not be
backstabbed.

1. its rarely by surprise since its right after blackjack.. (i'm nitpickin a bit)
2. works with spears (same error in dual backstab helpfile)
3. they can be a little hurt
4. never noticed the size thing

-------------------------------------

'CHARGE'
Syntax: charge <target>

Warriors, berserkers, dark-knights, and paladins have learned the ability to
start a fight by charging at their opponents with their weapons. The weapons
that they may charge with are swords, polearms, and spears.

(minot can charge with any weapon, especially axes)

------------------------------------

'DEMONIC VISAGE'
Syntax: commune 'demonic visage'
Syntax: commune 'demonic visage' <target>

The communer of demonic visage rips off their face to reveal a ghastly
and frightening sight of demons and devils. Startling the victim with
such horrifying images, they might drop their weapon into their
inventory
from the shock. They cannot be startled again while the
images of the demons still linger in their mind.

(seen it drop on the ground a bunch.. might be mob only)

---------------------------------

Except for HELP DODGE, defences helpfiles dont mention what stats affect them.

---------------------------------

'EMPOWERMENT' 'EMPOWER'
Syntax: empower offense
Syntax: empower defense

In order to use their more advanced skills, monks will have to prepare
themselves specifically for their tasks. This process is known as
empowerment. Monks can only choose to empower either offensively or
defensively, not both. An offensively empowered monk will be able
to use such skills as air thrash, while a defensively empowered monk
gains access to more advanced defenses like evade and balance.
In addition, a monk will do slightly more damage while empowered
offensively, and receive slightly less damage while empowered
defensively. A monk will have to wait for his current empowerment to
end before he can change how he is empowered.


(You can empower into a different one about 5-6 tick before its worn off)

------------------------------------

'HAND TO HAND'
Syntax: AUTOMATIC

Hand to hand combat is a rare skill in the realm. Learning this style of
fighting gives the player a weapon even when disarmed -- bare hands. Trained
hand to hand experts are far more effective than many swordsmen are.

Warriors, thieves, rangers, berserkers, ninjas, dark-knights, and paladins
may learn to fight with their hands. Because monks shun the use of weapons,
they train particularly hard in this skill.

(Seems to encourage mastering a kinda junk skill)

-------------------------------

'LORE'
Syntax: lore <object>

Lore is a general skill, consisting of knowledge of myths and legends. Use
of the lore skill gives a chance of obtaining information on an object,
concerning its power and uses. [/b]It also may occasionally increase the value
of an object[/b], because more will be known about its worth.

(Never seen an objects value go up by loring it)

------------------------------

'PARRY'
Syntax: AUTOMATIC

If at first you fail to dodge, block it. Parry is useful for deflecting
attacks, and is successful more often than dodge. Parry requires a weapon
for full success, the hand-to-hand skill may also be used, but results in
reduced damage instead of no damage
. The best chance of parrying occurs when
the defender is skilled in both his and his opponent's weapon type. All
classes may learn to parry with their weapons.

(coulda fooled me.. no mention of illithid parry which might bother some illithid trying to read about it)

-----------------------------------
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Fishpaste



Joined: 05 Oct 2004
Posts: 40

PostPosted: Sat Oct 09, 2004 5:17 am    Post subject:

'HEROISM'
Syntax: heroism

Being champions of all that is good, paladins have been known to venture forth
on heroic quests alone, against great odds. As preparation for such dangerous
undertakings, the paladin can beseech the heavens for their divine favor in
their heroic journey. When paladins are filled with heroism, he will have
divine wrath and good fortune for an entire day. However, he cannot follow or
lead anyone else for its duration, for such quests are meant to be undertaken
alone.

While purified by heroism, paladins can commune wrath with greater power than
they are normally capable of.
Also, their endurance is bolstered tremendously,
enabling them to travel great distances in pursuit of their opponents without
showing normal signs of fatigue. Lastly, paladins affected by heroism have
been known to begin combat with a charge attack when they defend someone using
the rescue skill.

(dont work)

-----------------------------------

'DISPEL UNDEAD'
Syntax: commune 'dispel undead' <target>

Healers have this offensive spell in their repertoire, as a part of their
priestly duty to ward off the undead. This spell uses holy power to cause
damage upon the unnatural existence of undead creatures, such as zombies
and ghouls. Only the undead are affected by the divine power contained
within this spell.
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Louis



Joined: 19 Jan 2004
Posts: 823
Location: Los Angeles, CA

PostPosted: Sat Oct 09, 2004 5:29 am    Post subject:

i think during character generation, newbies aren't told what races are available for what classes. help files also do not reflect this information. race help files during character generation shows max stats, vulns, but no class options.
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Hrash



Joined: 02 Feb 2004
Posts: 247

PostPosted: Sat Oct 09, 2004 10:13 pm    Post subject:

Heroism works dude.
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Flying Hampster of Doom



Joined: 16 Jan 2004
Posts: 423

PostPosted: Tue Oct 12, 2004 5:13 pm    Post subject:

That demonic visage one is the one I most think needs to be changed (the help file) I have had enough weapons sacrificed in long boring ass shaman fights to last me a damn life time.
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Amdorin



Joined: 16 Jan 2004
Posts: 829
Location: No matter how much a failure, no life is worthless. You can always serve as a bad example.

PostPosted: Wed Oct 13, 2004 3:40 am    Post subject:

CAMP
Syntax: camp

Rangers are able to set up a comfortable resting place in the wilderness.
Along with the wholesome fresh air and the healing powers of nature, they
are able to put themselves into a deep meditated sleep. This is a long
term sleep however. Those that wake up before they are fully rested will
be set back instead.


^--That doesn't exist anymore. Autocompletes into 'campfire'
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Enskel



Joined: 27 Jan 2004
Posts: 133

PostPosted: Wed Oct 13, 2004 3:20 pm    Post subject:

cabal helpfiles say "note to ..." when they should say "appl to..."
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Sebryn



Joined: 16 Jan 2004
Posts: 1185

PostPosted: Wed Oct 13, 2004 4:55 pm    Post subject:

Quote:
<30hp 10m 10mv> help sebryn

A fool.

Now that's just wrong...
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Amdorin



Joined: 16 Jan 2004
Posts: 829
Location: No matter how much a failure, no life is worthless. You can always serve as a bad example.

PostPosted: Thu Oct 14, 2004 2:29 am    Post subject:

IMPORTANT: Only level 10 and under get free recalls.
You can find your guildhall by taking these steps from the
Market Square of Seringale:
4 south, 2 west, 2 north, west, north, east


This is for a ranger. But I mean, Market square is like....gone.
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Ahriman



Joined: 07 May 2004
Posts: 7

PostPosted: Fri Nov 05, 2004 4:24 am    Post subject:

What about the website? The cabal pages still say that they will let people in that they have written notes about not letting in anymore. (just one example)
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Bones V2.0



Joined: 17 Jan 2004
Posts: 295
Location: Universal

PostPosted: Fri Nov 05, 2004 7:24 pm    Post subject:

There is no help file for 'application'.
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Gygh



Joined: 22 Jan 2004
Posts: 288
Location: Vancouver, WA

PostPosted: Fri Nov 26, 2004 2:08 am    Post subject: Re:

Ectoplasm is still a helpfile, although it's no longer a spell. Feeblemind says that its only an illusionist spell (also a psiconicist), a few of the cabal helpfiles need updating (I know this has already been said) and maybe need to be a little bit more specific or shall we say "blunt" for those of us who can't take a hint.
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Gruagg



Joined: 20 Oct 2004
Posts: 31
Location: Toronto, Canada

PostPosted: Sun Nov 28, 2004 5:35 pm    Post subject: Demonfire

'DEMONFIRE'
Syntax: commune demonfire <target>

Demonfire is a spell learned by the clerics. Clerics may commune to their
gods and either call upon their god to bring down divine wrath from the
heavens or to conjure forth demonic spirits of hell to assail upon their
victims. Clerics of different paths of alignment commune different types of
attacks on their victims. The wrath or the demonic spirits that are called
may not be used against those of the same path. If it is done, the attack
will be turned against the one who called forth the divine powers.


I suppose just changing it to reference Shamans? Since there are no clerics (Unless you are hiding them on us!)
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reiwan



Joined: 03 Dec 2004
Posts: 30

PostPosted: Fri Dec 03, 2004 4:03 am    Post subject:

Unholy strength

One can also amplify the effect of the spell to make it last longer,
but the upkeep will be correspondingly increased as well.

Each layer has no effect on the duration at all. Also, all though this really isnt related to the topic, the spell duration is just too short, its starts at 3 hrs, you spend the next tick layering it, then its down to 2...thats just too short. If casting each layer would reset it to 3, and increase the upkeep that would be more then adequate.
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