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Vertas
Joined: 17 Jan 2004 Posts: 1168 Location: Ewa Beach, HI
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Posted: Sat Dec 04, 2004 2:55 am Post subject: |
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Helpfiles (to my knowledge do not work)
judge
fine
guard tower
stance
i'm sure theres more but i haven't had any other caballed chars recently
oh yeah, and the helpfile for guard call says that it has to be cast
ca guard
but it says commune for shaman/healers
co guard? You do not know any spells by that name.
guard
You yell 'Guards! Guards!'
either the syntax or helpfile needs to be fixed.... |
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Sebryn
Joined: 16 Jan 2004 Posts: 1185
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Posted: Sat Dec 04, 2004 4:56 pm Post subject: |
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I don't think it's a big deal, but the Imms might not want you discussing CABAL helpfiles in the forum. Maybe a note to Imm or 'typo' message in-game would be more appropriate. |
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Avendin
Joined: 30 Jan 2004 Posts: 400
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Posted: Wed Jan 05, 2005 6:33 pm Post subject: |
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The wizlist, as always, is HORRIBLY out of date.
-----------------------------------------
help edge craft wrote: |
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.
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help throw wrote: |
THROW
Syntax: throw <wield/dual/shield/hold>
Syntax: throw
Rangers, thieves, and ninjas are skilled and dexterous enough with their
hands, that they are accurate in throwing an object at a target. Items
that can be thrown are wield, dual wield, shields, or held items. Keep
in mind not one class can throw all three. Ninjas and thieves have such
expertise in throwing that there are certain held items they can
repeatedly throw. They also mastered in using a potion on another by the
use of throw. Rangers are accustomed to throwing much larger objects.
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Both of these fail to mention bards. |
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theobserver Guest
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Posted: Wed Jun 29, 2005 6:32 pm Post subject: |
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With all the new combat changes, they are a few more help files that have suddenly become out of date. Post them here please so I can update them. |
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Sebryn
Joined: 16 Jan 2004 Posts: 1185
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Posted: Mon Jul 11, 2005 9:24 pm Post subject: |
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help healer wrote: |
'HEALER'
...
Healers may gain experience through healing and curing others of their ailments, due to their specialization in this field.
... |
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Trillian
Joined: 05 Nov 2004 Posts: 324 Location: 127.0.0.1
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Posted: Mon Jul 11, 2005 9:40 pm Post subject: |
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it happens... or it did with Guluvido. |
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Grayden
Joined: 21 Jun 2005 Posts: 634 Location: Spokane, WA
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Posted: Sat Jul 16, 2005 3:44 pm Post subject: |
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Unholy str is not a great spell, it should be available at lower ranks and changed some. Atleast that is my two cents. |
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Louis
Joined: 19 Jan 2004 Posts: 823 Location: Los Angeles, CA
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Posted: Sat Jul 16, 2005 3:47 pm Post subject: |
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unholy strength is pretty good as it is, was hoping they beefed it up when i was playing a dk but they honestly don't have to. i experimented with it a bit and it came out to be really effective. unholy strength is the reason why i was able to beat a beefed out Loanir after he berated me for never being able to kill him alone. |
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kento Emissary
Joined: 03 Nov 2004 Posts: 338
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Posted: Sun Jul 17, 2005 8:51 pm Post subject: |
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I think that maybe it should be first available at higher ranks, maybe even fifty, because at rank 35, it just sucks and is horribly anti n00bie friendly. |
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Mendek
Joined: 16 Jan 2004 Posts: 472
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Posted: Sun Oct 09, 2005 1:08 am Post subject: |
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Code: |
'ENHANCED DAMAGE'
Syntax: AUTOMATIC
Warriors, thieves, rangers, berserkers, ninjas, dark-knights, and paladins
can become skilled enough in combat that they are able to inflict more damage
than regular attacks. Enhanced damage is checked for with each hit, although
with a low skill, the chance of receiving a bonus is very low indeed.
Warriors, thieves, rangers, berserkers, ninjas, dark-knights, and paladins
may learn to fight with enhanced damage.
Offhand attacks are not affected by enhanced damage unless one is either a
ranger or a ninja. Two-handed weapons have doubled enhanced damage.
See also: HELP WEAPON, HELP DUAL WIELD
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Redundant. Shaman also get enhanced damage. More damage for two handed weapons not included. Redundant. |
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ryokan
Joined: 09 Nov 2006 Posts: 22
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Posted: Wed Nov 22, 2006 10:00 am Post subject: |
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The protection spell significantly reduces all damage taken from
attackers of the opposite alignment, and provides a minor amount
of protection from all magical spells. Those who are without a firm
moral commitment may not receive this spell, nor will their their
damage ever be reduced by it. Clerics, paladins, and dark-knights
necromancers are given the opportunity to learn protection.
are given the opportunity to learn protection. |
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Groq Immortal
Joined: 13 Jan 2006 Posts: 500 Location: Downstate NY
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Posted: Wed Nov 22, 2006 10:02 pm Post subject: |
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You do gain exp from healing just a small amout and if they are wounded can't get exp if they are at 100%hp but you do get exp for healing if your a healer. |
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Vanisse Immortal
Joined: 06 Jan 2006 Posts: 2793 Location: inside a tree
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Posted: Fri Nov 24, 2006 3:29 pm Post subject: |
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Code: |
The detect good spell enables the caster to distinguish those who follows the
path of light, revealing a characteristic golden aura around the person. It
also enables the caster to distinguish objects that are evil in nature. Shamans
and dark-knights learn this spell. |
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Adebaldi
Joined: 16 Jan 2004 Posts: 272 Location: Tallinn, Estonia
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Posted: Thu Nov 01, 2007 1:03 pm Post subject: |
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Code: |
QUEST
There are a lot of quests being built into the areas, but they are not
the typical quests you are accustomed to. They are not run by gods,
but rather are solved by completing certain tasks defined by the area,
which vary greatly. Often you will not even know that you have solved a
quest, but if you do, a string will appear when you or someone else
looks at you.
While there are generally no rewards for these quests, it is worth your
time to explore the realms, for a knowledged and experienced traveler
is greatly valued in the eyes of the gods.
The Gods will not help you with these quests. You are meant to solve
them by yourself. Many of these quests are hard to find, but if you
explore enough, you will eventually find them. |
This one is totally outdated. You will be notified if you have solved a quest and generally there is a reward in completing one. If nothing else you gain exp at least.
I came to this one because I was wondering if there still was a bonus to skill improvement from quests? |
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Vanisse Immortal
Joined: 06 Jan 2006 Posts: 2793 Location: inside a tree
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Posted: Tue Mar 25, 2008 7:05 pm Post subject: |
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any more helpfiles needing fixing? please post if you see any. |
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flom
Joined: 07 Dec 2011 Posts: 32
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Posted: Mon Dec 12, 2011 8:32 pm Post subject: |
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I'm pretty sure there's a helpfile for cure dysentery... even though this isn't a spell anymore. |
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Ergorion
Joined: 16 Mar 2007 Posts: 2156
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Posted: Tue Dec 13, 2011 4:04 am Post subject: |
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flom wrote: |
I'm pretty sure there's a helpfile for cure dysentery... even though this isn't a spell anymore. |
There are helpfiles for most of the druid skills/chants or whatever and monk skills and stuff. I just take any information conveyed through helpfiles with a grain of salt these days. |
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Vevier Immortal
Joined: 23 Jul 2008 Posts: 1642 Location: everywhere
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Posted: Tue Dec 13, 2011 7:35 am Post subject: |
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Help files don't get removed. What we'd like to know is if current helpfiles (like for active skills) reference these old helpfiles. |
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Fireballer
Joined: 20 Jan 2010 Posts: 330
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Posted: Wed May 02, 2012 6:32 pm Post subject: |
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Quote: |
TRIP
Syntax: trip <target>
Trip is a somewhat dastardly attack, and involves using any one of a
number of methods to bring your opponent down to the ground. Tripping
large creatures is generally not a good idea, and agile ones will find the
attack easy to avoid. Warriors, thieves, ninjas, monks, berserkers and
dark-knights may learn to trip their opponents.
Flying targets cannot be tripped, and it is difficult to trip others from
an airborne position as well.
See also: HELP LAG |
large creatures usually lack agility, or dex, while agile creatures usually are small or at most medium.
Therefore the helpfile seems to imply it's never a good idea to use trip.
if trip is the complete reverse of bash/bodyslam, we could assume that size determines lag while dex determines damage. Even if it is rather dex that determines lag, as strength does for bash, then it would be assumed that trip actually works best with a highly agile attacker, such as elf, vs a very low dex defender, such as giants, and that this difference would grant you the most lag.
The helpfile is just not clear. |
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Fireballer
Joined: 20 Jan 2010 Posts: 330
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Posted: Sun May 27, 2012 11:21 pm Post subject: |
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Quote: |
Neutral Good:
Those of this path are strong followers of the Light, above all else.
The weak must be defended, and >lawful neutrals< act to ensure that right
triumphs over wrong, whether by assisting the law in a time of chaos,
or acting against an unjust government. Even if their actions will
sometimes bring about consequences to themselves, they are willing to
accept this in order to do what is good and right.
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