Difference between revisions of "Engineering (skill)"
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| AbilitySyntax=FASHION HAMMER | | AbilitySyntax=FASHION HAMMER | ||
| AbilityDescription=The tool of a master metalworker, the clockwork hammer will vastly decrease the time it takes to shape and work metal, and increases efficiency, reducing the number of commodities required to craft an item. | | AbilityDescription=The tool of a master metalworker, the clockwork hammer will vastly decrease the time it takes to shape and work metal, and increases efficiency, reducing the number of commodities required to craft an item. | ||
| AbilityDetails='''Commodities:'''2 wood, 4 iron | | AbilityDetails='''Commodities:''' 2 wood, 4 iron | ||
}} | }} | ||
{{AbilityBox | AbilityName=Ballista | {{AbilityBox | AbilityName=Ballista | ||
| AbilitySyntax=FASHION BALLISTA<br />MAN <ballista><br />MAN NOTHING<br />LOAD <ballista><br />FIRE <ballista> <direction> | | AbilitySyntax=FASHION BALLISTA<br />MAN <ballista><br />MAN NOTHING<br />LOAD <ballista><br />FIRE <ballista> <direction><br />PUSH <ballista> <direction><br />DISASSEMBLE <ballista><br />REASSEMBLE <ballista><br />ORDER <guard> MAN <ballista> (city officials only)<br />ORDER <guard> MAN NOTHING (city officials only) | ||
| AbilityDescription=The ballista is similar to a giant crossbow, firing a huge stone ball or shot. It will strike a random enemy in the direction that it is fired. | | AbilityDescription=The ballista is similar to a giant crossbow, firing a huge stone ball or shot. It will strike a random enemy in the direction that it is fired. | ||
The initial building of the ballista is a long process, taking 15 minutes total. They can be easily be pushed from room to room, but take 10 minutes to disassemble or reassemble. | |||
Guards can be ordered to man these devices and they will fire them at city or council enemies. You must keep them constantly supplied with shot, which is done by simply giving the ammunition to the guard manning the siege weapon. | Guards can be ordered to man these devices and they will fire them at city or council enemies. You must keep them constantly supplied with a shot, which is done by simply giving the ammunition to the guard manning the siege weapon. | ||
In addition, guards can reassemble siege weapons if you give it to them. They will instantly man the weapon once it is done. | In addition, guards can reassemble siege weapons if you give it to them. They will instantly man the weapon once it is done. | ||
You must be manning a weapon to fire or push it, but you do not need to be manning it to load. Thus, with some proper timing, two people can fire a weapon at greater speeds. Players can also assist guards by loading weapons. | You must be manning a weapon to fire or push it, but you do not need to be manning it to load. Thus, with some proper timing, two people can fire a weapon at greater speeds. Players can also assist guards by loading weapons. | ||
| AbilityDetails= | | AbilityDetails='''Commodities:''' 10 stehl, 50 wood, 10 iron, 10 leather, 40 rope | ||
}} | }} | ||
{{AbilityBox | AbilityName=Shot | {{AbilityBox | AbilityName=Shot | ||
| AbilitySyntax= | | AbilitySyntax=FASHION <1-10> SHOT | ||
| AbilityDescription= | | AbilityDescription=The ammunition for ballistas. Each commodity spent will create 10 shots. | ||
| AbilityDetails= | | AbilityDetails='''Commodities:''' 1 stone per shot | ||
}} | }} | ||
{{AbilityBox | AbilityName=Bomb | {{AbilityBox | AbilityName=Bomb | ||
| AbilitySyntax= | | AbilitySyntax=FASHION BOMB<br />LIGHT BOMB | ||
| AbilityDescription= | | AbilityDescription=By filling a small iron ball with gunpowder and affixing a fuse to the top, you can make highly dangerous explosives. The fuse process has yet to be perfected, however, causing some to burn faster than others. It is unwise to hold a bomb or be in the room with one when it goes off. | ||
| AbilityDetails= | | AbilityDetails='''Commodities:''' 2 iron, 2 blackpowder (requires a forge) | ||
}} | }} | ||
{{AbilityBox | AbilityName=Repair | {{AbilityBox | AbilityName=Repair | ||
| AbilitySyntax= | | AbilitySyntax=REPAIR GATES <direction><br />INSPECT GATES <direction><br />REPAIR <siege weapon> | ||
| AbilityDescription= | | AbilityDescription=City gates will take a beating during war. As such, one must be able to quickly repair them. Different gates will have different commodity requirements for repair. Most gates will only need wood or stone for a single repair, but many repairs will be necessary to fix badly damaged gates. | ||
In addition, you may repair damaged siege weapons which have been battered by the enemy. | |||
| AbilityDetails= | | AbilityDetails= | ||
}} | }} | ||
Line 163: | Line 165: | ||
{{AbilityBox | AbilityName=Spyglass | {{AbilityBox | AbilityName=Spyglass | ||
| AbilitySyntax= | | AbilitySyntax=FASHION SPYGLASS<br />PEER IN SPYGLASS | ||
| AbilityDescription= | | AbilityDescription=An extraordinary item that will allow you to see great distances. Using it in an outdoors locations will allow you to see anyone in the same area as you. | ||
| AbilityDetails= | | AbilityDetails='''Commodities:''' 2 iron, 1 gold, 1 glass | ||
}} | }} | ||
Latest revision as of 20:50, 11 November 2018
The skill of Engineering is the application of science. Those who understand science are able to apply this knowledge to create items to make their lives and the lives of those around them more productive. Those who take the time to learn Engineering will be able to create a variety of items to do just that.
Lantern | |
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Syntax: FASHION LANTERN
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The lantern will allow you to see in the deepest, darkest places of Imperian. You must have a tinderbox in your inventory to light it. |
Commodities: 2 iron, 1 glass (requires a forge) | |
Changelog:
{{{AbilityChangelog}}} |
Clock | |
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Syntax: FASHION CLOCK
|
The ability to track time is one of the most important advances of any civilization. This device will let you keep track of time in your own timezone. It can also be set to ring at certain times. |
Commodities: 3 iron, 1 glass, 1 silver | |
Changelog:
{{{AbilityChangelog}}} |
Bootspikes | |
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Syntax: FASHION BOOTSPIKES
|
Anyone wearing boots with these handy items attached to them will be able to easily traverse any icy conditions, no matter how slippery they may be. In addition, any person being kicked by someone wearing bootspikes will suffer additional damage and bleeding. |
Commodities: 2 iron, 2 leather (requires a forge) | |
Changelog:
{{{AbilityChangelog}}} |
Blackpowder | |
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Syntax: FASHION <1-10> BLACKPOWDER
|
This is a powerful commodity used in many items. It can only be created by grinding equal amounts of sulphur, saltpetre and charcoal together. Be warned! This is a dangerous process. Many scientists have died when rushing their work.
Gathering the items needed to create blackpowder can be a difficult process. As such, some direction has been provided on how to acquire these products. (See AB ENGINEERING BLACKPOWDER.) |
Commodities: 1 sulphur, 1 saltpetre, 1 charcoal | |
Changelog:
{{{AbilityChangelog}}} |
GlassBubble | |
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Syntax: FASHION GLASSBUBBLE
|
This large bowl shaped glass device can be placed over the head and secured around the neck. When swimming in underwater locations it can hold air for breathing. The air supply is limited and you will need to return to a source of air at some point. |
Commodities: 5 glass, 3 iron, 3 leather | |
Changelog:
{{{AbilityChangelog}}} |
Firecracker | |
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Syntax: FASHION FIRECRACKER
|
A fun toy, great for parties and scaring people. |
Commodities: 1 blackpowder, 1 cloth | |
Changelog:
{{{AbilityChangelog}}} |
Whetstone | |
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Syntax: FASHION WHETSTONE
|
This stone will put a fine edge on any bladed weapon and increase its cutting damage. The blade will only keep its razor edge for a limited time before it will need to be resharpened. Those with the weaponprobe ability will be able to determine how sharp the weapon is. |
Commodities: 1 stone, 1 diamond, 3 obsidian Cooldown: 5 seconds of balance | |
Changelog:
{{{AbilityChangelog}}} |
Pan | |
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Syntax: FASHION PAN
|
With this pan, you can create a multitude of meals that require less cooking time and actual food products, yet are still incredibly filling and rich. |
Commodities: 6 iron (requires a forge) | |
Changelog:
{{{AbilityChangelog}}} |
MusicBox | |
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Syntax: FASHION MUSICBOX
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The relaxing music of this box will play if you wind it up. |
Commodities: 1 glass, 1 gold, 3 iron Cooldown: 5 seconds of balance | |
Changelog:
{{{AbilityChangelog}}} |
SewingMachine | |
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Syntax: FASHION SEWINGMACHINE
|
Using this pedal driven machine will increase sewing efficiency, reducing the materials needed to craft a tailoring item. |
Commodities: 15 iron, 2 gold, 2 silver, 5 wood | |
Changelog:
{{{AbilityChangelog}}} |
Icebox | |
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Syntax: FASHION ICEBOX
|
Any edible items placed inside an icebox will decay much slower. |
Commodities: 3 wood, 2 iron, 1 leather, 1 cloth, 1 ice (requires a forge) | |
Changelog:
{{{AbilityChangelog}}} |
Jigsaw | |
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Syntax: FASHION JIGSAW
|
This pedal-driven woodcrafting tool will greatly decrease woodcrafting time and increase efficiency, reducing the amount of commodities required to craft an item. |
Commodities: 15 iron, 2 gold, 2 silver, 10 wood (requires a forge) | |
Changelog:
{{{AbilityChangelog}}} |
Fan | |
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Syntax: FASHION FAN
|
Using the same technology behind the clock, this steel fan can be wound up and then released. The fan will push players away who are trying to enter the room in the direction it is pointed. It will also try to pull players in from a direction if the fan is reversed. |
Commodities: 10 iron, 2 wood, 1 gold, 1 silver (requires a forge) Cooldown: 5 seconds of balance | |
Changelog:
{{{AbilityChangelog}}} |
Chisel | |
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Syntax: FASHION CHISEL
|
With a clockwork engine, this motorized chisel greatly increases masonry efficiency, reducing the amount of commodities needed to craft an item. |
Commodities: 10 iron, 2 diamond (requires a forge) | |
Changelog:
{{{AbilityChangelog}}} |
Recorder | |
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Syntax: FASHION RECORDER
|
Attaching a recorder to a musicbox will nullify its soothing properties. However, it will allow you record anything said in a room while it is recording. Playing the musicbox will then cause the recording to play. |
Commodities: 2 iron, 2 glass, 3 bone (requires a forge) | |
Changelog:
{{{AbilityChangelog}}} |
Lapidary | |
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Syntax: FASHION LAPIDARY
|
This tool allows you to cut gemstones into different sizes, thereby decreasing the amount of gemstones needed for a particular piece of jewelry. |
Commodities: 10 iron, 10 wood, 2 gold, 2 silver, 1 diamond | |
Changelog:
{{{AbilityChangelog}}} |
Hammer | |
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Syntax: FASHION HAMMER
|
The tool of a master metalworker, the clockwork hammer will vastly decrease the time it takes to shape and work metal, and increases efficiency, reducing the number of commodities required to craft an item. |
Commodities: 2 wood, 4 iron | |
Changelog:
{{{AbilityChangelog}}} |
Ballista | |
---|---|
Syntax: FASHION BALLISTA
|
The ballista is similar to a giant crossbow, firing a huge stone ball or shot. It will strike a random enemy in the direction that it is fired.
The initial building of the ballista is a long process, taking 15 minutes total. They can be easily be pushed from room to room, but take 10 minutes to disassemble or reassemble. Guards can be ordered to man these devices and they will fire them at city or council enemies. You must keep them constantly supplied with a shot, which is done by simply giving the ammunition to the guard manning the siege weapon. In addition, guards can reassemble siege weapons if you give it to them. They will instantly man the weapon once it is done. You must be manning a weapon to fire or push it, but you do not need to be manning it to load. Thus, with some proper timing, two people can fire a weapon at greater speeds. Players can also assist guards by loading weapons. |
Commodities: 10 stehl, 50 wood, 10 iron, 10 leather, 40 rope | |
Changelog:
{{{AbilityChangelog}}} |
Shot | |
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Syntax: FASHION <1-10> SHOT
|
The ammunition for ballistas. Each commodity spent will create 10 shots. |
Commodities: 1 stone per shot | |
Changelog:
{{{AbilityChangelog}}} |
Bomb | |
---|---|
Syntax: FASHION BOMB
|
By filling a small iron ball with gunpowder and affixing a fuse to the top, you can make highly dangerous explosives. The fuse process has yet to be perfected, however, causing some to burn faster than others. It is unwise to hold a bomb or be in the room with one when it goes off. |
Commodities: 2 iron, 2 blackpowder (requires a forge) | |
Changelog:
{{{AbilityChangelog}}} |
Repair | |
---|---|
Syntax: REPAIR GATES <direction>
|
City gates will take a beating during war. As such, one must be able to quickly repair them. Different gates will have different commodity requirements for repair. Most gates will only need wood or stone for a single repair, but many repairs will be necessary to fix badly damaged gates.
In addition, you may repair damaged siege weapons which have been battered by the enemy. |
Changelog:
{{{AbilityChangelog}}} |
Spyglass | |
---|---|
Syntax: FASHION SPYGLASS
|
An extraordinary item that will allow you to see great distances. Using it in an outdoors locations will allow you to see anyone in the same area as you. |
Commodities: 2 iron, 1 gold, 1 glass | |
Changelog:
{{{AbilityChangelog}}} |
NetThrower | |
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Syntax: TRANSMUTE <0-100>
|
This will instantly turn the specified amount of mana into health. You can specify the amount of mana to use, or the health % that you want to get to. |
Changelog:
{{{AbilityChangelog}}} |
Net | |
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Syntax: NUMB
|
With a very clever method of concentration, you are now able to numb yourself to damage received, at least temporarily. When the numbness wears off, all the damage you would have taken, minus 40%, will be received in one blow. |
Changelog:
{{{AbilityChangelog}}} |
Charger | |
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Syntax: KAI TRANCE
|
This is the basis for the most powerful Kaido abilities. It is the ability which allows you to gather Kai energy to use in later abilities. While you are in the trance, you will lose some mana, but periodically gain kai energy, for use in several Kaido abilities. You generate 10 kai every 5 seconds in this trance. |
Changelog:
{{{AbilityChangelog}}} |
Flintlock | |
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Syntax: KAI CHOKE <target>
|
By manipulating the Kai energy that flows around us all, you are able to choke the life out of anyone in your local area. While one monk may repeatedly choke a single target effectively, multiple monks choking the same target will find that their efforts are weakened. |
Resource: 10 kai | |
Changelog:
{{{AbilityChangelog}}} |
GunShot | |
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Syntax: KAI CRIPPLE <target>
|
By sending out a crushing whip of Kai, you can crush the limbs of your target. |
Resource: 41 kai | |
Changelog:
{{{AbilityChangelog}}} |
Earhorn | |
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Syntax: KAI HEAL
|
Although this may only be performed at yourself, it is a very powerful healing ability. |
Resource: 40 kai | |
Changelog:
{{{AbilityChangelog}}} |
BoltThrower | |
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Syntax: KAI STRIKE <target> LEFT/RIGHT LEG/ARM
|
Similar to Kai Cripple, this attack will focus your Kai energy into a single limb of your opponent, damaging it immensely. |
Resource:30 kai | |
Changelog:
{{{AbilityChangelog}}} |
Bolt | |
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Syntax: KAI BANISH <target>
|
An extremely powerful ability, this allows you to rip space apart at the exact location of your target. This transports them temporarily to an area between time. |
Resource: 51 kai | |
Changelog:
{{{AbilityChangelog}}} |
Ram | |
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Syntax: KAI BOOST
|
As you become more efficient in the art of handling Kai, you gain the ability to double the amount of Kai energy you get. You receive 20 kai per tick. |
Resource: 11 kai | |
Changelog:
{{{AbilityChangelog}}} |
TimeBomb | |
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Syntax: KAI ENFEEBLE <target>
|
This ability will throw a massive shockwave of kai energy at your opponent, removing 20% of their current health and mana. This ability does not take balance or equilibrium, but can only be used every 6 seconds. |
Resource: 41 kai | |
Changelog:
{{{AbilityChangelog}}} |
Catapult | |
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Syntax: KAI IMMOLATE
|
This skill will greatly increase the skin temperature of your foe, making it impossible for translucent shields to form around them, as well as preventing the tree tattoos from working. It wears off after a small amount of time. |
Resource: 40 kai | |
Changelog:
{{{AbilityChangelog}}} |
SappingCharge | |
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Syntax: KAI DELIVERANCE
|
Once activating this ability, there will be a short delay. After this time, anyone who attempts to harm you for the next 30 seconds from nearby will die instantly in a massive backlash of Kai energy. |
Resource: 81 kai | |
Changelog:
{{{AbilityChangelog}}} |
TuningFork | |
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Syntax: KAI DELIVERANCE
|
Once activating this ability, there will be a short delay. After this time, anyone who attempts to harm you for the next 30 seconds from nearby will die instantly in a massive backlash of Kai energy. |
Resource: 81 kai | |
Changelog:
{{{AbilityChangelog}}} |
Tripwire | |
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Syntax: KAI DELIVERANCE
|
Once activating this ability, there will be a short delay. After this time, anyone who attempts to harm you for the next 30 seconds from nearby will die instantly in a massive backlash of Kai energy. |
Resource: 81 kai | |
Changelog:
{{{AbilityChangelog}}} |
ChargeBomb | |
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Syntax: KAI DELIVERANCE
|
Once activating this ability, there will be a short delay. After this time, anyone who attempts to harm you for the next 30 seconds from nearby will die instantly in a massive backlash of Kai energy. |
Resource: 81 kai | |
Changelog:
{{{AbilityChangelog}}} |
Blunderbuss | |
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Syntax: KAI DELIVERANCE
|
Once activating this ability, there will be a short delay. After this time, anyone who attempts to harm you for the next 30 seconds from nearby will die instantly in a massive backlash of Kai energy. |
Resource: 81 kai | |
Changelog:
{{{AbilityChangelog}}} |
Trebuchet | |
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Syntax: KAI DELIVERANCE
|
Once activating this ability, there will be a short delay. After this time, anyone who attempts to harm you for the next 30 seconds from nearby will die instantly in a massive backlash of Kai energy. |
Resource: 81 kai | |
Changelog:
{{{AbilityChangelog}}} |
CannonBall | |
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Syntax: KAI DELIVERANCE
|
Once activating this ability, there will be a short delay. After this time, anyone who attempts to harm you for the next 30 seconds from nearby will die instantly in a massive backlash of Kai energy. |
Resource: 81 kai | |
Changelog:
{{{AbilityChangelog}}} |
Cannon | |
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Syntax: KAI DELIVERANCE
|
Once activating this ability, there will be a short delay. After this time, anyone who attempts to harm you for the next 30 seconds from nearby will die instantly in a massive backlash of Kai energy. |
Resource: 81 kai | |
Changelog:
{{{AbilityChangelog}}} |
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