This page is all you need to know on the skills and commands of the Guild. Nuff said.
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Here are the guild commands, again taken from Malicious. The information is currently being updated, so some statistics here may be old and incorrect. To navigate, you could use Ctrl F to find what you want, until I get a proper system up and running, perhaps a database.
Abscond
Abscond allows you to covertly escape from battle. While it may not sound too exciting, it can be very effective in the right hands. When you abscond, you choose a direction and an optional action (sneak, hide or ambush). For instance, abscond south and hide will make you run to the south (if possible) and then hide. Most people will abscond and ambush, so that if their victim follows them, they can launch the ambush against them. Note that an abscond attempt can only be triggered by a successful dodge.
Abscond can be learned at 50 covert.stealth from Madame les Deux-Epees, requires 45 guild points to use (55 if you sneak, hide or ambush), and uses fighting.defense.dodge and the relevant covert.stealth skill.
Ambush is a two part command that allows you to launch a vicious attack similar to a backstab on an unsuspecting passer-by. The first part requires you to set up the ambush by simply typing ambush. The second part allows you to spring the ambush on a target. Ambush is usually used in conjunction with abscond, since it is quite hard to ambush someone otherwise.
Ambush can be learned at 60 covert.stealth and 60 covert.items.weapons from Mr Nivor, requires 20 guild points to set the ambush and 45 guild points to spring the ambush, and uses covert.items.weapons and the relevant covert.stealth skill.
Assess allows you to covertly gauge the difficulty of a potential inhume.
Assess can be learned at 50 covert.casing.person from Baron Strifenkanen, requires 40 guild points to use, and uses covert.casing.person and the relevant covert.stealth skill.
Backstab allows you to perform up to four attacks on a target at increased strength. Note that backstab can only be used to start combat, it may not be used if you are already fighting.
Backstab can be learned at 60 covert.stealth and 60 covert.items.weapons from Mr Moody, requires 40 guild points to use, and uses covert.items.weapons and the relevant covert.stealth skill.
Bandage allows you to heal minor wounds with a bandage. Bandages can be made from most items of clothing using the tear command. Covert attempts may be made (attempts while hiding), and rely on the skill covert.manipulation.sleight-of-hand.
Bandage can be learned at 25 crafts.medicine.firstaid from Nurse Gladys, requires 15 guild points to use, and uses the skill crafts.medicine.firstaid.
Conceal allows you to hide an item on your person. The relevant item will be seen as an unknown object by others, unless their other.perception is sufficiently high.
Conceal can be learned at 60 covert.hiding.object from Mr Schotter, requires 10 guild points to use, and uses the skill covert.hiding.object.
Disable allows you to disable a trap. A failed attempt may cause the trap to go off. Very rarely used.
Disable can be learned at 60 covert.items.traps and 60 covert.lockpick.traps from Miss Band, requires 80 guild points to use, and uses the skills covert.items.traps and covert.lockpick.traps.
Feint allows you to fake an attack against an opponent. Feinting causes the opponent to block, leaving them open for your next attack.
Feint can be learned at 15 fighting.special.weapons from Madame les Deux-Epees, requires 15 guild points to use, and uses the skill covert.items.weapons.
Fix allows you to repair a damaged weapon or piece of armour. You will also require the proper tools, which can be found at smithies all over the Disc (there is a forge in the Ankh-Morpork guild). Fixing requires money, and the better you are at fixing, the cheaper it will be. Note that leather armour cannot be repaired with fix, but leatherwork must be used.
Fix can be learned at 10 crafts.smithing from Professor Stone, requires 35 guild points to use, and uses either crafts.smithing.black.armour or crafts.smithing.black.weapons.
Hide allows you to conceal yourself from those in a room with you. While hidden, people in the room will not see you in the room description, nor will they be able to target you with any commands that require you to be in the room. People with sufficiently high other.perception will still be able to see you. Performing most actions will bring you out of hiding.
Hide can be learned at 15 covert.items.weapons from Madame les Deux-Epees, requires 15 guild points to use, and uses the skill covert.items.weapons.
Inhume is the ultimate Assassin command. This command, when successful, will usually kill a target outright. The drawback is that it can only be used on targets that have a contract out on them. Inhumations can also only be carried out with certain weapons - blowpipe, crossbow or throwing knife. Note that a successful inhume is the only way to close a contract. Failing to inhume a target and then killing them in a subsequent fight will not count.
Inhume can be learned upon graduation or from Lady T'malia, requires 100 guild points to use, and uses the skills covert.items.weapons, the relevant covert.stealth skill, and either fighting.range.fired or fighting.range.thrown.
Judge will give you a rough idea of how good a particular weapon is. Judge can also be used to compare two different weapons.
Judge can be learned at 5 other.evaluating.weapons from Professor Stone, requires 25 guild points to use (50 if you compare two weapons), and uses the skill other.evaluating.weapons.
Leatherwork allows you to repair damage to leather armour and clothing. Leatherwork also requires a tannery, of which there are many scattered around the Disc. Leatherworking requires money, and the better you are at it, the cheaper it will be.
Leatherwork can be learned at 10 crafts.materials from Professor Stone, requires 35 guild points to use, and uses the skill crafts.materials.leatherwork.
Palm allows you to covertly get an item from a location. Very useful for moving weapons and valuables around in your inventory without alerting others.
Palm can be learned at 3 covert.manipulation.palming from Mr Schotter, requires 5 guild points to use, and uses the skill covert.manipulation.palming.
Peek allows you to covertly look at someone. Useful for sizing up an opponent witout alerting them.
Peek can be learned at 10 covert.stealth from Mr Schotter, requires 10 guild points to use, and uses the relevant covert.stealth skill.
Pick allows you to pick a lock. You will require a lockpick, which may break in the attempt. There are two kinds of lockpick available from the equipment shop. The deluxe version will make the attempt easier.
Pick can be learned at 60 covert.lockpick.doors from Miss Band, requires 25 guild points to use, and uses the skill covert.lockpick.doors.
Pierce allows you to launch a special attack against an opponent, doing extra damage. You must be in combat with the target, and you must be holding a suitable weapon (large piercing weapons). An attempt will leave you vulnerable in the next round of combat.
Pierce can be learned at 15 fighting.special.weapons from Madame les Deux-Epees, requires 35 guild points to use, and uses the skill fighting.special.weapons.
Probe allows you to gauge the difficulty of a lock prior to picking it. It will also give information on any traps that are hidden within the lock.
Probe can be learned at 20 covert.items.traps and 60 covert.casing.place from Miss Band, requires 20 guild points to use, and uses the skills covert.items.traps and covert.casing.place.
Slip allows you to covertly move an item to a location, much like palm. Very useful for moving weapons and valuables around in you inventory without alerting others.
Slip can be learned at 3 covert.manipulation.passing from Mr Schotter, requires 5 guild points to use, and uses the skill covert.manipulation.passing.
Sneak allows you to move around covertly. When stationary, you will be hidden. When you leave or enter a room, only those with sufficient other.perception will see you. There are three levels of sneaking: high, medium and low. The higher the level, the more covertly you will move. However, higher levels use more guild points. Sneaking can be turned off with sneak off.
Sneak can be learned at 10 covert.stealth from Mr Schotter, requires 15 guild points to use on high, 10 on medium and 5 on low, and uses the appropriate covert.stealth skill.
Stab allows you to launch a special attack against an opponent, doing extra damage. You must be in combat with the target, and you must be holding a suitable weapon (small and medium piercing weapons). An attempt will leave you vulnerable in the next round of combat.
Stab can be learned at 15 fighting.special.weapons from Madame les Deux-Epees, requires 35 guild points to use, and uses the skill fighting.special.weapons.
Tripping your opponent will leave them vulnerable to attack as they get up off the floor.
Trip can be learned at 15 fighting.special.tactics and 15 fighting.special.unarmed from Monsieur le Balourd, requires 30 guild points to use, and uses the skills fighting.special.unarmed and fighting.unarmed.grappling.
Unconceal allows you to covertly remove something from concealment.
Unhide can be learned at 20 covert.manipulation.sleight-of-hand from Mr Schotter, requires 5 guild points to use, and uses the skill covert.manipulation.sleight-of-hand.
Unhide allows you to covertly slip out of hiding, as opposed to hide stop, which will notify those in the room that you are no longer hiding.
Unhide can be learned at 20 covert.stealth from Mr Schotter, requires 10 guild points to use, and uses the relevant covert.stealth skill.
Vurdere will give you a rough idea of how good a particular piece of armour is. Vurdere can also be used to compare two different weapons.
Vurdere can be learned at 5 other.evaluating.armour from Professor Stone, requires 25 guild points to use (50 if you compare two items of armour), and uses the skill other.evaluating.armour.