Utilities

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                          === Utilities ===
                          
This is a documentation about utilities in Icesus.

What are utilities?
===================

  Utilities, in Icesus, are services provided by NPCs. This document 
  specifically explains about weaponsmiths, armoursmiths, generalsmiths, 
  seamstresses and channelers.
  
Weaponsmiths
============
 
  Weaponsmiths specialize in producing weapons from common materials.
  The following commands are available:
  
  The cost command is used to gain a quote from the smith for a specific 
  item.
  
   cost <quality>,<material>,<type>
  
  The order command is to actually place an order for the item in question. 
  If you do not have enough coin on hand you can add 'with credit' at the 
  end of the command to withdraw the funds from your bank account.
  
   order <quality>,<material>,<type>
  
  <quality> - Quality can be one of the following:
              poor, average, considerable, good or great
              
  <material> - Any common weapon material, 'help materials' for list 

  <type> - Any common weapon, 'help weapon types' for list
  
  Examples:
  
  order average,bronze,gladius
  cost poor,steel,throwing axe with credit
  
  If for some reason your order is in a queue and you need to leave or 
  decide you don't want it anymore you can 'withdraw <eq> [nmbr]' your 
  order. There is a small charge for wasting the smiths time. Note: this 
  only works if its still in the queue, if you have more than one item 
  ordered of the same name use the number to denote which one.
  
  Eg. withdraw bracer 2
  
  The weaponsmith can also mark and unmark your weapons for you. Secondary 
  characters marks however are magical and cannot be removed, also you 
  cannot remove someone elses mark. The charge for this service depends
  on the equipment and a 'cost' flag can be used to determine the cost.
  
   mark [cost] <eq>
   unmark <eq>
   
  If your mark/unmark is in queue and you have the option to 'reclaim <eq>'
  which works the same as withdraw.
  
  Eg. reclaim cap 3
   
Armoursmiths
============

  Armoursmiths specialize in producing metallic armours from common 
  materials. 
  The following commands are available:
  
   cost <quality>,<material>,<style>,[foundation,]<type>[ for <race>]
   order <quality>,<material>,<style>,[foundation,]<type>[ for <race>]
   
  <quality> - Quality can be one of the following:
              poor, average, considerable, good or great
              
  <material> - Any common metallic armour material, 'help materials' for 
               list
  
  <style> - The styles are listed in 'help armour types' eg. bezainted
  
  <foundation> - This is only needed for ring mail, studded and bezainted. 
                 The foundation available for each are listed in 
                 'help armour types'.
    
  <type> - Types are also listed in 'help armour types' eg. helmet
  
  <race> - Only player races here :>
  
  Examples:
  
  cost good,fine steel,laminated,mask
  order great,iron,studded,chitinium silk,cap for gnome with credit
  
  You can also withdraw orders, mark and unmark metallic armours and reclaim
  the same way as weaponsmiths.
  
Generalsmiths
=============

  Generalsmiths specialize in resizing, recognition, identification and 
  checking equipment.
  The following commands are available:
   
  Firstly generalsmiths can only resize metallic armours. With no args it 
  will see if it needs to be resized to fit the race, with 'to fit' arg 
  it will fit the armour exactly to your specifications, with 'to min' it 
  will fit the armour to the minimum possible size, this is good if lacking 
  room. Lastly you have the option of resizing the armour to a different 
  race. With all these commands you can 'with credit'.
  
   resize <armour>
   resize <armour> to fit
   resize <armour> to min
   resize <armour> to <race>
   
  Recognition and identify are the next commands.
  
   recognise <eqname>
   
  Recognise simply identifies the item, its quick and cheap but you don't 
  receive the indepth info that identify provides.
  
   identify <eqname>
   
  Identify not only identifies the item but also provides detailed 
  information about the item.
  
   check <eqname> - See the price for the resize to you
   check <eqname> to <race> - See price for resize to this size
   check <eqname> to min
   check eq to <race>
   check eq to min
   
  Check gives information about the size of equipment compared to you, 
  and the amount of silver it would cost to resize for armours.
  
Seamstresses
============

  Seamstresses specialize in producing material armours from common 
  materials. 
  The following commands are available:
  
   cost <quality>,<material>,standard,<type>[ for <race>]
   order <quality>,<material>,standard,<type>[ for <race>]
   
  <quality> - Quality can be one of the following:
              poor, average, considerable, good or great
              
  <material> - Any common non-metallic armour material, 'help materials' for 
               list
            
  standard - For non-metallic armours the style needs to be standard
      
  <type> - Types are also listed in 'help armour types' eg. helmet
  
  <race> - Only player races here :>
  
  Examples:
  
  cost good,chitinium silk,standard,cap
  order great,heavy cloth,standard,collar for gnome with credit
  
  You can also withdraw orders, mark and unmark non-metallic armours and 
  reclaim the same way as armoursmiths.
  
Channelers
==========

  Channelers specialize in the magical rejuvenation of equipment that 
  contain special forces. They are also able to estimate the magical level 
  of the item, recognise and identify.
  
   re-energize <item>
  
  This spell is the one with the lowest effect. Therefore it is also the 
  cheapest. It will not restore the item's energy to its maximum value, 
  and the maximum value will be decreased. 
  
   recharge <item>
   
  The 'recharge' spell will restore an item's energy load to its maximum 
  value, BUT this maximum value will be decreased every time an item 
  is recharged. The decrease is not as big as when using the 're-energize'
  spell though.
  
   restore <item>
   
  The 'restore' spell is the most powerful of the spells, which restores 
  energy to a magical item. It will restore the items energy to its 
  maximum value. The maximum value might be decreased slightly, but not 
  as much as with 're-energize' or 'recharge.
  
   increase energy in <item>
   
  Whenever the magical energy of an item is restored, the capacity of 
  magical energy that item can hold will be decreased slightly. How much, 
  depends on what spell is used to restore the magical energy. The 
  'increase energy' spell tries to increase the maximal amount of magical 
  energy an item can hold. It cannot increase this amount higher than 
  what it originally was, so it is only useful for items which have been 
  recharged several times.
  
   estimate <item>
   
  Estimates the item for a small fee to see how much it would cost to do each 
  of the magical rejuvenation spells.
  
   check <item>
   
  Estimates how much magical energy is left and how much below the original 
  maximal energy capacity the current maximal energy capacity is.
  
  Recognise and identify are the same as the generalsmiths.
  
 Last Update May 28 2006