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(7.2b) Demolition charges (Blast charges) ----------------------------------------- At 5.000 Digging skill your character acquires the passive 'Demolitionist' perk that allows finding certain chemicals and crafting explosive charges from them. (The effect of charges does not increase with skill, level, or anything else.) See 'Digging' skill in (7.2) for details about acquiring chemicals, note that you can use the "/ing" command to turn off/on ingredients drop if you ever feel it's spammy. To store ingredients more efficiently, buy an Alchemy Satchel at any town's alchemist store. Use a grinding tool (also available at the alchemist store) to grind items that you don't need anymore to easily obtain wood chips or reactive metal powder. By pressing 'A' to activate ingredients or mixtures you can combine them to create new ingredients or to create new mixtures. The order in which mixing is done is not important. Mixtures are works in progress containing at least two different ingredients, that can be combined with further ingredients until you are satisfied with the combination. In that case you can activate the mixture and 'combine' it with itself (think of it as some kind of drying process maybe :-p) and if you used a valid combination of chemicals you will craft a type of blast charge from it! A mixture that contains no valid combination of ingredients in the correct amounts is ruined and you can just discard it with 'k'. You then activate the blast charge to place and arm it. Its fuse will burn down in a matter of seconds and it will go off, so depending on the fuse length you might want to hurry up and get away. If you change your mind in time, you can try to disarm an armed charge before it goes boom, take care. See the table below about fuse lengths and note the hint about !F inscription. An alternative method is to just throw the charge, which will auto-arm it. (Basically the same conditions as for activating a charge will apply.) Obtaining chemicals/ingredients: -------------------------------- Ingredient | mining | looting | other source ----------------------+---------+----------------------+----------------------- Water | | Potion | Freshwater sources Salt water | | Potion | Seawater sources Lamp oil | | Flask | General store Acid | | | Crafting Wood chips | Trees, | | Grinding | bushes | | Charcoal | | | Burning wood, crafting Sulfur | Magma | Medium firebreathers (or bigger) Saltpetre | Sandwall| Bats, Birds, Hybrids, Novice Mages (rarely) Ammonia salt | | Quadrupeds, Canines, Hydras, Yetis, | | Medium poisonbreathers (or bigger) Reactive metal powder | Quartz | | Grinding Caustic metal ash | | | Crafting Caustic salt | | | Crafting Vitriol | Magma | Medium acidbreathers (or bigger) Note that in order to find some of these you need a minimum digging skill, just for reactive metal powder you can circumvent it via grinding tool usage: Sulfur at least 10.000 in 'Digging' Saltpetre at least 10.000 in 'Digging' Ammonia salt at least 10.000 in 'Digging' Reactive metal powder at least 10.000 in 'Digging' Vitriol at least 15.000 in 'Digging' Crafting ingredients from raw materials: ---------------------------------------- - Wood chips can be processed into charcoal (requires fire-based light source). - Sulfur + saltpetre + water = flask of acid. - Vitriol + water or salt water = flask of acid. - Reactive metal powder + salt water or ammonia salt = caustic metal ash. - Reactive metal powder + acid or vitriol = caustic salt. - To obtain water or salt water you can just fill up an empty bottle with sea water or freshwater at the appropriate terrain. To obtain empty bottles you can make use of the "/empty" command or the "keep_bottle" option in =8 . Crafting actual explosive charges: ---------------------------------- Activate a mixture with itself after you added all required ingredients, to craft an explosive charge from it. The type will depend on the ingredients. Note that you can inscribe charges !Fn where n ranges from 1 to 15 and sets the fuse timer in seconds until it blows up. If the inscription is omitted the charges use type-specific standard fuse lengths listed in this table. Charge type | Char- Sul- Salt- Ammonia Reactive Caustic Caustic Lamp | Std. | coal fur petre salt m.powder m.ash salt oil | fuse | Effect description | ----------------+--------------------------------------------------------+----- Blast | 1 1 2 | 3s (alternative) | 3 1 | | Basic detonation | Large Blast | 1 1 3 | 5s (alternative) | 3 1 1 | | Basic detonation | Surgical | 2 2 3 3 | 5s | Beam-like detonation | Ground-shaking | 1 1 3 1 | 9s | Earthquake | Destructor | 2 2 3 3 | 10s | *Destruction* | Fire | 2 1 2 1 | 5s | Fireball | Firestorm | 2 2 3 2 | 9s | Firestorm | Firewall | 3 2 2 1 | 2s | Firewall | Wrecking | 3 1 2 | 2s | Creates rubble | Cascading | 3 3 2 | 2s | Creates walls | Tactical | 3 2 2 | 2s | Stone prison | Flash bomb | 1 1 2 2 | 2s | Blinding | Concussive | 1 1 2 1 | 2s | Stunning | L-Concussive | 1 1 2 2 | 3s | Stunning | Underground | 1 2 2 1 | 7s | Open up water/lava grids from underground streams | Aside from blast charges it's possible to craft fireworks: ---------------------------------------------------------- Charcoal + sulfur + 2x saltpetre + 2x reactive metal powder + scroll of light or scroll of fire = scroll of firework (of random type)
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