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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 alchemy shop. Use a grinding tool (also available at the alchemy shop) to grind items that you don't need anymore to easily obtain wood chips or reactive metal powder. By combining ingredients you obtain mixtures (or sometimes new ingredients) depending on the validity of the combination you chose. 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. A mixture based on a valid recipe can be finalized to yield a crafting result, mostly some type of blast charge, but there are other recipes too. There are two ways to perform demolitionist alchemy. The results and recipes are the same, it's just about whether you prefer a lot of button pressing (which seems unlikely) or a single slash command to do the job instead: A) 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. This is the old way that was implemented first, and will entail either a lot of button 'A' pressing or creating macros to do that for you. B) By using the slash command '/mix' which is much easier to handle. This was added later as a quality-of-life way to craft faster, more easily and more efficiently (as you can even craft whole stacks at once). Ingredients come auto-inscribed by default to allow easy use of the '/mix' command (you can turn that off via client option 'auto_inscr_server_ch'). Finalizing a mixture you deem finished, to obtain a craft result: A) If you don't use the '/mix' command but rely on 'A'ctivation instead, you can activate a mixture you deem final and choose itself when prompted what you want to 'combine' it with (think of it as some kind of drying process^^) and if you used a valid combination of chemicals you will craft a type of blast charge (or whatever the recipe entails) from it! B) If you use the '/mix' command, finalization (ie self-activation of the final mixture) is done by specifying the '*' character. See below for examples. The simple way to create mixtures - using the slash command "/mix": This command has two different ways of specifying ingredients to mix. The clou is that you can actually combine both syntaxes as you wish! (1) With '@Cn' tags the items must be inscribed with, where the numbers 'n' on the tags of the items are given to the /mix command. This is a safe way to craft, as it will be independant on the inventory position of the items. You do not need to tediously inscribe the chemicals manually, as there is an option 'auto_inscr_server_ch' which is enabled by default and will auto-inscribe ingredients you pick up. (2) by specifying inventory slot letters instead of tag-numbers in the command, with lower-case letters refering to items inside an Alchemy Satchel if you have one, and upper-case letters refering to items in normal inventory. This is a very fast way to craft things on the fly, but of course requires you to pay attention which ingredient is in which inventory slot. Here are the two syntaxes in detail with examples: Syntax (1): /mix <tag numbers 'n' of chemicals inscribed '@Cn'> [<'*' to self-activate>] This command mixes chemicals and/or self-activates a mixture, which must all be inscribed @C<n> where <n> is a numerical tag from 0 to 9. Examples: /mix 1233 -> mix chemicals inscribed '@C1', '@C2' and two times '@C3'. /mix 1233* -> mix those chemicals and self-activate the mixture. /mix 0 -> Self-activates a mixture inscribed '@C0'. Syntax (2): /mix <satchel-lower-case / inven-upper-case slot letters> [<'*' activates>] Lower-case for alchemy satchel, upper-case for inventory: Example: /mix accD* -> mix chemicals from the satchel slot (a), two units from the satchel slot (c), one from normal inventory slot (d), and finally self-activate the resulting mixture. Last but not least, you can optionally specify a 'repeat' parameter in the beginning, denoted by an 'x' followed by the count. If you use it it must be the first thing in the mix command-line, before ingredients: Optional 'x<0-9>' parameter, must be first in line, repeats the whole process! Here is an example that uses repeat and combines both syntaxes (1) and (2): /mix x5 bc7E* -> performs the crafting attempt 5 times. Each craft will be combined from: -an ingredient from alchemy satchel slot (b), -an ingredient from alchemy satchel slot (c), -an ingredient that is inscribed '@C7', -and finally an ingredient from normal inventory slot (e). -finally the resulting mixture is 'finalized' ie turned into a ready-to-use craft result item - provided you got all the ingredients correct and it was actually a valid combination, of course. A mixture that contains no valid combination of the correct ingredients in the correct amounts is ruined and you can just discard it with 'k' (ie 'kill item' command key). If you successfully created a blast charge from the mixing and finalizing process, you then activate the charge to carefully place and arm it. Its fuse will automatically 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 tip 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.) Thrown charges are inferior to carefully planted ones, and will have reduced effect such as smaller blast radius or lower damage. 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: Ammonia salt at least 10.000 in 'Digging' Reactive metal powder at least 10.000 in 'Digging' Vitriol at least 15.000 in 'Digging' All other chemicals than these three listed drop at demolitionist perk unlock level ie at Digging skill 5.000. For reactive metal powder you can get it earlier than listed by using a grinding tool on items that contain metal. If you kill monsters that are 'runemaster' egos, they have a chance to drop any kind of chemicals as long as you have demolitionist unlocked (5.000 skill). 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 =0 . Crafting actual explosive charges: ---------------------------------- Activate a mixture with itself after you added all required ingredients or use the "/mix" command described above, 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 0 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) Using a scroll of fire will always result in 'big' types of firework scrolls.
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