Important
members
Druid:
Coder
Snowman:
GM
Ramma:
Enforcer
Vain:
Enforcer
Darkstar:
my lovely wife :-)
Guild
skills
Dervish:
This
skill is the one you should improve first, together with 'crysknife' It
increases your attacks and gives them more strength. These skills are automatically,
you don't have to type anything.
Crysknife:
see
supra
Sandstorm:
Fun
skill... it creates a sandstorm that strikes every opponent in the room,
so if there are more strong monsters, this is not recommendable.
Distill:
This skill allows you to distill
the water from a corpse and use it for own purpose.
Rush
This is a +30 glvl skill...
typing 'rush' causes you to rush in attacks against your opponents.
Costs 5 SP though....
Camouflage
Typing "camouflage" turns
you into a dusty robe, or a shadowy patch of ground, or an odd-shaped rock
or whatever. Fact is that you become one with your environment. Aggro monsters
or monsters that you already attacked will leave you in peace when you
enter the room camouflaged... Just type "uncamo" and they still won't attack
you, so you can take your time easily.
Spy
Pretty useless skill, but
always fun. You can spy in any direction which is an obvious exit. If you
"spy north" for instance, you can see what's north without going there
(duh).
Grapple
A skill that allows you to
grapple your enemy. You and him will be stunned for a while, so it's a
group skill. One high fremen can grapple an opponent while other fremen
bash into it when he can't do anything.
Other
skills (not improvable)
Drinkwater
Fremen
always have a certain amount of water in their still-suit that regenerates
automatically. 'Drinkwater' will convert that amount into HP and heal the
player.
Fighting
styles
At first,
there are three modes of combat: normal, rage and defense. Rage will give
more hits, but you get more damage too. Defense is the reverse: less hits
but less damage too (tip: use defense when you're fighting strong mobs)
And normal, yeah that's just normal... but when you fight in normal mode,
you can't make much guild experience. Rage and defense cost adrenaline
points though. At glvl 35, Fremen get two new modes: fluid and fanatic.
Fluid is some sort of extra defense, while fanatic is some sort of extra
rage.
Degland
'Degland
corpse' after you killed something will increase your adrenaline points.
Weapon
All
fremen have an autoloading crysknife. Type 'unsheath crysknife' to get
it, and 'wield crysknife' to wield it. Fremen should always fight with
that crysknife. At glvl 10 you can give it a name!
Blind
A glvl
32 skill. You can throw sand in your opponent's eyes and blind him.
Tense
If you
type 'tense' you will tense up the grip to your crysknife. This will inflict
more damage and give more hits. It's a glvl 20 power.
Poison
Glvl
25+ Fremen can poison their crysknife. This will do damage after you hit
the monster. So if you wimpied for example, the monster will still lose
HP because of the poison, while you are regenerating.
Finish
If a
mob is at 5% of its health, a glvl 40+ Fremen can try finishing him off
in one powerful blow.
Wormriding
Since
the new Arrakis with its deserts and sandworms got in, fremen have a new
skill. If they use a thumper and some maker hooks, they can mount a worm
and ride it through the desert without losing HP or getting attacked by
another worm.
Teach
Fremen
are the only people who can train other players in the skill of Sandwalking.
Sandwalking makes it easier to stroll through the desert. You have a smaller
chance of attracting worms or losing HP. Only glvl 15+ Fremen can teach.