It will be replaced by the following skills
in the respective guilds:
Djelian Guard -> other.direction
Klatchian Foreign Legion -> other.evaluating.weapons
Imperial Guard -> other.evaluating.armour
Weapons Master’s Court -> other.evaluating.armour
Lancre Highland Regiment -> crafts.hunting.tracking
Ankh-Morpork Palace Guard -> crafts.medicine.firstaid.
Also, There have been a few complaints
about the heavy-sword situation. This has been an unfortunate oversight,
I apologize. In the light of all the unhappiness this has caused, I have
changed the Barbarians’s specializations to the following:
crafts.materials.leatherwork
crafts.medicine.firstaid
fighting.defence.blocking
fighting.defence.dodging
fighting.defence.parrying
fighting.melee.axe
fighting.melee.flail
fighting.melee.heavy-sword
fighting.melee.mace
fighting.points
fighting.range.thrown
fighting.special.weapon
fighting.unarmed.grappling
fighting.unarmed.striking
other.movement.riding.horse
The mappings for Barbarians present a unique problem, so there will be a three-way mapping: flail <->heavy-sword, heavy_sword <-> sword, so that sword eventually ends up in heavy-sword.
The mappings for all guilds are as follows:
Djelian Guard
"crafts.smithing.black.weapons"<-"fighting.special.unarmed"
"fighting.defence.blocking"<-"fighting.defence.dodging"
"fighting.melee.polearm"<-"fighting.melee.heavy-sword"
"fighting.range.bow"<-"fighting.range.fired"
"fighting.unarmed.grappling"<-"fighting.unarmed.striking"
"other.direction"<-"fighting.range.thrown"
Klatchain Foreign Legion
"crafts.medicine.firstaid"<-"fighting.range.thrown"
"fighting.defence.blocking"<-"fighting.defence.dodging"
"fighting.melee.polearm"<-"fighting.melee.heavy-sword"
"fighting.range.bow"<-"fighting.range.fired"
"other.direction"<-"other.evaluating.armour"
"other.movement.riding.camel"<-"fighting.special.unarmed"
Samrai
"crafts.arts.calligraphy"<-"other.evaluating.armour"
"crafts.smithing.black.weapons"<-"fighting.special.unarmed"
"fighting.melee.polearm"<-"fighting.melee.mace"
"fighting.range.bow"<-"fighting.range.fired"
"other.movement.riding.horse"<-"fighting.range.thrown"
Imperial Guard
"crafts.smithing.black.weapons"<-"fighting.special.unarmed"
"fighting.defence.blocking"<-"fighting.defence.dodging"
"fighting.melee.flail"<-"fighting.melee.dagger"
"fighting.melee.polearm"<-"fighting.melee.heavy-sword"
"fighting.unarmed.grappling"<-"fighting.unarmed.striking"
"other.movement.climbing.rock"<-"fighting.range.thrown"
Lancre Highland Regiment
"crafts.medicine.firstaid"<-"fighting.range.thrown"
"crafts.smithing.black.weapons"<-"other.evaluating.armour"
"fighting.defence.blocking"<-"fighting.defence.dodging"
"fighting.melee.axe"<-"fighting.melee.heavy-sword"
"fighting.melee.polearm"<-"fighting.melee.dagger"
"fighting.range.bow"<-"fighting.range.fired"
"other.hunting.tracking"<-"other.evaluating.weapons"
"other.movement.riding.horse"<-"fighting.special.unarmed"
Hunters
"crafts.hunting.tracking"<-"fighting.unarmed.striking"
"crafts.hunting.trapping"<-"fighting.special.unarmed"
"crafts.materials.leatherwork"<-"other.evaluating.armour"
"crafts.medicine.firstaid"<-"fighting.range.thrown"
"fighting.melee.axe"<-"fighting.melee.heavy-sword"
"fighting.range.bow"<-"fighting.range.fired"
"other.movement.climbing.tree"<-"other.evaluating.weapons"
Hublandish Barbarians
"crafts.materials.leatherwork"<-"other.evaluating.armour"
"crafts.medicine.firstaid"<-"fighting.range.fired"
"fighting.defence.blocking"<-"fighting.special.tactics"
"fighting.melee.axe"<-"fighting.melee.dagger"
"fighting.melee.flail"<-"fighting.melee.heavy-sword"
"fighting.melee.heavy-sword"<-"fighting.melee.sword"
"fighting.unarmed.grappling"<-"fighting.special.unarmed"
"other.movement.riding.horse"<-"other.evaluating.weapons"
Ankh-Morpork Palace Guard
"crafts.medicine.firstaid"<-"fighting.special.unarmed"
"crafts.smithing.black.weapons"<-"fighting.range.fired"
"fighting.defence.blocking"<-"fighting.defence.dodging"
"fighting.melee.flail"<-"fighting.melee.dagger"
Weapon Master’s Court
"crafts.medicine.firstaid"<-"fighting.special.unarmed"
"crafts.smithing.black.weapons"<-"fighting.range.fired"
"fighting.defence.blocking"<-"fighting.unarmed.striking"
"fighting.melee.flail"<-"fighting.melee.heavy-sword"
Since these changes could have a far-reaching effect on individual warriors, we’ve decided that everybody’s specializations will be removed and then you will be able to specialize again whatever you want. This will happen soon, when you visit your recruiter, so be warned :)
T.
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