help > skills > skin
Skill : Skin Skill Type : Active Cost : 50 sp, 0 for food, all, torch and bag Stats Base : All stats Classes : Natives Syntax : do skin <food|all|torch|bag|bond|weapon|armour|tracker> : do skin all Examples : do skin mace do skin armour do skin all do skin boots do skin bag do skin bond The skin skill is a primal skill which has been employed for much longer than the age of metallurgy has. By using the corpse of a dead monster, comrade, or vile magic-user, a native can create weapons or armours. The strength of the item is obviously dependent upon the strength of the deceased's old body. However, if a native unskilled in the art of tanning and skinning tries to create an item from a corpse which is much stronger than himself, the chances that the item will be weak is great. The intuitive native can create either a club, mace, axe, or dagger from the corpse to be used as a weapon. If he desires protection, either armour, boots, cloaks, amulets, helmets, or others will suffice. The native can store his weapon for long periods of time... this is especially great because natives pride themselves in killing challenging victims. A native storing a bone club of Evoker or rib cage of Belly would be most honoured in all tribes. Natives also have the ability to skin corpses into nourishing jerky strips. With long practice in this, natives have become more efficient, and can now skin all corpses in their vicinity. A skilled outdoorsman can fashion some bones and skin into a usable torch. A native may also skin a corpse into a bag to put his stuff in. A native can skin bonds to subdue magic users for sacrificing. Unfortunately, natives who don't fashion their own equipment, or those poor souls that aren't natives, can not use the equipment. Hunters who skin a corpse belonging to a class that they are an expert at hunting will do so with greater success. Due to their vast experience in tracking, hunters are also able to skin basic tracking devices.