Help:Creating a Skill or Spell Article

Skill and Spell articles are relatively easy to create thanks to some MediaWiki extensions

Nice-to-have's

  • Notes about the skill (Can be used in Defensive Stance, Can only be used to initiate combat, Can only be cast on self, etc.)
  • If it requires a special trainer or spellbook/item to learn or other strange requirements
  • If it's not simply a cast or command directions for using it (See: Prepare Zombie)

Markup

Example of a skill page for Heal

{{#ability:}}

That's it. Data from the game's help files is autotatically pulled in including the help text, syntax, prereqs, damage type/amount, etc. It also dynamically renders the skill tree near the skill. You don't even have to specify _which_ ability as long as the page name matches the ability name. It will automatically attach the appropriate categories.

If you want to embed an ability on another page you can specify the name like

{{#ability:heal}}

Which would look like this

Spell · Cleric level 17 · (critical)
Mana: 28Wis: 23Chr: 19(28% per practice)
Requires: bolster
(Can Be Groupcast)
Usage
  • cast soothe wounds <target>
  • cast bolster <target>
  • cast heal <target>
  • cast major heal <target>

The above are all healing spells which restore the health of the target. These spells are divine powers granted to clerics by the gods. In addition to healing, these spells lessen the ongoing damage from acid.

The 'soothe wounds' spell is the weakest healing spell. It heals injuries and removes pain, restoring health. The numbing effect can also prevent the subject from getting dazed or stunned. While it can help stave off death for a mortally wounded or badly bleeding person, it works best for treating more superficial wounds.

The 'bolster' spell restores both the health and the well-being of the target, raising their morale. The more injured the target, the higher the morale boost.

The 'heal' spell induces deep, targeted healing of one or more large wounds, and as such can remove bleeding effects such as those inflicted by bloodletting stab. Targets of heal may also feel a rebound of energy as blood flow is restored.

Conversely, 'major heal' attempts to heal as many injuries as possible, starting with the smallest. Though it cannot stop deep bleeding wounds, it is so potent that when casting it on another person, the healer may regain a small amount of health as the magic courses through them.

Tips

These should be like the ones described in the rules at the top, should not be huge guides

Guides

If you do have a full guide for a skill/spell such as how to learn it or the best way to use it then create a Guides section and link to the guide which should be in your User space if you followed the rules

Categories

As noted above the extension already automatically links appropriate categories so you shouldn't need to add any more