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    • AGL Fights
      • 2026-10-08 : Tyrinx v Lohla
      • 2026-10-08 : Merique v Leindo
      • 2026-10-08 : Embrel v Tamello
      • 2026-09-23 : Leindo v Zecnys
      • 2026-09-23 : Jahbril v Tyrinx
      • 2026-09-23 : Coenin v Rithor
      • 2026-09-19 : Leindo v Vigo
      • 2026-09-19 : Embrel v Plike
      • 2026-09-19 : Beezlebub v Zarnok
      • 2026-07-11 : Yar v Thrunnock
      • 2026-07-11 : Thrunnock v Lohla
      • 2026-07-11 : Tamello v Lohla
      • 2026-07-11 : Tamello v an earth elemental
      • 2026-07-11 : Piknim v Paklop
      • 2026-07-11 : Erindor v Piknim
      • 2026-07-11 : Erindor v Coenin
      • 2026-07-11 : Archal v Paklop
      • 2026-07-11 : Aerul v Leindo
      • 2026-07-01 : Zecnys v Eiddam
      • 2026-07-01 : Tobryck v Paklop
      • 2026-07-01 : Rylae v Zarnok
      • 2026-07-01 : Rylae v Archal
      • 2026-07-01 : Paklop v Lohla
      • 2026-07-01 : Eiddam v Lohla
      • 2026-06-19 : Shaik v Zecnys
      • 2026-06-19 : Piknim v Ezrianne
      • 2026-06-19 : Piknim v Dinol
      • 2026-06-19 : Dinol v Karotte
      • 2026-06-12 : Shaik v Yimbo
      • 2026-06-12 : Shaik v Slaalesh
      • 2026-06-12 : Kiid v Dinol
      • 2026-05-01 : Yimbo v Tobryck
      • 2026-05-01 : Piknim v Yimbo
      • 2026-05-01 : Piknim v Slaalesh
      • 2026-05-01 : Piknim v Maccus
      • 2026-04-19 : Tsacherus v Madox
      • 2026-04-19 : Tsacherus v Cedarmold
      • 2026-04-19 : Porthaux v Zecnys
      • 2026-04-19 : Madox v Zecnys
      • 2026-04-19 : Maccus v Thuken
      • 2026-04-19 : Dinol v an earth elemental
      • 2026-04-11 : Shaik v Cedarmold
      • 2026-04-11 : Qym'ten v Lohla
      • 2026-04-11 : Dinol v Tsacherus
      • 2026-04-11 : Corson v Piknim
      • 2026-04-11 : Cedarmold v an animal spirit
      • 2026-04-11 : Aesten v Lohla
      • 2026-03-05 : Piknim v Tamello
      • 2026-03-05 : Fleeb v Leindo
      • 2026-03-05 : Dinol v Cedarmold
      • 2026-03-05 : Corson v Merique
      • 2026-03-05 : Archal v a menacing felbeast
      • 2026-02-28 : Tsacherus v Tobryck
      • 2026-02-28 : Thrunnock v Rylae
      • 2026-02-28 : Tamello v an earth elemental
      • 2026-02-28 : Leindo v Mruz
      • 2026-02-14 : Thrunnock v Tsacherus
      • 2026-02-14 : Thrunnock v Pomacanthus
      • 2026-02-14 : Thrunnock v Gimgrim
      • 2026-02-14 : Pomacanthus v Yan Luo
      • 2026-02-14 : Lepidus v Ghuz'nar
      • 2026-02-14 : Dinol v Tobryck
      • 2026-02-14 : Dinol v Thrunnock
      • 2026-02-14 : Dinol v Lepidus
      • 2026-02-14 : Dinol v Kiid
      • 2026-02-12 : Tsacherus v Tamello
      • 2026-02-12 : Thrunnock v Tobryck
      • 2026-02-12 : Kartkah v Slaalesh
      • 2026-02-12 : Embrel v Cedarmold
      • 2026-02-12 : Amenadiel v Triendal
      • 2026-01-25 : Slaalesh v Qym'ten
      • 2026-01-25 : Slaalesh v Ancaladar
      • 2026-01-25 : Drimtok v Cedarmold
      • 2026-01-25 : Cedarmold v Qym'ten
      • 2026-01-25 : Brindel v Paklop
      • 2026-01-25 : Aurma v Cedarmold
      • 2026-01-24 : Tsacherus v Ragnor
      • 2026-01-24 : Rylae v Triendal
      • 2026-01-24 : Herbert v Rithor
      • 2026-01-24 : Cedarmold v Tobryck
      • 2026-01-17 : Tsacherus v Paklop
      • 2026-01-17 : Triendal v Kimmie
      • 2026-01-17 : Plike v Tamello
      • 2026-01-17 : Embrel v Mruz
      • 2026-01-11 : Pomacanthus v Triendal
      • 2026-01-11 : Piknim v Shaik
      • 2026-01-11 : Piknim v Leindo
      • 2026-01-11 : Ferg v Amenadiel
      • 2026-01-11 : Drimtok v Ferg
      • 2026-01-11 : Dinol v Pomacanthus
      • 2026-01-11 : Dinol v Madox
      • 2026-01-11 : Ancaladar v Pomacanthus
      • 2026-01-08 : Tobryck v Waak
      • 2026-01-08 : Thrunnock v Thuken
      • 2026-01-08 : Herbert v Tamello
      • 2025-12-27 : Pomacanthus v Waak
      • 2025-12-27 : Herbert v Ogranad
      • 2025-12-27 : Cedarmold v an animal spirit
      • 2025-12-20 : Tsacherus v Thrunnock
      • 2025-12-20 : Ghoto v Thuken
      • 2025-12-11 : Thrunnock v Cucelyd
      • 2025-12-11 : Herbert v Cedarmold
      • 2025-12-11 : Askook v Tai'Tzu
      • 2025-11-13 : Tobryck v Ragnor
      • 2025-11-13 : Nathalos v Tamello
      • 2025-11-13 : Herbert v Zecnys
      • 2025-11-08 : Tsacherus v Coenin
      • 2025-11-08 : Thrunnock v Waak
      • 2025-11-08 : Cedarmold v Iztatsin
      • 2025-10-25 : Vigo v Iremit
      • 2025-10-25 : Thuken v an earth elemental
      • 2025-10-25 : Ragnor v Huwen Kar'mak
      • 2025-10-18 : Zwella v Thrunnock
      • 2025-10-18 : Tsacherus v Rithor
      • 2025-10-18 : Reynold v Zecnys
      • 2025-10-18 : Pomacanthus v Embrel
      • 2025-10-10 : Zwella v Ragnor
      • 2025-10-10 : Tobryck v Fardoc
      • 2025-10-10 : Tamello v Rithor
      • 2025-10-10 : Embrel v Grizzin
      • 2025-09-27 : Zwella v Gluck
      • 2025-09-27 : Tsacherus v Aratorex
      • 2025-09-27 : Tamello v Fardoc
      • 2025-09-20 : Zwella v Pomacanthus
      • 2025-09-20 : Tsacherus v Waak
      • 2025-09-20 : Ryger v Thuken
      • 2025-09-20 : Halvar v Moe
      • 2025-09-11 : Tobryck v Archal
      • 2025-09-11 : Shaik v Maccus
      • 2025-09-11 : Grizzin v Zecnys
      • 2025-09-11 : Gluck v Tai'Tzu
      • 2025-09-11 : Blinx v Ryger
      • 2025-08-23 : Zwella v Dinol
      • 2025-08-23 : Thindyss v Fardoc
      • 2025-08-16 : Morg v Erynthe
      • 2025-08-16 : Grizzin v Mitmit
      • 2025-08-16 : Coenin v Griffith
      • 2025-08-07 : Zwella v Cucelyd
      • 2025-08-07 : Vigo v Orutix
      • 2025-08-07 : Thrunnock v Plike
      • 2025-08-07 : Maccus v Pomacanthus
      • 2025-07-22 : Thindyss v Cucelyd
      • 2025-07-22 : Tamello v Agarwood
      • 2025-07-22 : Raspitin v Agarwood
      • 2025-07-22 : Embrel v Dhavi
      • 2025-07-10 : Zwella v Skalpon
      • 2025-07-10 : Kuzzik v Thuken
      • 2025-07-10 : Gluck v Tamello
      • 2025-06-26 : Zwella v Tsacherus
      • 2025-06-26 : Shaik v a dracolich
      • 2025-06-26 : Omerta v Lenore
      • 2025-06-26 : Maccus v Tamello
      • 2025-06-26 : Coenin v Tai'Tzu
      • 2025-06-25 : Zwella v Thelzruh
      • 2025-06-25 : Zwella v Akroasis
      • 2025-06-25 : Kuzzik v Zwella
      • 2025-06-25 : Kuzzik v Pomacanthus
      • 2025-06-25 : Kuzzik v Marshawn
      • 2025-06-25 : Dinol v Thelzruh
      • 2025-06-25 : Amenadiel v Tai'Tzu
      • 2025-06-25 : Amenadiel v Marshawn
      • 2025-06-25 : Akroasis v Tamello
      • 2025-06-21 : Zwella v Zecnys
      • 2025-06-21 : Tsacherus v Pomacanthus
      • 2025-06-21 : Plike v Waak
      • 2025-06-21 : Omerta v Cucelyd
      • 2025-06-21 : Bodrum v Penelopina
      • 2025-06-20 : Zwella v Piknim
      • 2025-06-20 : Zwella v Cucelyd
      • 2025-06-20 : Zwella v Akroasis
      • 2025-06-20 : Zwella v Akroasis
      • 2025-06-20 : Pomacanthus v Maccus
      • 2025-06-20 : Dinol v Akroasis
      • 2025-06-20 : Cucelyd v Justian
      • 2025-06-12 : Undeng v Corson
      • 2025-06-12 : Thrunnock v Ousorobos
      • 2025-06-12 : Tamello v Thuken
      • 2025-06-12 : Gluck v Embrel
      • 2025-05-24 : Tsacherus v Dhavi
      • 2025-05-24 : Thrunnock v Rithor
      • 2025-05-24 : Gluck v Dhendryrn
      • 2025-03-12 : Maccus v Aurma
      • 2024-03-16 : Waak v Plike
      • 2024-03-16 : Piknim v Pomacanthus
      • 2024-03-06 : Shaik v Agarwood
      • 2024-03-06 : Maccus v Sesha
      • 2024-02-21 : Piknim v Corson
      • 2024-02-21 : Berry v Tobryck
      • 2024-02-17 : Piknim v Pardo
      • 2024-02-17 : Agarwood v Aymer
      • 2024-01-16 : Plike v Goltarus
      • 2024-01-16 : Agarwood v Gubruz
      • 2024-01-02 : Waak v Lamfinas
      • 2024-01-02 : Gubruz v Brungratum
      • 2024-01-02 : Agarwood v Maccus
      • 2023-12-19 : Penelopina v Mitmit
      • 2023-12-19 : Malcomn v Lamfinas
      • 2023-12-09 : Thorell v Malishobeth
      • 2023-12-09 : Berry v Evalia
      • 2023-12-09 : Aratorex v Plike
      • 2023-12-09 : Agarwood v Pardo
      • 2023-11-21 : Rithor v Tobryck
      • 2023-11-21 : Agarwood v Askook
      • 2023-11-11 : Pardo v Verzakh
      • 2023-11-11 : Dinol v Rithor
      • 2023-11-11 : Agarwood v Berry
      • 2023-10-14 : Plike v Agapitos
      • 2023-10-14 : Archal v Chloranth
      • 2023-10-03 : Cesaus v Q'ung
      • 2023-10-03 : Aturi v Kyralus
      • 2023-10-03 : Agapitos v Duamerthrax
      • 2023-09-19 : Q'ung v Penelopina
      • 2023-09-19 : Kyralus v Askook
      • 2023-09-19 : Dinol v Thuken
      • 2023-09-09 : Vraekus v Draekon
      • 2023-09-09 : Askook v Randelan
      • 2023-09-09 : Agapitos v Baelthoth
      • 2023-09-05 : Waak v Thuken
      • 2023-09-05 : Tobryck v Melchaleve
      • 2023-09-05 : Pardo v Amorette
      • 2023-09-05 : Askook v Penelopina
      • 2023-07-13 : Z'szytheis v Tobryck
      • 2023-07-13 : Brollo v Maccus
      • 2023-06-28 : Tobryck v Melchaleve
      • 2023-06-28 : Orbach v Plike
      • 2023-06-28 : Aymer v Daizi
      • 2023-05-24 : Pomacanthus v Tobryck
      • 2023-05-24 : Orbach v Raspitin
      • 2023-05-10 : Shesha v Gragnar
      • 2023-05-10 : Orbach v Tobryck
      • 2023-05-10 : Melchaleve v Penelopina
      • 2022-11-17 : Thuken v Verzakh
      • 2022-11-17 : Orbach v Maccus
      • 2022-11-17 : Brustin v Tobryck
      • 2022-11-10 : Tobryck v Rhylgar
      • 2022-11-10 : Brustin v Plike
      • 2022-11-10 : Aymer v Penelopina
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Levels

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  • 15
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Skills

  • Axe
  • Berserk
  • Blind Fighting
  • Charge
  • Counterattack
  • Dagger
  • Dig
  • Dirt Kicking
  • Disarm
  • Dodge
  • Enhanced Damage
  • Fast Healing
  • Flail
  • Haggle
  • Hand to Hand
  • Hide
  • Kick
  • Lore
  • Mace
  • Meditation
  • Parry
  • Peek
  • Polearm
  • Recall
  • Rescue
  • Riding
  • Scroll
  • Second Attack
  • Shield Block
  • ShieldStrike
  • Sneak
  • Spear
  • Staff
  • Staves
  • Swim
  • Sword
  • Third Attack
  • Trip
  • Wands
  • Whip

Spells

  • Cause Critical
  • Cause Light
  • Cause Serious
  • Cure Blindness
  • Cure Disease
  • Cure Poison
  • Demonfire
  • Dispel Evil
  • Dispel Good
  • Dispel Neutral
  • Earthquake
  • Flamestrike
  • Heat Metal
  • Ray of Truth

Songs

Credit: AI-generated for ShatteredArchive

Anti-Paladin

Primary Attribute: Strength

Secondary Attribute: Wisdom

Casting: casts at level

HP/level: 10-16

Mana/level (game logs): no data

Level 51, reclass at 51

HP: ...

Mana: ...

Simulator: target level, reclass level

Boost / Gimps

Armor: Chain

Is CSR? True

Who can play: Paladins who have fallen from the Knighthood

Creation Skill / Spell / Song Groups

Spells

  • Holy
  • Attack
  • Curative
  • Harmful

Basics

  • Anti-Paladin Basics

Default

  • Anti-Paladin Default

Notes: Only Paladins who have fallen from the Knighthood can become Anti-Paladins.

Click to show help file

Help File: 
ANTI-PALADIN

Ex-Paladins gone bad.

Base class: Paladin only.
Requirements: Paladins who have fallen from the Knighthood.

Level 1

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Axe

  • Skill Page
  • Description:

    help axe
    EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
    Each weapon skill applies to a specific group of armaments, and determines how
    well a character fights with a particular weapon.  The weaponsmaster group
    provides talent in all weapons (save exotics), from chair legs to halberds.
    The weapon skills consist of the following:
    weaponsmaster   skill group of all weapons listed below (save exotic weaponry)
    axe             the use of axes, ranging from hand to great (but not halberds)
    dagger          the use of knives and daggers, and other stabbing weapons
    flail           skill in ball-and-chain type weapons
    mace            this skill includes clubs and hammers as well as maces
    polearm         the use of pole weapons (except spears), including halberds
    spear           this skill covers long pointed weapons, but not polearms
    staff           the staff skill covers long blunt weapons
    sword           the warrior's standby, from rapier to claymore
    whip            the use of whips, chains, and bullwhips
    exotic          the use of strange magical weapons
    The exotic skill cannot be purchased, and is dependent solely upon level.

Dagger

  • Skill Page
  • Description:

    help dagger
    EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
    Each weapon skill applies to a specific group of armaments, and determines how
    well a character fights with a particular weapon.  The weaponsmaster group
    provides talent in all weapons (save exotics), from chair legs to halberds.
    The weapon skills consist of the following:
    weaponsmaster   skill group of all weapons listed below (save exotic weaponry)
    axe             the use of axes, ranging from hand to great (but not halberds)
    dagger          the use of knives and daggers, and other stabbing weapons
    flail           skill in ball-and-chain type weapons
    mace            this skill includes clubs and hammers as well as maces
    polearm         the use of pole weapons (except spears), including halberds
    spear           this skill covers long pointed weapons, but not polearms
    staff           the staff skill covers long blunt weapons
    sword           the warrior's standby, from rapier to claymore
    whip            the use of whips, chains, and bullwhips
    exotic          the use of strange magical weapons
    The exotic skill cannot be purchased, and is dependent solely upon level.

Dig

  • Skill Page
  • Description:

    help dig
    DIG BURY
    Syntax: Dig
    Syntax: Dig <direction>
    Syntax: Bury <object name>
    Dig is a skill which allows you to dig up
    items that are buried OR dig out exits
    which may exist. Please note that a shovel
    will GREATLY improve your chances of finding
    buried items.
    Bury is a command which allows you to bury an
    object.  Be careful, You might not be able to
    dig up the object later on.

Enhanced Damage

  • Skill Page
  • Description:

    help 'enhanced damage'
    'ENHANCED DAMAGE'
    Warriors and skilled thieves can become skilled enough in combat that they are
    able to inflict more damage than other classes.  Enhanced damage is checked
    for with each hit, although with a low skill, the chance of receiving a bonus
    is very low indeed.

Flail

  • Skill Page
  • Description:

    help flail
    EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
    Each weapon skill applies to a specific group of armaments, and determines how
    well a character fights with a particular weapon.  The weaponsmaster group
    provides talent in all weapons (save exotics), from chair legs to halberds.
    The weapon skills consist of the following:
    weaponsmaster   skill group of all weapons listed below (save exotic weaponry)
    axe             the use of axes, ranging from hand to great (but not halberds)
    dagger          the use of knives and daggers, and other stabbing weapons
    flail           skill in ball-and-chain type weapons
    mace            this skill includes clubs and hammers as well as maces
    polearm         the use of pole weapons (except spears), including halberds
    spear           this skill covers long pointed weapons, but not polearms
    staff           the staff skill covers long blunt weapons
    sword           the warrior's standby, from rapier to claymore
    whip            the use of whips, chains, and bullwhips
    exotic          the use of strange magical weapons
    The exotic skill cannot be purchased, and is dependent solely upon level.

Mace

  • Skill Page
  • Description:

    help Mace
    EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
    Each weapon skill applies to a specific group of armaments, and determines how
    well a character fights with a particular weapon.  The weaponsmaster group
    provides talent in all weapons (save exotics), from chair legs to halberds.
    The weapon skills consist of the following:
    weaponsmaster   skill group of all weapons listed below (save exotic weaponry)
    axe             the use of axes, ranging from hand to great (but not halberds)
    dagger          the use of knives and daggers, and other stabbing weapons
    flail           skill in ball-and-chain type weapons
    mace            this skill includes clubs and hammers as well as maces
    polearm         the use of pole weapons (except spears), including halberds
    spear           this skill covers long pointed weapons, but not polearms
    staff           the staff skill covers long blunt weapons
    sword           the warrior's standby, from rapier to claymore
    whip            the use of whips, chains, and bullwhips
    exotic          the use of strange magical weapons
    The exotic skill cannot be purchased, and is dependent solely upon level.

Parry

  • Skill Page
  • Description:

    help Parry
    PARRY
    If at first you fail to dodge, block it.  Parry is useful for deflecting 
    attacks, and is successful more often than dodge.  Parry requires a weapon for
    full success, the hand-to-hand skill may also be used, but results in reduced
    damage instead of no damage.  The best chance of parrying occurs when the
    defender is skilled in both his and his opponent's weapon type.

Polearm

  • Skill Page
  • Description:

    help Polearm
    EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
    Each weapon skill applies to a specific group of armaments, and determines how
    well a character fights with a particular weapon.  The weaponsmaster group
    provides talent in all weapons (save exotics), from chair legs to halberds.
    The weapon skills consist of the following:
    weaponsmaster   skill group of all weapons listed below (save exotic weaponry)
    axe             the use of axes, ranging from hand to great (but not halberds)
    dagger          the use of knives and daggers, and other stabbing weapons
    flail           skill in ball-and-chain type weapons
    mace            this skill includes clubs and hammers as well as maces
    polearm         the use of pole weapons (except spears), including halberds
    spear           this skill covers long pointed weapons, but not polearms
    staff           the staff skill covers long blunt weapons
    sword           the warrior's standby, from rapier to claymore
    whip            the use of whips, chains, and bullwhips
    exotic          the use of strange magical weapons
    The exotic skill cannot be purchased, and is dependent solely upon level.

Recall

  • Skill Page
  • Description:

    help recall
    RECALL /
    RECALL /
    Syntax: RECALL
    RECALL prays to the Gods for miraculous transportation from where you are
    back to the Temple of your home kingdom.  '/' is a synonym for RECALL.
    If you RECALL during combat, you will lose experience (more than for fleeing),
    and you will have a chance of failing (again, more than for fleeing).  This
    chance is based on your recall skill, although a 100% recall does not 
    insure success.
    RECALL costs half of your movement points.
    RECALL doesn't work in certain god-forsaken rooms.  Characters afflicted by a
    curse may not recall at all.

Rescue

  • Skill Page
  • Description:

    help rescue
    FLEE RESCUE
    FLEE RESCUE
    Syntax: flee
    Syntax: rescue   <character>
    Once you start a fight, you can't just walk away from it.  If the fight
    is not going well, you can attempt to FLEE, or another character can
    RESCUE you.  (You can also RECALL, but this is less likely to work,
    and costs more experience points, then fleeing).
    If you lose your link during a fight, then your character will keep
    fighting, and will attempt to RECALL from time to time.  Your chances
    of making the recall are reduced, and you will lose much more experience.
    
    RESCUE
    A friend in need is a friend indeed.  And when in combat, a warrior with
    the rescue skill is just the friend you need.  Rescue allows you to intercede
    in combat, protecting weaker characters from bodily harm. Hopefully the
    favor will be returned.  Success in rescuing depends on the skill rating, as
    well as a comparison of level, dexterity, and speed between the character and
    the target. (note: you rescue a friend, not the monster)

Riding

  • Skill Page
  • Description:

    help Riding
    RIDING RIDE MOUNT DISMOUNT
    Syntax:  ride <mob>
             ride <player>
             dismount
             mount
    RIDE is the command used to ride a mob or player (dragon) who are able and
    willing to transport you.  DISMOUNT will allow you to stop riding.  When you dismount, you resume a standing position.  You must have the riding skill to 
    be able to ride.
    MOUNT is a dragon/beastformed shaman only command and toggles between allowing
    other players to ride you or not. At the moment there is no way to remove someone
    who is riding you.

Scroll

  • Skill Page
  • Description:

    help scroll
    BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION
    BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION
    Syntax: brandish <target>
    Syntax: quaff    <potion>
    Syntax: recite   <scroll> <target>
    Syntax: zap      <target>
    Syntax: zap
    BRANDISH brandishes a magical staff.  QUAFF quaffs a magical potion (as opposed
    to DRINK, which drinks mundane liquids).  RECITE recites a magical scroll; the
    <target> is optional, depending on the nature of the scroll.  ZAP zaps a
    magical wand at a target.  If the target is not specified, and you are fighting
    someone, then that character is used for a target.
    You must HOLD a wand or a staff before using BRANDISH or ZAP.
    All of these commands use up their objects.  Potions and scrolls have a single
    charge.  Wands and staves have multiple charges.  When a magical object has no
    more charges, it will be consumed.
    These commands may require an item skill to be successful, see the help entries
    on the skills scrolls, staves, and wands for more information.
    
    SCROLL 'SCROLL COMMAND'
    SCROLL 'SCROLL COMMAND'
    Syntax: scroll
    Syntax: scroll <number>
    This command changes the number of lines the mud sends you in a page (the 
    default is 24 lines).  Change this to a higher number for larger screen
    sizes, or to 0 to disabling paging.

  • Amended Description:

    Allows you to recite scrolls to cast the spell inscribed on them.

Shield Block

  • Skill Page
  • Description:

    help 'Shield Block'
    'SHIELD BLOCK'
    Shield block is a rather fancy name for the art of parrying with a shield.
    Characters with no shield block skill will not be able to defend themselves
    well with a shield.  All classes may learn shield block, but only warriors and
    clerics are good at it.  Beware, flails ignore shield blocking attempts, and
    whips have an easier time getting around them.  Axes may split shields in two.
    Shield block now works against charges from other rooms.

Spear

  • Skill Page
  • Description:

    help spear
    EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
    Each weapon skill applies to a specific group of armaments, and determines how
    well a character fights with a particular weapon.  The weaponsmaster group
    provides talent in all weapons (save exotics), from chair legs to halberds.
    The weapon skills consist of the following:
    weaponsmaster   skill group of all weapons listed below (save exotic weaponry)
    axe             the use of axes, ranging from hand to great (but not halberds)
    dagger          the use of knives and daggers, and other stabbing weapons
    flail           skill in ball-and-chain type weapons
    mace            this skill includes clubs and hammers as well as maces
    polearm         the use of pole weapons (except spears), including halberds
    spear           this skill covers long pointed weapons, but not polearms
    staff           the staff skill covers long blunt weapons
    sword           the warrior's standby, from rapier to claymore
    whip            the use of whips, chains, and bullwhips
    exotic          the use of strange magical weapons
    The exotic skill cannot be purchased, and is dependent solely upon level.

Staff

  • Skill Page
  • Description:

    EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
    Each weapon skill applies to a specific group of armaments, and determines how
    well a character fights with a particular weapon.  The weaponsmaster group
    provides talent in all weapons (save exotics), from chair legs to halberds.
    The weapon skills consist of the following:
    weaponsmaster   skill group of all weapons listed below (save exotic weaponry)
    axe             the use of axes, ranging from hand to great (but not halberds)
    dagger          the use of knives and daggers, and other stabbing weapons
    flail           skill in ball-and-chain type weapons
    mace            this skill includes clubs and hammers as well as maces
    polearm         the use of pole weapons (except spears), including halberds
    spear           this skill covers long pointed weapons, but not polearms
    staff           the staff skill covers long blunt weapons
    sword           the warrior's standby, from rapier to claymore
    whip            the use of whips, chains, and bullwhips
    exotic          the use of strange magical weapons
    The exotic skill cannot be purchased, and is dependent solely upon level.

Staves

  • Skill Page
  • Amended Description:

    Allows you to brandish staffs and invoke the spells contained within.

Swim

  • Skill Page
  • Description:

    help swim
    swim
    SWIM
    
    The swim skill determines your ability to swim underwater or in the ocean. 
    Being unable to swim will result in you attempting to breathe water, which
    will hurt you.  Everyone can swim, though some have more trouble with it
    than others.  This skill is passive, and does not need to be invoked in
    order to function.

Sword

  • Skill Page
  • Description:

    EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
    Each weapon skill applies to a specific group of armaments, and determines how
    well a character fights with a particular weapon.  The weaponsmaster group
    provides talent in all weapons (save exotics), from chair legs to halberds.
    The weapon skills consist of the following:
    weaponsmaster   skill group of all weapons listed below (save exotic weaponry)
    axe             the use of axes, ranging from hand to great (but not halberds)
    dagger          the use of knives and daggers, and other stabbing weapons
    flail           skill in ball-and-chain type weapons
    mace            this skill includes clubs and hammers as well as maces
    polearm         the use of pole weapons (except spears), including halberds
    spear           this skill covers long pointed weapons, but not polearms
    staff           the staff skill covers long blunt weapons
    sword           the warrior's standby, from rapier to claymore
    whip            the use of whips, chains, and bullwhips
    exotic          the use of strange magical weapons
    The exotic skill cannot be purchased, and is dependent solely upon level.

Wands

  • Skill Page
  • Description:

    help wand
    BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION
    BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION
    Syntax: brandish <target>
    Syntax: quaff    <potion>
    Syntax: recite   <scroll> <target>
    Syntax: zap      <target>
    Syntax: zap
    BRANDISH brandishes a magical staff.  QUAFF quaffs a magical potion (as opposed
    to DRINK, which drinks mundane liquids).  RECITE recites a magical scroll; the
    <target> is optional, depending on the nature of the scroll.  ZAP zaps a
    magical wand at a target.  If the target is not specified, and you are fighting
    someone, then that character is used for a target.
    You must HOLD a wand or a staff before using BRANDISH or ZAP.
    All of these commands use up their objects.  Potions and scrolls have a single
    charge.  Wands and staves have multiple charges.  When a magical object has no
    more charges, it will be consumed.
    These commands may require an item skill to be successful, see the help entries
    on the skills scrolls, staves, and wands for more information.

Whip

  • Skill Page
  • Description:

    help whip
    EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
    Each weapon skill applies to a specific group of armaments, and determines how
    well a character fights with a particular weapon.  The weaponsmaster group
    provides talent in all weapons (save exotics), from chair legs to halberds.
    The weapon skills consist of the following:
    weaponsmaster   skill group of all weapons listed below (save exotic weaponry)
    axe             the use of axes, ranging from hand to great (but not halberds)
    dagger          the use of knives and daggers, and other stabbing weapons
    flail           skill in ball-and-chain type weapons
    mace            this skill includes clubs and hammers as well as maces
    polearm         the use of pole weapons (except spears), including halberds
    spear           this skill covers long pointed weapons, but not polearms
    staff           the staff skill covers long blunt weapons
    sword           the warrior's standby, from rapier to claymore
    whip            the use of whips, chains, and bullwhips
    exotic          the use of strange magical weapons
    The exotic skill cannot be purchased, and is dependent solely upon level.

===========================================

Level 3

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Cause Light

  • Skill Page
  • Description:

    help 'cause light'
    'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM
    'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM
    Syntax: cast 'cause light'    <victim>
    Syntax: cast 'cause serious'  <victim>
    Syntax: cast 'cause critical' <victim>
    Syntax: cast harm             <victim>
    These spells inflict damage on the victim.  The higher-level spells do
    more damage.

Dirt Kicking

  • Skill Page
  • Description:

    help 'dirt kicking'
    'DIRT KICKING'
    Considered by some to be a cowardly skill, dirt kicking gives the clever 
    combatant a chance to blind his opponent by casting dirt into his eyes.  The
    blindness does not last long, but can provide an edge in combat.  Dexterity
    helps in hitting or avoiding a dirt kick.  Only warriors and thieves may
    learn this skill.

  • Duration:

    under one tick (a few pulses)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

===========================================

Level 5

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Second Attack

  • Skill Page
  • Description:

    help 'Second Attack'
    'SECOND ATTACK'
    Training in second attack allows the character a chance at additional
    strikes in combat -- although a 100% second attack does NOT guarantee 2
    attacks every round.  Any class may learn this skill, although clerics and
    mages have a very hard time with it.

===========================================

Level 6

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Cure Blindness

  • Skill Page
  • Description:

    help 'Cure Blindness'
    'CURE BLINDNESS'
    'CURE BLINDNESS'
    Syntax: cast 'cure blindness' <character>
    This spell cures blindness in one so unfortunate.

Fast Healing

  • Skill Page
  • Description:

    help 'fast healing'
    'FAST HEALING'
    The fast healing skill improves wound healing rates, whether walking, resting,
    or sleeping. It represents knowledge of healing herbs or just general
    toughness and stamina.  Fast healing is checked every tick, and it is
    possible for it to fail.  All class may learn this skill, but mages find it
    very difficult to master, due to their bookish lifestyle.  The skill occurs 
    automatically, so there is no command syntax.

Hand to Hand

  • Skill Page
  • Description:

    help 'Hand to Hand'
    'HAND TO HAND'
    Hand to hand combat is a rare skill in the lands of Algoron.  Learning
    this style of fighting gives the player a weapon even when disarmed --
    bare hands. Trained hand to hand experts are far more effective than many
    swordsmen. Clerics and warriors are the best at this skill, although
    thieves and mages may also learn it.

===========================================

Level 8

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Kick

  • Skill Page
  • Description:

    help Kick
    KICK
    Kicking allows the adventurer to receive an extra attack in combat, a powerful
    kick. However, a failed kick may throw an unwary fighter off balance.  Fighters
    and clerics are the most skilled at kicking, although thieves may also learn
    it.

===========================================

Level 9

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Cause Serious

  • Skill Page
  • Description:

    help 'cause serious'
    'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM
    'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM
    Syntax: cast 'cause light'    <victim>
    Syntax: cast 'cause serious'  <victim>
    Syntax: cast 'cause critical' <victim>
    Syntax: cast harm             <victim>
    These spells inflict damage on the victim.  The higher-level spells do
    more damage.

ShieldStrike

  • Skill Page
  • Description:

    help shield strike
    shield strike
    SHIELD STRIKE
    syntax:  shield strike <target>
    A trained paladin or barbarian can learn to use his shield as well as weapons
    effectively in combat.  By using his momentum and physical strength, the
    paladin or barbarian can learn to swing a shield with great force into the body
    of an opponent causing damage from the crush.  Shield strike may be used to
    initiate combat or used without indicating a target while in battle to attack
    the opponent engaged with.

===========================================

Level 10

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Earthquake

  • Skill Page
  • Description:

    help 'Earthquake'
    EARTHQUAKE
    EARTHQUAKE
    
    Syntax: cast 'earthquake'
    
    This spell inflicts damage on every enemy character in the room.  Beware
    that other characters who are not yet fighting may attack you as a result! 
    
    
    See also - ATTACK

Sneak

  • Skill Page
  • Description:

    HIDE SNEAK
    Hide and sneak are similar skills, both related to remaining undetected.
    Hide has a very high chance of success, but only works for as long as the
    character remains stationary.  Hide will not show up in your affects (which
    only shows spell affects, not skills), and if you were successfully hidden
    the act of checking your affects will reveal your presence to others.
    Sneak may be used when moving (including to sneak by monsters), but has a
    lower chance of success.  Warriors, thieves, druids, paladins, assassins,
    barbarians may learn these skills.

  • Duration:

    51 ticks (about 34 min 51 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

===========================================

Level 11

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Disarm

  • Skill Page
  • Description:

    help disarm
    DISARM
    Disarm is a somewhat showy and unreliable skill, designed to relieve your
    opponent of his weapon.  The best possible chance of disarming occurs when you
    are skilled with both your own and your opponent's weapon. Only talented thieves 
    and warriors may learn this skill.

===========================================

Level 12

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Hide

  • Skill Page
  • Description:

    help Hide
    HIDE SNEAK
    Hide and sneak are similar skills, both related to remaining undetected.
    Hide has a very high chance of success, but only works for as long as the
    character remains stationary.  Hide will not show up in your affects (which
    only shows spell affects, not skills), and if you were successfully hidden
    the act of checking your affects will reveal your presence to others.
    Sneak may be used when moving (including to sneak by monsters), but has a
    lower chance of success.  Warriors, thieves, druids, paladins, assassins,
    barbarians may learn these skills.

Third Attack

  • Skill Page
  • Description:

    help 'Third Attack'
    'THIRD ATTACK'
    'THIRD ATTACK'
    Training in third attack allows the character a chance at an additional strike
    in a combat, and increases the chance of a second attack as well.  Perfect
    third attack does NOT assure three attacks per round.  Only warriors and highly
    skilled thieves may learn this skill.

===========================================

Level 13

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Blind Fighting

  • Skill Page
  • Description:

    help 'blind fighting'
    blind fighting
    BLIND FIGHTING
    Under the tutelage of a master weaponsmaster, the dedicated combatant can
    learn how to utilize his weapons so effectively in combat that he is
    proficient with them even while blinded.  The blind fighting skill negates
    the disadvantages of losing vision in a fight by magic or smoke.  A wide
    variety of classes and reclasses may learn this fighting technique.

Cure Disease

  • Skill Page
  • Description:

    help 'Cure Disease'
    'CURE DISEASE'
    'CURE DISEASE'
    
    Syntax: cast 'cure disease' <character>
    
    This spell may cure various diseases that have afflicted a character.  
    
    See also - CURATIVE

Dodge

  • Skill Page
  • Description:

    help dodge
    DODGE
    In the words of one wise warrior, 'the best way to block a blow is to not
    be where it lands'.  The dodge skill honors this tradition, by improving the
    character's natural agility to the point where many blows will miss the 
    target. The chance of dodging is also affected by the dexterity of the
    attacker and the target.  Any class may learn dodging.

===========================================

Level 14

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Cure Poison

  • Skill Page
  • Description:

    help Cure Poison
    'CURE POISON'
    'CURE POISON'
    
    Syntax: cast 'cure poison' <character>
    
    This spell cures general poisons that have afficted a given character.  
    
    See also - CURATIVE

Haggle

  • Skill Page
  • Description:

    help Haggle
    HAGGLE HAGGLING
    Haggling is an indispensable skill to the trader.  It allows a character to
    match wits with a merchant, seeking to get a better price for merchandise,
    or to buy at the lowest possible cost.  Unfortunately, most merchants are
    already very skilled at haggling, so the untrained adventurer had best 
    guard his treasure closely.  Thieves are natural masters at haggling,
    although other classes may learn it as well.

Peek

  • Skill Page
  • Description:

    help Peek
    PEEK
    Syntax: peek <mob/player>
    The peek skill is useful for seeing what a player or monster is carrying,
    the better to use the steal command with.  More intelligent characters are
    harder to peek at.  All characters may learn peek, but thieves are the most
    common practitioners.

===========================================

Level 15

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Cause Critical

  • Skill Page
  • Description:

    help 'Cause Critical'
    'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM
    'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM
    Syntax: cast 'cause light'    <victim>
    Syntax: cast 'cause serious'  <victim>
    Syntax: cast 'cause critical' <victim>
    Syntax: cast harm             <victim>
    These spells inflict damage on the victim.  The higher-level spells do
    more damage.

Dispel Evil

  • Skill Page
  • Description:

    help 'Dispel Evil'
    'DISPEL EVIL'
    DISPEL EVIL
    
    Syntax: cast 'dispel evil' <victim>
    
    This spell invokes the wrath of the Gods on an evil victim.  It can be very
    dangerous for casters who are not pure of heart.  
    
    See also - ATTACK

Dispel Good

  • Skill Page
  • Description:

    help 'Dispel Good'
    'DISPEL GOOD'
    DISPEL GOOD
    
    Syntax: cast 'dispel good' <victim>
    
    Dispel good brings forth evil energies that inflict horrific torment on the
    pure of heart.  Good-aligned characters use this dark magic at their peril. 
    
    
    See also - ATTACK

Dispel Neutral

  • Skill Page
  • Description:

    help 'Dispel Neutral'
    DISPEL NEUTRAL
    DISPEL NEUTRAL
    
    syntax: cast 'dispel neutral' <target>
    
    Dispel neutral calls forth the neutral energies of the universe to inflict
    horrific torment on all of those whose alignment is not within the sphere of
    neutrality.  Good and evil-aligned characters who use this powerful magic do
    so at their peril.  
    
    See also - ATTACK

Meditation

  • Skill Page
  • Description:

    help Meditation
    MEDITATION
    This skill is similar to fast healing, but relies on the concentration and
    mantras to increase mana recovery when the character is sleeping or resting.
    Thieves and warriors, with their troubled minds and violent attitudes, have
    much trouble learning to meditate.

Trip

  • Skill Page
  • Description:

    help trip
    TRIP
    Back by popular demand.  Trip is a somewhat dastardly attack, and involves
    using any one of a number of methods to bring your opponent down to the ground.
    Tripping large monsters is generally not a good idea, and agile ones will
    find the attack easy to avoid.  Thieves and warriors may learn trip.

  • Amended Description:

    Trip does not work on flying opponents.

===========================================

Level 16

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Heat Metal

  • Skill Page
  • Description:

    help 'Heat Metal'
    'HEAT METAL'
    HEAT METAL
    
    Syntax: cast 'heat metal' <target>
    
    Heat metal is a powerful clerical attack spell, with effects that vary
    according to the armor of the victim.  It heats up the metal equipment
    (assumed to be all weapons and armor at this point in time) on the target,
    causing him or her to drop them if possible, taking serious burns in the
    process (possibly fatal if the equipment is too heavy to remove easily).  
    
    This spell does no damage to creatures who are immune to fire.  Using this
    spell when you are EQless is illegal.  
     
    See also - ATTACK

===========================================

Level 18

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Berserk

  • Skill Page
  • Description:

    help berserk
    BERSERK
    Only powerful warriors can master berserking, the ability to enter insane rage
    in combat.  Its effects are not altogether unlike the frenzy spell -- a huge
    surge of combat prowess, coupled with a disregard for personal safety.  
    Berserking warriors are more resistant to the effects of magic.

  • Duration:

    10 ticks (about 6 min 50 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

===========================================

Level 20

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Counterattack

  • Skill Page
  • Description:

Flamestrike

  • Skill Page
  • Description:

    help 'Flamestrike'
    FLAMESTRIKE
    FLAMESTRIKE
    
    Syntax: cast 'flamestrike' <victim>
    
    With the aid of his deity, the caster calls upon a column of pure fire to
    descend upon a foe, causing large amounts of damage.  Objects on the person
    of the recipient are subject to the effects of the column of flames as well.
    
    See also - ATTACK

Lore

  • Skill Page
  • Description:

    help lore
    LORE
    Lore is a general skill, consisting of knowledge of myths and legends. Use
    of the lore skill gives a chance of obtaining information on an object,
    concerning its power and uses.  It also may occasionally increase the value
    of an object, because more will be known about its worth.  All classes may
    learn lore, although thieves are best at it, and warriors find it very hard
    to use.
    Lore works automatically, each time you look at or examine an object.

===========================================

Level 22

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Charge

  • Skill Page
  • Description:

    help charge
    CHARGE
    Syntax:  charge <direction> <target>
             charge <target>
             charge
    Charge is an attack skill used when riding a mount and wielding a
    polearm.  It therefore requires that you know both the riding and polearm
    skills before you can use it.  Only Warriors, Paladins, Barbarians and 
    Crusaders have what it takes to learn this skill.  You may charge a target 
    to initiate combat.  You may charge without a target if combat is already
    underway.  You can also charge from a adjacent room.  
     
    See also:  RIDING, POLEARM

===========================================

Level 33

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Demonfire

  • Skill Page
  • Description:

    help 'Demonfire'
    DEMONFIRE
    
    Syntax: cast 'demonfire' <target>
    
    Demonfire is a spell of blackest evil, and as such can only be used
    correctly by those who follow the paths of darkness.  It conjures forth
    demonic spirits to inflict terrible wounds on the enemies of the caster.  
    
    See also - ATTACK

===========================================

Level 35

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Ray of Truth

  • Skill Page
  • Description:

    help 'Ray of Truth'
    'RAY OF TRUTH'
    RAY OF TRUTH
    
    Syntax: cast 'ray of truth' <target>
    
    Ray of truth opens a portal to the planes of positive energy, bringing forth
    a beam of light of sufficient purity to harm or annihilate the servants of
    evil.  It cannot harm the pure of heart, and will turn and strike casters
    who are tainted by evil.  
    
    See also - ATTACK

===========================================

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