Level 1
Age
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Description:
help age AGE AGE Age on DSL is for roleplaying purposes only and has no visable game affect. Different Races have different life spans so ages vary. To increase your age, go to the trainer and type "Practice age". You can increase your age but you can NEVER decrease it. Practicing your age DOES NOT cost ANY practices. TABLE OF AGES: Race Teen Young Adult Adult Middle Aged Old Human 17-19 20-29 30-45 46-60 61-85 Goblin 17-19 20-29 30-45 46-60 61-85 Dwarf 40-60 61-120 121-250 251-350 350+ Elf 40-90 91-175 176-300 301-500 501+ Ogre 30-80 81-110 111-180 181-210 211-250 Minotaur 30-60 61-80 81-115 116-145 146-175 Gnome 35-85 86-110 111-190 191-220 221-240 Dragon 107-300 300-700 700-1.5k 1.5k-3k 3k-5k Kender 20-29 30-55 56-88 89-131 131-160 Yinn 20-30 31-50 51-70 71-90 91-110
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Amended Description:
Retraining and reclassing resets age
Axe
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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.
Bash
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Description:
help bash BASH The bash skill is a warrior talent, a brute-force attack designed to knock your foe to his knees. Its success depends on many factors, including the bash rating, your weight, and the size of your opponent. Bashing a dragon is generally not a wise idea.
Dagger
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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
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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
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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
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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
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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
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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
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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
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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
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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)
Scroll
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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.
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Amended Description:
Allows you to recite scrolls to cast the spell inscribed on them.
Shield Block
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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
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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
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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
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Amended Description:
Allows you to brandish staffs and invoke the spells contained within.
Swim
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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
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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
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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
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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 2
Riding
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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.
Level 3
Dirt Kicking
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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.
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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
Armor
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Description:
ARMOR ARMOR Syntax: cast armor <character> This spell decreases (improves) the armor class of the target character by 20 points.
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Duration:
24 ticks (about 16 min 24 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.
Second Attack
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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
Fast Healing
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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
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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
Kick
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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.
Stab
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Description:
mastery dagger stab hurl concealed attack Mastery of the Dagger Few combatants are so skilled in combat with a dagger as an armsman. Having devoted themselves to mastery of the dagger, they may use the following skills: stab A fast piercing attack specialized to inflict damage upon an enemy combatant. hurl An attack made with a small throwing dagger, resulting in varying deleterious effects to the victim depending on the blade's point of impact. concealed attack An innate, reflexive reaction to being attacked that damages the assailant in turn. This group is available to the following classes: ARMSMAN
Level 9
Florentine
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Description:
help Florentine mastery sword florentine flurry cross Mastery of the Sword An armsman whom has mastered the discipline of the sword can leverage powerful gladiatorial skill against an opponent. An armsman may understand and utilize the following skills as a master of the sword: florentine The armsman retains a higher aptitude for defense while using two swords. flurry Summoning a burst of energy, the armsman makes a powerful rushing attack with their swords. cross While using two swords, the armsman may push down their opponent's weapon by crossing their own swords to create an opening to land a devastating kick. This group is available to the following classes: ARMSMAN
Refresh
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Description:
help 'Refresh' REFRESH REFRESH Syntax: cast refresh <character> This spell refreshes the movement points of a character who is out of movement points. See also - ENHANCEMENT
Strip
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Description:
help Strip mastery flail entwine sting strip Mastery of the Flail None upon the battlefield wield a flail with such deadly acumen as an armsman. Their specialization in flails yields the following abilities: entwine A difficult attack utilizing two flails that prevents the victim from fleeing. sting A vicious lashing attack upon an opponent, resulting in an ensuing weakness. strip Owing to innate skill with a flail, an armsman may have a chance of disarming their opponent in combat. This group is available to the following classes: ARMSMAN
Level 10
Backhand
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Description:
help backhand mastery mace backhand drum boneshatter Mastery of the Mace Armsmen that specialize in the mastery of the mace are experts in dealing massive damage through blunt attacks. These armsmen are capable of the following: backhand A fast, cruel backhand with a mace to inflict damage upon an opponent. drum The armsman moves his maces in a rhythmic fashion, allowing for increased attacks for a brief time. boneshatter A powerful mace attack intended to hamper an opponent's agility. This group is available to the following classes: ARMSMAN
Distance
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Description:
help distance mastery polearm distance entrap chargeset Mastery of the Polearm Few combatants are so skilled in combat with a polearm as an armsman. Having devoted themselves to mastery of the polearm, they may use the following skills: distance An instinctive method of keeping distance between the armsman and their opponent while using polearms. entrap The use of a polearm to entrap and disarm an opponents weapon, unless it is too small like a dagger. chargeset An instinctive reaction when you are attacked to swing your polearm just right to let the person attacking you use their own momentum to run upon your polearm. This group is available to the following classes: ARMSMAN
Level 11
Disarm
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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.
Protection Evil
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Description:
help 'Protection Evil' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' Syntax: cast 'protection evil' cast 'protection good' cast 'protection neutral' The protection spells reduce damage taken from attackers of the appropriate ethos, and improve saving throws against all forms of magic. They may not be cast on others, and one person cannot carry both defenses at the same time. -
Duration:
24 ticks (about 16 min 24 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.
Protection Good
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Description:
help 'Protection Good' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' Syntax: cast 'protection evil' cast 'protection good' cast 'protection neutral' The protection spells reduce damage taken from attackers of the appropriate ethos, and improve saving throws against all forms of magic. They may not be cast on others, and one person cannot carry both defenses at the same time. -
Duration:
24 ticks (about 16 min 24 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.
Protection Neutral
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Description:
help 'Protection Neutral' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' Syntax: cast 'protection evil' cast 'protection good' cast 'protection neutral' The protection spells reduce damage taken from attackers of the appropriate ethos, and improve saving throws against all forms of magic. They may not be cast on others, and one person cannot carry both defenses at the same time. -
Duration:
24 ticks (about 16 min 24 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.
Spin
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Description:
help spin mastery spear spin impale legsweep Mastery of the Spear None are more adept in combat with a spear than an armsman versed in the mastery of the spear. These armsmen can employ the following skills: spin An instinctive method of keeping distance between the armsman and their opponent while using spears. impale This savage attack pierces the opponent and impales them for massive damage. legsweep A knock-down attack with a spear to damage and take the legs out from under a foe. This group is available to the following classes: ARMSMAN
Level 12
Disembowel
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Description:
help disembowel mastery axe shield cleave scleave whirl disembowel Mastery of the Axe Few combatants are so skilled in combat with an axe as an armsman. Having devoted themselves to mastery of the axe, they may use the following skills: shield cleave Damages an opponent's shield with a mighty blow splitting it, causing the wielder of the shield to wait until repairs can be made before being able to wear it again. <scleave victim> whirl A spin move with an axe to slice the tip of the blade through an opponent damaging them. disembowel A massive gut shot to an opponent, usable when an opponent is too hurt to block it. This group is available to the following classes: ARMSMAN
Third Attack
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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
Blind Fighting
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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.
Dodge
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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
Haggle
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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
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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
Meditation
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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
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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.
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Amended Description:
Trip does not work on flying opponents.
Level 16
Infravision
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Description:
help 'Infravision' INFRAVISION INFRAVISION Syntax: cast infravision <character> This spell enables the target character to see warm-blooded creatures even while in the dark, and exits of a room as well. See also - ENHANCEMENT
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Duration:
114 ticks (about 1 h 17 min)
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.
Word of Recall
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Description:
help 'Word of Recall' 'WORD OF RECALL' 'WORD OF RECALL' Syntax: cast 'word of recall' This spell duplicates the built-in RECALL ability. It is provided solely for Merc-based muds which wish to eliminate the built-in ability while still providing the spell. This spell circumvents the pkill no-recall lag.
Yank
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Description:
help yank mastery whip lash yank choke Mastery of the Whip Few combatants are so skilled in combat with a whip as an armsman. Having devoted themselves to mastery of the whip, they may use the following skills: lash Entangles an opponent's feet with a whip, causing them to fall hard. yank Snares an opponent using two whips and allows the armsman to drag the opponent in a direction of their choosing. <yank victim direction> choke Entangles an unaware victim's neck with a whip, causing them to pass out due to lack of air. This group is available to the following classes: ARMSMAN
Level 17
Grip
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Description:
help Grip grip Few are so proficient with weapons as an armsman, hence through intense training armsmen develop an instinctive sense as to when they are about to be disarmed. This innate ability lends to being disarmed less frequently.
Level 18
Berserk
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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.
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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.
Fireproof
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Description:
help 'Fireproof' FIREPROOF Syntax: cast 'fireproof' <object> The fireproof spell creates a short-lived protective aura around an object, to protect it from the harmful effects of acid and flame. Items protected by this spell are not harmed by acid, fire, or the heat metal spell. Although inexpensive to use, the spell's short duration makes it impractical for protecting large numbers of objects.
Level 19
Charge
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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 20
Giant Strength
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Description:
help 'Giant Strength' 'GIANT STRENGTH' 'GIANT STRENGTH' Syntax: cast 'giant strength' <character> The caster can enhance the physical strength of a target, either himself or another, with this spell, giving the recipient the strength of a mighty giant. See also - ENHANCEMENT
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Duration:
56 ticks (about 38 min 16 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.
Lore
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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.
Sting
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Description:
help sting mastery flail entwine sting strip Mastery of the Flail None upon the battlefield wield a flail with such deadly acumen as an armsman. Their specialization in flails yields the following abilities: entwine A difficult attack utilizing two flails that prevents the victim from fleeing. sting A vicious lashing attack upon an opponent, resulting in an ensuing weakness. strip Owing to innate skill with a flail, an armsman may have a chance of disarming their opponent in combat. This group is available to the following classes: ARMSMAN -
Duration:
3 ticks (about 2 min 3 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 21
Enhanced Reactions
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Description:
help 'enhanced reactions' ENHANCED REACTIONS Syntax: Passive Owing to keen reflexes and innate ability, armsmen are often more proficient at dodging and parrying attacks due to their enhanced reactions.
Level 22
Dual Wield
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Description:
help 'dual wield' dual wield DUAL WIELD syntax: hold <primary weapon> secondary <secondary weapon> Under the tutelage of a weapons expert, a combatant may learn how to wield a weapon in each hand during combat to increase the overall amount of attacks each round of attack. Obviously, with a weapon in each hand, there is no possibility of holding a shield. Since most people favor one hand more than the other, the combatant typically finds that he can hold a heavy weapon with his proficient hand and a lighter weapon with the other. Rangers, however, have the single ability to dual wield weapons of the same weight. Note: If the primary weapon is somehow removed, the secondary weapon automatically switches to the the primary hand. To dual wield, one must type second <weapon>. The only restriction is that the secondary weapon must weigh less than the primary weapon. However, there are some known classes out there that might be able to wield two weapons of the same weight as well as be able to dual wield two handed weapons.
Fly
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Description:
help fly FLY FLY Syntax: cast 'fly' <character> This spell enables the target character to fly. There are some areas where passage may not be enabled simply by flying, for example - an underwater cave might require the use of swimming to get through. You cannot rest sleep or ride a mount while flying. See also 'LAND'
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Duration:
58 ticks (about 39 min 38 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.
Light Foot
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Description:
help 'Light Foot' light foot Syntax: cast 'light foot' Light foot is a spell of enhancement that allows the caster to reduce the cost it takes to move through a given room. Any creature, friend or foe benefits from this magic if cast. The spell does not spread to adjacent rooms.
Summon
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Description:
help Summon SUMMON SUMMON Syntax: cast summon <character> This spell summons a character from anywhere else in the world into your room. Characters who are fighting may not be summoned.
Level 23
Cross
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Description:
help cross mastery sword florentine flurry cross Mastery of the Sword An armsman whom has mastered the discipline of the sword can leverage powerful gladiatorial skill against an opponent. An armsman may understand and utilize the following skills as a master of the sword: florentine The armsman retains a higher aptitude for defense while using two swords. flurry Summoning a burst of energy, the armsman makes a powerful rushing attack with their swords. cross While using two swords, the armsman may push down their opponent's weapon by crossing their own swords to create an opening to land a devastating kick. This group is available to the following classes: ARMSMAN
Level 24
Lash
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Description:
help Lash mastery whip lash yank choke Mastery of the Whip Few combatants are so skilled in combat with a whip as an armsman. Having devoted themselves to mastery of the whip, they may use the following skills: lash Entangles an opponent's feet with a whip, causing them to fall hard. yank Snares an opponent using two whips and allows the armsman to drag the opponent in a direction of their choosing. <yank victim direction> choke Entangles an unaware victim's neck with a whip, causing them to pass out due to lack of air. This group is available to the following classes: ARMSMAN
Level 25
Pick Lock
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Description:
PICK 'PICK LOCK' Syntax: pick <object> Syntax: pick <door> Lock picking is one of the prime skills of thieves, allowing them to gain access to many secured areas. Lock picking chances are improved by intelligence, and hindered by the difficulty of the lock. Other classes may learn to pick locks, but they will never find it easy.
Level 26
Concealed Attack
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Description:
help 'concealed attack' mastery dagger stab hurl concealed attack Mastery of the Dagger Few combatants are so skilled in combat with a dagger as an armsman. Having devoted themselves to mastery of the dagger, they may use the following skills: stab A fast piercing attack specialized to inflict damage upon an enemy combatant. hurl An attack made with a small throwing dagger, resulting in varying deleterious effects to the victim depending on the blade's point of impact. concealed attack An innate, reflexive reaction to being attacked that damages the assailant in turn. This group is available to the following classes: ARMSMAN
Level 27
Entrap
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Description:
help entrap mastery polearm distance entrap chargeset Mastery of the Polearm Few combatants are so skilled in combat with a polearm as an armsman. Having devoted themselves to mastery of the polearm, they may use the following skills: distance An instinctive method of keeping distance between the armsman and their opponent while using polearms. entrap The use of a polearm to entrap and disarm an opponents weapon, unless it is too small like a dagger. chargeset An instinctive reaction when you are attacked to swing your polearm just right to let the person attacking you use their own momentum to run upon your polearm. This group is available to the following classes: ARMSMAN
Level 28
Fourth Attack
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Description:
help 'Fourth Attack' fourth attack FOURTH ATTACK Given that the Barbarian cares nothing for magic, he is unfettered by the time restraints needed for the study and practice of casting. Instead, a Barbarian may choose to devote his time to the study of weaponry and fighting. This additional training comes in handy as the Barbarian becomes so adept at fighting that he can often recieve a fourth attack in combat. see also 'BARBARIAN'
Gate
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Description:
help Gate GATE GATE syntax: cast gate <target> The gate spell is a powerful transportation magic that opens up a portal between your character and another person or creature somewhere else in the world. This portal will transport you and any pet you might have, but not other members of your group. Monsters receive a save against gate, and monster or players more than 3 levels higher than you can not be gated to at all. God rooms, private rooms, and no recall rooms cannot be gated to, and no recall rooms cannot be gated out of. Finally, any god or hero is also immune to gate, as well as any player who has no summon set. Clan members may not be gated to except by their fellow Clan members. Gate is not powerful enough to cross the vast oceans to another continent.
Level 29
Haste
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Description:
help Haste HASTE HASTE Syntax: cast 'haste' <target> The haste spell increases the speed and agility of the recipient, allowing an extra attack (or even a backstab) in combat, and improving evasive abilities in combat. However, it produces a great strain on the system, such that recuperative abilities are halved. Haste is capable of negating the slow spell. See also - ENHANCEMENT SLOW
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Duration:
27 ticks (about 18 min 27 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 30
Legsweep
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Description:
help Legsweep mastery spear spin impale legsweep Mastery of the Spear None are more adept in combat with a spear than an armsman versed in the mastery of the spear. These armsmen can employ the following skills: spin An instinctive method of keeping distance between the armsman and their opponent while using spears. impale This savage attack pierces the opponent and impales them for massive damage. legsweep A knock-down attack with a spear to damage and take the legs out from under a foe. This group is available to the following classes: ARMSMAN
Sanctuary
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Description:
help 'Sanctuary' SANCTUARY SANCTUARY Syntax: cast sanctuary <character> The SANCTUARY spell reduces the damage taken by the character from any attack by one half.
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Duration:
12 ticks (about 8 min 12 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 33
Drum
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Description:
help drum mastery mace backhand drum boneshatter Mastery of the Mace Armsmen that specialize in the mastery of the mace are experts in dealing massive damage through blunt attacks. These armsmen are capable of the following: backhand A fast, cruel backhand with a mace to inflict damage upon an opponent. drum The armsman moves his maces in a rhythmic fashion, allowing for increased attacks for a brief time. boneshatter A powerful mace attack intended to hamper an opponent's agility. This group is available to the following classes: ARMSMAN
Flurry
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Description:
help Flurry mastery sword florentine flurry cross Mastery of the Sword An armsman whom has mastered the discipline of the sword can leverage powerful gladiatorial skill against an opponent. An armsman may understand and utilize the following skills as a master of the sword: florentine The armsman retains a higher aptitude for defense while using two swords. flurry Summoning a burst of energy, the armsman makes a powerful rushing attack with their swords. cross While using two swords, the armsman may push down their opponent's weapon by crossing their own swords to create an opening to land a devastating kick. This group is available to the following classes: ARMSMAN
Level 34
Cancellation
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Description:
help Cancellation 'DISPEL MAGIC' CANCELLATION 'DISPEL MAGIC' CANCELLATION Syntax: cast 'dispel magic' <character> cast 'cancellation' <character> Both of these spells remove magical effects from the target. Dispel magic has a reduced chance of working, and is considering an attack spell. Cancellation can only be used on allies, but is much more effective and does not provoke attack. Unfortunately, the spells do not discriminate between harmful and benign spells. The chance of dispelling is based on the level of the spell. Permanent spells (such as mobile sanctuary) are much harder to remove. Not all spells may be dispelled, notable examples are poison and plague.
Level 35
Whirl
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Description:
help whirl mastery axe shield cleave scleave whirl disembowel Mastery of the Axe Few combatants are so skilled in combat with an axe as an armsman. Having devoted themselves to mastery of the axe, they may use the following skills: shield cleave Damages an opponent's shield with a mighty blow splitting it, causing the wielder of the shield to wait until repairs can be made before being able to wear it again. <scleave victim> whirl A spin move with an axe to slice the tip of the blade through an opponent damaging them. disembowel A massive gut shot to an opponent, usable when an opponent is too hurt to block it. This group is available to the following classes: ARMSMAN
Level 36
Teleport
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Description:
help teleport TELEPORT TELEPORT Syntax: cast <teleport> This spell takes you from your current location to a random location somewhere in the world.
Level 37
Choke
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Description:
help choke mastery whip lash yank choke Mastery of the Whip Few combatants are so skilled in combat with a whip as an armsman. Having devoted themselves to mastery of the whip, they may use the following skills: lash Entangles an opponent's feet with a whip, causing them to fall hard. yank Snares an opponent using two whips and allows the armsman to drag the opponent in a direction of their choosing. <yank victim direction> choke Entangles an unaware victim's neck with a whip, causing them to pass out due to lack of air. This group is available to the following classes: ARMSMAN -
Duration:
1 tick (about 41 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.
Pass Door
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Description:
help 'Pass Door' 'PASS DOOR' 'PASS DOOR' Syntax: cast 'pass door' This spell enables the caster to pass through closed doors.
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Duration:
14 ticks (about 9 min 34 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 39
Chargeset
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Description:
help chargeset mastery polearm distance entrap chargeset Mastery of the Polearm Few combatants are so skilled in combat with a polearm as an armsman. Having devoted themselves to mastery of the polearm, they may use the following skills: distance An instinctive method of keeping distance between the armsman and their opponent while using polearms. entrap The use of a polearm to entrap and disarm an opponents weapon, unless it is too small like a dagger. chargeset An instinctive reaction when you are attacked to swing your polearm just right to let the person attacking you use their own momentum to run upon your polearm. This group is available to the following classes: ARMSMAN
Waypoint
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Description:
help waypoint waypoint Syntax: cast 'waypoint' cast 'waypoint' recall Waypoint is a spell of transportation that allows the caster to mark a room and gate back to it for a period of time. The waypoint weakens with each and can be dispeled by other magics. Only one waypoint may ever exist for a caster at any one time. A waypoint in rare circumstances may drift from it's original point of origin.
Level 40
Portal
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Description:
help 'Portal' Syntax: cast 'portal' <target> The portal spell is similar to gate, but creates a lasting one-way portal to the target creature, instead of transporting the caster. Portals are entered using 'enter' command, as in 'enter portal'. Portals cannot be made to certain destinations, nor used to escape from gate-proof rooms. Portal requires a special source of power to be used, unfortunately the secret of this material component has been lost... Portals can traverse the boundries of the continents. Use look in <portal> to see destination.
Shield
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Description:
help 'Shield' SHIELD 'STONE SKIN' SHIELD 'STONE SKIN' Syntax: cast shield Syntax: cast 'stone skin' These spells protect the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points off armor. STONE SKIN provides 40 points off armor.
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Duration:
63 ticks (about 43 min 3 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 41
Boneshatter
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Description:
help boneshatter mastery mace backhand drum boneshatter Mastery of the Mace Armsmen that specialize in the mastery of the mace are experts in dealing massive damage through blunt attacks. These armsmen are capable of the following: backhand A fast, cruel backhand with a mace to inflict damage upon an opponent. drum The armsman moves his maces in a rhythmic fashion, allowing for increased attacks for a brief time. boneshatter A powerful mace attack intended to hamper an opponent's agility. This group is available to the following classes: ARMSMAN
Shield Cleave
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Description:
help 'Shield Cleave' mastery axe shield cleave scleave whirl disembowel Mastery of the Axe Few combatants are so skilled in combat with an axe as an armsman. Having devoted themselves to mastery of the axe, they may use the following skills: shield cleave Damages an opponent's shield with a mighty blow splitting it, causing the wielder of the shield to wait until repairs can be made before being able to wear it again. <scleave victim> whirl A spin move with an axe to slice the tip of the blade through an opponent damaging them. disembowel A massive gut shot to an opponent, usable when an opponent is too hurt to block it. This group is available to the following classes: ARMSMAN
Level 43
Entwine
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Description:
help entwine mastery flail entwine sting strip Mastery of the Flail None upon the battlefield wield a flail with such deadly acumen as an armsman. Their specialization in flails yields the following abilities: entwine A difficult attack utilizing two flails that prevents the victim from fleeing. sting A vicious lashing attack upon an opponent, resulting in an ensuing weakness. strip Owing to innate skill with a flail, an armsman may have a chance of disarming their opponent in combat. This group is available to the following classes: ARMSMAN -
Duration:
4 ticks (about 2 min 44 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 44
Hurl
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Description:
help Hurl mastery dagger stab hurl concealed attack Mastery of the Dagger Few combatants are so skilled in combat with a dagger as an armsman. Having devoted themselves to mastery of the dagger, they may use the following skills: stab A fast piercing attack specialized to inflict damage upon an enemy combatant. hurl An attack made with a small throwing dagger, resulting in varying deleterious effects to the victim depending on the blade's point of impact. concealed attack An innate, reflexive reaction to being attacked that damages the assailant in turn. This group is available to the following classes: ARMSMAN
Level 45
Impale
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Description:
help Impale mastery spear spin impale legsweep Mastery of the Spear None are more adept in combat with a spear than an armsman versed in the mastery of the spear. These armsmen can employ the following skills: spin An instinctive method of keeping distance between the armsman and their opponent while using spears. impale This savage attack pierces the opponent and impales them for massive damage. legsweep A knock-down attack with a spear to damage and take the legs out from under a foe. This group is available to the following classes: ARMSMAN
Nexus
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Description:
help 'Nexus' 'NEXUS' NEXUS Syntax: cast 'nexus' <target> This spell is virtually identical to portal (see 'help portal'), with the only difference being that while portal creates a one-way gate, a nexus spell makes a two-sided gate. It also lasts longer than the lower-powered portal spell. Both spells require an additional power source, the secret of which has been lost... This spell can traverse the boundries of continents.
Stone Skin
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Description:
help 'Stone Skin' SHIELD 'STONE SKIN' SHIELD 'STONE SKIN' Syntax: cast shield Syntax: cast 'stone skin' These spells protect the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points off armor. STONE SKIN provides 40 points off armor.
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Duration:
55 ticks (about 37 min 35 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.