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Songs

Credit: https://entriesvariety.blogspot.com/2020/12/fantasy-assassin-art-dark-assassin.html

Assassin

Primary Attribute: Dexterity

Secondary Attribute: Intelligence

Boost / Gimps

  • Ariel (Damage::20)
  • Bakali (Damage::20)
  • Dark Elf (Damage::10)
  • Deep Gnome (Damage::-10)
  • Giant Ogre (Damage::-30)
  • Half Elf (Damage::10)
  • Half Ogre (Damage::-10)
  • Hill Dwarf (Damage::-10)
  • Hobgoblin (Damage::20)
  • Human (Damage::10)
  • Minotaur (Damage::-10)
  • Ogre (Damage::-20)
  • Orc (Damage::10)
  • Shalonesti Elf (Damage::10)
  • Tinker Gnome (Damage::-10)
  • Wemic (Damage::-20)
  • Wild Elf (Damage::20)
  • Yinn (Damage::10)

Armor: Studded

Is CSR? False

Race Restrictions: Bugbear, Kender, Arboren, Troll, Centaur, Pixie

Creation Skill / Spell / Song Groups

Spells

  • Detection
  • Illusion
  • Transportation
  • Combat
  • Enhancement
  • Maladictions
  • Creation
  • Healing
  • Protective

Basics

  • Assassin Basics

Default

  • Armsman Default

Click to show help file

Help File: 
help assassin
ASSASSINS
ASSASSINS

The skills of assassins include a specialized backstab, with the ability to
kill in a single hit.  Assassins are experts with poisons, and can concoct
and deliver them with uncanny skill.  These rogues are also masters of
working quietly and secretly, and can avoid the eyes of almost any creature.
They can blend into the their surroundings with ease, and are experts at
surviving.  Their profession makes them highly valued as mercenaries, and
also necessitates that they maintain some distance from other people.  
 
Who can be an Assassin?
 
CLASS:     THIEVES only
RACE:      ALL EXCEPT BUGBEAR, KENDER
ALIGNMENT: ANY
CLAN:      ANY (EXCEPT KNIGHTHOOD), including non-clanned
 
See also - RECLASS

Level 1

Back to the Top

Age

  • Skill Page
  • 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

  • Amended Description:

    Retraining and reclassing resets age

Backstab

  • Skill Page
  • Description:

    help backstab
    BACKSTAB
    Backstab is the favored attack of  thieves, murderers, and other rogues.  It
    can be used with any weapon type, but is most effective with piercing weapons.
    The damage inflicted by a backstab is determined by the attacker's level, his
    weapon skill, his backstab skill, and the power of his opponent.
    Only thieves may learn the backstab.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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.

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 2

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Magic Missile

  • Skill Page
  • Description:

    help 'Magic Missile'
    'MAGIC MISSILE'
    'MAGIC MISSILE'
    
    Syntax: cast 'magic missile' <target>
    
    One newly trained in the arts of magical combat learns this spell quickly in
    their studies.  The casting of magic missile provides the barest of
    offensive abilities in magical combat.  
    
    When cast, this spell appears before the target as a series of projectiles
    of energy, flashing forth from the hands of the caster.  
    
    See also - COMBAT

  • Amended Description:

    As this spell levels, it will cast additional projectiles. At level 15 you will be able to range this spell.

Ventriloquate

  • Skill Page
  • Description:

    help Ventriloquate
    VENTRILOQUATE
    VENTRILOQUATE
    
    Syntax: cast ventriloquate <speaker> <message>
    
    This spell throws your voice, making it appear that some other object or
    character in the room is saying your message.  
    
    Victims who make their saving throw will know that someone is using
    ventriloquism, but not who.  Victims who fail their saving throw will think
    that the object or character really did say your message.  
    
    See also - ILLUSION

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

Level 3

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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.

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

Level 4

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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.

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

Level 5

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Detect Magic

  • Skill Page
  • Description:

    help 'Detect Magic'
    'DETECT MAGIC'
    Syntax: cast 'detect magic'
     
    This spell enables the caster to detect magical objects.  Additional, if cast
    in a room where magic resides it will allow the caster to know what that magic
    is and whom it originated from.

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

Level 6

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Chill Touch

  • Skill Page
  • Description:

    help 'Chill Touch'
    'CHILL TOUCH'
    'CHILL TOUCH'
    
    Syntax: cast 'chill touch' <target>
    
    Those training in combat magics move forward to the casting of the touch of
    cold after they have been provided the knowledge of magic missiles.  This
    spell offers a slightly more damaging offensive ability.  
    
    An added bonus, at least for the caster, is that the chilling touch may also
    adversely affect the target, causing them to shiver enough in combat to
    worsen their abilities.  
    
    See also - COMBAT

  • Amended Description:

    This spell can cause a minor strength debuff.

Continual Light

  • Skill Page
  • Description:

    help Continual Light
    'CONTINUAL LIGHT'
    CONTINUAL LIGHT
    
    Syntax: cast 'continual light'
            cast 'continual light' <object>
    
    This spell creates a ball of light, which you can hold as a light source. 
    The ball of light will last indefinitely.  It may also be used on an object
    to give it an enchanted glow.  
    
    See also - CREATION

Detect Invis

  • Skill Page
  • Description:

    help 'Detect Invis'
    'DETECT INVIS'
    'DETECT INVIS'
    Syntax: cast 'detect invis'
    This spell enables the caster to detect invisible objects and characters.

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

Level 7

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Floating Disc

  • Skill Page
  • Description:

    'FLOATING DISC'
    
    Syntax: cast 'floating disc'
    
    This useful spell creates a floating field of force which follows the caster
    around, allowing him or her to pile treasure high with no fear of weight
    penalties.  
    
    It lasts no more than twice the casters level in hours, and usually less. 
    It can hold 10 pounds per level of the caster, with a maximum of five pounds
    per item.  
    
    The spell requires an open float location on the character, and the only way
    to remove the disc is to die or allow it to run out of energy.  
    
    See also - CREATION

Pick Lock

  • Skill Page
  • 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 9

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Detect Poison

  • Skill Page
  • Description:

    help 'Detect Poison'
    'DETECT POISON'
    'DETECT POISON'
    Syntax: cast 'detect poison' <object>
    This spell detects the presence of poison in food or drink.

Invisibility

  • Skill Page
  • Description:

    help invis
    INVIS 'MASS INVIS' INVISIBILITY
    INVIS 'MASS INVIS' INVISIBILITY
    
    Syntax: cast 'invisibility' <character>
            cast 'invisibility' <object>
            cast 'mass invis'
    
    The invisibility spell makes the target character invisible.  Invisible
    characters will become visible when they attack.  It may also be cast on an
    object to render the object invisible.  
    
    The mass invisibility spell makes all characters in the caster's group
    invisible, including the caster.  
    
    See also - ILLUSION

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

Level 10

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Armor

  • Skill Page
  • Description:

    ARMOR
    ARMOR
    Syntax: cast armor <character>
    This spell decreases (improves) the armor class of the target character
    by 20 points.

Burning Hands

  • Skill Page
  • Description:

    help 'Burning Hands'
    'BURNING HANDS'
    'BURNING HANDS'
    
    Syntax: cast 'burning hands' <target>
    
    Adding to the growing list of spells which one learning the combat arts
    shall receive, burning hands helps to broaden the knowledge offered by the
    lesser spell of chill touch.  This spell as well, offers a slightly
    increased potential for damage than that of chill touch.  
    
    See also - COMBAT

Create Rose

  • Skill Page
  • Description:

    help 'Create Rose'
    'CREATE ROSE'
    'CREATE ROSE'
    
    Syntax: cast 'create rose'
    
    A romantic spell that creates a fragrant red rose, with utterly no game use
    whatsoever.  
    
    See also - CREATION

Envenom

  • Skill Page
  • Description:

    'ENVENOM'
    
    Syntax: Envenom <item>
    
    The envenom skill is a cowardly skill practiced only by thieves, designed to
    win a battle through alchemy and treachery rather than skill or strength. 
    Or, put another way, it's a skill used by the smart to kill the foolish.  
    
    Food, drink, and weapons may be envenomed through alchemy with varying
    effects.  Poisoned food or drink puts a mild poison spell on the consumer,
    and is unlikely to be more than a minor inconvience (after all, the typical
    adventurer could drink sewer water with only a trace of the runs).
    
     A poisoned weapon, on the other hand, can inflict damage on an opponent as
    the poison burns through his bloodstream.  But be careful, blade venom
    evaporates quickly and is rendered almost powerless by repeated blows in
    combat.  Weapons that already possess a flag cannot be envenomed.  
    could

Infravision

  • Skill Page
  • 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

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

Level 11

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Create Food

  • Skill Page
  • Description:

    help 'Create Food'
    CREATE FOOD
    Syntax: cast 'create food'
    
    This spell creates a Magic Mushroom, which you or anyone else can eat.  
    
    See also - CREATION

Locate Object

  • Skill Page
  • Description:

    help 'Locate Object'
    'LOCATE OBJECT'
    'LOCATE OBJECT'
    Syntax: cast 'locate object' <name>
    This spell reveals the location of all objects with the given name.

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

Level 12

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Create Tree

  • Skill Page
  • Amended Description:

    Creates a tree

Create Water

  • Skill Page
  • Description:

    help 'Create Water'
    'CREATE WATER'
    'CREATE WATER'
    
    Syntax: cast 'create water' <drink-container>
    
    This spell replenishes a drink container with water.  
    
    See also - CREATION

Detect Evil

  • Skill Page
  • Description:

    help 'Detect Evil'
    'DETECT EVIL'
    'DETECT EVIL'
    Syntax: cast 'detect evil'
    This spell enables the caster to detect evil characters, which will
    reveal a characteristic red aura.

Detect Good

  • Skill Page
  • Description:

    help 'Detect Good'
    'DETECT GOOD'
    Syntax: cast 'detect good'
    This spell enables the caster to detect good characters, which will
    reveal a characteristic golden aura.

Detect Hidden

  • Skill Page
  • Description:

    help 'Detect Hidden'
    'DETECT HIDDEN'
    'DETECT HIDDEN'
    Syntax: cast 'detect hidden'
    This spell enables the caster to detect hidden creatures.

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.

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.

Refresh

  • Skill Page
  • 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

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 13

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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.

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

Level 14

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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.

Shocking Grasp

  • Skill Page
  • Description:

    help 'Shocking Grasp'
    'SHOCKING GRASP'
    'SHOCKING GRASP'
    
    Syntax: cast 'shocking grasp' <target>
    
    Adding that final element, literally, to the book of combat spells, the
    shocking grasp offers the caster an even greater potential for offensive
    damage than its siblings.  
    
    Once this spell is learned, the caster begins training in greater, more
    damagaing, and in most cases, more specialized spells of combat.  
    
    See also - COMBAT

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

Level 15

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Caltraps

  • Skill Page
  • Description:

    CALTRAPS
    CALTRAPS
    Caltraps is a specialized skill learned only by assassins.  The skill
    consists of throwing sharp spikes to the ground at an opponent's feet. 
    Although the skill is not particularly damaging to the opponent, the
    surprise of stepping on sharp spikes where there was only clear space
    moments before does tend to make your opponent move a little more carefully,
    thus making him easier to hit.  Caltraps may be used during combat or as a
    means of initiating combat.

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.

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.

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.

Poison

  • Skill Page
  • Description:

    help poison
    POISON
    POISON
    Syntax: cast poison <victim>
    Syntax: cast poison <object>
    This spell reduces the strength of the victim by two, as well as reducing the
    victim's regeneration rate. It may also be used to poison food, drink, or
    a weapon in a fashion similar to envenom ('help envenom'), but with 
    drastically reduced effectiveness.

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

Level 16

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Farsight

  • Skill Page
  • Description:

    help 'Farsight'
    FARSIGHT Syntax: cast 'farsight'
    
    Farsight allows a caster to see the presence of other mortals within the
    surrounding area's of the one that individual is in.

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.

Vanish

  • Skill Page
  • Description:

    VANISH
    Syntax: vanish
    Vanish is an advanced assassin skill that lets the assassin disappear from a
    room, with the assistance of a smoke bomb.  The assassin has no control over
    which room he runs to under the smoke cover.

Weaken

  • Skill Page
  • Description:

    help Weaken
    WEAKEN
    WEAKEN
    Syntax: cast weaken <victim>
    The weaken spell reduces the physical power of the caster's target by
    reducing his strength.  The amount of the strength reduced by a caster
    depends on the level of the caster.

Word of Recall

  • Skill Page
  • 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.

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

Level 17

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Blindness

  • Skill Page
  • Description:

    help Blindness
    BLINDNESS
    BLINDNESS
    Syntax: cast blindness <victim>
    This spell renders the target character blind.

Protection Evil

  • Skill Page
  • 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.

Protection Good

  • Skill Page
  • 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.

Protection Neutral

  • Skill Page
  • 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.

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

Level 18

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Flash Bomb

  • Skill Page
  • Description:

    'FLASH BOMB'
    Syntax:  flash bomb <target>
    This is the knowledge of making and using bombs.  The bombs are thrown at
    the feet of your opponent, enraging them and doing a little damage.  There
    is a chance that the bomb will not go off.

Identify

  • Skill Page
  • Description:

    help 'Identify'
    IDENTIFY
    IDENTIFY
    Syntax: cast identify <object>
    This spell reveals information about the object.

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

Level 19

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Fireproof

  • Skill Page
  • 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 20

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Bow

  • Skill Page
  • Description:

    help bow
    BOWS ARROWS SHOOT CRITICAL1 CRITICAL2 CRITICAL3 CRITICAL4
    
    Syntax: shoot direction target
            critical1 direction target
            critical2 direction target
            critical3 direction target
            critical4 direction target
    
    Those deciding to practice with the bow require lessons in a number of
    skills, as well as various pieces of equipment to make such practice useful.
    Obviously, a bow is needed.  As well though, one needs arrows that can be
    fired, and a quiver to hold the arrows in when not in use.  
    
    An arrow can be fired from a bow directly at a target, or from a distance,
    ranged against an enemy farther away.  Also, there are varying degrees of
    critical damage that can be attempted when shooting an arrow toward an
    enemy.  Skill in these more damaging critical hits does not improve unless
    lesser shooting skills have already been learned.  
    
    To shoot an arrow, have your bow, and arrow ready, and type shoot target. 
    Should you desire to range your shot, simply add the direction you wish to
    aim, and fire away (shoot <direction> <target>).  Obviously, should you wish
    to attempt the more damaging critical hits, you may exchange the command
    shoot with any of the critical commands.

Fly

  • Skill Page
  • 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'

Know Alignment

  • Skill Page
  • Description:

    help 'Know Alignment'
    'KNOW ALIGNMENT'
    'KNOW ALIGNMENT'
    Syntax: cast 'know alignment' <character>
    This spell reveals the alignment of the target character.

Nerve

  • Skill Page
  • Description:

    NERVE
    Syntax: nerve <target>
    This is a quick accupressure jab to the neck of your opponent.  The
    resulting damage to your opponent's nerves temporarily weakens them.

Poison Smoke

  • Skill Page
  • Description:

    'POISON SMOKE' 'POISONSMOKE'
    This skill is similar to flash bomb.  The skilled assassin can mix the
    proper ingredients to release a cloud of poisonous gas when their bomb
    explodes.

Strangle

  • Skill Page
  • Description:

    STRANGLE
    Syntax:  strangle <target>
    Strangle is a skill which can only be learned by assassins.  An assassin
    must be sneaking in order to strangle successfully.  When successful, 
    the target is rendered unconscious for the remainder of the tick in which
    they were strangled plus one additional tick.  If a strangle attempt is 
    unsuccessful, it initiates combat with the victim.

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

Level 22

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Color Spray

  • Skill Page
  • Description:

    help 'Color Spray'
    COLOR SPRAY 'COLOR SPRAY'
    'COLOR SPRAY'
    
    Syntax: cast 'color spray' <target>
    
    An odd spell, in its own way, though useful for the caster at times, the
    color spray offers an advanced level of offensive damage against opponents
    in battle.  
    
    Additionally, it is possible that the effects of the myriad of color spread
    forth from the spell may blind an opponent.  
    
    See also - COMBAT

Giant Strength

  • Skill Page
  • 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

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

Level 23

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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.

Create Spring

  • Skill Page
  • Description:

    help 'Create Spring'
    'CREATE SPRING'
    'CREATE SPRING'
    
    Syntax: cast 'create spring'
    
    This spell brings forth a magical spring from the ground, which has the same
    properties as a fountain.  
    
    See also - CREATION

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

Level 24

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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 25

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Critical Shot One

  • Skill Page
  • Description:

    help critical1
    BOWS ARROWS SHOOT CRITICAL1 CRITICAL2 CRITICAL3 CRITICAL4
    
    Syntax: shoot direction target
            critical1 direction target
            critical2 direction target
            critical3 direction target
            critical4 direction target
    
    Those deciding to practice with the bow require lessons in a number of
    skills, as well as various pieces of equipment to make such practice useful.
    Obviously, a bow is needed.  As well though, one needs arrows that can be
    fired, and a quiver to hold the arrows in when not in use.  
    
    An arrow can be fired from a bow directly at a target, or from a distance,
    ranged against an enemy farther away.  Also, there are varying degrees of
    critical damage that can be attempted when shooting an arrow toward an
    enemy.  Skill in these more damaging critical hits does not improve unless
    lesser shooting skills have already been learned.  
    
    To shoot an arrow, have your bow, and arrow ready, and type shoot target. 
    Should you desire to range your shot, simply add the direction you wish to
    aim, and fire away (shoot <direction> <target>).  Obviously, should you wish
    to attempt the more damaging critical hits, you may exchange the command
    shoot with any of the critical commands.

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.

Pass Door

  • Skill Page
  • Description:

    help 'Pass Door'
    'PASS DOOR'
    'PASS DOOR'
    Syntax: cast 'pass door'
    This spell enables the caster to pass through closed doors.

Poison Dagger

  • Skill Page
  • Description:

    'POISON DAGGER' 'POISONDAGGER'
    POISON DAGGER, POISONDAGGER
    Syntax:  poisondagger <target>
    This is a skill of assassins which enables them to permanently poison any
    dagger type weapon that doesn't already have certain permanent effects
    flags. The drawback is that the poison damages the weapon and will 
    eventually corrode it completely.

Teleport

  • Skill Page
  • Description:

    help teleport
    TELEPORT
    TELEPORT
    Syntax: cast <teleport>
    This spell takes you from your current location to a random location somewhere
    in the world.

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Level 26

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Curse

  • Skill Page
  • Description:

    help curse
    CURSE
    CURSE
    Syntax: cast 'curse' <character>
    This spell reduces the character's to-hit roll and save versus spells.
    It also renders the character unclean in the eyes of the Gods and
    unable to RECALL. Curse may be used to fill equipment with evil power,
    allowing (for example) weapons to do more damage to particularly holy
    opponents.

Energy Drain

  • Skill Page
  • Description:

    help energy drain
    'ENERGY DRAIN'
    ENERGY DRAIN
    
    Syntax: cast 'energy drain' <target>
    
    This spell saps the mana and movement points of its target.  
    
    Necromancers get a special bonus when casting this spell and it is more
    difficult to save against when cast by necromancers.

Haste

  • Skill Page
  • 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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Level 29

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Dual Wield

  • Skill Page
  • 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.

Summon

  • Skill Page
  • 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.

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Level 30

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Blizzra

  • Skill Page
  • Description:

    help Blizzra
    'BLIZZRA'
    'BLIZZRA'
    
    Syntax: cast 'blizzra' <direction> <target>
            cast 'blizzra' <target>
    
    Provided as a counterpart to the fireball, the blizzra spell offers much the
    same potential for massive damage to an opponent.  And, just as the fireball
    finds particular effectiveness against those vulnerable to flame, so too
    does the blizzra to those vulnerable to cold.  
    
    As well, it is possible to cast across distances, also allowing the caster
    to direct the damage over ranges against opponents.  
    
    See also - COMBAT

  • Amended Description:

    At level 15 you will be able to range this spell.

Critical Shot Two

  • Skill Page
  • Description:

    help critical2
    BOWS ARROWS SHOOT CRITICAL1 CRITICAL2 CRITICAL3 CRITICAL4
    
    Syntax: shoot direction target
            critical1 direction target
            critical2 direction target
            critical3 direction target
            critical4 direction target
    
    Those deciding to practice with the bow require lessons in a number of
    skills, as well as various pieces of equipment to make such practice useful.
    Obviously, a bow is needed.  As well though, one needs arrows that can be
    fired, and a quiver to hold the arrows in when not in use.  
    
    An arrow can be fired from a bow directly at a target, or from a distance,
    ranged against an enemy farther away.  Also, there are varying degrees of
    critical damage that can be attempted when shooting an arrow toward an
    enemy.  Skill in these more damaging critical hits does not improve unless
    lesser shooting skills have already been learned.  
    
    To shoot an arrow, have your bow, and arrow ready, and type shoot target. 
    Should you desire to range your shot, simply add the direction you wish to
    aim, and fire away (shoot <direction> <target>).  Obviously, should you wish
    to attempt the more damaging critical hits, you may exchange the command
    shoot with any of the critical commands.

Dispel Magic

  • Skill Page
  • Description:

    help 'Dispel Magic'
    '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.

Fireball

  • Skill Page
  • Description:

    help 'Fireball'
    'FIREBALL'
    'FIREBALL'
    
    Syntax: cast 'fireball' <direction> <target>
            cast 'fireball' <target>
    
    The first of the truly offensive combat spells, the fireball can deal
    massive damage against an opponent, and is particularly effective against
    those that are vulnerable to flame.  
    
    Additionally, it is the first of the combat spells that a caster may cast
    across a distance, allowing foes at farther ranges to be affected.  
    
    See also - COMBAT

  • Amended Description:

    At level 15 you will be able to range this spell.

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

Level 31

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Mass Invis

  • Skill Page
  • Description:

    help mass invis
    INVIS 'MASS INVIS' INVISIBILITY
    INVIS 'MASS INVIS' INVISIBILITY
    
    Syntax: cast 'invisibility' <character>
            cast 'invisibility' <object>
            cast 'mass invis'
    
    The invisibility spell makes the target character invisible.  Invisible
    characters will become visible when they attack.  It may also be cast on an
    object to render the object invisible.  
    
    The mass invisibility spell makes all characters in the caster's group
    invisible, including the caster.  
    
    See also - ILLUSION

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

Level 32

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Gate

  • Skill Page
  • 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 34

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Cancellation

  • Skill Page
  • 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

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Acid Blast

  • Skill Page
  • Description:

    help 'Acid Blast'
    'ACID BLAST'
    ACID BLAST
    
    Syntax: cast 'acid blast' <target>
    
    Taking an ability from the draconian arts, the combat spellbooks offer the
    growing caster the spell of acid blast.  This spell, when cast, spews forth
    from the caster's hands literally as a gout of acid.  
    
    Opponents learn quickly to be wary, as the spell is quite damaging, and can
    have potential side effects upon the equipment it lands on.  
    
    Groups containing this spell: Combat
    
    
    SEE ALSO:  COMBAT SPELLS

Assassinate

  • Skill Page
  • Description:

    ASSASSINATE
    Syntax:  assassinate <name>
    This skill can be used by assassins to initiate combat.  For the attempt
    to be successful, the assassin must be hiding when the attack is made.  
    This type of attack may only be made on reasonably healthy targets and 
    does damage similar to the thieves backstab skill but with a small chance
    of killing the victim with a single blow.  There is a stiff time delay 
    penalty if the attempt is unsuccessful.

Quick Load

  • Skill Page

Shield

  • Skill Page
  • 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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Level 36

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Plague

  • Skill Page
  • Description:

    help 'Plague'
    PLAGUE
    PLAGUE
    Syntax: cast 'plague' <target>
    The plague spell infests the target with a magical disease of great virulence,
    sapping its strength and causing horrific suffering, possibly leading to
    death.  It is a risky spell to use, as the contagion can spread like
    wildfire if the victim makes it to a populated area.

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

Level 39

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Chain Lightning

  • Skill Page
  • Description:

    help 'Chain Lightning'
    'CHAIN LIGHTNING'
    'CHAIN LIGHTNING'
    
    Syntax: cast 'chain lightning' <target>
    
    Chain lightning is a deadly spell, producing a powerful bolt of lightning
    that arcs from target to target in the room, until its force is fully
    expended.  Allies of the caster may be hit by this spell if they are members
    of a clan, while the caster himself will not be struck unless no other
    viable target remains.  
    
    Chain lightning is most effective when used on groups of creatures.  
    
    See also - COMBAT

Ground Control

  • Skill Page
  • Description:

    'GROUND CONTROL'
    Syntax: gcon <target>
    Ground control is the act of throwing your opponent to the ground,
    temporarily stunning them.  Beware, it is possible to have your throw used
    against you.

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

Level 40

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Critical Shot Three

  • Skill Page
  • Description:

    help critical1
    BOWS ARROWS SHOOT CRITICAL1 CRITICAL2 CRITICAL3 CRITICAL4
    
    Syntax: shoot direction target
            critical1 direction target
            critical2 direction target
            critical3 direction target
            critical4 direction target
    
    Those deciding to practice with the bow require lessons in a number of
    skills, as well as various pieces of equipment to make such practice useful.
    Obviously, a bow is needed.  As well though, one needs arrows that can be
    fired, and a quiver to hold the arrows in when not in use.  
    
    An arrow can be fired from a bow directly at a target, or from a distance,
    ranged against an enemy farther away.  Also, there are varying degrees of
    critical damage that can be attempted when shooting an arrow toward an
    enemy.  Skill in these more damaging critical hits does not improve unless
    lesser shooting skills have already been learned.  
    
    To shoot an arrow, have your bow, and arrow ready, and type shoot target. 
    Should you desire to range your shot, simply add the direction you wish to
    aim, and fire away (shoot <direction> <target>).  Obviously, should you wish
    to attempt the more damaging critical hits, you may exchange the command
    shoot with any of the critical commands.

Kurijitsu

  • Skill Page
  • Description:

    help Kurijitsu
    KURIJITSU
    Kurijitsu is the intensive study of the nerves in the body.  This allows the
    assassin to do more damage when attacking without a weapon.

Stone Skin

  • Skill Page
  • 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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Level 42

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Sanctuary

  • Skill Page
  • 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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Level 43

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Cure Critical

  • Skill Page
  • Description:

    help 'Cure Critical'
    'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL
    'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL
    Syntax: cast 'cure light'    <character>
    Syntax: cast 'cure serious'  <character>
    Syntax: cast 'cure critical' <character>
    Syntax: cast 'heal'          <character>
    These spells cure damage on the target character.  The higher-level spells
    heal more damage.
    (see 'help healer' for details on the heal command)

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

Level 45

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Portal

  • Skill Page
  • 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.

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

Level 49

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Slow

  • Skill Page
  • Description:

    help slow
    SLOW
    SLOW
    Syntax: cast 'slow' <target>
    Despite popular mythology, slow is not the opposite of haste, but is a spell
    with its own unique set of effects.  When cast on an unfortunate victim,
    it slows its movements, making it easier to hit and reducing its rate
    of attack.  The effect of slow also double movement costs and halve healing
    rates, due to reduced metabolism.

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

Level 50

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Critical Shot Four

  • Skill Page
  • Description:

    help critical4
    BOWS ARROWS SHOOT CRITICAL1 CRITICAL2 CRITICAL3 CRITICAL4
    
    Syntax: shoot direction target
            critical1 direction target
            critical2 direction target
            critical3 direction target
            critical4 direction target
    
    Those deciding to practice with the bow require lessons in a number of
    skills, as well as various pieces of equipment to make such practice useful.
    Obviously, a bow is needed.  As well though, one needs arrows that can be
    fired, and a quiver to hold the arrows in when not in use.  
    
    An arrow can be fired from a bow directly at a target, or from a distance,
    ranged against an enemy farther away.  Also, there are varying degrees of
    critical damage that can be attempted when shooting an arrow toward an
    enemy.  Skill in these more damaging critical hits does not improve unless
    lesser shooting skills have already been learned.  
    
    To shoot an arrow, have your bow, and arrow ready, and type shoot target. 
    Should you desire to range your shot, simply add the direction you wish to
    aim, and fire away (shoot <direction> <target>).  Obviously, should you wish
    to attempt the more damaging critical hits, you may exchange the command
    shoot with any of the critical commands.

Nexus

  • Skill Page
  • 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.

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

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