Level 1
Age
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
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
-
Amended Description:
Allows you to brandish staffs and invoke the spells contained within.
Swim
-
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
-
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
-
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
-
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
-
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
Magic Missile
-
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
-
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
Dirt Kicking
-
Description:
help 'dirt kicking' 'DIRT KICKING' Considered by some to be a cowardly skill, dirt kicking gives the clever combatant a chance to blind his opponent by casting dirt into his eyes. The blindness does not last long, but can provide an edge in combat. Dexterity helps in hitting or avoiding a dirt kick. Only warriors and thieves may learn this skill.
-
Duration:
under one tick (a few pulses)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 4
Sneak
-
Description:
HIDE SNEAK Hide and sneak are similar skills, both related to remaining undetected. Hide has a very high chance of success, but only works for as long as the character remains stationary. Hide will not show up in your affects (which only shows spell affects, not skills), and if you were successfully hidden the act of checking your affects will reveal your presence to others. Sneak may be used when moving (including to sneak by monsters), but has a lower chance of success. Warriors, thieves, druids, paladins, assassins, barbarians may learn these skills.
-
Duration:
51 ticks (about 34 min 51 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 5
Detect Magic
-
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.
-
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.
Level 6
Chill Touch
-
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.
-
Duration:
6 ticks (about 4 min 6 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.
Continual Light
-
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
-
Description:
help 'Detect Invis' 'DETECT INVIS' 'DETECT INVIS' Syntax: cast 'detect invis' This spell enables the caster to detect invisible objects and characters.
-
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.
Level 7
Floating Disc
-
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
-
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
Detect Poison
-
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
-
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 -
Duration:
66 ticks (about 45 min 6 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 10
Armor
-
Description:
ARMOR ARMOR Syntax: cast armor <character> This spell decreases (improves) the armor class of the target character by 20 points.
-
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.
Burning Hands
-
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
-
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
-
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
-
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
-
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.
Level 11
Create Food
-
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
-
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
Create Tree
-
Amended Description:
Creates a tree
Create Water
-
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
-
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.
-
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.
Detect Good
-
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.
-
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.
Detect Hidden
-
Description:
help 'Detect Hidden' 'DETECT HIDDEN' 'DETECT HIDDEN' Syntax: cast 'detect hidden' This spell enables the caster to detect hidden creatures.
-
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.
Disarm
-
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
-
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
-
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
-
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
Parry
-
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
Riding
-
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
-
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
Caltraps
-
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.
-
Duration:
2 ticks (about 1 min 22 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.
Hand to Hand
-
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
-
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
-
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
-
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. -
Duration:
65 ticks (about 44 min 25 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 16
Farsight
-
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
-
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
-
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
-
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.
-
Duration:
34 ticks (about 23 min 14 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.
Word of Recall
-
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
Blindness
-
Description:
help Blindness BLINDNESS BLINDNESS Syntax: cast blindness <victim> This spell renders the target character blind.
-
Duration:
71 ticks (about 48 min 31 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 Evil
-
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
-
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
-
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.
Level 18
Flash Bomb
-
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.
-
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.
Identify
-
Description:
help 'Identify' IDENTIFY IDENTIFY Syntax: cast identify <object> This spell reveals information about the object.
Level 19
Fireproof
-
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
Bow
-
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
-
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'
-
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.
Know Alignment
-
Description:
help 'Know Alignment' 'KNOW ALIGNMENT' 'KNOW ALIGNMENT' Syntax: cast 'know alignment' <character> This spell reveals the alignment of the target character.
Nerve
-
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.
-
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.
Poison Smoke
-
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
-
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.
-
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.
Level 22
Color Spray
-
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
-
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
-
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.
Level 23
Blind Fighting
-
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
-
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
Third Attack
-
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
Critical Shot One
-
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
-
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
-
Description:
help 'Pass Door' 'PASS DOOR' 'PASS DOOR' Syntax: cast 'pass door' This spell enables the caster to pass through closed doors.
-
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.
Poison Dagger
-
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
-
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 26
Curse
-
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.
-
Duration:
138 ticks (about 1 h 34 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.
Energy Drain
-
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
-
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
-
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 29
Dual Wield
-
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
-
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 30
Blizzra
-
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
-
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
-
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
-
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
Mass Invis
-
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 -
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.
Level 32
Gate
-
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
Cancellation
-
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
Acid Blast
-
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
-
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
Shield
-
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.
-
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 36
Plague
-
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.
-
Duration:
70 ticks (about 47 min 50 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 39
Chain Lightning
-
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
-
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
Critical Shot Three
-
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
-
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
-
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.
-
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.
Level 42
Sanctuary
-
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.
-
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 43
Cure Critical
-
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
Portal
-
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
Slow
-
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.
-
Duration:
31 ticks (about 21 min 11 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 50
Critical Shot Four
-
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
-
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.