Level 1
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Age
- Skill Page
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Description:
help age
AGE
AGE
Age on DSL is for roleplaying purposes only and has no visable game
affect. Different Races have different life spans so ages vary. To
increase your age, go to the trainer and type "Practice age". You can
increase your age but you can NEVER decrease it. Practicing your age
DOES NOT cost ANY practices.
TABLE OF AGES:
Race Teen Young Adult Adult Middle Aged Old
Human 17-19 20-29 30-45 46-60 61-85
Goblin 17-19 20-29 30-45 46-60 61-85
Dwarf 40-60 61-120 121-250 251-350 350+
Elf 40-90 91-175 176-300 301-500 501+
Ogre 30-80 81-110 111-180 181-210 211-250
Minotaur 30-60 61-80 81-115 116-145 146-175
Gnome 35-85 86-110 111-190 191-220 221-240
Dragon 107-300 300-700 700-1.5k 1.5k-3k 3k-5k
Kender 20-29 30-55 56-88 89-131 131-160
Yinn 20-30 31-50 51-70 71-90 91-110
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Amended Description:
Retraining and reclassing resets age
Axe
- Skill Page
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Description:
help axe
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Bash
- Skill Page
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Description:
help bash
BASH
The bash skill is a warrior talent, a brute-force attack designed to knock
your foe to his knees. Its success depends on many factors, including the
bash rating, your weight, and the size of your opponent. Bashing a dragon
is generally not a wise idea.
Dagger
- Skill Page
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Description:
help dagger
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Dig
- Skill Page
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Description:
help dig
DIG BURY
Syntax: Dig
Syntax: Dig <direction>
Syntax: Bury <object name>
Dig is a skill which allows you to dig up
items that are buried OR dig out exits
which may exist. Please note that a shovel
will GREATLY improve your chances of finding
buried items.
Bury is a command which allows you to bury an
object. Be careful, You might not be able to
dig up the object later on.
Enhanced Damage
- Skill Page
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Description:
help 'enhanced damage'
'ENHANCED DAMAGE'
Warriors and skilled thieves can become skilled enough in combat that they are
able to inflict more damage than other classes. Enhanced damage is checked
for with each hit, although with a low skill, the chance of receiving a bonus
is very low indeed.
Flail
- Skill Page
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Description:
help flail
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Mace
- Skill Page
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Description:
help Mace
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
MakeJewelry
- Skill Page
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Description:
makejewelry
Syntax: makejewelry ear (or scalp, eyeball, nose or hand)
Makejewelry is known only to those of the barbarian guild.
The barbarian takes a recently butchered body part and makes a special
ornament blessed by their gods to impartment favors on to them. The
barbarian's faith in their work creates items with various properties,
experiment with eyeballs, hands, scalps, noses and ears to see what you can
do!
In order for a barbarian to create such macabre pieces of wearable art, the
barbarian must first properly butcher a corpse and take the necessary item
from it.
Syntax: butcher corpse ear (or scalp, eyeball, nose or hand), only a
barbarian can prepare such items and wear bits of their recently slain
enemies as a trophy of their conquest.
See also: "BARBARIAN" and "BUTCHER"
Parry
- Skill Page
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Description:
help Parry
PARRY
If at first you fail to dodge, block it. Parry is useful for deflecting
attacks, and is successful more often than dodge. Parry requires a weapon for
full success, the hand-to-hand skill may also be used, but results in reduced
damage instead of no damage. The best chance of parrying occurs when the
defender is skilled in both his and his opponent's weapon type.
Polearm
- Skill Page
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Description:
help Polearm
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Recall
- Skill Page
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Description:
help recall
RECALL /
RECALL /
Syntax: RECALL
RECALL prays to the Gods for miraculous transportation from where you are
back to the Temple of your home kingdom. '/' is a synonym for RECALL.
If you RECALL during combat, you will lose experience (more than for fleeing),
and you will have a chance of failing (again, more than for fleeing). This
chance is based on your recall skill, although a 100% recall does not
insure success.
RECALL costs half of your movement points.
RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a
curse may not recall at all.
Shield Block
- Skill Page
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Description:
help 'Shield Block'
'SHIELD BLOCK'
Shield block is a rather fancy name for the art of parrying with a shield.
Characters with no shield block skill will not be able to defend themselves
well with a shield. All classes may learn shield block, but only warriors and
clerics are good at it. Beware, flails ignore shield blocking attempts, and
whips have an easier time getting around them. Axes may split shields in two.
Shield block now works against charges from other rooms.
Spear
- Skill Page
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Description:
help spear
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Staff
- Skill Page
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Description:
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Swim
- Skill Page
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Description:
help swim
swim
SWIM
The swim skill determines your ability to swim underwater or in the ocean.
Being unable to swim will result in you attempting to breathe water, which
will hurt you. Everyone can swim, though some have more trouble with it
than others. This skill is passive, and does not need to be invoked in
order to function.
Sword
- Skill Page
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Description:
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Whip
- Skill Page
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Description:
help whip
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
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Level 2
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Riding
- Skill Page
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Description:
help Riding
RIDING RIDE MOUNT DISMOUNT
Syntax: ride <mob>
ride <player>
dismount
mount
RIDE is the command used to ride a mob or player (dragon) who are able and
willing to transport you. DISMOUNT will allow you to stop riding. When you dismount, you resume a standing position. You must have the riding skill to
be able to ride.
MOUNT is a dragon/beastformed shaman only command and toggles between allowing
other players to ride you or not. At the moment there is no way to remove someone
who is riding you.
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Level 3
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Dirt Kicking
- Skill Page
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Description:
help 'dirt kicking'
'DIRT KICKING'
Considered by some to be a cowardly skill, dirt kicking gives the clever
combatant a chance to blind his opponent by casting dirt into his eyes. The
blindness does not last long, but can provide an edge in combat. Dexterity
helps in hitting or avoiding a dirt kick. Only warriors and thieves may
learn this skill.
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Level 4
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Trip
- Skill Page
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Description:
help trip
TRIP
Back by popular demand. Trip is a somewhat dastardly attack, and involves
using any one of a number of methods to bring your opponent down to the ground.
Tripping large monsters is generally not a good idea, and agile ones will
find the attack easy to avoid. Thieves and warriors may learn trip.
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Amended Description:
Trip does not work on flying opponents.
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Level 5
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Hand to Hand
- Skill Page
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Description:
help 'Hand to Hand'
'HAND TO HAND'
Hand to hand combat is a rare skill in the lands of Algoron. Learning
this style of fighting gives the player a weapon even when disarmed --
bare hands. Trained hand to hand experts are far more effective than many
swordsmen. Clerics and warriors are the best at this skill, although
thieves and mages may also learn it.
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Level 6
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Fast Healing
- Skill Page
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Description:
help 'fast healing'
'FAST HEALING'
The fast healing skill improves wound healing rates, whether walking, resting,
or sleeping. It represents knowledge of healing herbs or just general
toughness and stamina. Fast healing is checked every tick, and it is
possible for it to fail. All class may learn this skill, but mages find it
very difficult to master, due to their bookish lifestyle. The skill occurs
automatically, so there is no command syntax.
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Level 7
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Butcher
- Skill Page
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Description:
BUTCHER
BUTCHER
Syntax: butcher corpse
Butcher is a skill known only to rangers, barbarians and shamans.
Butchering a corpse will turn the corpse into a number of edible steaks. If
there is more than one corpse in a room, you can use the second syntax
(replacing "n" with a number.) To specify which corpse is to be butchered.
Corpses must be empty of all equipment before they can be butchered.
see also: 'RANGER' 'BARBARIAN' 'SHAMAN'
Kick
- Skill Page
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Description:
help Kick
KICK
Kicking allows the adventurer to receive an extra attack in combat, a powerful
kick. However, a failed kick may throw an unwary fighter off balance. Fighters
and clerics are the most skilled at kicking, although thieves may also learn
it.
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Level 9
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ShieldStrike
- Skill Page
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Description:
help shield strike
shield strike
SHIELD STRIKE
syntax: shield strike <target>
A trained paladin or barbarian can learn to use his shield as well as weapons
effectively in combat. By using his momentum and physical strength, the
paladin or barbarian can learn to swing a shield with great force into the body
of an opponent causing damage from the crush. Shield strike may be used to
initiate combat or used without indicating a target while in battle to attack
the opponent engaged with.
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Level 10
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Blind Fighting
- Skill Page
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Description:
help 'blind fighting'
blind fighting
BLIND FIGHTING
Under the tutelage of a master weaponsmaster, the dedicated combatant can
learn how to utilize his weapons so effectively in combat that he is
proficient with them even while blinded. The blind fighting skill negates
the disadvantages of losing vision in a fight by magic or smoke. A wide
variety of classes and reclasses may learn this fighting technique.
Dodge
- Skill Page
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Description:
help dodge
DODGE
In the words of one wise warrior, 'the best way to block a blow is to not
be where it lands'. The dodge skill honors this tradition, by improving the
character's natural agility to the point where many blows will miss the
target. The chance of dodging is also affected by the dexterity of the
attacker and the target. Any class may learn dodging.
Sneak
- Skill Page
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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.
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Level 11
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Rescue
- Skill Page
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Description:
help rescue
FLEE RESCUE
FLEE RESCUE
Syntax: flee
Syntax: rescue <character>
Once you start a fight, you can't just walk away from it. If the fight
is not going well, you can attempt to FLEE, or another character can
RESCUE you. (You can also RECALL, but this is less likely to work,
and costs more experience points, then fleeing).
If you lose your link during a fight, then your character will keep
fighting, and will attempt to RECALL from time to time. Your chances
of making the recall are reduced, and you will lose much more experience.
RESCUE
A friend in need is a friend indeed. And when in combat, a warrior with
the rescue skill is just the friend you need. Rescue allows you to intercede
in combat, protecting weaker characters from bodily harm. Hopefully the
favor will be returned. Success in rescuing depends on the skill rating, as
well as a comparison of level, dexterity, and speed between the character and
the target. (note: you rescue a friend, not the monster)
===========================================
Level 12
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Hide
- Skill Page
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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.
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Level 13
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Mudcoat
- Skill Page
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Description:
MUDCOAT
Syntax: cast ‘mudcoat’ <item>
The barbarian’s heathen culture carries over into the protection of their
belongings, using the most basic of means, mud, to effectively protect their
gear from the effects of acid and flame for a short period of time.
Groups containing this skill: BARBARIAN DEFAULT
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Amended Description:
Mudcoat acts as both bless and fireproof for items
Third Attack
- Skill Page
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Description:
help 'Third Attack'
'THIRD ATTACK'
'THIRD ATTACK'
Training in third attack allows the character a chance at an additional strike
in a combat, and increases the chance of a second attack as well. Perfect
third attack does NOT assure three attacks per round. Only warriors and highly
skilled thieves may learn this skill.
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Level 14
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Cleanse
- Skill Page
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Description:
help cleanse
CLEANSE
CLEANSE
Syntax: cleanse
First learned by the barbarian tribes of the southern plains of Arkania, the
ability to purge all magic from one’s own body quickly passed from one tribe
to the next. Soon barbarians throughout the entire realm of Algoron had
knowledge of how to strip all magic from themselves through sheer force of
will. This ability is similar to the spell of cancellation, not
distinguishing between harmful or benign spells though the mental strength
it takes to apply this skill, if overburdened with concentration, the
barbarian may find themselves too exhausted to even move.
Groups containing this skill: BARBARIAN DEFAULT
Haggle
- Skill Page
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Description:
help Haggle
HAGGLE HAGGLING
Haggling is an indispensable skill to the trader. It allows a character to
match wits with a merchant, seeking to get a better price for merchandise,
or to buy at the lowest possible cost. Unfortunately, most merchants are
already very skilled at haggling, so the untrained adventurer had best
guard his treasure closely. Thieves are natural masters at haggling,
although other classes may learn it as well.
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Level 15
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Bow
- Skill Page
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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.
PrayRecall
- Skill Page
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Description:
help prayrecall
PRAYRECALL
Syntax: prayrecall
Barbarians continue to make progress in developing their skills and have
discovered that when they focus their concentration fully, they have a
measured success in praying for recall to bring them back to the Temple
within their home kingdom. However, due to the Barbarian's natural heathen
instinct, this does take an incredible amount of effort and energy on their
part, often times finding little success though when achieved, the results
leave them quite tired, draining them considerably in their attempts to
move.
Groups containing this skill: BARBARIAN DEFAULT
Warcry
- Skill Page
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Description:
help warcry
WARCRY
Only powerful barbarians can master the warcry. The warcry enables the
barbarians to focus their energy and thoughts on their ability to fight. It
is a bit similar to the Berserk skill and the frenzy spell, but more
powerful than both in certain ways. Techinically speaking, more hit and
dam, but no extra saves against spells and your armor becomes even more
vulnerable.
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Amended Description:
Warcry offers a small healing effect when used.
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Level 17
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Peek
- Skill Page
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Description:
help Peek
PEEK
Syntax: peek <mob/player>
The peek skill is useful for seeing what a player or monster is carrying,
the better to use the steal command with. More intelligent characters are
harder to peek at. All characters may learn peek, but thieves are the most
common practitioners.
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Level 18
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ShieldKick
- Skill Page
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Description:
help shield kick
shield kick
SHIELD KICK
Syntax: skick <target>
A martial skill requiring no small amount of skill, shield kicking is an art
passed down among barbarians and battleragers alike. If successful, a
victim will have their shield flung away from them and their sensibilities
rattled by the jarring blow.
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Level 20
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Critical Shot One
- Skill Page
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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.
Dual Wield
- Skill Page
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Description:
help 'dual wield'
dual wield
DUAL WIELD
syntax: hold <primary weapon>
secondary <secondary weapon>
Under the tutelage of a weapons expert, a combatant may learn how to wield a
weapon in each hand during combat to increase the overall amount of attacks
each round of attack. Obviously, with a weapon in each hand, there is no
possibility of holding a shield. Since most people favor one hand more than
the other, the combatant typically finds that he can hold a heavy weapon
with his proficient hand and a lighter weapon with the other. Rangers,
however, have the single ability to dual wield weapons of the same weight.
Note: If the primary weapon is somehow removed, the secondary weapon
automatically switches to the the primary hand.
To dual wield, one must type second <weapon>. The only restriction is
that the secondary weapon must weigh less than the primary weapon. However,
there are some known classes out there that might be able to wield two
weapons of the same weight as well as be able to dual wield two handed
weapons.
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Level 21
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Charge
- Skill Page
-
Description:
help charge
CHARGE
Syntax: charge <direction> <target>
charge <target>
charge
Charge is an attack skill used when riding a mount and wielding a
polearm. It therefore requires that you know both the riding and polearm
skills before you can use it. Only Warriors, Paladins, Barbarians and
Crusaders have what it takes to learn this skill. You may charge a target
to initiate combat. You may charge without a target if combat is already
underway. You can also charge from a adjacent room.
See also: RIDING, POLEARM
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Level 23
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Offering
- Skill Page
-
Description:
help offering
OFFERING
Syntax: Offering <target>
Barbarians with their wilder demeanor and savage outlook, tend to look to
their pray for sacrificial oblations. The corpses of animals can be placed
as an offering in a bone and hide shrine and get blessed by their God.
Groups containing this skill: Barbarian
SEE ALSO: BARBARIAN
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Level 25
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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.
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.
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Level 26
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Acute Vision
- Skill Page
-
Description:
help acute
'ACUTE VISION'
ACUTE VISION
Acute vision is a skill that allows those who have it to be able to see
characters who are hiding, sneaking, camouflaged, or using quiet
movement. It is a benefit of the training one undergoes while
becoming certain reclasses and works automatically for those who have it.
-
Amended Description:
Acute Vision does not let you see magically hidden creatures
Fourth Attack
- Skill Page
-
Description:
help 'Fourth Attack'
fourth attack
FOURTH ATTACK
Given that the Barbarian cares nothing for magic, he is unfettered by the
time restraints needed for the study and practice of casting. Instead, a
Barbarian may choose to devote his time to the study of weaponry and
fighting. This additional training comes in handy as the Barbarian becomes
so adept at fighting that he can often recieve a fourth attack in combat.
see also 'BARBARIAN'
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Level 35
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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.
PowerSwing
- Skill Page
-
Description:
help powerswing
POWERSWING
POWERSWING
syntax: powerswing <target>
The most feared talent of the barbarian, while holding a weapon when
injured, they will swing with such devastating force that they have the
ability to stun its target. Should they wield a weapon in both hands, their
swing can cause great damage to the barbarian's foe, an attack so powerful
that even the largest dragons can be dazed by the hit.
Groups containing this skill: BARBARIAN DEFAULT
-
Amended Description:
Powerswing can be used when you reach 80% hp
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Level 41
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SecondWind
- Skill Page
-
Description:
help second wind
SECOND WIND
Syntax: passive
This is a passive skill that upon practicing it, has the chance to randomly
work or not. In battle, when the Barbarian loses 90% of their hit points,
second wind, if successful, can allow the Barbarian to heal up to half their
maximum hit points. Even when fully practiced, the chance of success on
gaining a second wind is minimal.
Groups containing this skill: BARBARIAN DEFAULT
-
Amended Description:
When second wind triggers it will go on cooldown for a period of time
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Level 45
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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.
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