Level 1
Back to the TopAge
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Description:
help age AGE AGE Age on DSL is for roleplaying purposes only and has no visable game affect. Different Races have different life spans so ages vary. To increase your age, go to the trainer and type "Practice age". You can increase your age but you can NEVER decrease it. Practicing your age DOES NOT cost ANY practices. TABLE OF AGES: Race Teen Young Adult Adult Middle Aged Old Human 17-19 20-29 30-45 46-60 61-85 Goblin 17-19 20-29 30-45 46-60 61-85 Dwarf 40-60 61-120 121-250 251-350 350+ Elf 40-90 91-175 176-300 301-500 501+ Ogre 30-80 81-110 111-180 181-210 211-250 Minotaur 30-60 61-80 81-115 116-145 146-175 Gnome 35-85 86-110 111-190 191-220 221-240 Dragon 107-300 300-700 700-1.5k 1.5k-3k 3k-5k Kender 20-29 30-55 56-88 89-131 131-160 Yinn 20-30 31-50 51-70 71-90 91-110
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Amended Description:
Retraining and reclassing resets age
Axe
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Description:
help axe EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Bash
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Description:
help bash BASH The bash skill is a warrior talent, a brute-force attack designed to knock your foe to his knees. Its success depends on many factors, including the bash rating, your weight, and the size of your opponent. Bashing a dragon is generally not a wise idea.
Dagger
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Description:
help dagger EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Dig
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Description:
help dig DIG BURY Syntax: Dig Syntax: Dig <direction> Syntax: Bury <object name> Dig is a skill which allows you to dig up items that are buried OR dig out exits which may exist. Please note that a shovel will GREATLY improve your chances of finding buried items. Bury is a command which allows you to bury an object. Be careful, You might not be able to dig up the object later on.
Enhanced Damage
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Description:
help 'enhanced damage' 'ENHANCED DAMAGE' Warriors and skilled thieves can become skilled enough in combat that they are able to inflict more damage than other classes. Enhanced damage is checked for with each hit, although with a low skill, the chance of receiving a bonus is very low indeed.
Flail
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Description:
help flail EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Mace
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Description:
help Mace EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
MakeJewelry
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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
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Description:
help Parry PARRY If at first you fail to dodge, block it. Parry is useful for deflecting attacks, and is successful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both his and his opponent's weapon type.
Polearm
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Description:
help Polearm EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Recall
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Description:
help recall RECALL / RECALL / Syntax: RECALL RECALL prays to the Gods for miraculous transportation from where you are back to the Temple of your home kingdom. '/' is a synonym for RECALL. If you RECALL during combat, you will lose experience (more than for fleeing), and you will have a chance of failing (again, more than for fleeing). This chance is based on your recall skill, although a 100% recall does not insure success. RECALL costs half of your movement points. RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a curse may not recall at all.
Shield Block
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Description:
help 'Shield Block' 'SHIELD BLOCK' Shield block is a rather fancy name for the art of parrying with a shield. Characters with no shield block skill will not be able to defend themselves well with a shield. All classes may learn shield block, but only warriors and clerics are good at it. Beware, flails ignore shield blocking attempts, and whips have an easier time getting around them. Axes may split shields in two. Shield block now works against charges from other rooms.
Spear
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Description:
help spear EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Staff
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Description:
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Swim
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Description:
help swim swim SWIM The swim skill determines your ability to swim underwater or in the ocean. Being unable to swim will result in you attempting to breathe water, which will hurt you. Everyone can swim, though some have more trouble with it than others. This skill is passive, and does not need to be invoked in order to function.
Sword
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Description:
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Whip
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Description:
help whip EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Level 2
Back to the TopRiding
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Description:
help Riding RIDING RIDE MOUNT DISMOUNT Syntax: ride <mob> ride <player> dismount mount RIDE is the command used to ride a mob or player (dragon) who are able and willing to transport you. DISMOUNT will allow you to stop riding. When you dismount, you resume a standing position. You must have the riding skill to be able to ride. MOUNT is a dragon/beastformed shaman only command and toggles between allowing other players to ride you or not. At the moment there is no way to remove someone who is riding you.
Level 3
Back to the TopDirt Kicking
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Description:
help 'dirt kicking' 'DIRT KICKING' Considered by some to be a cowardly skill, dirt kicking gives the clever combatant a chance to blind his opponent by casting dirt into his eyes. The blindness does not last long, but can provide an edge in combat. Dexterity helps in hitting or avoiding a dirt kick. Only warriors and thieves may learn this skill.
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Duration:
under one tick (a few pulses)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 4
Back to the TopTrip
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Description:
help trip TRIP Back by popular demand. Trip is a somewhat dastardly attack, and involves using any one of a number of methods to bring your opponent down to the ground. Tripping large monsters is generally not a good idea, and agile ones will find the attack easy to avoid. Thieves and warriors may learn trip.
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Amended Description:
Trip does not work on flying opponents.
Level 5
Back to the TopHand to Hand
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Description:
help 'Hand to Hand' 'HAND TO HAND' Hand to hand combat is a rare skill in the lands of Algoron. Learning this style of fighting gives the player a weapon even when disarmed -- bare hands. Trained hand to hand experts are far more effective than many swordsmen. Clerics and warriors are the best at this skill, although thieves and mages may also learn it.
Second Attack
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Description:
help 'Second Attack' 'SECOND ATTACK' Training in second attack allows the character a chance at additional strikes in combat -- although a 100% second attack does NOT guarantee 2 attacks every round. Any class may learn this skill, although clerics and mages have a very hard time with it.
Level 6
Back to the TopFast Healing
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Description:
help 'fast healing' 'FAST HEALING' The fast healing skill improves wound healing rates, whether walking, resting, or sleeping. It represents knowledge of healing herbs or just general toughness and stamina. Fast healing is checked every tick, and it is possible for it to fail. All class may learn this skill, but mages find it very difficult to master, due to their bookish lifestyle. The skill occurs automatically, so there is no command syntax.
Level 7
Back to the TopButcher
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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
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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.
Level 9
Back to the TopShieldStrike
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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.
Level 10
Back to the TopBlind Fighting
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Description:
help 'blind fighting' blind fighting BLIND FIGHTING Under the tutelage of a master weaponsmaster, the dedicated combatant can learn how to utilize his weapons so effectively in combat that he is proficient with them even while blinded. The blind fighting skill negates the disadvantages of losing vision in a fight by magic or smoke. A wide variety of classes and reclasses may learn this fighting technique.
Dodge
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Description:
help dodge DODGE In the words of one wise warrior, 'the best way to block a blow is to not be where it lands'. The dodge skill honors this tradition, by improving the character's natural agility to the point where many blows will miss the target. The chance of dodging is also affected by the dexterity of the attacker and the target. Any class may learn dodging.
Sneak
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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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Duration:
51 ticks (about 34 min 51 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 11
Back to the TopDisarm
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Description:
help disarm DISARM Disarm is a somewhat showy and unreliable skill, designed to relieve your opponent of his weapon. The best possible chance of disarming occurs when you are skilled with both your own and your opponent's weapon. Only talented thieves and warriors may learn this skill.
Rescue
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Description:
help rescue FLEE RESCUE FLEE RESCUE Syntax: flee Syntax: rescue <character> Once you start a fight, you can't just walk away from it. If the fight is not going well, you can attempt to FLEE, or another character can RESCUE you. (You can also RECALL, but this is less likely to work, and costs more experience points, then fleeing). If you lose your link during a fight, then your character will keep fighting, and will attempt to RECALL from time to time. Your chances of making the recall are reduced, and you will lose much more experience. RESCUE A friend in need is a friend indeed. And when in combat, a warrior with the rescue skill is just the friend you need. Rescue allows you to intercede in combat, protecting weaker characters from bodily harm. Hopefully the favor will be returned. Success in rescuing depends on the skill rating, as well as a comparison of level, dexterity, and speed between the character and the target. (note: you rescue a friend, not the monster)
Level 12
Back to the TopHide
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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.
Level 13
Back to the TopMudcoat
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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
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Description:
help 'Third Attack' 'THIRD ATTACK' 'THIRD ATTACK' Training in third attack allows the character a chance at an additional strike in a combat, and increases the chance of a second attack as well. Perfect third attack does NOT assure three attacks per round. Only warriors and highly skilled thieves may learn this skill.
Level 14
Back to the TopCleanse
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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
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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.
Level 15
Back to the TopBow
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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.
Dark Vision
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Description:
help 'dark vision' 'DARKVISION' 'DARK VISION' DARKVISION, DARK VISION Darkvision is a skill which allows those who have it to see in the dark. This frees these characters from any need to carry a light source to see at night and in dark rooms. (Skill currently only works when trained to 75%)
PrayRecall
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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
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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.
Level 17
Back to the TopPeek
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Description:
help Peek PEEK Syntax: peek <mob/player> The peek skill is useful for seeing what a player or monster is carrying, the better to use the steal command with. More intelligent characters are harder to peek at. All characters may learn peek, but thieves are the most common practitioners.
Level 18
Back to the TopShieldKick
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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.
Level 20
Back to the TopCritical Shot One
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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
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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.
Level 21
Back to the TopCharge
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Description:
help charge CHARGE Syntax: charge <direction> <target> charge <target> charge Charge is an attack skill used when riding a mount and wielding a polearm. It therefore requires that you know both the riding and polearm skills before you can use it. Only Warriors, Paladins, Barbarians and Crusaders have what it takes to learn this skill. You may charge a target to initiate combat. You may charge without a target if combat is already underway. You can also charge from a adjacent room. See also: RIDING, POLEARM
Level 23
Back to the TopOffering
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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
Level 25
Back to the TopCritical Shot Two
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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
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Description:
PICK 'PICK LOCK' Syntax: pick <object> Syntax: pick <door> Lock picking is one of the prime skills of thieves, allowing them to gain access to many secured areas. Lock picking chances are improved by intelligence, and hindered by the difficulty of the lock. Other classes may learn to pick locks, but they will never find it easy.
Level 26
Back to the TopAcute Vision
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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.
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Amended Description:
Acute Vision does not let you see magically hidden creatures
Fourth Attack
- Skill Page
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Description:
help 'Fourth Attack' fourth attack FOURTH ATTACK Given that the Barbarian cares nothing for magic, he is unfettered by the time restraints needed for the study and practice of casting. Instead, a Barbarian may choose to devote his time to the study of weaponry and fighting. This additional training comes in handy as the Barbarian becomes so adept at fighting that he can often recieve a fourth attack in combat. see also 'BARBARIAN'
Level 35
Back to the TopCritical Shot Three
- 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.
PowerSwing
- Skill Page
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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
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Amended Description:
Powerswing can be used when you reach 80% hp
Level 38
Back to the TopHiltThrust
- Skill Page
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Description:
HILT HILTTHRUST 'HILT THRUST' HILT THRUST Syntax: hiltthrust hiltthrust target Hilt thrusting is a skill that allows warcry'd barbarians to shove the hilt of their weapon into a victim's stomach causing them to lose their breath for a bit as well as leaving a bit of pain on them. Generally after someone has felt that blow they are very cautious for it afterwards. Groups containing this skill: Barbarian SEE ALSO: BARBARIAN
Level 41
Back to the TopSecondWind
- Skill Page
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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
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Amended Description:
When second wind triggers it will go on cooldown for a period of time
Level 45
Back to the TopCritical Shot Four
- Skill Page
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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.