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Credit: https://i.pinimg.com/originals/7a/c2/ba/7ac2ba7f9cbcee80a19d8d3a7f389365.jpg

Barbarian

Primary Attribute: Constitution

Secondary Attribute: Strength

Boost / Gimps

  • Arboren (Damage::10)
  • Ariel (Damage::20)
  • Bugbear (Damage::20)
  • Centaur (Damage::20)
  • Dark Elf (Damage::10)
  • Deep Gnome (Damage::-10)
  • Felar (Damage::10)
  • Giant Ogre (Damage::30)
  • Half Ogre (Damage::10)
  • Hill Dwarf (Damage::10)
  • Hobgoblin (Damage::10)
  • Minotaur (Damage::30)
  • Ogre (Damage::10)
  • Orc (Damage::10)
  • Troll (Damage::10)
  • Wemic (Damage::10)
  • Wild Elf (Damage::20)

Armor: Plate

Is CSR? False

Race Restrictions: Shalonesti Elf, Dark Dwarf, Tinker Gnome, Kender, Pixie

Creation Skill / Spell / Song Groups

Default

  • Barbarian Basics
  • Barbarian Default

Click to show help file

Help File: 
help barbarian
BARBARIANS
BARBARIANS

Barbarian is actually a rather broad generalization, and probably not quite
accurate in all cases.  Some choose to ignore the teaching of magic and
learn pure fighting, becoming a true warrior.  However, a large number are
in fact barbarians - wild, uncivilized, and brutal.  

True barbarians have a natural distrust for magic, despising its use, and
being unable to learn even the simplest of spells.  Instead they turn to
weaponry, and become exceedingly dangerous with even the most common of
weapons.  Strangely though, most barbarians find it difficult to resist the
enhancements that magics from others can provide to them.  

Using a variety of unusual techniques, each barbarian has a different method
of fighting.  Some prefer to wield a shield, and others prefer wielding a
pair of weapons to deal destruction as quickly as possible.  Some, less
civilized than most will wield a single hulking weapon, dealing unimaginable
damage with their powerful swings, often knocking foes to the ground with
each blow.  

The barbarian may be the most skilled master of weapons and fighting
techniques in the land (although the dwarves would argue their so-called
Battleragers hold that position, and the elves for their Bladesingers).  
 
Who can be a Barbarian?
 
CLASS:     WARRIORS ONLY
RACE:      ALL EXCEPT SHALONESTI ELF, DARK DWARF, TINKER GNOME, KENDER
ALIGNMENT: ANY
CLAN:      ANY, including non-clanned
 
See also - RECLASS

Level 1

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Age

  • Skill Page
  • Description:

    help age
    AGE
    AGE
    Age on DSL is for roleplaying purposes only and has no visable game
    affect.  Different Races have different life spans so ages vary.  To
    increase your age, go to the trainer and type "Practice age".  You can
    increase your age but you can NEVER decrease it.  Practicing your age
    DOES NOT cost ANY practices.
    TABLE OF AGES:
    Race      Teen      Young Adult   Adult     Middle Aged   Old
    Human     17-19     20-29         30-45     46-60         61-85
    Goblin    17-19     20-29         30-45     46-60         61-85
    Dwarf     40-60     61-120        121-250   251-350       350+
    Elf       40-90     91-175        176-300   301-500       501+
    Ogre      30-80     81-110        111-180   181-210       211-250
    Minotaur  30-60     61-80         81-115    116-145       146-175
    Gnome     35-85     86-110        111-190   191-220       221-240
    Dragon    107-300   300-700       700-1.5k  1.5k-3k       3k-5k
    Kender    20-29     30-55         56-88     89-131        131-160
    Yinn      20-30     31-50         51-70     71-90         91-110

  • Amended Description:

    Retraining and reclassing resets age

Axe

  • Skill Page
  • 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
  • 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
  • Description:

    help dagger
    EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
    Each weapon skill applies to a specific group of armaments, and determines how
    well a character fights with a particular weapon.  The weaponsmaster group
    provides talent in all weapons (save exotics), from chair legs to halberds.
    The weapon skills consist of the following:
    weaponsmaster   skill group of all weapons listed below (save exotic weaponry)
    axe             the use of axes, ranging from hand to great (but not halberds)
    dagger          the use of knives and daggers, and other stabbing weapons
    flail           skill in ball-and-chain type weapons
    mace            this skill includes clubs and hammers as well as maces
    polearm         the use of pole weapons (except spears), including halberds
    spear           this skill covers long pointed weapons, but not polearms
    staff           the staff skill covers long blunt weapons
    sword           the warrior's standby, from rapier to claymore
    whip            the use of whips, chains, and bullwhips
    exotic          the use of strange magical weapons
    The exotic skill cannot be purchased, and is dependent solely upon level.

Dig

  • Skill Page
  • Description:

    help dig
    DIG BURY
    Syntax: Dig
    Syntax: Dig <direction>
    Syntax: Bury <object name>
    Dig is a skill which allows you to dig up
    items that are buried OR dig out exits
    which may exist. Please note that a shovel
    will GREATLY improve your chances of finding
    buried items.
    Bury is a command which allows you to bury an
    object.  Be careful, You might not be able to
    dig up the object later on.

Enhanced Damage

  • Skill Page
  • Description:

    help 'enhanced damage'
    'ENHANCED DAMAGE'
    Warriors and skilled thieves can become skilled enough in combat that they are
    able to inflict more damage than other classes.  Enhanced damage is checked
    for with each hit, although with a low skill, the chance of receiving a bonus
    is very low indeed.

Flail

  • Skill Page
  • Description:

    help flail
    EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
    Each weapon skill applies to a specific group of armaments, and determines how
    well a character fights with a particular weapon.  The weaponsmaster group
    provides talent in all weapons (save exotics), from chair legs to halberds.
    The weapon skills consist of the following:
    weaponsmaster   skill group of all weapons listed below (save exotic weaponry)
    axe             the use of axes, ranging from hand to great (but not halberds)
    dagger          the use of knives and daggers, and other stabbing weapons
    flail           skill in ball-and-chain type weapons
    mace            this skill includes clubs and hammers as well as maces
    polearm         the use of pole weapons (except spears), including halberds
    spear           this skill covers long pointed weapons, but not polearms
    staff           the staff skill covers long blunt weapons
    sword           the warrior's standby, from rapier to claymore
    whip            the use of whips, chains, and bullwhips
    exotic          the use of strange magical weapons
    The exotic skill cannot be purchased, and is dependent solely upon level.

Mace

  • Skill Page
  • Description:

    help Mace
    EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
    Each weapon skill applies to a specific group of armaments, and determines how
    well a character fights with a particular weapon.  The weaponsmaster group
    provides talent in all weapons (save exotics), from chair legs to halberds.
    The weapon skills consist of the following:
    weaponsmaster   skill group of all weapons listed below (save exotic weaponry)
    axe             the use of axes, ranging from hand to great (but not halberds)
    dagger          the use of knives and daggers, and other stabbing weapons
    flail           skill in ball-and-chain type weapons
    mace            this skill includes clubs and hammers as well as maces
    polearm         the use of pole weapons (except spears), including halberds
    spear           this skill covers long pointed weapons, but not polearms
    staff           the staff skill covers long blunt weapons
    sword           the warrior's standby, from rapier to claymore
    whip            the use of whips, chains, and bullwhips
    exotic          the use of strange magical weapons
    The exotic skill cannot be purchased, and is dependent solely upon level.

MakeJewelry

  • Skill Page
  • 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
  • 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
  • Description:

    help Polearm
    EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
    Each weapon skill applies to a specific group of armaments, and determines how
    well a character fights with a particular weapon.  The weaponsmaster group
    provides talent in all weapons (save exotics), from chair legs to halberds.
    The weapon skills consist of the following:
    weaponsmaster   skill group of all weapons listed below (save exotic weaponry)
    axe             the use of axes, ranging from hand to great (but not halberds)
    dagger          the use of knives and daggers, and other stabbing weapons
    flail           skill in ball-and-chain type weapons
    mace            this skill includes clubs and hammers as well as maces
    polearm         the use of pole weapons (except spears), including halberds
    spear           this skill covers long pointed weapons, but not polearms
    staff           the staff skill covers long blunt weapons
    sword           the warrior's standby, from rapier to claymore
    whip            the use of whips, chains, and bullwhips
    exotic          the use of strange magical weapons
    The exotic skill cannot be purchased, and is dependent solely upon level.

Recall

  • Skill Page
  • Description:

    help recall
    RECALL /
    RECALL /
    Syntax: RECALL
    RECALL prays to the Gods for miraculous transportation from where you are
    back to the Temple of your home kingdom.  '/' is a synonym for RECALL.
    If you RECALL during combat, you will lose experience (more than for fleeing),
    and you will have a chance of failing (again, more than for fleeing).  This
    chance is based on your recall skill, although a 100% recall does not 
    insure success.
    RECALL costs half of your movement points.
    RECALL doesn't work in certain god-forsaken rooms.  Characters afflicted by a
    curse may not recall at all.

Shield Block

  • Skill Page
  • Description:

    help 'Shield Block'
    'SHIELD BLOCK'
    Shield block is a rather fancy name for the art of parrying with a shield.
    Characters with no shield block skill will not be able to defend themselves
    well with a shield.  All classes may learn shield block, but only warriors and
    clerics are good at it.  Beware, flails ignore shield blocking attempts, and
    whips have an easier time getting around them.  Axes may split shields in two.
    Shield block now works against charges from other rooms.

Spear

  • Skill Page
  • Description:

    help spear
    EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
    Each weapon skill applies to a specific group of armaments, and determines how
    well a character fights with a particular weapon.  The weaponsmaster group
    provides talent in all weapons (save exotics), from chair legs to halberds.
    The weapon skills consist of the following:
    weaponsmaster   skill group of all weapons listed below (save exotic weaponry)
    axe             the use of axes, ranging from hand to great (but not halberds)
    dagger          the use of knives and daggers, and other stabbing weapons
    flail           skill in ball-and-chain type weapons
    mace            this skill includes clubs and hammers as well as maces
    polearm         the use of pole weapons (except spears), including halberds
    spear           this skill covers long pointed weapons, but not polearms
    staff           the staff skill covers long blunt weapons
    sword           the warrior's standby, from rapier to claymore
    whip            the use of whips, chains, and bullwhips
    exotic          the use of strange magical weapons
    The exotic skill cannot be purchased, and is dependent solely upon level.

Staff

  • Skill Page
  • Description:

    EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
    Each weapon skill applies to a specific group of armaments, and determines how
    well a character fights with a particular weapon.  The weaponsmaster group
    provides talent in all weapons (save exotics), from chair legs to halberds.
    The weapon skills consist of the following:
    weaponsmaster   skill group of all weapons listed below (save exotic weaponry)
    axe             the use of axes, ranging from hand to great (but not halberds)
    dagger          the use of knives and daggers, and other stabbing weapons
    flail           skill in ball-and-chain type weapons
    mace            this skill includes clubs and hammers as well as maces
    polearm         the use of pole weapons (except spears), including halberds
    spear           this skill covers long pointed weapons, but not polearms
    staff           the staff skill covers long blunt weapons
    sword           the warrior's standby, from rapier to claymore
    whip            the use of whips, chains, and bullwhips
    exotic          the use of strange magical weapons
    The exotic skill cannot be purchased, and is dependent solely upon level.

Swim

  • Skill Page
  • Description:

    help swim
    swim
    SWIM
    
    The swim skill determines your ability to swim underwater or in the ocean. 
    Being unable to swim will result in you attempting to breathe water, which
    will hurt you.  Everyone can swim, though some have more trouble with it
    than others.  This skill is passive, and does not need to be invoked in
    order to function.

Sword

  • Skill Page
  • Description:

    EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
    Each weapon skill applies to a specific group of armaments, and determines how
    well a character fights with a particular weapon.  The weaponsmaster group
    provides talent in all weapons (save exotics), from chair legs to halberds.
    The weapon skills consist of the following:
    weaponsmaster   skill group of all weapons listed below (save exotic weaponry)
    axe             the use of axes, ranging from hand to great (but not halberds)
    dagger          the use of knives and daggers, and other stabbing weapons
    flail           skill in ball-and-chain type weapons
    mace            this skill includes clubs and hammers as well as maces
    polearm         the use of pole weapons (except spears), including halberds
    spear           this skill covers long pointed weapons, but not polearms
    staff           the staff skill covers long blunt weapons
    sword           the warrior's standby, from rapier to claymore
    whip            the use of whips, chains, and bullwhips
    exotic          the use of strange magical weapons
    The exotic skill cannot be purchased, and is dependent solely upon level.

Whip

  • Skill Page
  • Description:

    help whip
    EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
    Each weapon skill applies to a specific group of armaments, and determines how
    well a character fights with a particular weapon.  The weaponsmaster group
    provides talent in all weapons (save exotics), from chair legs to halberds.
    The weapon skills consist of the following:
    weaponsmaster   skill group of all weapons listed below (save exotic weaponry)
    axe             the use of axes, ranging from hand to great (but not halberds)
    dagger          the use of knives and daggers, and other stabbing weapons
    flail           skill in ball-and-chain type weapons
    mace            this skill includes clubs and hammers as well as maces
    polearm         the use of pole weapons (except spears), including halberds
    spear           this skill covers long pointed weapons, but not polearms
    staff           the staff skill covers long blunt weapons
    sword           the warrior's standby, from rapier to claymore
    whip            the use of whips, chains, and bullwhips
    exotic          the use of strange magical weapons
    The exotic skill cannot be purchased, and is dependent solely upon level.

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

Level 2

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Riding

  • Skill Page
  • Description:

    help Riding
    RIDING RIDE MOUNT DISMOUNT
    Syntax:  ride <mob>
             ride <player>
             dismount
             mount
    RIDE is the command used to ride a mob or player (dragon) who are able and
    willing to transport you.  DISMOUNT will allow you to stop riding.  When you dismount, you resume a standing position.  You must have the riding skill to 
    be able to ride.
    MOUNT is a dragon/beastformed shaman only command and toggles between allowing
    other players to ride you or not. At the moment there is no way to remove someone
    who is riding you.

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

Level 3

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Dirt Kicking

  • Skill Page
  • Description:

    help 'dirt kicking'
    'DIRT KICKING'
    Considered by some to be a cowardly skill, dirt kicking gives the clever 
    combatant a chance to blind his opponent by casting dirt into his eyes.  The
    blindness does not last long, but can provide an edge in combat.  Dexterity
    helps in hitting or avoiding a dirt kick.  Only warriors and thieves may
    learn this skill.

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

Level 4

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Trip

  • Skill Page
  • Description:

    help trip
    TRIP
    Back by popular demand.  Trip is a somewhat dastardly attack, and involves
    using any one of a number of methods to bring your opponent down to the ground.
    Tripping large monsters is generally not a good idea, and agile ones will
    find the attack easy to avoid.  Thieves and warriors may learn trip.

  • Amended Description:

    Trip does not work on flying opponents.

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

Level 5

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Hand to Hand

  • Skill Page
  • Description:

    help 'Hand to Hand'
    'HAND TO HAND'
    Hand to hand combat is a rare skill in the lands of Algoron.  Learning
    this style of fighting gives the player a weapon even when disarmed --
    bare hands. Trained hand to hand experts are far more effective than many
    swordsmen. Clerics and warriors are the best at this skill, although
    thieves and mages may also learn it.

Second Attack

  • Skill Page
  • Description:

    help 'Second Attack'
    'SECOND ATTACK'
    Training in second attack allows the character a chance at additional
    strikes in combat -- although a 100% second attack does NOT guarantee 2
    attacks every round.  Any class may learn this skill, although clerics and
    mages have a very hard time with it.

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

Level 6

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Fast Healing

  • Skill Page
  • Description:

    help 'fast healing'
    'FAST HEALING'
    The fast healing skill improves wound healing rates, whether walking, resting,
    or sleeping. It represents knowledge of healing herbs or just general
    toughness and stamina.  Fast healing is checked every tick, and it is
    possible for it to fail.  All class may learn this skill, but mages find it
    very difficult to master, due to their bookish lifestyle.  The skill occurs 
    automatically, so there is no command syntax.

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

Level 7

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Butcher

  • Skill Page
  • 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
  • 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

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ShieldStrike

  • Skill Page
  • 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

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Blind Fighting

  • Skill Page
  • Description:

    help 'blind fighting'
    blind fighting
    BLIND FIGHTING
    Under the tutelage of a master weaponsmaster, the dedicated combatant can
    learn how to utilize his weapons so effectively in combat that he is
    proficient with them even while blinded.  The blind fighting skill negates
    the disadvantages of losing vision in a fight by magic or smoke.  A wide
    variety of classes and reclasses may learn this fighting technique.

Dodge

  • Skill Page
  • Description:

    help dodge
    DODGE
    In the words of one wise warrior, 'the best way to block a blow is to not
    be where it lands'.  The dodge skill honors this tradition, by improving the
    character's natural agility to the point where many blows will miss the 
    target. The chance of dodging is also affected by the dexterity of the
    attacker and the target.  Any class may learn dodging.

Sneak

  • Skill Page
  • Description:

    HIDE SNEAK
    Hide and sneak are similar skills, both related to remaining undetected.
    Hide has a very high chance of success, but only works for as long as the
    character remains stationary.  Hide will not show up in your affects (which
    only shows spell affects, not skills), and if you were successfully hidden
    the act of checking your affects will reveal your presence to others.
    Sneak may be used when moving (including to sneak by monsters), but has a
    lower chance of success.  Warriors, thieves, druids, paladins, assassins,
    barbarians may learn these skills.

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

Level 11

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Disarm

  • Skill Page
  • Description:

    help disarm
    DISARM
    Disarm is a somewhat showy and unreliable skill, designed to relieve your
    opponent of his weapon.  The best possible chance of disarming occurs when you
    are skilled with both your own and your opponent's weapon. Only talented thieves 
    and warriors may learn this skill.

Rescue

  • Skill Page
  • 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
  • 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

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Mudcoat

  • Skill Page
  • 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

  • Amended Description:

    Mudcoat acts as both bless and fireproof for items

Third Attack

  • Skill Page
  • Description:

    help 'Third Attack'
    'THIRD ATTACK'
    'THIRD ATTACK'
    Training in third attack allows the character a chance at an additional strike
    in a combat, and increases the chance of a second attack as well.  Perfect
    third attack does NOT assure three attacks per round.  Only warriors and highly
    skilled thieves may learn this skill.

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

Level 14

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Cleanse

  • Skill Page
  • 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
  • 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

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Bow

  • Skill Page
  • Description:

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

Dark Vision

  • Skill Page
  • 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

  • Skill Page
  • 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
  • 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.

  • Amended Description:

    Warcry offers a small healing effect when used.

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

Level 17

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Peek

  • Skill Page
  • Description:

    help Peek
    PEEK
    Syntax: peek <mob/player>
    The peek skill is useful for seeing what a player or monster is carrying,
    the better to use the steal command with.  More intelligent characters are
    harder to peek at.  All characters may learn peek, but thieves are the most
    common practitioners.

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

Level 18

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ShieldKick

  • Skill Page
  • 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

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Critical Shot One

  • Skill Page
  • Description:

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

Dual Wield

  • Skill Page
  • Description:

    help 'dual wield'
    dual wield
    DUAL WIELD
    syntax: hold <primary weapon>
            secondary <secondary weapon>
    Under the tutelage of a weapons expert, a combatant may learn how to wield a
    weapon in each hand during combat to increase the overall amount of attacks
    each round of attack.  Obviously, with a weapon in each hand, there is no
    possibility of holding a shield.  Since most people favor one hand more than
    the other, the combatant typically finds that he can hold a heavy weapon
    with his proficient hand and a lighter weapon with the other.  Rangers,
    however, have the single ability to dual wield weapons of the same weight.
    Note:  If the primary weapon is somehow removed, the secondary weapon
    automatically switches to the the primary hand.
     
    To dual wield, one must type second <weapon>. The only restriction is
    that the secondary weapon must weigh less than the primary weapon. However,
    there are some known classes out there that might be able to wield two
    weapons of the same weight as well as be able to dual wield two handed
    weapons.

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

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

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

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

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

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.

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

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'

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

Level 30

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Quick Load

  • Skill Page

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

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

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

Level 38

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HiltThrust

  • Skill Page
  • 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

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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

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

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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