Level 1
Back to the TopAge
- 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
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.
Danger Sense
- Skill Page
-
Description:
help danger sense DANGER SENSE Danger Sense Allows you to sense what your opponent is going to do before they do it so you can dodge or deflect their blow. Available to bards and bard reclasses.
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.
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.
-
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.
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.
Fix Cards
- Skill Page
-
Description:
FIX CARDS A charlatan wouldn't be a charlatan without cards. A day doesn't go by that a charlatan would turn down a card game. So good are they at playing, that many have learned how to fix the cards themselves while playing, quite possibly forcing the deck so that they are able to draw exactly the card they are seeking. Syntax : draw <card #> <suit> Example : draw queen hearts See also : Help Charlatan
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.
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.
Meditation
- Skill Page
-
Description:
help Meditation MEDITATION This skill is similar to fast healing, but relies on the concentration and mantras to increase mana recovery when the character is sleeping or resting. Thieves and warriors, with their troubled minds and violent attitudes, have much trouble learning to meditate.
Recall
- Skill Page
-
Description:
help recall RECALL / RECALL / Syntax: RECALL RECALL prays to the Gods for miraculous transportation from where you are back to the Temple of your home kingdom. '/' is a synonym for RECALL. If you RECALL during combat, you will lose experience (more than for fleeing), and you will have a chance of failing (again, more than for fleeing). This chance is based on your recall skill, although a 100% recall does not insure success. RECALL costs half of your movement points. RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a curse may not recall at all.
Scroll
- Skill Page
-
Description:
help scroll BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION Syntax: brandish <target> Syntax: quaff <potion> Syntax: recite <scroll> <target> Syntax: zap <target> Syntax: zap BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed to DRINK, which drinks mundane liquids). RECITE recites a magical scroll; the <target> is optional, depending on the nature of the scroll. ZAP zaps a magical wand at a target. If the target is not specified, and you are fighting someone, then that character is used for a target. You must HOLD a wand or a staff before using BRANDISH or ZAP. All of these commands use up their objects. Potions and scrolls have a single charge. Wands and staves have multiple charges. When a magical object has no more charges, it will be consumed. These commands may require an item skill to be successful, see the help entries on the skills scrolls, staves, and wands for more information. SCROLL 'SCROLL COMMAND' SCROLL 'SCROLL COMMAND' Syntax: scroll Syntax: scroll <number> This command changes the number of lines the mud sends you in a page (the default is 24 lines). Change this to a higher number for larger screen sizes, or to 0 to disabling paging.
-
Amended Description:
Allows you to recite scrolls to cast the spell inscribed on them.
Staff
- Skill Page
-
Description:
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Staves
- Skill Page
-
Amended Description:
Allows you to brandish staffs and invoke the spells contained within.
Swim
- Skill Page
-
Description:
help swim swim SWIM The swim skill determines your ability to swim underwater or in the ocean. Being unable to swim will result in you attempting to breathe water, which will hurt you. Everyone can swim, though some have more trouble with it than others. This skill is passive, and does not need to be invoked in order to function.
Ventriloquate
- Skill Page
-
Description:
help Ventriloquate VENTRILOQUATE VENTRILOQUATE Syntax: cast ventriloquate <speaker> <message> This spell throws your voice, making it appear that some other object or character in the room is saying your message. Victims who make their saving throw will know that someone is using ventriloquism, but not who. Victims who fail their saving throw will think that the object or character really did say your message. See also - ILLUSION
Wands
- Skill Page
-
Description:
help wand BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION Syntax: brandish <target> Syntax: quaff <potion> Syntax: recite <scroll> <target> Syntax: zap <target> Syntax: zap BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed to DRINK, which drinks mundane liquids). RECITE recites a magical scroll; the <target> is optional, depending on the nature of the scroll. ZAP zaps a magical wand at a target. If the target is not specified, and you are fighting someone, then that character is used for a target. You must HOLD a wand or a staff before using BRANDISH or ZAP. All of these commands use up their objects. Potions and scrolls have a single charge. Wands and staves have multiple charges. When a magical object has no more charges, it will be consumed. These commands may require an item skill to be successful, see the help entries on the skills scrolls, staves, and wands for more information.
Level 3
Back to the TopDodge
- 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.
The Torch Burns
- Skill Page
-
Description:
The Torch Burns - Singing this simple song will allow those who are musically inclined to make a temporary flaming torch out of midair and place it in their inventory.
-
Amended Description:
Places a torch in your inventory
Level 4
Back to the TopTrip
- 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
Back to the TopArmor
- Skill Page
-
Description:
ARMOR ARMOR Syntax: cast armor <character> This spell decreases (improves) the armor class of the target character by 20 points.
-
Duration:
24 ticks (about 16 min 24 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 6
Back to the TopDetect Poison
- Skill Page
-
Description:
help 'Detect Poison' 'DETECT POISON' 'DETECT POISON' Syntax: cast 'detect poison' <object> This spell detects the presence of poison in food or drink.
Level 7
Back to the TopKick
- 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.
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.
Song of War
- Skill Page
-
Description:
Song of War - With this song, the singer's melodious voice will inspire those who are close to the singer so they can find their own strength and in doing so, will find themselves able to strike harder and more accurately than before.
-
Duration:
21 ticks (about 14 min 21 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 8
Back to the TopHaggle
- 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.
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.
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.
-
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 9
Back to the TopDetect Evil
- Skill Page
-
Description:
help 'Detect Evil' 'DETECT EVIL' 'DETECT EVIL' Syntax: cast 'detect evil' This spell enables the caster to detect evil characters, which will reveal a characteristic red aura.
-
Duration:
55 ticks (about 37 min 35 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Detect Good
- Skill Page
-
Description:
help 'Detect Good' 'DETECT GOOD' Syntax: cast 'detect good' This spell enables the caster to detect good characters, which will reveal a characteristic golden aura.
-
Duration:
55 ticks (about 37 min 35 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Travel Tune
- Skill Page
-
Description:
Travel Tune - By singing this upbeat and catchy tune, the Skald will motivate their group to get their second wind and refresh them in order to continue on their journey.
Level 10
Back to the TopHide
- 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.
Parry
- Skill Page
-
Description:
help Parry PARRY If at first you fail to dodge, block it. Parry is useful for deflecting attacks, and is successful more often than dodge. Parry requires a weapon for full success, the hand-to-hand skill may also be used, but results in reduced damage instead of no damage. The best chance of parrying occurs when the defender is skilled in both his and his opponent's weapon type.
Level 11
Back to the Top99 Bottles of Beer
- Skill Page
-
Description:
99 Bottles of Beer - A fun and lively tune that summons forth a frosty mug of beer for any and all to drink.
-
Amended Description:
Places a bottle of beer in your inventory
Protection Evil
- Skill Page
-
Description:
help 'Protection Evil' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' Syntax: cast 'protection evil' cast 'protection good' cast 'protection neutral' The protection spells reduce damage taken from attackers of the appropriate ethos, and improve saving throws against all forms of magic. They may not be cast on others, and one person cannot carry both defenses at the same time. -
Duration:
24 ticks (about 16 min 24 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Protection Good
- Skill Page
-
Description:
help 'Protection Good' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' Syntax: cast 'protection evil' cast 'protection good' cast 'protection neutral' The protection spells reduce damage taken from attackers of the appropriate ethos, and improve saving throws against all forms of magic. They may not be cast on others, and one person cannot carry both defenses at the same time. -
Duration:
24 ticks (about 16 min 24 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Protection Neutral
- Skill Page
-
Description:
help 'Protection Neutral' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' Syntax: cast 'protection evil' cast 'protection good' cast 'protection neutral' The protection spells reduce damage taken from attackers of the appropriate ethos, and improve saving throws against all forms of magic. They may not be cast on others, and one person cannot carry both defenses at the same time. -
Duration:
24 ticks (about 16 min 24 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 12
Back to the TopNo Eyes
- Skill Page
-
Description:
No Eyes - A strong and powerful song that has the ability to blind the bard's opponent for which there is no cure for a short duration of time.
-
Amended Description:
* Incurable blind for 3 ticks
Level 13
Back to the TopBlind 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.
Detect Hidden
- Skill Page
-
Description:
help 'Detect Hidden' 'DETECT HIDDEN' 'DETECT HIDDEN' Syntax: cast 'detect hidden' This spell enables the caster to detect hidden creatures.
-
Duration:
55 ticks (about 37 min 35 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Detect Invis
- Skill Page
-
Description:
help 'Detect Invis' 'DETECT INVIS' 'DETECT INVIS' Syntax: cast 'detect invis' This spell enables the caster to detect invisible objects and characters.
-
Duration:
55 ticks (about 37 min 35 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Fireproof
- Skill Page
-
Description:
help 'Fireproof' FIREPROOF Syntax: cast 'fireproof' <object> The fireproof spell creates a short-lived protective aura around an object, to protect it from the harmful effects of acid and flame. Items protected by this spell are not harmed by acid, fire, or the heat metal spell. Although inexpensive to use, the spell's short duration makes it impractical for protecting large numbers of objects.
Level 14
Back to the TopDetect Magic
- Skill Page
-
Description:
help 'Detect Magic' 'DETECT MAGIC' Syntax: cast 'detect magic' This spell enables the caster to detect magical objects. Additional, if cast in a room where magic resides it will allow the caster to know what that magic is and whom it originated from.
-
Duration:
55 ticks (about 37 min 35 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Stone Fountain
- Skill Page
-
Description:
Stone Fountain - When the Skald sings this song, they will summon a stone fountain that you may drink from to quench your thirst.
-
Amended Description:
* create a fountain that lasts until copyover
Level 15
Back to the TopFake
- Skill Page
-
Description:
FAKE A useful trick that charlatans have available to them is the ability to 'fake out' an opponent. In this manner, a charlatan, at times, may attempt to fool an opponent into believing that they are casting a spell, or using a skill, that they may not actually have available to them. See also : Help Charlatan
The Piercing Winds
- Skill Page
-
Description:
The Piercing Winds - Another powerful song that when sung, will summon savage winds and slash at all foes within the area. It can also provoke people that are hidden within the room into action.
-
Amended Description:
* AoE damage to all in room who are not in your group
Level 16
Back to the TopFly
- Skill Page
-
Description:
help fly FLY FLY Syntax: cast 'fly' <character> This spell enables the target character to fly. There are some areas where passage may not be enabled simply by flying, for example - an underwater cave might require the use of swimming to get through. You cannot rest sleep or ride a mount while flying. See also 'LAND'
-
Duration:
58 ticks (about 39 min 38 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Locate Object
- Skill Page
-
Description:
help 'Locate Object' 'LOCATE OBJECT' 'LOCATE OBJECT' Syntax: cast 'locate object' <name> This spell reveals the location of all objects with the given name.
Lore
- Skill Page
-
Description:
help lore LORE Lore is a general skill, consisting of knowledge of myths and legends. Use of the lore skill gives a chance of obtaining information on an object, concerning its power and uses. It also may occasionally increase the value of an object, because more will be known about its worth. All classes may learn lore, although thieves are best at it, and warriors find it very hard to use. Lore works automatically, each time you look at or examine an object.
Word of Recall
- Skill Page
-
Description:
help 'Word of Recall' 'WORD OF RECALL' 'WORD OF RECALL' Syntax: cast 'word of recall' This spell duplicates the built-in RECALL ability. It is provided solely for Merc-based muds which wish to eliminate the built-in ability while still providing the spell. This spell circumvents the pkill no-recall lag.
Level 17
Back to the TopEnhanced 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.
Invisibility
- Skill Page
-
Description:
help invis INVIS 'MASS INVIS' INVISIBILITY INVIS 'MASS INVIS' INVISIBILITY Syntax: cast 'invisibility' <character> cast 'invisibility' <object> cast 'mass invis' The invisibility spell makes the target character invisible. Invisible characters will become visible when they attack. It may also be cast on an object to render the object invisible. The mass invisibility spell makes all characters in the caster's group invisible, including the caster. See also - ILLUSION -
Duration:
66 ticks (about 45 min 6 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
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 18
Back to the TopWeakness Within
- Skill Page
-
Description:
Weakness Within - When this song is sung, it can make the singer's target weary and tired, weakening their strength in battle.
-
Amended Description:
* Same as weakness
Level 19
Back to the TopPugil
- Skill Page
-
Description:
help Pugil pugil Using a staff, the attempt is made to do a quick combination hit with alternate ends of the staff. The is done with a quick punching movement from each hand.
Level 20
Back to the TopSummon
- Skill Page
-
Description:
help Summon SUMMON SUMMON Syntax: cast summon <character> This spell summons a character from anywhere else in the world into your room. Characters who are fighting may not be summoned.
Level 21
Back to the TopGate
- Skill Page
-
Description:
help Gate GATE GATE syntax: cast gate <target> The gate spell is a powerful transportation magic that opens up a portal between your character and another person or creature somewhere else in the world. This portal will transport you and any pet you might have, but not other members of your group. Monsters receive a save against gate, and monster or players more than 3 levels higher than you can not be gated to at all. God rooms, private rooms, and no recall rooms cannot be gated to, and no recall rooms cannot be gated out of. Finally, any god or hero is also immune to gate, as well as any player who has no summon set. Clan members may not be gated to except by their fellow Clan members. Gate is not powerful enough to cross the vast oceans to another continent.
Level 22
Back to the TopReveal All
- Skill Page
-
Description:
Reveal All - As they are sung, the high pitched notes of this song will force any that hear its tune to twitch, causing any that are hidden nearby to reveal themselves.
-
Amended Description:
* Similar to faerie fog, but no fail, and -everyone- twitches
Level 23
Back to the TopRoundhouse
- Skill Page
-
Description:
help roundhouse ROUNDHOUSE This skill is learned by those who are well acquainted to bar room brawls. It is a wild, looping punch designed to stun and daze the opponent. Due to the wild nature of the swing, it is somewhat unreliable.
-
Amended Description:
In addition to stunning your opponent, this can also force them into a resting position.
We Come, We Come
- Skill Page
-
Description:
We Come, We Come - The strong tempo of this song will enrage the group and allow them to strike harder and with more accuracy against the enemy, however, as their focus is clouded by their aggressive actions in battle it leaves their defenses more vulnerable while under this songs influence.
-
Duration:
17 ticks (about 11 min 37 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 24
Back to the TopMass Invis
- Skill Page
-
Description:
help mass invis INVIS 'MASS INVIS' INVISIBILITY INVIS 'MASS INVIS' INVISIBILITY Syntax: cast 'invisibility' <character> cast 'invisibility' <object> cast 'mass invis' The invisibility spell makes the target character invisible. Invisible characters will become visible when they attack. It may also be cast on an object to render the object invisible. The mass invisibility spell makes all characters in the caster's group invisible, including the caster. See also - ILLUSION -
Duration:
24 ticks (about 16 min 24 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 25
Back to the TopSong of Charm
- Skill Page
-
Description:
Song of Charm - An enchanting tune that can be sung to allow the bard to potentially place their target temporarily under his or her control.
Song of Healing
- Skill Page
-
Description:
Song of Healing - The soft melody of this song allows the Skald to mend all their groupmates wounds and helps them to prepare for battle once more.
Level 26
Back to the TopSong of Peace
- Skill Page
-
Description:
Song of Peace - A very powerful and useful song, this allows bards to cease all combat in a room regardless of who is fighting who.
Level 27
Back to the TopLullaby
- Skill Page
-
Description:
Lullaby - A soft and gentle melody that enables the singer to put someone temporarily in a deep sleep.
Pass Door
- Skill Page
-
Description:
help 'Pass Door' 'PASS DOOR' 'PASS DOOR' Syntax: cast 'pass door' This spell enables the caster to pass through closed doors.
-
Duration:
14 ticks (about 9 min 34 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Sap
- Skill Page
-
Description:
SAP A charlatan, being the trickster that they are, tends to be well versed in the art of sneaking around an opponent. One advantage of this is evident when a charlatan sneaks around an opponent and attempts to sap their strength. A successful sap may very well drop an opponent to the floor, unconscious for a short time. Obviously, such success is limited to how large a charlatan is in regard to their opponent. See also : Help Charlatan
-
Duration:
1 tick (about 41 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Teleport
- Skill Page
-
Description:
help teleport TELEPORT TELEPORT Syntax: cast <teleport> This spell takes you from your current location to a random location somewhere in the world.
Level 28
Back to the TopDispel Magic
- Skill Page
-
Description:
help 'Dispel Magic' 'DISPEL MAGIC' CANCELLATION 'DISPEL MAGIC' CANCELLATION Syntax: cast 'dispel magic' <character> cast 'cancellation' <character> Both of these spells remove magical effects from the target. Dispel magic has a reduced chance of working, and is considering an attack spell. Cancellation can only be used on allies, but is much more effective and does not provoke attack. Unfortunately, the spells do not discriminate between harmful and benign spells. The chance of dispelling is based on the level of the spell. Permanent spells (such as mobile sanctuary) are much harder to remove. Not all spells may be dispelled, notable examples are poison and plague.
Identify
- Skill Page
-
Description:
help 'Identify' IDENTIFY IDENTIFY Syntax: cast identify <object> This spell reveals information about the object.
Proximity Dispel
- Skill Page
-
Description:
help 'Proximity Dispel' proximity dispel Syntax: cast 'proximity dispel' Proximity dispel is a protection spell used to attempt to remove magics that are cast on an area instead of a person.
The Marriage Song
- Skill Page
-
Description:
The Marriage Song - This unique bard song enables the bard to create a wedding band for the target, with the name of the target on the ring.
Level 29
Back to the TopScreeching Banshee
- Skill Page
-
Description:
Screeching Banshee - A very loud and annoying song that can cause severe, though temporary deafness in all who listen to it.
Level 30
Back to the TopAnkle Smash
- Skill Page
-
Description:
ANKLE SMASH Charlatans, well known for their trickery and devious abilities, use many different tactics to help defeat their opponents in battle. One of these is the ability to drive their own feet down into an opponent's feet or ankles, thus causing the opponent to cry out in pain, and lose some ability to move with speed and agility in battle. See also : Help Charlatan
-
Duration:
3 ticks (about 2 min 3 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Eye Gouge
- Skill Page
-
Description:
EYE GOUGE The need to slow an opponent, to cause them enough pain to weaken their skills, is a primary concern to a charlatan in battle. Thus, they use a tactic of trickery known as gouging the eyes as a part of their repertoire of skills. A charlatan may attempt to gouge the eyes of an opponent at many times during battle. If successful, the opponent's eyes tear up, and they are unable to act as efficiently with their weapons while engaged in combat. See also : Help Charlatan
-
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.
Instigate
- Skill Page
-
Description:
INSTIGATE The proper charlatan, knowing that perhaps the easier way to defeat an opponent is to not even lift a blade themselves, may seek to instigate another on their behalf. A successful instigate goads two other individuals into battle, causing a great deal of entertainment for the charlatan, and possibly a good bit of rage from those opponents that find themselves suddenly fighting each other. See also : Help Charlatan
Nightmare
- Skill Page
-
Description:
Nightmare - A melancholy tune with unnerving undertones, this song can strike fear into the hearts of their foe, causing them to run away.
-
Amended Description:
This is the skalds version of spook
Sanctuary
- Skill Page
-
Description:
help 'Sanctuary' SANCTUARY SANCTUARY Syntax: cast sanctuary <character> The SANCTUARY spell reduces the damage taken by the character from any attack by one half.
-
Duration:
12 ticks (about 8 min 12 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Swindle
- Skill Page
-
Description:
SWINDLE A favored trade of the charlatan is enjoying a bit of trickery with various vendors throughout the realm. Such enjoyment do they derive from such interaction, that ofttimes a charlatan may attempt to swindle a desired item from said vendor. The ability to swindle allows the charlatan the opportunity to quite possibly swipe an item from a vendor, perhaps an item that they may very well have had to pay good money for otherwise. See also : Help Charlatan
Level 31
Back to the TopKnow Languages
- Skill Page
-
Description:
Syntax: cast 'know languages' This spell enables the transmuter to be able to both speak and understand all of the known languages of Algoron. The languages planned include: common, elvish, dwarvish, goblin, gnomish, ogre, minotaur, yinnish, and kender. Dragon will not be understandable. see also: 'SPEAK' 'TRANSMUTER'
Release Me
- Skill Page
-
Description:
Release Me - An interesting bard song that can distract the target enough so that as they listen to the tune, they may actually drop their weapon upon the ground.
Waypoint
- Skill Page
-
Description:
help waypoint waypoint Syntax: cast 'waypoint' cast 'waypoint' recall Waypoint is a spell of transportation that allows the caster to mark a room and gate back to it for a period of time. The waypoint weakens with each and can be dispeled by other magics. Only one waypoint may ever exist for a caster at any one time. A waypoint in rare circumstances may drift from it's original point of origin.
Level 32
Back to the TopCancellation
- Skill Page
-
Description:
help Cancellation 'DISPEL MAGIC' CANCELLATION 'DISPEL MAGIC' CANCELLATION Syntax: cast 'dispel magic' <character> cast 'cancellation' <character> Both of these spells remove magical effects from the target. Dispel magic has a reduced chance of working, and is considering an attack spell. Cancellation can only be used on allies, but is much more effective and does not provoke attack. Unfortunately, the spells do not discriminate between harmful and benign spells. The chance of dispelling is based on the level of the spell. Permanent spells (such as mobile sanctuary) are much harder to remove. Not all spells may be dispelled, notable examples are poison and plague.
Shield of Words
- Skill Page
-
Description:
Shield of Words - A beautiful song that adds an additioanl armor barrier around the bard's entire group, making them more difficult to hit in combat and increasing their damage resistance.
-
Duration:
52 ticks (about 35 min 32 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 35
Back to the TopSelf Projection
- Skill Page
-
Description:
SELF PROJECTION SELF PROJECTION Syntax: c 'self projection' Self projection is a spell of the illusion spell group that puts a slightly distorted image of yourself in front of you, at times causing an enemy to miss you. Many different casters can cast this spell, though illusionists are said to have better chances with it. See also - ILLUSION
-
Duration:
25 ticks (about 17 min 5 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 36
Back to the TopKnow Alignment
- Skill Page
-
Description:
help 'Know Alignment' 'KNOW ALIGNMENT' 'KNOW ALIGNMENT' Syntax: cast 'know alignment' <character> This spell reveals the alignment of the target character.
Level 38
Back to the TopShield
- Skill Page
-
Description:
help 'Shield' SHIELD 'STONE SKIN' SHIELD 'STONE SKIN' Syntax: cast shield Syntax: cast 'stone skin' These spells protect the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points off armor. STONE SKIN provides 40 points off armor.
-
Duration:
63 ticks (about 43 min 3 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
The Roosters Crow
- Skill Page
-
Description:
The Rooster's Crow - The tune of this song resembles that of the rooster's crow marking the sunrise, enabling the bard to wake up anyone in sleep spell.
-
Amended Description:
* Wake all sleeping in room, including sleep/strangle
Level 40
Back to the TopRack
- Skill Page
-
Description:
RACK A charlatan may, as a precursor to battle, or an act while engaged in battle, attempt to rack an opponent. The charlatan, twisting quickly, uses their held weapon in an attempt to drive it between the legs of an opponent, causing unimaginable pain, and forcing the opponent to lose their presence of mind for a moment. Obviously, this is a benefit of the charlatan that only seems to work on the male gender. See also : Help Charlatan
Level 41
Back to the TopWake the Dead
- Skill Page
-
Description:
help song A harsh calling tune that summons forth the bard's only charmed being, a spirit that will follow the bard and assist in battle. Unlike others classes that have the ability to can call upon charmed beings to assist them, this song can be sung in the thick of combat.
-
Amended Description:
Create a charmed spirit to protect you during battle
Level 42
Back to the TopStone Skin
- Skill Page
-
Description:
help 'Stone Skin' SHIELD 'STONE SKIN' SHIELD 'STONE SKIN' Syntax: cast shield Syntax: cast 'stone skin' These spells protect the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points off armor. STONE SKIN provides 40 points off armor.
-
Duration:
55 ticks (about 37 min 35 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 43
Back to the TopPortal
- Skill Page
-
Description:
help 'Portal' Syntax: cast 'portal' <target> The portal spell is similar to gate, but creates a lasting one-way portal to the target creature, instead of transporting the caster. Portals are entered using 'enter' command, as in 'enter portal'. Portals cannot be made to certain destinations, nor used to escape from gate-proof rooms. Portal requires a special source of power to be used, unfortunately the secret of this material component has been lost... Portals can traverse the boundries of the continents. Use look in <portal> to see destination.
Level 46
Back to the TopGreen Leaf
- Skill Page
-
Description:
Green Leaf - A song of haphazard wimsy that distracts the mind of the target and able to cause amusing effects such as blurred vision and hallucinations as well as the inability to pick up or wear items.
-
Amended Description:
Have you ever wanted to make your enemies insane? Well, try some green leaf.
-
Duration:
4 ticks (about 2 min 44 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 47
Back to the TopNexus
- Skill Page
-
Description:
help 'Nexus' 'NEXUS' NEXUS Syntax: cast 'nexus' <target> This spell is virtually identical to portal (see 'help portal'), with the only difference being that while portal creates a one-way gate, a nexus spell makes a two-sided gate. It also lasts longer than the lower-powered portal spell. Both spells require an additional power source, the secret of which has been lost... This spell can traverse the boundries of continents.
Level 49
Back to the TopTurncoat
- Skill Page
-
Description:
TURNCOAT Syntax: Turncoat <victim> Charlatans are known to always have another trick up their sleeve, and with their chosen life, rely much on their wit and ability to con others with nothing more than a bit of smooth talking, a touch of magic, and a debonair smile. Using their intelligence to hone their charismatic skills, the charlatan has a suave way with charmed creatures that with their winning grin, will draw even the most dedicated of creature of others over to their side, bringing the beast under their own charms. Though even the most gifted of charlatans knows that every parlor trick has limitations and try as they might, they cannot impress their charm on any mounted beast under command of a rider. SEE ALSO: Charlatan
Level 50
Back to the TopPretend
- Skill Page
-
Description:
PRETEND Pretend will allow a charlatan to assume the role of a base class and use specific skills and abilities of the given class. Valid classes are Thief, Warrior, Mage and Cleric. Syntax: pretend <class>