Level 1
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Age
- Skill Page
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Description:
help age
AGE
AGE
Age on DSL is for roleplaying purposes only and has no visable game
affect. Different Races have different life spans so ages vary. To
increase your age, go to the trainer and type "Practice age". You can
increase your age but you can NEVER decrease it. Practicing your age
DOES NOT cost ANY practices.
TABLE OF AGES:
Race Teen Young Adult Adult Middle Aged Old
Human 17-19 20-29 30-45 46-60 61-85
Goblin 17-19 20-29 30-45 46-60 61-85
Dwarf 40-60 61-120 121-250 251-350 350+
Elf 40-90 91-175 176-300 301-500 501+
Ogre 30-80 81-110 111-180 181-210 211-250
Minotaur 30-60 61-80 81-115 116-145 146-175
Gnome 35-85 86-110 111-190 191-220 221-240
Dragon 107-300 300-700 700-1.5k 1.5k-3k 3k-5k
Kender 20-29 30-55 56-88 89-131 131-160
Yinn 20-30 31-50 51-70 71-90 91-110
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Amended Description:
Retraining and reclassing resets age
Dagger
- Skill Page
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Description:
help dagger
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Dig
- Skill Page
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Description:
help dig
DIG BURY
Syntax: Dig
Syntax: Dig <direction>
Syntax: Bury <object name>
Dig is a skill which allows you to dig up
items that are buried OR dig out exits
which may exist. Please note that a shovel
will GREATLY improve your chances of finding
buried items.
Bury is a command which allows you to bury an
object. Be careful, You might not be able to
dig up the object later on.
Dirt Kicking
- Skill Page
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Description:
help 'dirt kicking'
'DIRT KICKING'
Considered by some to be a cowardly skill, dirt kicking gives the clever
combatant a chance to blind his opponent by casting dirt into his eyes. The
blindness does not last long, but can provide an edge in combat. Dexterity
helps in hitting or avoiding a dirt kick. Only warriors and thieves may
learn this skill.
Fast Healing
- Skill Page
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Description:
help 'fast healing'
'FAST HEALING'
The fast healing skill improves wound healing rates, whether walking, resting,
or sleeping. It represents knowledge of healing herbs or just general
toughness and stamina. Fast healing is checked every tick, and it is
possible for it to fail. All class may learn this skill, but mages find it
very difficult to master, due to their bookish lifestyle. The skill occurs
automatically, so there is no command syntax.
Fix Cards
- Skill Page
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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
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Description:
help 'Hand to Hand'
'HAND TO HAND'
Hand to hand combat is a rare skill in the lands of Algoron. Learning
this style of fighting gives the player a weapon even when disarmed --
bare hands. Trained hand to hand experts are far more effective than many
swordsmen. Clerics and warriors are the best at this skill, although
thieves and mages may also learn it.
Mace
- Skill Page
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Description:
help Mace
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Meditation
- Skill Page
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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
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Description:
help recall
RECALL /
RECALL /
Syntax: RECALL
RECALL prays to the Gods for miraculous transportation from where you are
back to the Temple of your home kingdom. '/' is a synonym for RECALL.
If you RECALL during combat, you will lose experience (more than for fleeing),
and you will have a chance of failing (again, more than for fleeing). This
chance is based on your recall skill, although a 100% recall does not
insure success.
RECALL costs half of your movement points.
RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a
curse may not recall at all.
Staff
- Skill Page
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Description:
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Swim
- Skill Page
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Description:
help swim
swim
SWIM
The swim skill determines your ability to swim underwater or in the ocean.
Being unable to swim will result in you attempting to breathe water, which
will hurt you. Everyone can swim, though some have more trouble with it
than others. This skill is passive, and does not need to be invoked in
order to function.
Ventriloquate
- Skill Page
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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
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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.
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Level 3
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Dodge
- Skill Page
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Description:
help dodge
DODGE
In the words of one wise warrior, 'the best way to block a blow is to not
be where it lands'. The dodge skill honors this tradition, by improving the
character's natural agility to the point where many blows will miss the
target. The chance of dodging is also affected by the dexterity of the
attacker and the target. Any class may learn dodging.
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Level 4
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Trip
- Skill Page
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Description:
help trip
TRIP
Back by popular demand. Trip is a somewhat dastardly attack, and involves
using any one of a number of methods to bring your opponent down to the ground.
Tripping large monsters is generally not a good idea, and agile ones will
find the attack easy to avoid. Thieves and warriors may learn trip.
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Amended Description:
Trip does not work on flying opponents.
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Level 7
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Kick
- Skill Page
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Description:
help Kick
KICK
Kicking allows the adventurer to receive an extra attack in combat, a powerful
kick. However, a failed kick may throw an unwary fighter off balance. Fighters
and clerics are the most skilled at kicking, although thieves may also learn
it.
Song of War
- Skill Page
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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.
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Level 8
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Haggle
- Skill Page
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Description:
help Haggle
HAGGLE HAGGLING
Haggling is an indispensable skill to the trader. It allows a character to
match wits with a merchant, seeking to get a better price for merchandise,
or to buy at the lowest possible cost. Unfortunately, most merchants are
already very skilled at haggling, so the untrained adventurer had best
guard his treasure closely. Thieves are natural masters at haggling,
although other classes may learn it as well.
Peek
- Skill Page
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Description:
help Peek
PEEK
Syntax: peek <mob/player>
The peek skill is useful for seeing what a player or monster is carrying,
the better to use the steal command with. More intelligent characters are
harder to peek at. All characters may learn peek, but thieves are the most
common practitioners.
Sneak
- Skill Page
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Description:
HIDE SNEAK
Hide and sneak are similar skills, both related to remaining undetected.
Hide has a very high chance of success, but only works for as long as the
character remains stationary. Hide will not show up in your affects (which
only shows spell affects, not skills), and if you were successfully hidden
the act of checking your affects will reveal your presence to others.
Sneak may be used when moving (including to sneak by monsters), but has a
lower chance of success. Warriors, thieves, druids, paladins, assassins,
barbarians may learn these skills.
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Level 10
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Hide
- Skill Page
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Description:
help Hide
HIDE SNEAK
Hide and sneak are similar skills, both related to remaining undetected.
Hide has a very high chance of success, but only works for as long as the
character remains stationary. Hide will not show up in your affects (which
only shows spell affects, not skills), and if you were successfully hidden
the act of checking your affects will reveal your presence to others.
Sneak may be used when moving (including to sneak by monsters), but has a
lower chance of success. Warriors, thieves, druids, paladins, assassins,
barbarians may learn these skills.
Parry
- Skill Page
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Description:
help Parry
PARRY
If at first you fail to dodge, block it. Parry is useful for deflecting
attacks, and is successful more often than dodge. Parry requires a weapon for
full success, the hand-to-hand skill may also be used, but results in reduced
damage instead of no damage. The best chance of parrying occurs when the
defender is skilled in both his and his opponent's weapon type.
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Level 11
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Protection Evil
- Skill Page
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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.
Protection Good
- Skill Page
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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.
Protection Neutral
- Skill Page
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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.
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Level 13
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Blind Fighting
- Skill Page
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Description:
help 'blind fighting'
blind fighting
BLIND FIGHTING
Under the tutelage of a master weaponsmaster, the dedicated combatant can
learn how to utilize his weapons so effectively in combat that he is
proficient with them even while blinded. The blind fighting skill negates
the disadvantages of losing vision in a fight by magic or smoke. A wide
variety of classes and reclasses may learn this fighting technique.
Fireproof
- Skill Page
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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.
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Level 14
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Stone Fountain
- Skill Page
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Description:
Stone Fountain - When the Skald sings this song, they will summon a
stone fountain that you may drink from to quench your thirst.
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Amended Description:
* create a fountain that lasts until copyover
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Level 15
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Fake
- Skill Page
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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
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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.
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Amended Description:
* AoE damage to all in room who are not in your group
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Level 16
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Fly
- Skill Page
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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'
Lore
- Skill Page
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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.
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Level 17
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Enhanced Damage
- Skill Page
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Description:
help 'enhanced damage'
'ENHANCED DAMAGE'
Warriors and skilled thieves can become skilled enough in combat that they are
able to inflict more damage than other classes. Enhanced damage is checked
for with each hit, although with a low skill, the chance of receiving a bonus
is very low indeed.
Invisibility
- Skill Page
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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
Pick Lock
- Skill Page
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Description:
PICK 'PICK LOCK'
Syntax: pick <object>
Syntax: pick <door>
Lock picking is one of the prime skills of thieves, allowing them to gain
access to many secured areas. Lock picking chances are improved by
intelligence, and hindered by the difficulty of the lock. Other classes may
learn to pick locks, but they will never find it easy.
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Level 21
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Gate
- Skill Page
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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.
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Level 22
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Reveal All
- Skill Page
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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.
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Amended Description:
* Similar to faerie fog, but no fail, and -everyone- twitches
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Level 23
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Roundhouse
- Skill Page
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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.
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Amended Description:
In addition to stunning your opponent, this can also force them into a resting position.
We Come, We Come
- Skill Page
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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.
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Level 24
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Mass Invis
- Skill Page
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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
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Level 27
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Sap
- Skill Page
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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
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Level 28
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Dispel Magic
- Skill Page
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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.
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Level 30
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Ankle Smash
- Skill Page
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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
Eye Gouge
- Skill Page
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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
Instigate
- Skill Page
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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
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Description:
Nightmare - A melancholy tune with unnerving undertones, this song
can strike fear into the hearts of their foe, causing them to run away.
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Amended Description:
This is the skalds version of spook
Swindle
- Skill Page
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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
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Level 31
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Know Languages
- Skill Page
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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'
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Level 32
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Cancellation
- Skill Page
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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.
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Level 35
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Self Projection
- Skill Page
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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
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Level 38
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The Roosters Crow
- Skill Page
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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.
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Amended Description:
* Wake all sleeping in room, including sleep/strangle
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Level 40
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Rack
- Skill Page
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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
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Level 41
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Wake the Dead
- Skill Page
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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.
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Amended Description:
Create a charmed spirit to protect you during battle
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Level 43
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Portal
- Skill Page
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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.
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Level 46
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Green Leaf
- Skill Page
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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.
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Amended Description:
Have you ever wanted to make your enemies insane? Well, try some green leaf.
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Level 47
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Nexus
- Skill Page
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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.
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Level 49
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Turncoat
- Skill Page
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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
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Level 50
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Pretend
- Skill Page
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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>
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