Level 1
Back to the TopDagger
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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.
Danger Sense
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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
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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.
Flail
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Description:
help flail EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Haggle
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Description:
help Haggle HAGGLE HAGGLING Haggling is an indispensable skill to the trader. It allows a character to match wits with a merchant, seeking to get a better price for merchandise, or to buy at the lowest possible cost. Unfortunately, most merchants are already very skilled at haggling, so the untrained adventurer had best guard his treasure closely. Thieves are natural masters at haggling, although other classes may learn it as well.
Recall
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Description:
help recall RECALL / RECALL / Syntax: RECALL RECALL prays to the Gods for miraculous transportation from where you are back to the Temple of your home kingdom. '/' is a synonym for RECALL. If you RECALL during combat, you will lose experience (more than for fleeing), and you will have a chance of failing (again, more than for fleeing). This chance is based on your recall skill, although a 100% recall does not insure success. RECALL costs half of your movement points. RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a curse may not recall at all.
Scroll
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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.
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Amended Description:
Allows you to recite scrolls to cast the spell inscribed on them.
Staff
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Description:
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Staves
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Amended Description:
Allows you to brandish staffs and invoke the spells contained within.
Swim
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Description:
help swim swim SWIM The swim skill determines your ability to swim underwater or in the ocean. Being unable to swim will result in you attempting to breathe water, which will hurt you. Everyone can swim, though some have more trouble with it than others. This skill is passive, and does not need to be invoked in order to function.
Wands
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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.
Whip
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Description:
help whip EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Level 3
Back to the TopCause Light
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Description:
help 'cause light' 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM Syntax: cast 'cause light' <victim> Syntax: cast 'cause serious' <victim> Syntax: cast 'cause critical' <victim> Syntax: cast harm <victim> These spells inflict damage on the victim. The higher-level spells do more damage.
Dirt Kicking
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Description:
help 'dirt kicking' 'DIRT KICKING' Considered by some to be a cowardly skill, dirt kicking gives the clever combatant a chance to blind his opponent by casting dirt into his eyes. The blindness does not last long, but can provide an edge in combat. Dexterity helps in hitting or avoiding a dirt kick. Only warriors and thieves may learn this skill.
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Duration:
under one tick (a few pulses)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Dodge
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Description:
help dodge DODGE In the words of one wise warrior, 'the best way to block a blow is to not be where it lands'. The dodge skill honors this tradition, by improving the character's natural agility to the point where many blows will miss the target. The chance of dodging is also affected by the dexterity of the attacker and the target. Any class may learn dodging.
The Torch Burns
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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.
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Amended Description:
Places a torch in your inventory
Level 4
Back to the TopTrip
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Description:
help trip TRIP Back by popular demand. Trip is a somewhat dastardly attack, and involves using any one of a number of methods to bring your opponent down to the ground. Tripping large monsters is generally not a good idea, and agile ones will find the attack easy to avoid. Thieves and warriors may learn trip.
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Amended Description:
Trip does not work on flying opponents.
Level 7
Back to the TopKick
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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
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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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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 9
Back to the TopPick Lock
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Description:
PICK 'PICK LOCK' Syntax: pick <object> Syntax: pick <door> Lock picking is one of the prime skills of thieves, allowing them to gain access to many secured areas. Lock picking chances are improved by intelligence, and hindered by the difficulty of the lock. Other classes may learn to pick locks, but they will never find it easy.
Travel Tune
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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 TopArmor
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Description:
ARMOR ARMOR Syntax: cast armor <character> This spell decreases (improves) the armor class of the target character by 20 points.
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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.
Cause Serious
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Description:
help 'cause serious' 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM Syntax: cast 'cause light' <victim> Syntax: cast 'cause serious' <victim> Syntax: cast 'cause critical' <victim> Syntax: cast harm <victim> These spells inflict damage on the victim. The higher-level spells do more damage.
Infravision
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Description:
help 'Infravision' INFRAVISION INFRAVISION Syntax: cast infravision <character> This spell enables the target character to see warm-blooded creatures even while in the dark, and exits of a room as well. See also - ENHANCEMENT
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Duration:
114 ticks (about 1 h 17 min)
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.
Roundhouse
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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.
Level 11
Back to the Top99 Bottles of Beer
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Description:
99 Bottles of Beer - A fun and lively tune that summons forth a frosty mug of beer for any and all to drink.
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Amended Description:
Places a bottle of beer in your inventory
Level 12
Back to the TopNo Eyes
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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.
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Amended Description:
* Incurable blind for 3 ticks
Refresh
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Description:
help 'Refresh' REFRESH REFRESH Syntax: cast refresh <character> This spell refreshes the movement points of a character who is out of movement points. See also - ENHANCEMENT
Level 13
Back to the TopParry
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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.
Level 14
Back to the TopStone Fountain
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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
Level 15
Back to the TopHand to Hand
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Description:
help 'Hand to Hand' 'HAND TO HAND' Hand to hand combat is a rare skill in the lands of Algoron. Learning this style of fighting gives the player a weapon even when disarmed -- bare hands. Trained hand to hand experts are far more effective than many swordsmen. Clerics and warriors are the best at this skill, although thieves and mages may also learn it.
Second Attack
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Description:
help 'Second Attack' 'SECOND ATTACK' Training in second attack allows the character a chance at additional strikes in combat -- although a 100% second attack does NOT guarantee 2 attacks every round. Any class may learn this skill, although clerics and mages have a very hard time with it.
The Piercing Winds
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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
Level 16
Back to the TopEntertainCrowd
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Description:
ENTERTAIN CROWD Syntax: Entertain crowd Jongleurs more than any know that a happy fighter is a good fighter. By performing a short but grand display of athleticism, the jongleur will entertain their audience of friend and foe alike, increasing their accuracy in combat as a result. Groups containing this skill: JONGLEUR DEFAULT
Lore
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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.
Word of Recall
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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 TopProtection Evil
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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. -
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
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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. -
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
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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. -
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 18
Back to the TopWeakness Within
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Description:
Weakness Within - When this song is sung, it can make the singer's target weary and tired, weakening their strength in battle.
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Amended Description:
* Same as weakness
Level 19
Back to the TopCause Critical
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Description:
help 'Cause Critical' 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM 'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM Syntax: cast 'cause light' <victim> Syntax: cast 'cause serious' <victim> Syntax: cast 'cause critical' <victim> Syntax: cast harm <victim> These spells inflict damage on the victim. The higher-level spells do more damage.
Fireproof
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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.
Pugil
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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 TopFly
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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'
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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.
Level 21
Back to the TopTumbling
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Description:
TUMBLING Quick reactions, high dexterity and a steadiness on ones feet are all traits of the successful jongleur. As such, when they finds themselves being bashed by their enemies, they knows well enough to duck and roll into it so as to jump straight back on their feet, with no loss in momentum or thought. This is a passive skill. Groups containing this skill: JONGLEUR DEFAULT
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Amended Description:
At 100% tumbling, a successful counter of a bash now knocks the attacker down 40% of the time instead of 50% (Jongleur change note, 2026-10-29). Flipping out of a bash earns two points of Applause.
Level 22
Back to the TopGiant Strength
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Description:
help 'Giant Strength' 'GIANT STRENGTH' 'GIANT STRENGTH' Syntax: cast 'giant strength' <character> The caster can enhance the physical strength of a target, either himself or another, with this spell, giving the recipient the strength of a mighty giant. See also - ENHANCEMENT
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Duration:
56 ticks (about 38 min 16 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.
Light Foot
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Description:
help 'Light Foot' light foot Syntax: cast 'light foot' Light foot is a spell of enhancement that allows the caster to reduce the cost it takes to move through a given room. Any creature, friend or foe benefits from this magic if cast. The spell does not spread to adjacent rooms.
Reveal All
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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
Level 23
Back to the TopBlind Fighting
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Description:
help 'blind fighting' blind fighting BLIND FIGHTING Under the tutelage of a master weaponsmaster, the dedicated combatant can learn how to utilize his weapons so effectively in combat that he is proficient with them even while blinded. The blind fighting skill negates the disadvantages of losing vision in a fight by magic or smoke. A wide variety of classes and reclasses may learn this fighting technique.
We Come, We Come
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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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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 TopCatch Arrow
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Description:
CATCH ARROW With an impressive display of hand-eye coordination, the trained jongleur is able to not only see his enemy's shot heading toward him, but also grab it out of the air before it can strike him. This is a passive skill. Groups containing this skill: JONGLEUR DEFAULT
Level 25
Back to the TopEnhanced Damage
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Description:
help 'enhanced damage' 'ENHANCED DAMAGE' Warriors and skilled thieves can become skilled enough in combat that they are able to inflict more damage than other classes. Enhanced damage is checked for with each hit, although with a low skill, the chance of receiving a bonus is very low indeed.
Pass Door
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Description:
help 'Pass Door' 'PASS DOOR' 'PASS DOOR' Syntax: cast 'pass door' This spell enables the caster to pass through closed doors.
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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.
Song of Healing
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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.
Teleport
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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 26
Back to the TopHaste
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Description:
help Haste HASTE HASTE Syntax: cast 'haste' <target> The haste spell increases the speed and agility of the recipient, allowing an extra attack (or even a backstab) in combat, and improving evasive abilities in combat. However, it produces a great strain on the system, such that recuperative abilities are halved. Haste is capable of negating the slow spell. See also - ENHANCEMENT SLOW
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Duration:
27 ticks (about 18 min 27 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.
Song of Peace
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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
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Description:
Lullaby - A soft and gentle melody that enables the singer to put someone temporarily in a deep sleep.
Level 28
Back to the TopHarm
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Description:
harm a very deadly harmful spell
The Marriage Song
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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
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Description:
Screeching Banshee - A very loud and annoying song that can cause severe, though temporary deafness in all who listen to it.
Summon
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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 30
Back to the TopDispel Magic
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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.
Nightmare
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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
Polevault Jump
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Description:
polevault jump Syntax: pvjump <direction> Polevault jump allows a person to catapult themself over a room using a staff. It does hurt when you fail, and of course it takes a bit more effort than just walking but it is a very proven way to avoid a room full of people wanting to wear your blood.
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Proximity Dispel
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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.
Level 31
Back to the TopRelease Me
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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.
Level 32
Back to the TopGate
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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.
Shield of Words
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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.
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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 34
Back to the TopCancellation
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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.
Level 35
Back to the TopApplause
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Description:
APPLAUSE Jongleurs earn Applause while fighting. Dodging attacks and sensing danger can earn a little. Landing a polevault kick earns a cheer from the imaginary audience. Flipping out of a bash or catching an arrow earns TWO points. The audience can only be impressed so often each round. You can build up to FIVE points of Applause. It appears in your affects, and %A in your prompt shows it. It fades shortly after combat ends. Included in the default Jongleur group. Existing Jongleurs learn it with: gain applause (Taken from the Jongleur change note (2026-10-29) and the Jongleur class page. The in-game help text has not been captured yet.)
Polevault Kick
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Description:
POLEVAULT KICK Syntax: Polevault Polevault target Planting their staff to the ground, the jongleur leaps up with a quick but firm kick toward the enemy's sternum. So forceful is the blow that it not only hurts the foe but even has a chance to even knock them off their feet. Mounted foes run the risk of being knocked from their steed. Groups containing this skill: JONGLEUR DEFAULT -
Amended Description:
Damage was reduced slightly (Jongleur change note, 2026-10-29). Landing a polevault kick earns Applause, which Showstopper spends.
Shield
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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.
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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.
Showstopper
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Description:
SHOWSTOPPER Syntax: showstopper Spend your accumulated Applause to perform one of three displays. 1-2 Applause: Take a Bow, recovering some health and stamina mid-fight. 3-4 Applause: Vaulting Strike, a polevault kick that cannot miss or be repositioned and has a better chance of knocking the victim senseless. 5 Applause: Grand Finale, an unstoppable Vaulting Strike that leaves the opponent dazed and grants your entire group +10 hitroll for five ticks. Vaulting Strike and Grand Finale require a staff; without one you keep your Applause. Included in the default Jongleur group. Existing Jongleurs learn it with: gain showstopper (Taken from the Jongleur change note (2026-10-29) and the Jongleur class page. The in-game help text has not been captured yet.)
Song of Charm
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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.
Level 38
Back to the TopThe Roosters Crow
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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
Level 39
Back to the TopWaypoint
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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.
Weapon Toss
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Description:
weapon toss Syntax: wtoss Weapon toss is an advanced disarm that carries the possibility of throwing a disarmed weapon into the next room.
Level 40
Back to the TopLight Show
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Description:
LIGHT SHOW Syntax: cast ‘light show’ In the Jongleur’s bag of tricks there is an illumination spellbook called light show. Only able to be cast at night, this spell makes it so no one can see anything within the room where it was cast for a short duration of time. Groups containing this skill: JONGLEUR DEFAULT
Stone Skin
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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.
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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 41
Back to the TopWake the Dead
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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
Level 42
Back to the TopCause Decay
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Amended Description:
A spell that causes moderate damage and has a change to apply debilitating maledictions to the target.
Sanctuary
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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.
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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.
Level 45
Back to the TopPortal
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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.
Level 46
Back to the TopGreen Leaf
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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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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 50
Back to the TopCause Fatality
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Description:
help harmful cause fatality the most powerful harmful spell, possible instant death
Nexus
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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.