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
Axe
- Skill Page
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Description:
help axe
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
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.
Flail
- Skill Page
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Description:
help flail
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Mace
- 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.
Magic Missile
- Skill Page
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Description:
help 'Magic Missile'
'MAGIC MISSILE'
'MAGIC MISSILE'
Syntax: cast 'magic missile' <target>
One newly trained in the arts of magical combat learns this spell quickly in
their studies. The casting of magic missile provides the barest of
offensive abilities in magical combat.
When cast, this spell appears before the target as a series of projectiles
of energy, flashing forth from the hands of the caster.
See also - COMBAT
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Amended Description:
As this spell levels, it will cast additional projectiles. At level 15 you will be able to range this spell.
Polearm
- Skill Page
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Description:
help Polearm
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Recall
- 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.
Shield Block
- Skill Page
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Description:
help 'Shield Block'
'SHIELD BLOCK'
Shield block is a rather fancy name for the art of parrying with a shield.
Characters with no shield block skill will not be able to defend themselves
well with a shield. All classes may learn shield block, but only warriors and
clerics are good at it. Beware, flails ignore shield blocking attempts, and
whips have an easier time getting around them. Axes may split shields in two.
Shield block now works against charges from other rooms.
Spear
- Skill Page
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Description:
help spear
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Staff
- 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.
Sword
- 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.
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.
Whip
- Skill Page
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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.
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Level 4
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Chill Touch
- Skill Page
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Description:
help 'Chill Touch'
'CHILL TOUCH'
'CHILL TOUCH'
Syntax: cast 'chill touch' <target>
Those training in combat magics move forward to the casting of the touch of
cold after they have been provided the knowledge of magic missiles. This
spell offers a slightly more damaging offensive ability.
An added bonus, at least for the caster, is that the chilling touch may also
adversely affect the target, causing them to shiver enough in combat to
worsen their abilities.
See also - COMBAT
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Amended Description:
This spell can cause a minor strength debuff.
Floating Disc
- Skill Page
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Description:
'FLOATING DISC'
Syntax: cast 'floating disc'
This useful spell creates a floating field of force which follows the caster
around, allowing him or her to pile treasure high with no fear of weight
penalties.
It lasts no more than twice the casters level in hours, and usually less.
It can hold 10 pounds per level of the caster, with a maximum of five pounds
per item.
The spell requires an open float location on the character, and the only way
to remove the disc is to die or allow it to run out of energy.
See also - CREATION
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Level 5
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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
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Level 6
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Continual Light
- Skill Page
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Description:
help Continual Light
'CONTINUAL LIGHT'
CONTINUAL LIGHT
Syntax: cast 'continual light'
cast 'continual light' <object>
This spell creates a ball of light, which you can hold as a light source.
The ball of light will last indefinitely. It may also be used on an object
to give it an enchanted glow.
See also - CREATION
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.
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Level 7
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Burning Hands
- Skill Page
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Description:
help 'Burning Hands'
'BURNING HANDS'
'BURNING HANDS'
Syntax: cast 'burning hands' <target>
Adding to the growing list of spells which one learning the combat arts
shall receive, burning hands helps to broaden the knowledge offered by the
lesser spell of chill touch. This spell as well, offers a slightly
increased potential for damage than that of chill touch.
See also - COMBAT
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.
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Level 8
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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.
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Level 9
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Recharge
- Skill Page
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Description:
help recharge
'RECHARGE'
RECHARGE
Syntax: cast 'recharge' <item>
The recharge spell is used to restore energy to depleted wands and staves.
Fully exhausted items cannot be recharged, and the difficulty of the spell
is proportional to the number of charges used. Magic items can only be
recharged one time successfully.
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Level 10
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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.
Shocking Grasp
- Skill Page
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Description:
help 'Shocking Grasp'
'SHOCKING GRASP'
'SHOCKING GRASP'
Syntax: cast 'shocking grasp' <target>
Adding that final element, literally, to the book of combat spells, the
shocking grasp offers the caster an even greater potential for offensive
damage than its siblings.
Once this spell is learned, the caster begins training in greater, more
damagaing, and in most cases, more specialized spells of combat.
See also - COMBAT
Sleep
- Skill Page
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Description:
help sleep
REST SLEEP STAND WAKE
REST SLEEP STAND WAKE
Syntax: rest
Syntax: sleep
Syntax: stand
Syntax: wake
These commands change your position. When you REST or SLEEP, you
regenerate hit points, mana points, and movement points faster.
However, you are more vulnerable to attack, and if you SLEEP,
you won't hear many things happen.
Use STAND or WAKE to come back to a standing position. You can
also WAKE other sleeping characters.
'SLEEP SPELL'
'SLEEP SPELL'
Syntax: cast sleep <victim>
This spell puts its victim to sleep.
See also - BEGUILING
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Level 11
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Giant Strength
- Skill Page
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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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Level 12
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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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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.
Lightning Bolt
- Skill Page
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Description:
help 'Lightning Bolt'
'LIGHTNING BOLT'
'LIGHTNING BOLT'
Syntax: cast 'lightning bolt' <target>
cast 'lightning bolt' <direction> <target>
As is evidenced by its name, the casting of this spell calls down a massive
lightning bolt from the skies. This bolt of lightning can cause a great
deal of damage, and much like any other lightning, has potential side
effects.
The caster can also direct this spell toward opponents standing in distant
rooms.
See also - WEATHER
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Amended Description:
At level 15 you will be able to range this spell.
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Level 14
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Spellcraft
- Skill Page
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Description:
spellcraft
SPELLCRAFT
An optional skill for the mage and mage reclasses is spellcraft. Mages who
choose to undertake the skill of spellcraft spend long hours researching the
finer points of spell casting and power control. The result of these
extensive studies allows a mage to strengthen the power of his casting, most
evident in his damage causing spells. Another benefit of the spellcraft
skill is that a mage learns the efficient use of mana during his practice of
casting.
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Amended Description:
More explicitly, spellcraft refunds the mana cost if you fail to cast the spell. Take it.
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Level 15
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Control Weather
- Skill Page
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Description:
help 'Control Weather'
'CONTROL WEATHER'
'CONTROL WEATHER'
Syntax: cast 'control weather' better
cast 'control weather' worse
This spell makes the weather either better or worse. Changes in weather,
being the domain of the goddess Turpa, are difficult to achieve, and tend to
take a great deal of effort.
See also - WEATHER
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.
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Level 16
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Astrology
- Skill Page
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Description:
help astrology
ASTROLOGY
ASTROLOGY
Syntax: automatic use
Astrology can be used in conjunction with the 'lunar' or 'look moons'
command to derive more information about the moons. Those who are very
proficient with astrology can discern the phase of moons that are not
visible, predict the rising of a given moon, and even predict solar and
lunar eclipses. High level astrologers can also see the specific game
effects of the moons when using the 'lunar' command.
Being a purely scholarly discipline, astrology is available only
to mages and clerics. Dragons may eventually learn it.
see also: MOONS PHASES
Color Spray
- Skill Page
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Description:
help 'Color Spray'
COLOR SPRAY 'COLOR SPRAY'
'COLOR SPRAY'
Syntax: cast 'color spray' <target>
An odd spell, in its own way, though useful for the caster at times, the
color spray offers an advanced level of offensive damage against opponents
in battle.
Additionally, it is possible that the effects of the myriad of color spread
forth from the spell may blind an opponent.
See also - COMBAT
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.
Enchant Armor
- Skill Page
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Description:
help enchant armor
'ENCHANT ARMOR'
Syntax cast 'enchant armor' <object>
The enchant armor spell imbues armor with powerful protective magics. It is
not nearly as reliable as enchant weapon, being far more prone to destructive
effects. Each successful enchant increases the plus of the armor by 1 or 2
points, and raises its level by one.
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Amended Description:
Cloth, leather, and studded leather can be enchanted to 12, chainmail and platemail to 14. Any armor higher than 14 will poof when you log out and back in.
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Level 17
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Enchant Weapon
- Skill Page
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Description:
help enchant weapon
'ENCHANT WEAPON'
'ENCHANT WEAPON'
Syntax: cast 'enchant weapon' <weapon>
This spell magically enchants a weapon, increasing its to-hit and to-dam
bonuses by one or two points. Multiple enchants may be cast, but as the
weapon grows more and more powerful, it is more likely to be drained or
destroyed by the magic. Also, every successful enchant increases the level
of the weapon by one...and there is no turning back.
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Amended Description:
Weapons can be enchanted a maximum of 12 times
Poison
- Skill Page
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Description:
help poison
POISON
POISON
Syntax: cast poison <victim>
Syntax: cast poison <object>
This spell reduces the strength of the victim by two, as well as reducing the
victim's regeneration rate. It may also be used to poison food, drink, or
a weapon in a fashion similar to envenom ('help envenom'), but with
drastically reduced effectiveness.
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Level 18
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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.
Curse
- Skill Page
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Description:
help curse
CURSE
CURSE
Syntax: cast 'curse' <character>
This spell reduces the character's to-hit roll and save versus spells.
It also renders the character unclean in the eyes of the Gods and
unable to RECALL. Curse may be used to fill equipment with evil power,
allowing (for example) weapons to do more damage to particularly holy
opponents.
Riding
- Skill Page
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Description:
help Riding
RIDING RIDE MOUNT DISMOUNT
Syntax: ride <mob>
ride <player>
dismount
mount
RIDE is the command used to ride a mob or player (dragon) who are able and
willing to transport you. DISMOUNT will allow you to stop riding. When you dismount, you resume a standing position. You must have the riding skill to
be able to ride.
MOUNT is a dragon/beastformed shaman only command and toggles between allowing
other players to ride you or not. At the moment there is no way to remove someone
who is riding you.
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Level 20
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Alchemy
- Skill Page
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Description:
ALCHEMY
The alchemist attempts to change one thing to another, and when applied
to magical potions, he is able to modify the very tendrils of magic emanating
from the potion, to suit his own ends. Of course, the alchemist must be
quite familiar with the spell he wishes to place upon a potion, and some
spells are simply incapable of having such a feat performed upon them.
When one wishes to change a potion to another, they must hold the initial
potion to be changed. The more potent the original potion, the more potent
the resulting one.
Syntax: Alchemy <spellname>
Charm Person
- Skill Page
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Description:
help charm person
'CHARM PERSON'
CHARM PERSON
Syntax: cast 'charm person' <victim>
This spell, if successful, causes the victim to follow you and to take
orders from you.
Use ORDER to order your charmed followers.
You are responsible for the actions of your followers. Conversely, other
people who attack your followers will be penalized as if they attacked you.
Characters who are charmed must be given an opportunity to enter their own
commands. The ratio of commands between the charmer and the charmee must be
at least 1:1. That is if you issue a command to someone you have charmed,
you must provide them with the time to issue their own command before
issuing a second order.
Charm can not be used by Giants in order to aid in training. The following
actions are illegal to order players and charmies to do:
1. Ordering players to make suggestive comments on channels.
2. Charming out of range to allow the other player to gain experience.
3. Order a player to attack another player who is out of his/her PK range.
4. Order a player more than once every 2 rounds.
5. Order a player or mob to do anything that goes around the +/- 8 level
range.
6. Dismiss charmed game mobs in order to make them disappear.
That YOU did NOT create yourself.
7. Ordering a player to cast any skill/spell with the intent to lag the
player. This also includes casting holy word/nexus.
8. Order someone to do something out of character.
9. Order players to drop a number of items, IE: order all drop 100 vial.
10. Order a player to put all into a container, then ordering that
container given to you.
11. Order a player to change their title.
12. Have a mob/charmie named similiar to your own, or creating a character
with a name similar to a mob/charmie.
13. Order to cleanse.
14. Charm your own clanmates in order to prevent them from being charmed by
enemies.
15. Order funds withdrawn from a bank.
See also - BEGUILING
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.
Scribe
- Skill Page
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Description:
SCRIBE SCRIBING
The ability to write down what one knows is an important skill a mage learns
early in her career. Certain spells, especially those that have a target,
lend well to the genre of the written word. Others are more introspective,
thus are not readily adaptable to parchment.
When one wishes to magically imbue a parchment with a magic spell, they will
require the use of a writing instrument as well as a sheet of parchment.
Syntax:
scribe <spellname>
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Level 21
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Haste
- Skill Page
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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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Level 22
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Blizzra
- Skill Page
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Description:
help Blizzra
'BLIZZRA'
'BLIZZRA'
Syntax: cast 'blizzra' <direction> <target>
cast 'blizzra' <target>
Provided as a counterpart to the fireball, the blizzra spell offers much the
same potential for massive damage to an opponent. And, just as the fireball
finds particular effectiveness against those vulnerable to flame, so too
does the blizzra to those vulnerable to cold.
As well, it is possible to cast across distances, also allowing the caster
to direct the damage over ranges against opponents.
See also - COMBAT
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Amended Description:
At level 15 you will be able to range this spell.
Fireball
- Skill Page
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Description:
help 'Fireball'
'FIREBALL'
'FIREBALL'
Syntax: cast 'fireball' <direction> <target>
cast 'fireball' <target>
The first of the truly offensive combat spells, the fireball can deal
massive damage against an opponent, and is particularly effective against
those that are vulnerable to flame.
Additionally, it is the first of the combat spells that a caster may cast
across a distance, allowing foes at farther ranges to be affected.
See also - COMBAT
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Amended Description:
At level 15 you will be able to range this spell.
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
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.
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 23
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Plague
- Skill Page
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Description:
help 'Plague'
PLAGUE
PLAGUE
Syntax: cast 'plague' <target>
The plague spell infests the target with a magical disease of great virulence,
sapping its strength and causing horrific suffering, possibly leading to
death. It is a risky spell to use, as the contagion can spread like
wildfire if the victim makes it to a populated area.
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Level 25
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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.
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 27
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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 28
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Acid Blast
- Skill Page
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Description:
help 'Acid Blast'
'ACID BLAST'
ACID BLAST
Syntax: cast 'acid blast' <target>
Taking an ability from the draconian arts, the combat spellbooks offer the
growing caster the spell of acid blast. This spell, when cast, spews forth
from the caster's hands literally as a gout of acid.
Opponents learn quickly to be wary, as the spell is quite damaging, and can
have potential side effects upon the equipment it lands on.
Groups containing this spell: Combat
SEE ALSO: COMBAT SPELLS
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Level 30
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Restore Mind
- Skill Page
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Description:
help restore mind
'RESTORE MIND'
RESTORE MIND
syntax: cast 'restore mind' <charmed target>
The intended target for this spell must be the charmed mob or player of an
attacking enemy. A successful cast will dissolve the binding of the charm
spell, causing the target to regain his free will. Failing this spell will
initiate combat and the recovery time is substantial.
Groups containing this spell: BEGUILING
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Level 32
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Water Breathing
- Skill Page
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Description:
help water breath
'WATER BREATHING'
'WATER BREATHING'
Syntax: cast 'water breathing' <character>
This spell allows the character to breath in underwater areas.
'WATER BREATHING'
'WATER BREATHING'
Syntax: cast 'water breathing' <target>
This spell, when cast, gives the target the ability to breath under water
for a specificied period of time. It tends to be quite useful, as the lack
of available air under water tends to cause great pain to most people.
See also - ENHANCEMENT
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Amended Description:
This allows a character to breath underwater, but you can still drown on the surface of the ocean
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Level 33
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Chain Lightning
- Skill Page
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Description:
help 'Chain Lightning'
'CHAIN LIGHTNING'
'CHAIN LIGHTNING'
Syntax: cast 'chain lightning' <target>
Chain lightning is a deadly spell, producing a powerful bolt of lightning
that arcs from target to target in the room, until its force is fully
expended. Allies of the caster may be hit by this spell if they are members
of a clan, while the caster himself will not be struck unless no other
viable target remains.
Chain lightning is most effective when used on groups of creatures.
See also - COMBAT
Slow
- Skill Page
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Description:
help slow
SLOW
SLOW
Syntax: cast 'slow' <target>
Despite popular mythology, slow is not the opposite of haste, but is a spell
with its own unique set of effects. When cast on an unfortunate victim,
it slows its movements, making it easier to hit and reducing its rate
of attack. The effect of slow also double movement costs and halve healing
rates, due to reduced metabolism.
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Level 35
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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 40
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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.
Tornado
- Skill Page
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Description:
help tornado
TORNADO
Syntax: cast 'tornado' <target>
This spell summons a deadly tornado. These powerful weather phenomena
have been known to carry away objects lying around the room, as well as
people!
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Amended Description:
This spell doesn't actually do any damage.
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Level 43
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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.
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Level 45
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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.
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Level 48
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Calm
- Skill Page
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Description:
help Calm
CALM
Syntax: cast 'calm'
One of the most useful and often overlooked abilities of the master cleric
is the calm spell, which can put an end to all violence in a room. Calmed
creatures will not attack of their own volition, and are at a disadvantage
in combat as long as the spell soothes their minds.
The more violent activity there is in a room, the harder the spell, and it
is all or nothing -- either all combat in the room is ended (with the
exception of those who are immune to magic) or none is.
See also - BEGUILING
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