Levels

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Mentalist

Primary Attribute: Intelligence

Secondary Attribute: Wisdom

Casting: casts at level, follows the moons

HP/level: 6-8

Mana/level (game logs): no data

Level 51, reclass at 51

HP: ...

Mana: ...

Simulator: target level, reclass level

Boost / Gimps

Armor: Cloth

Is CSR? False

Who can play: Any (the more intelligent races make the best Mentalists)

Creation Skill / Spell / Song Groups

Spells

Basics

Default

Notes: At 250 reclass hours you can choose your specialty, Analytical mind, Eidetic Mind, or Slippery Mind

Click to show help file

Help File: 
help mentalist
mentalist
MENTALIST

Mentalists are unique in their abilities.  They can essentially be called
the true Masters of the Mind and are known to cause fear in their opponents.


All races can be a mentalist, however the higher intelligent races will be
the best at it.  

All alignments can be a mentalist, however they CAN NOT be a member of Chaos
or join Chaos.  

You can only become a Mentalist by reclassing from the Mage class.  

When the mentalist has gained enough power (longevity of learning time),
they are granted a new path to choose from.  They are given three options
but can only ever choose one, so the mentalist must choose wisely.  

1.  Eidetic Memory - castable only upon yourself, making the caster immune
to mental and psychological attacks.  

2.  Slippery Mind - castable upon anyone, removes all negative spells.  

3.  Analytical Mind - a chance to cast without lag in combat 

Level 1

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Axe

  • Skill Page
  • Description:

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

Dagger

  • Skill Page
  • Description:

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

Dig

  • Skill Page
  • Description:

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

Flail

  • Skill Page
  • Description:

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

Mace

  • Skill Page
  • Description:

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

Magic Missile

  • Skill Page
  • 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

  • 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
  • Description:

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

Recall

  • Skill Page
  • Description:

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

Scroll

  • Skill Page
  • Description:

    help scroll
    BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION
    BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION
    Syntax: brandish <target>
    Syntax: quaff    <potion>
    Syntax: recite   <scroll> <target>
    Syntax: zap      <target>
    Syntax: zap
    BRANDISH brandishes a magical staff.  QUAFF quaffs a magical potion (as opposed
    to DRINK, which drinks mundane liquids).  RECITE recites a magical scroll; the
    <target> is optional, depending on the nature of the scroll.  ZAP zaps a
    magical wand at a target.  If the target is not specified, and you are fighting
    someone, then that character is used for a target.
    You must HOLD a wand or a staff before using BRANDISH or ZAP.
    All of these commands use up their objects.  Potions and scrolls have a single
    charge.  Wands and staves have multiple charges.  When a magical object has no
    more charges, it will be consumed.
    These commands may require an item skill to be successful, see the help entries
    on the skills scrolls, staves, and wands for more information.
    
    SCROLL 'SCROLL COMMAND'
    SCROLL 'SCROLL COMMAND'
    Syntax: scroll
    Syntax: scroll <number>
    This command changes the number of lines the mud sends you in a page (the 
    default is 24 lines).  Change this to a higher number for larger screen
    sizes, or to 0 to disabling paging.

  • Amended Description:

    Allows you to recite scrolls to cast the spell inscribed on them.

Shield Block

  • Skill Page
  • Description:

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

Spear

  • Skill Page
  • Description:

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

Staff

  • Skill Page
  • Description:

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

Staves

  • Skill Page
  • Amended Description:

    Allows you to brandish staffs and invoke the spells contained within.

Swim

  • Skill Page
  • Description:

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

Sword

  • Skill Page
  • Description:

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

Ventriloquate

  • Skill Page
  • Description:

    help Ventriloquate
    VENTRILOQUATE
    VENTRILOQUATE
    
    Syntax: cast ventriloquate <speaker> <message>
    
    This spell throws your voice, making it appear that some other object or
    character in the room is saying your message.  
    
    Victims who make their saving throw will know that someone is using
    ventriloquism, but not who.  Victims who fail their saving throw will think
    that the object or character really did say your message.  
    
    See also - ILLUSION

Wands

  • Skill Page
  • Description:

    help wand
    BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION
    BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION
    Syntax: brandish <target>
    Syntax: quaff    <potion>
    Syntax: recite   <scroll> <target>
    Syntax: zap      <target>
    Syntax: zap
    BRANDISH brandishes a magical staff.  QUAFF quaffs a magical potion (as opposed
    to DRINK, which drinks mundane liquids).  RECITE recites a magical scroll; the
    <target> is optional, depending on the nature of the scroll.  ZAP zaps a
    magical wand at a target.  If the target is not specified, and you are fighting
    someone, then that character is used for a target.
    You must HOLD a wand or a staff before using BRANDISH or ZAP.
    All of these commands use up their objects.  Potions and scrolls have a single
    charge.  Wands and staves have multiple charges.  When a magical object has no
    more charges, it will be consumed.
    These commands may require an item skill to be successful, see the help entries
    on the skills scrolls, staves, and wands for more information.

Whip

  • Skill Page
  • Description:

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

Level 2

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Detect Magic

  • Skill Page
  • Description:

    help 'Detect Magic'
    'DETECT MAGIC'
    Syntax: cast 'detect magic'
     
    This spell enables the caster to detect magical objects.  Additional, if cast
    in a room where magic resides it will allow the caster to know what that magic
    is and whom it originated from.

  • Duration:

    55 ticks (about 37 min 35 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 3

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Detect Invis

  • Skill Page
  • Description:

    help 'Detect Invis'
    'DETECT INVIS'
    'DETECT INVIS'
    Syntax: cast 'detect invis'
    This spell enables the caster to detect invisible objects and characters.

  • Duration:

    55 ticks (about 37 min 35 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 4

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Chill Touch

  • Skill Page
  • 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

  • Amended Description:

    This spell can cause a minor strength debuff.

  • Duration:

    6 ticks (about 4 min 6 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 5

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Invisibility

  • Skill Page
  • Description:

    help invis
    INVIS 'MASS INVIS' INVISIBILITY
    INVIS 'MASS INVIS' INVISIBILITY
    
    Syntax: cast 'invisibility' <character>
            cast 'invisibility' <object>
            cast 'mass invis'
    
    The invisibility spell makes the target character invisible.  Invisible
    characters will become visible when they attack.  It may also be cast on an
    object to render the object invisible.  
    
    The mass invisibility spell makes all characters in the caster's group
    invisible, including the caster.  
    
    See also - ILLUSION

  • Duration:

    66 ticks (about 45 min 6 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 6

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Meditation

  • Skill Page
  • Description:

    help Meditation
    MEDITATION
    This skill is similar to fast healing, but relies on the concentration and
    mantras to increase mana recovery when the character is sleeping or resting.
    Thieves and warriors, with their troubled minds and violent attitudes, have
    much trouble learning to meditate.

Level 7

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Armor

  • Skill Page
  • Description:

    ARMOR
    ARMOR
    Syntax: cast armor <character>
    This spell decreases (improves) the armor class of the target character
    by 20 points.

  • Duration:

    24 ticks (about 16 min 24 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Burning Hands

  • Skill Page
  • 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
  • Description:

    help Haggle
    HAGGLE HAGGLING
    Haggling is an indispensable skill to the trader.  It allows a character to
    match wits with a merchant, seeking to get a better price for merchandise,
    or to buy at the lowest possible cost.  Unfortunately, most merchants are
    already very skilled at haggling, so the untrained adventurer had best 
    guard his treasure closely.  Thieves are natural masters at haggling,
    although other classes may learn it as well.

Level 8

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Peek

  • Skill Page
  • Description:

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

Refresh

  • Skill Page
  • 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 9

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Infravision

  • Skill Page
  • 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

  • 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.

Locate Object

  • Skill Page
  • Description:

    help 'Locate Object'
    'LOCATE OBJECT'
    'LOCATE OBJECT'
    Syntax: cast 'locate object' <name>
    This spell reveals the location of all objects with the given name.

Level 10

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Fly

  • Skill Page
  • Description:

    help fly
    FLY
    FLY
    Syntax: cast 'fly' <character>
    This spell enables the target character to fly.  There are some areas where
    passage may not be enabled simply by flying, for example - an underwater
    cave might require the use of swimming to get through.  You cannot rest
    sleep or ride a mount while flying.  
     
    See also 'LAND'

  • Duration:

    58 ticks (about 39 min 38 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Lore

  • Skill Page
  • Description:

    help lore
    LORE
    Lore is a general skill, consisting of knowledge of myths and legends. Use
    of the lore skill gives a chance of obtaining information on an object,
    concerning its power and uses.  It also may occasionally increase the value
    of an object, because more will be known about its worth.  All classes may
    learn lore, although thieves are best at it, and warriors find it very hard
    to use.
    Lore works automatically, each time you look at or examine an object.

Shocking Grasp

  • Skill Page
  • 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
  • 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

  • Duration:

    15 ticks (about 10 min 15 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.

Word of Recall

  • Skill Page
  • Description:

    help 'Word of Recall'
    'WORD OF RECALL'
    'WORD OF RECALL'
    Syntax: cast 'word of recall'
    This spell duplicates the built-in RECALL ability.  It is provided solely for
    Merc-based muds which wish to eliminate the built-in ability while still
    providing the spell. This spell circumvents the pkill no-recall lag.

Level 11

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Detect Evil

  • Skill Page
  • Description:

    help 'Detect Evil'
    'DETECT EVIL'
    'DETECT EVIL'
    Syntax: cast 'detect evil'
    This spell enables the caster to detect evil characters, which will
    reveal a characteristic red aura.

  • Duration:

    55 ticks (about 37 min 35 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Detect Good

  • Skill Page
  • Description:

    help 'Detect Good'
    'DETECT GOOD'
    Syntax: cast 'detect good'
    This spell enables the caster to detect good characters, which will
    reveal a characteristic golden aura.

  • Duration:

    55 ticks (about 37 min 35 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Giant Strength

  • Skill Page
  • 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

  • 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.

Level 12

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Know Alignment

  • Skill Page
  • Description:

    help 'Know Alignment'
    'KNOW ALIGNMENT'
    'KNOW ALIGNMENT'
    Syntax: cast 'know alignment' <character>
    This spell reveals the alignment of the target character.

Protection Evil

  • Skill Page
  • Description:

    help 'Protection Evil'
    'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
    'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
    Syntax: cast 'protection evil'
            cast 'protection good'
              cast 'protection neutral'     
    The protection spells reduce damage taken from attackers of the appropriate
    ethos, and improve saving throws against all forms of magic. They may not
    be cast on others, and one person cannot carry both defenses at the same
    time.

  • Duration:

    24 ticks (about 16 min 24 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Protection Good

  • Skill Page
  • Description:

    help 'Protection Good'
    'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
    'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
    Syntax: cast 'protection evil'
            cast 'protection good'
              cast 'protection neutral'     
    The protection spells reduce damage taken from attackers of the appropriate
    ethos, and improve saving throws against all forms of magic. They may not
    be cast on others, and one person cannot carry both defenses at the same
    time.

  • Duration:

    24 ticks (about 16 min 24 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Protection Neutral

  • Skill Page
  • Description:

    help 'Protection Neutral'
    'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
    'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
    Syntax: cast 'protection evil'
            cast 'protection good'
              cast 'protection neutral'     
    The protection spells reduce damage taken from attackers of the appropriate
    ethos, and improve saving throws against all forms of magic. They may not
    be cast on others, and one person cannot carry both defenses at the same
    time.

  • Duration:

    24 ticks (about 16 min 24 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 13

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Fireproof

  • Skill Page
  • Description:

    help 'Fireproof'
    FIREPROOF
    Syntax: cast 'fireproof' <object>
    The fireproof spell creates a short-lived protective aura around an object,
    to protect it from the harmful effects of acid and flame.  Items protected
    by this spell are not harmed by acid, fire, or the heat metal spell.
    Although inexpensive to use, the spell's short duration makes it impractical
    for protecting large numbers of objects.

Teleport

  • Skill Page
  • Description:

    help teleport
    TELEPORT
    TELEPORT
    Syntax: cast <teleport>
    This spell takes you from your current location to a random location somewhere
    in the world.

Level 14

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Farsight

  • Skill Page
  • Description:

    help 'Farsight'
    FARSIGHT Syntax: cast 'farsight'
    
    Farsight allows a caster to see the presence of other mortals within the
    surrounding area's of the one that individual is in.

Haze

  • Skill Page
  • Description:

    HAZE
    
    As Masters of the Mind, the Mentalist can cast a haze over their enemy
    causing them to become horribly confused, affecting their cognitive
    thinking.  This spell gains power as the mentalist rises in levels.  
     
    Syntax : cast 'haze' target

  • Duration:

    5 ticks (about 3 min 25 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.

Spellcraft

  • Skill Page
  • 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.

  • Amended Description:

    More explicitly, spellcraft refunds the mana cost if you fail to cast the spell. Take it.

Level 15

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Detect Hidden

  • Skill Page
  • Description:

    help 'Detect Hidden'
    'DETECT HIDDEN'
    'DETECT HIDDEN'
    Syntax: cast 'detect hidden'
    This spell enables the caster to detect hidden creatures.

  • Duration:

    55 ticks (about 37 min 35 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Detect Poison

  • Skill Page
  • Description:

    help 'Detect Poison'
    'DETECT POISON'
    'DETECT POISON'
    Syntax: cast 'detect poison' <object>
    This spell detects the presence of poison in food or drink.

Fast Healing

  • Skill Page
  • Description:

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

Identify

  • Skill Page
  • Description:

    help 'Identify'
    IDENTIFY
    IDENTIFY
    Syntax: cast identify <object>
    This spell reveals information about the object.

Light Foot

  • Skill Page
  • 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.

Self Projection

  • Skill Page
  • Description:

    SELF PROJECTION
    SELF PROJECTION
    
    Syntax: c 'self projection'
    
    Self projection is a spell of the illusion spell group that puts a slightly
    distorted image of yourself in front of you, at times causing an enemy to
    miss you.  
    
    Many different casters can cast this spell, though illusionists are said to
    have better chances with it.  
    
    See also - ILLUSION

  • Duration:

    25 ticks (about 17 min 5 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 16

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Astrology

  • Skill Page
  • 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
  • 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
  • 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.

Fake Illness

  • Skill Page
  • Description:

    FAKE ILLNESS
     
    A spell to make Devion envy, fake illness allows the mentalist to cause an assault
    on the mind in such a way that his or her enemy will believe they are suffering
    from some sort of illness or injury and, in general, resulting in a weaker and 
    slower opponent. This spell gains power as the mentalist gains level.
     
    Syntax :  cast 'fake illness' <target>

  • Duration:

    5 ticks (about 3 min 25 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.

Proximity Dispel

  • Skill Page
  • Description:

    help 'Proximity Dispel'
    proximity dispel
    Syntax: cast 'proximity dispel'
     
    Proximity dispel is a protection spell used to attempt to remove magics that
    are cast on an area instead of a person.

Level 17

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Gate

  • Skill Page
  • Description:

    help Gate
    GATE
    GATE
    syntax:  cast gate <target>
    The gate spell is a powerful transportation magic that opens up a portal 
    between your character and another person or creature somewhere else in the
    world.  This portal will transport you and any pet you might have, but not
    other members of your group.  Monsters receive a save against gate, and
    monster or players more than 3 levels higher than you can not be gated to at 
    all.  God rooms, private rooms, and no recall rooms cannot be gated to, and
    no recall rooms cannot be gated out of.  Finally, any god or hero is also 
    immune to gate, as well as any player who has no summon set.  Clan members 
    may not be gated to except by their fellow Clan members. Gate is not powerful
    enough to cross the vast oceans to another continent.

Level 18

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Cancellation

  • Skill Page
  • Description:

    help Cancellation
    'DISPEL MAGIC' CANCELLATION
    'DISPEL MAGIC' CANCELLATION
    Syntax: cast 'dispel magic' <character>
            cast 'cancellation' <character>
    Both of these spells remove magical effects from the target.  Dispel magic
    has a reduced chance of working, and is considering an attack spell.
    Cancellation can only be used on allies, but is much more effective and does
    not provoke attack.  Unfortunately, the spells do not discriminate between
    harmful and benign spells.
    The chance of dispelling is based on the level of the spell. Permanent spells
    (such as mobile sanctuary) are much harder to remove.  Not all spells may
    be dispelled, notable examples are poison and plague.

Level 19

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Mass Invis

  • Skill Page
  • Description:

    help mass invis
    INVIS 'MASS INVIS' INVISIBILITY
    INVIS 'MASS INVIS' INVISIBILITY
    
    Syntax: cast 'invisibility' <character>
            cast 'invisibility' <object>
            cast 'mass invis'
    
    The invisibility spell makes the target character invisible.  Invisible
    characters will become visible when they attack.  It may also be cast on an
    object to render the object invisible.  
    
    The mass invisibility spell makes all characters in the caster's group
    invisible, including the caster.  
    
    See also - ILLUSION

  • Duration:

    24 ticks (about 16 min 24 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 20

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Alchemy

  • Skill Page
  • 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
  • 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

  • Duration:

    1 tick (about 41 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Dodge

  • Skill Page
  • Description:

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

Scribe

  • Skill Page
  • 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>

Shield

  • Skill Page
  • Description:

    help 'Shield'
    
    SHIELD 'STONE SKIN'
    SHIELD 'STONE SKIN'
    Syntax: cast shield
    Syntax: cast 'stone skin'
    These spells protect the caster by decreasing (improving) the caster's armor
    class.  SHIELD provides 20 points off armor.  STONE SKIN provides 40 points off
    armor.

  • Duration:

    63 ticks (about 43 min 3 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 21

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Haste

  • Skill Page
  • 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

  • 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.

Level 22

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Blizzra

  • Skill Page
  • 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

  • Amended Description:

    At level 15 you will be able to range this spell.

Fireball

  • Skill Page
  • 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

  • Amended Description:

    At level 15 you will be able to range this spell.

Parry

  • Skill Page
  • Description:

    help Parry
    PARRY
    If at first you fail to dodge, block it.  Parry is useful for deflecting 
    attacks, and is successful more often than dodge.  Parry requires a weapon for
    full success, the hand-to-hand skill may also be used, but results in reduced
    damage instead of no damage.  The best chance of parrying occurs when the
    defender is skilled in both his and his opponent's weapon type.

Level 23

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Waypoint

  • Skill Page
  • Description:

    help waypoint
    waypoint
    Syntax: cast 'waypoint'
            cast 'waypoint' recall
     
    Waypoint is a spell of transportation that allows the caster to mark a room
    and gate back to it for a period of time.  The waypoint weakens with each and
    can be dispeled by other magics.  Only one waypoint may ever exist for a caster
    at any one time.
     
    A waypoint in rare circumstances may drift from it's original point of origin.

Level 24

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Pass Door

  • Skill Page
  • Description:

    help 'Pass Door'
    'PASS DOOR'
    'PASS DOOR'
    Syntax: cast 'pass door'
    This spell enables the caster to pass through closed doors.

  • Duration:

    14 ticks (about 9 min 34 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Summon

  • Skill Page
  • Description:

    help Summon
    SUMMON
    SUMMON
    Syntax: cast summon <character>
    This spell summons a character from anywhere else in the world into your room.
    Characters who are fighting may not be summoned.

Level 25

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Distortion

  • Skill Page
  • Description:

    DISTORTION
    
    Casting this spell the Mentalist will distort the vision of their enemy,
    causing a massively difficult time for their enemy.  It is rumored that some
    lose their eyesight intermittently and that it can potentially be very
    difficult to cure.  
     
    Syntax :  cast 'distortion' target

  • Duration:

    10 ticks (about 6 min 50 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.

Hand to Hand

  • Skill Page
  • Description:

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

Pick Lock

  • Skill Page
  • Description:

    PICK 'PICK LOCK'
    Syntax: pick <object>
    Syntax: pick <door>
    Lock picking is one of the prime skills of thieves, allowing them to gain
    access to many secured areas.  Lock picking chances are improved by
    intelligence, and hindered by the difficulty of the lock. Other classes may
    learn to pick locks, but they will never find it easy.

Stone Skin

  • Skill Page
  • Description:

    help 'Stone Skin'
    SHIELD 'STONE SKIN'
    SHIELD 'STONE SKIN'
    Syntax: cast shield
    Syntax: cast 'stone skin'
    These spells protect the caster by decreasing (improving) the caster's armor
    class.  SHIELD provides 20 points off armor.  STONE SKIN provides 40 points off
    armor.

  • Duration:

    55 ticks (about 37 min 35 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 27

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Recover

  • Skill Page
  • Description:

    RECOVER  -  Mentalist Spell
     
    Power over the mind has led the mentalist to develop a spell in which their mind
    can heal their physical wounds. Casting recover will allow the mentalist to heal
    some of their damage so they may continue their tasks at hand.
     
    Syntax :  cast 'recover' self

Level 28

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Acid Blast

  • Skill Page
  • 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

Level 30

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Restore Mind

  • Skill Page
  • 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

Second Attack

  • Skill Page
  • Description:

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

Level 31

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Influence Confidence

  • Skill Page
  • Description:

    INFLUENCE CONFIDENCE
    
    As with allowing their friends to focus their aggression, the mentalist is
    able to instill confidence within their friends and their self.  This
    increased confidence allows the person being cast upon to become more
    confident in their weapon, allowing them to swing with more precise
    striking.  
    
    This spell gains power as the mentalist gains level.  
    
    Syntax :  cast 'influence confidence' target

  • Duration:

    29 ticks (about 19 min 49 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 32

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Focused Aggression

  • Skill Page
  • Description:

    FOCUSED AGGRESSION
     
    This spell will allow the mentalist to make his or her friends (or their self)
    much more focused upon the battle field, resulting in much stronger and 
    precise hits. This spell gains power as the mentalist gains levels. 
     
    Syntax :  cast 'focused aggression' target

  • Duration:

    29 ticks (about 19 min 49 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 33

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Chain Lightning

  • Skill Page
  • 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

Level 35

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Riding

  • Skill Page
  • Description:

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

Level 36

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Portal

  • Skill Page
  • Description:

    help 'Portal'
    Syntax: cast 'portal' <target>
    The portal spell is similar to gate, but creates a lasting one-way portal to
    the target creature, instead of transporting the caster.  Portals are
    entered using 'enter' command, as in 'enter portal'.  Portals cannot be made
    to certain destinations, nor used to escape from gate-proof rooms.  Portal
    requires a special source of power to be used, unfortunately the secret of
    this material component has been lost...  Portals can traverse the boundries
    of the continents.  Use look in <portal> to see destination.

Sanctuary

  • Skill Page
  • Description:

    help 'Sanctuary'
    SANCTUARY
    SANCTUARY
    Syntax: cast sanctuary  <character>
    The SANCTUARY spell reduces the damage taken by the character from any attack
    by one half.

  • Duration:

    12 ticks (about 8 min 12 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 40

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Nexus

  • Skill Page
  • Description:

    help 'Nexus'
    'NEXUS'
    NEXUS
    Syntax: cast 'nexus' <target>
    This spell is virtually identical to portal (see 'help portal'), with the
    only difference being that while portal creates a one-way gate, a nexus 
    spell makes a two-sided gate.  It also lasts longer than the lower-powered
    portal spell.  Both spells require an additional power source, the secret
    of which has been lost... This spell can traverse the boundries of continents.

Level 44

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Betray

  • Skill Page
  • Description:

    help betray
    betray
    Syntax: cast 'betray' victim
    
    The betray spell steals the charmed mob from another owner.  This spell must
    be cast while in combat.

Level 45

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Enhanced Damage

  • Skill Page
  • Description:

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

Level 46

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Healing Dream

  • Skill Page
  • Description:

    HEALING DREAM
    
     Being a master of the mind, mentalist are able to cast a spell upon a
    sleeping individual that will allow them to heal much faster while sleeping
    so they may resume their tasks much more quickly.  
    
    This spell may only be cast on someone who is sleeping.  Casting upon
    someone who is not asleep may result in some strange brain tingling.  
     
     
    Syntax :  cast 'healing dream' target

Level 48

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Calm

  • Skill Page
  • 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

  • Duration:

    15 ticks (about 10 min 15 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 49

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Amnesia

  • Skill Page
  • Description:

    AMNESIA
    
    Perhaps the most powerful and useful spell within the Mentalist arsenal,
    Amnesia will allow the caster of this powerful spell cause his or her's
    victim to completely forget how to cast a specific spell or perform a
    specific skill.  
    
    This spell requires the the specific skill or spell to be added to the cast
    command.  
     
    Example :
     
     cast 'amnesia' bigbadbluedragon kick
    -- will cause the big bad blue dragon to forget how to use the kick skill
     
    cast 'amnesia' bigbadbluedragon 'blindness' <--- quotations are required
    -- will cause the big bad blue dragon to forget how to cast the blindness spell
     
    This spell is NOT stackable and CANNOT be used on skills that are automatic
    such as parry and dodge.

  • Duration:

    3 ticks (about 2 min 3 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 50

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Abandon Hope

  • Skill Page
  • Description:

    ABANDON HOPE
    
    Syntax: cast 'abandon hope' target 
    
    The hardest spell for a mentalist to cast and the most damaging in the long
    run, Abandon hope will cause their enemy to lose their hope within the
    battle field which can be detrimental to the enemy.  
    
    Groups containing this spell: Mentalism
    
    
    SEE ALSO:  MENTALIST, MENTALISM

  • Duration:

    34 ticks (about 23 min 14 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 51

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Analytical Mind

  • Skill Page
  • Description:

    help mentalist
    Analytical Mind - a chance to cast without lag in combat

Eidetic Memory

  • Skill Page
  • Description:

    help mentalist
    Eidetic Memory - castable only upon yourself, making the caster immune
    to mental and psychological attacks.

Slippery Mind

  • Skill Page
  • Description:

    help mentalist
    Slippery Mind - castable upon anyone, removes all negative spells.