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.
Backstab
- Skill Page
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Description:
help backstab
BACKSTAB
Backstab is the favored attack of thieves, murderers, and other rogues. It
can be used with any weapon type, but is most effective with piercing weapons.
The damage inflicted by a backstab is determined by the attacker's level, his
weapon skill, his backstab skill, and the power of his opponent.
Only thieves may learn the backstab.
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.
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.
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.
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.
Hide
- Skill Page
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Description:
help Hide
HIDE SNEAK
Hide and sneak are similar skills, both related to remaining undetected.
Hide has a very high chance of success, but only works for as long as the
character remains stationary. Hide will not show up in your affects (which
only shows spell affects, not skills), and if you were successfully hidden
the act of checking your affects will reveal your presence to others.
Sneak may be used when moving (including to sneak by monsters), but has a
lower chance of success. Warriors, thieves, druids, paladins, assassins,
barbarians may learn these skills.
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.
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.
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.
Rend
- Skill Page
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Description:
rend
A passive Nightshade skill that is checked after each successful backstab.
If the rend check is successful the nightshade twists the weapon and opens a
large wound that bleeds for additional damage over the next three rounds
with decreased damage each round.
Since it is a passive skill, typing it does no good. Simply backstab for
rend to have a chance to work.
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.
Taunt
- Skill Page
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Description:
TAUNT
Syntax: taunt <target>
This is a kender only skill that allows kender to force opponents into
rages by throwing a string of insults at them. The opponents hitroll
suffers greatly, but their dam roll increases (the madder you are, the
harder you hit).
Trip
- Skill Page
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Description:
help trip
TRIP
Back by popular demand. Trip is a somewhat dastardly attack, and involves
using any one of a number of methods to bring your opponent down to the ground.
Tripping large monsters is generally not a good idea, and agile ones will
find the attack easy to avoid. Thieves and warriors may learn trip.
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Amended Description:
Trip does not work on flying opponents.
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 2
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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.
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
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Level 4
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Sneak
- Skill Page
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Description:
HIDE SNEAK
Hide and sneak are similar skills, both related to remaining undetected.
Hide has a very high chance of success, but only works for as long as the
character remains stationary. Hide will not show up in your affects (which
only shows spell affects, not skills), and if you were successfully hidden
the act of checking your affects will reveal your presence to others.
Sneak may be used when moving (including to sneak by monsters), but has a
lower chance of success. Warriors, thieves, druids, paladins, assassins,
barbarians may learn these skills.
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Level 5
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Steal
- Skill Page
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Description:
help steal
STEAL
Syntax: STEAL coins <character>
Syntax: STEAL <object> <character>
Theft is the defining skill of the thief, and is only available to that class.
It allows items to be stolen from the inventory of monsters and characters,
and remain undetected! But beware, most monsters guard their belongings
carefully, and attempting to steal from a character earns you a WANTED flag
if you are caught (making you free game for killing).
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Level 6
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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.
Lore
- Skill Page
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Description:
help lore
LORE
Lore is a general skill, consisting of knowledge of myths and legends. Use
of the lore skill gives a chance of obtaining information on an object,
concerning its power and uses. It also may occasionally increase the value
of an object, because more will be known about its worth. All classes may
learn lore, although thieves are best at it, and warriors find it very hard
to use.
Lore works automatically, each time you look at or examine an object.
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Level 7
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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 9
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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 10
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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
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Level 11
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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.
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Level 13
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Parry
- Skill Page
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Description:
help Parry
PARRY
If at first you fail to dodge, block it. Parry is useful for deflecting
attacks, and is successful more often than dodge. Parry requires a weapon for
full success, the hand-to-hand skill may also be used, but results in reduced
damage instead of no damage. The best chance of parrying occurs when the
defender is skilled in both his and his opponent's weapon type.
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Level 14
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Kick
- Skill Page
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Description:
help Kick
KICK
Kicking allows the adventurer to receive an extra attack in combat, a powerful
kick. However, a failed kick may throw an unwary fighter off balance. Fighters
and clerics are the most skilled at kicking, although thieves may also learn
it.
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
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Level 15
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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.
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 16
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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 17
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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.
Third Attack
- Skill Page
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Description:
help 'Third Attack'
'THIRD ATTACK'
'THIRD ATTACK'
Training in third attack allows the character a chance at an additional strike
in a combat, and increases the chance of a second attack as well. Perfect
third attack does NOT assure three attacks per round. Only warriors and highly
skilled thieves may learn this skill.
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Level 19
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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.
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Level 20
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Acute Vision
- Skill Page
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Description:
help acute
'ACUTE VISION'
ACUTE VISION
Acute vision is a skill that allows those who have it to be able to see
characters who are hiding, sneaking, camouflaged, or using quiet
movement. It is a benefit of the training one undergoes while
becoming certain reclasses and works automatically for those who have it.
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Amended Description:
Acute Vision does not let you see magically hidden creatures
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'
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Level 21
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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 22
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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
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 23
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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 24
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Fourth Attack
- Skill Page
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Description:
help 'Fourth Attack'
fourth attack
FOURTH ATTACK
Given that the Barbarian cares nothing for magic, he is unfettered by the
time restraints needed for the study and practice of casting. Instead, a
Barbarian may choose to devote his time to the study of weaponry and
fighting. This additional training comes in handy as the Barbarian becomes
so adept at fighting that he can often recieve a fourth attack in combat.
see also 'BARBARIAN'
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Level 26
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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.
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 30
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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.
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.
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.
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Level 31
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Mass Invis
- Skill Page
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Description:
help mass invis
INVIS 'MASS INVIS' INVISIBILITY
INVIS 'MASS INVIS' INVISIBILITY
Syntax: cast 'invisibility' <character>
cast 'invisibility' <object>
cast 'mass invis'
The invisibility spell makes the target character invisible. Invisible
characters will become visible when they attack. It may also be cast on an
object to render the object invisible.
The mass invisibility spell makes all characters in the caster's group
invisible, including the caster.
See also - ILLUSION
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Level 32
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Dual Wield
- Skill Page
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Description:
help 'dual wield'
dual wield
DUAL WIELD
syntax: hold <primary weapon>
secondary <secondary weapon>
Under the tutelage of a weapons expert, a combatant may learn how to wield a
weapon in each hand during combat to increase the overall amount of attacks
each round of attack. Obviously, with a weapon in each hand, there is no
possibility of holding a shield. Since most people favor one hand more than
the other, the combatant typically finds that he can hold a heavy weapon
with his proficient hand and a lighter weapon with the other. Rangers,
however, have the single ability to dual wield weapons of the same weight.
Note: If the primary weapon is somehow removed, the secondary weapon
automatically switches to the the primary hand.
To dual wield, one must type second <weapon>. The only restriction is
that the secondary weapon must weigh less than the primary weapon. However,
there are some known classes out there that might be able to wield two
weapons of the same weight as well as be able to dual wield two handed
weapons.
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 34
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Cancellation
- Skill Page
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Description:
help Cancellation
'DISPEL MAGIC' CANCELLATION
'DISPEL MAGIC' CANCELLATION
Syntax: cast 'dispel magic' <character>
cast 'cancellation' <character>
Both of these spells remove magical effects from the target. Dispel magic
has a reduced chance of working, and is considering an attack spell.
Cancellation can only be used on allies, but is much more effective and does
not provoke attack. Unfortunately, the spells do not discriminate between
harmful and benign spells.
The chance of dispelling is based on the level of the spell. Permanent spells
(such as mobile sanctuary) are much harder to remove. Not all spells may
be dispelled, notable examples are poison and plague.
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Level 35
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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 36
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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 39
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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 45
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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 50
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Nexus
- Skill Page
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Description:
help 'Nexus'
'NEXUS'
NEXUS
Syntax: cast 'nexus' <target>
This spell is virtually identical to portal (see 'help portal'), with the
only difference being that while portal creates a one-way gate, a nexus
spell makes a two-sided gate. It also lasts longer than the lower-powered
portal spell. Both spells require an additional power source, the secret
of which has been lost... This spell can traverse the boundries of continents.
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