Level 1
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Age
- Skill Page
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Description:
help age
AGE
AGE
Age on DSL is for roleplaying purposes only and has no visable game
affect. Different Races have different life spans so ages vary. To
increase your age, go to the trainer and type "Practice age". You can
increase your age but you can NEVER decrease it. Practicing your age
DOES NOT cost ANY practices.
TABLE OF AGES:
Race Teen Young Adult Adult Middle Aged Old
Human 17-19 20-29 30-45 46-60 61-85
Goblin 17-19 20-29 30-45 46-60 61-85
Dwarf 40-60 61-120 121-250 251-350 350+
Elf 40-90 91-175 176-300 301-500 501+
Ogre 30-80 81-110 111-180 181-210 211-250
Minotaur 30-60 61-80 81-115 116-145 146-175
Gnome 35-85 86-110 111-190 191-220 221-240
Dragon 107-300 300-700 700-1.5k 1.5k-3k 3k-5k
Kender 20-29 30-55 56-88 89-131 131-160
Yinn 20-30 31-50 51-70 71-90 91-110
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Amended Description:
Retraining and reclassing resets age
Axe
- Skill Page
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Description:
help axe
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Dagger
- Skill Page
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Description:
help dagger
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Dig
- Skill Page
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Description:
help dig
DIG BURY
Syntax: Dig
Syntax: Dig <direction>
Syntax: Bury <object name>
Dig is a skill which allows you to dig up
items that are buried OR dig out exits
which may exist. Please note that a shovel
will GREATLY improve your chances of finding
buried items.
Bury is a command which allows you to bury an
object. Be careful, You might not be able to
dig up the object later on.
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.
Recall
- Skill Page
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Description:
help recall
RECALL /
RECALL /
Syntax: RECALL
RECALL prays to the Gods for miraculous transportation from where you are
back to the Temple of your home kingdom. '/' is a synonym for RECALL.
If you RECALL during combat, you will lose experience (more than for fleeing),
and you will have a chance of failing (again, more than for fleeing). This
chance is based on your recall skill, although a 100% recall does not
insure success.
RECALL costs half of your movement points.
RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a
curse may not recall at all.
Staff
- Skill Page
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Description:
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Swim
- Skill Page
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Description:
help swim
swim
SWIM
The swim skill determines your ability to swim underwater or in the ocean.
Being unable to swim will result in you attempting to breathe water, which
will hurt you. Everyone can swim, though some have more trouble with it
than others. This skill is passive, and does not need to be invoked in
order to function.
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.
Wands
- Skill Page
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Description:
help wand
BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION
BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION
Syntax: brandish <target>
Syntax: quaff <potion>
Syntax: recite <scroll> <target>
Syntax: zap <target>
Syntax: zap
BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed
to DRINK, which drinks mundane liquids). RECITE recites a magical scroll; the
<target> is optional, depending on the nature of the scroll. ZAP zaps a
magical wand at a target. If the target is not specified, and you are fighting
someone, then that character is used for a target.
You must HOLD a wand or a staff before using BRANDISH or ZAP.
All of these commands use up their objects. Potions and scrolls have a single
charge. Wands and staves have multiple charges. When a magical object has no
more charges, it will be consumed.
These commands may require an item skill to be successful, see the help entries
on the skills scrolls, staves, and wands for more information.
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Level 3
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Dodge
- Skill Page
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Description:
help dodge
DODGE
In the words of one wise warrior, 'the best way to block a blow is to not
be where it lands'. The dodge skill honors this tradition, by improving the
character's natural agility to the point where many blows will miss the
target. The chance of dodging is also affected by the dexterity of the
attacker and the target. Any class may learn dodging.
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Level 4
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Trip
- Skill Page
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Description:
help trip
TRIP
Back by popular demand. Trip is a somewhat dastardly attack, and involves
using any one of a number of methods to bring your opponent down to the ground.
Tripping large monsters is generally not a good idea, and agile ones will
find the attack easy to avoid. Thieves and warriors may learn trip.
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Amended Description:
Trip does not work on flying opponents.
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Level 6
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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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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.
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Level 9
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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 11
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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 12
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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 14
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Nature Growth
- Skill Page
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Description:
help 'Nature Growth'
NATURE GROWTH
Syntax: cast ‘nature growth’ <target>
Nature growth is one of the earliest spells in a druid's or ranger’s cache
of magical texts, able to cast the spell not only upon oneself but on to
other targets as well. As the caster calls upon Nature’s elements, all its
forces gather within the directed target, giving a temporary boost to their
constitution. The magic is not powerful enough to manipulate a person’s
constitution to go beyond what is intended upon their creation.
Groups containing this skill: ‘NATURE’ ‘DRUID DEFAULT’ ‘RANGER DEFAULT’
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Amended Description:
This spell is typically most useful to have cast upon new adventurers to improve hp gains.
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Level 15
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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.
Shillelagh
- Skill Page
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Description:
-
Amended Description:
Using a one handed staff and no shield the user charges their energy into the staff and swings, it has a chance to do a small wisdom debuff + damage, there's another hidden part of it that wasn't discovered perhaps. 5mp on miss, 10mp on hit
Smashing Pumpkin
- Skill Page
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Description:
SMASHING PUMPKIN
Pumpkins are well-known in Algoron. What is less known is their capacity
for violence, which can be cultivated by a discerning Ovate. When provoked,
a smashing pumpkin will leap upon the Ovate's victim and explode, causing a
terrible mess and potentially sending the unfortunate recipient of the
kamikaze gourd sprawling.
SEE ALSO:: SEEDSINGING, OVATES
Created: 07.28.2024
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Level 17
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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.
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.
Protection Evil
- Skill Page
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Description:
help 'Protection Evil'
'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
Syntax: cast 'protection evil'
cast 'protection good'
cast 'protection neutral'
The protection spells reduce damage taken from attackers of the appropriate
ethos, and improve saving throws against all forms of magic. They may not
be cast on others, and one person cannot carry both defenses at the same
time.
Protection Good
- Skill Page
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Description:
help 'Protection Good'
'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
Syntax: cast 'protection evil'
cast 'protection good'
cast 'protection neutral'
The protection spells reduce damage taken from attackers of the appropriate
ethos, and improve saving throws against all forms of magic. They may not
be cast on others, and one person cannot carry both defenses at the same
time.
Protection Neutral
- Skill Page
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Description:
help 'Protection Neutral'
'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
Syntax: cast 'protection evil'
cast 'protection good'
cast 'protection neutral'
The protection spells reduce damage taken from attackers of the appropriate
ethos, and improve saving throws against all forms of magic. They may not
be cast on others, and one person cannot carry both defenses at the same
time.
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Level 18
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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.
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Level 19
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Control Weather
- Skill Page
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Description:
help 'Control Weather'
'CONTROL WEATHER'
'CONTROL WEATHER'
Syntax: cast 'control weather' better
cast 'control weather' worse
This spell makes the weather either better or worse. Changes in weather,
being the domain of the goddess Turpa, are difficult to achieve, and tend to
take a great deal of effort.
See also - WEATHER
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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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 22
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Bark Skin
- Skill Page
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Description:
help 'Bark Skin'
'BARK SKIN'
BARK SKIN
Syntax: cast 'bark skin'
This spell is used by rangers to thicken their skin, offering protection
much like the bark of a tree. This has the effect of improving the ranger's
armor class a bit more than the armor spell.
As tree bark is not as effective for armor as stone is, the spell is not
quite as effective as the stone skin spell.
See also - NATURE RANGER ARMOR STONE SKIN
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.
Lightning Bolt
- Skill Page
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Description:
help 'Lightning Bolt'
'LIGHTNING BOLT'
'LIGHTNING BOLT'
Syntax: cast 'lightning bolt' <target>
cast 'lightning bolt' <direction> <target>
As is evidenced by its name, the casting of this spell calls down a massive
lightning bolt from the skies. This bolt of lightning can cause a great
deal of damage, and much like any other lightning, has potential side
effects.
The caster can also direct this spell toward opponents standing in distant
rooms.
See also - WEATHER
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Amended Description:
At level 15 you will be able to range this spell.
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Level 25
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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.
Mandrake
- Skill Page
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Description:
MANDRAKE
An immature mandragora, mandrakes do not have the fortitude to protect an
Ovate. Indeed, all it can really do upon being pulled prematurely from the
earth is scream, a fact for which a trained Ovate can make great use of.
The deafening scream of a mandrake is universally lethal to the plant-form,
but is just as dangerous to the foes of a prepared ovate, dealing harm and
possibly deafening the victims of a mandrake's cry.
SEE ALSO: SEEDSINGING, OVATES
Created: 07.28.2024
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Level 26
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Haste
- Skill Page
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Description:
help Haste
HASTE
HASTE
Syntax: cast 'haste' <target>
The haste spell increases the speed and agility of the recipient, allowing
an extra attack (or even a backstab) in combat, and improving evasive
abilities in combat.
However, it produces a great strain on the system, such that recuperative
abilities are halved. Haste is capable of negating the slow spell.
See also - ENHANCEMENT SLOW
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Level 28
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Healthshroom
- Skill Page
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Description:
HEALTHSHROOM
Healthshrooms are natural fungi that are infused with the vital essences of
healing practiced by Ovates the world over. When overcharged with the mana
of life, the mushroom circles explode into clouds of spores, spreading that
healing energy over the Ovate and their companions. Far from simply
restoring health, however, the spores will also occasionally attempt to heal
other maladies of the body.
SEE ALSO:: SEEDSINGING, OVATES
Created: 07.28.2024
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Level 29
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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
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Level 30
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Dispel Magic
- Skill Page
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Description:
help 'Dispel Magic'
'DISPEL MAGIC' CANCELLATION
'DISPEL MAGIC' CANCELLATION
Syntax: cast 'dispel magic' <character>
cast 'cancellation' <character>
Both of these spells remove magical effects from the target. Dispel magic
has a reduced chance of working, and is considering an attack spell.
Cancellation can only be used on allies, but is much more effective and does
not provoke attack. Unfortunately, the spells do not discriminate between
harmful and benign spells.
The chance of dispelling is based on the level of the spell. Permanent spells
(such as mobile sanctuary) are much harder to remove. Not all spells may
be dispelled, notable examples are poison and plague.
Herbal
- Skill Page
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Description:
help Herbal
HERBS
Syntax: Herbs
Herbs or Herbal is skill available to the classes of Ranger, Druid, and
Shaman which allow them to look for herbs of healing and medicinal use to
store them for later use for themselves or others. Since herbs only grow in
certain regions, after all, not every place has much plant life but for
those who are in tune with nature, they know where to look for them.
SEE ALSO: DRUID, RANGER, SHAMAN
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Level 31
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Wrath of Nature
- Skill Page
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Description:
help 'Wrath of Nature'
WRATH OF NATURE
Syntax: cast 'wrath' <target>
As the druid or ranger continues to learn how to draw power from their
surroundings, the magic they produced grows stronger as a result. This
spell is one that strikes with the full force of the natural realm.
Groups containing this skill: ‘NATURE’ ‘DRUID DEFAULT’ ‘RANGER DEFAULT’
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Level 32
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Gate
- Skill Page
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Description:
help Gate
GATE
GATE
syntax: cast gate <target>
The gate spell is a powerful transportation magic that opens up a portal
between your character and another person or creature somewhere else in the
world. This portal will transport you and any pet you might have, but not
other members of your group. Monsters receive a save against gate, and
monster or players more than 3 levels higher than you can not be gated to at
all. God rooms, private rooms, and no recall rooms cannot be gated to, and
no recall rooms cannot be gated out of. Finally, any god or hero is also
immune to gate, as well as any player who has no summon set. Clan members
may not be gated to except by their fellow Clan members. Gate is not powerful
enough to cross the vast oceans to another continent.
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Level 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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Dandelion Cloud
- Skill Page
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Description:
DANDELION CLOUD
A trained Ovate can, with some preparation and some caution, sing into life
a sprawling circle of dandelions that quickly shed their seeds, filling the
air about them with fluttering carriers of life. While good for the
plantlife in general, others who breathe in the dandelion spores may find
themselves choking on the cloying seeds, losing their breath and struggling
to cast spells for a time. Those so afflicted receive a penalty to casting
spells until they can properly clear their throats and airways.
SEE ALSO:: SEEDSINGING, OVATES
Created: 07.28.2024
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Level 40
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Mandragora
- Skill Page
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Description:
MANDRAGORA
The first line of an Ovate's defense, a mandragora is grown to protect its
maker, springing into action to rescue the Ovate in the first stirrings of
its life. Not as hardy as other protectors, mandragora can be chopped down
easily... In theory. In their dying moments, mandragora hold one last
nasty surprise for their destroyers, although it is said that there is a
method to prevent such a thing from happening.
SEE ALSO: SEEDSINGING, OVATES
Created: 07.28.2024
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 42
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Tornado
- Skill Page
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Description:
help tornado
TORNADO
Syntax: cast 'tornado' <target>
This spell summons a deadly tornado. These powerful weather phenomena
have been known to carry away objects lying around the room, as well as
people!
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Amended Description:
This spell doesn't actually do any damage.
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Level 45
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Killer Tomatoes
- Skill Page
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Description:
KILLER TOMATOES
Thought to be a joke told in taverns the world over, killer tomatoes are
very real, and can be sung forth to do an Ovate's bidding. These little
monsters will haunt the area where they were grown, biting and mauling
anyone not grouped with the Ovate who created them. The intensity of their
attacks ebb and flow, growing fiercer before the monstrous little plants die
off, leaving the area safe for traversal once more.
SEE ALSO: SEEDSINGING, OVATES
Created: 07. 28. 2024
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 47
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Swamp Shambler
- Skill Page
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Description:
SWAMP SHAMBLER
The deep fens of the world hold many terrors, from the blood-drinkers of
Althainia's swamps to the serpent-infested marshes of Tropica to the frozen
mires of Icewall. Rarely, however, are natural swamp shamblers ever beheld,
their formation more alike to an elemental to a mere creature. When called
forth by an Ovate, they serve faithfully, going so far as to leech the
vitality of an Ovate's enemy and grant a measure of reprieve to its master
in so doing.
SEE ALSO: SEEDSINGING, OVATES
Created: 07.28.2024
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Level 50
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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.
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