Level 1
Back to the TopAge
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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
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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
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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
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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.
Enhanced Damage
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Description:
help 'enhanced damage' 'ENHANCED DAMAGE' Warriors and skilled thieves can become skilled enough in combat that they are able to inflict more damage than other classes. Enhanced damage is checked for with each hit, although with a low skill, the chance of receiving a bonus is very low indeed.
Flail
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Description:
help flail EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Mace
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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.
Parry
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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.
Polearm
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Description:
help Polearm EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Recall
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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.
Rescue
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Description:
help rescue FLEE RESCUE FLEE RESCUE Syntax: flee Syntax: rescue <character> Once you start a fight, you can't just walk away from it. If the fight is not going well, you can attempt to FLEE, or another character can RESCUE you. (You can also RECALL, but this is less likely to work, and costs more experience points, then fleeing). If you lose your link during a fight, then your character will keep fighting, and will attempt to RECALL from time to time. Your chances of making the recall are reduced, and you will lose much more experience. RESCUE A friend in need is a friend indeed. And when in combat, a warrior with the rescue skill is just the friend you need. Rescue allows you to intercede in combat, protecting weaker characters from bodily harm. Hopefully the favor will be returned. Success in rescuing depends on the skill rating, as well as a comparison of level, dexterity, and speed between the character and the target. (note: you rescue a friend, not the monster)
Riding
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Description:
help Riding RIDING RIDE MOUNT DISMOUNT Syntax: ride <mob> ride <player> dismount mount RIDE is the command used to ride a mob or player (dragon) who are able and willing to transport you. DISMOUNT will allow you to stop riding. When you dismount, you resume a standing position. You must have the riding skill to be able to ride. MOUNT is a dragon/beastformed shaman only command and toggles between allowing other players to ride you or not. At the moment there is no way to remove someone who is riding you.
Scroll
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Description:
help scroll BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION Syntax: brandish <target> Syntax: quaff <potion> Syntax: recite <scroll> <target> Syntax: zap <target> Syntax: zap BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed to DRINK, which drinks mundane liquids). RECITE recites a magical scroll; the <target> is optional, depending on the nature of the scroll. ZAP zaps a magical wand at a target. If the target is not specified, and you are fighting someone, then that character is used for a target. You must HOLD a wand or a staff before using BRANDISH or ZAP. All of these commands use up their objects. Potions and scrolls have a single charge. Wands and staves have multiple charges. When a magical object has no more charges, it will be consumed. These commands may require an item skill to be successful, see the help entries on the skills scrolls, staves, and wands for more information. SCROLL 'SCROLL COMMAND' SCROLL 'SCROLL COMMAND' Syntax: scroll Syntax: scroll <number> This command changes the number of lines the mud sends you in a page (the default is 24 lines). Change this to a higher number for larger screen sizes, or to 0 to disabling paging.
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Amended Description:
Allows you to recite scrolls to cast the spell inscribed on them.
Shield Block
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Description:
help 'Shield Block' 'SHIELD BLOCK' Shield block is a rather fancy name for the art of parrying with a shield. Characters with no shield block skill will not be able to defend themselves well with a shield. All classes may learn shield block, but only warriors and clerics are good at it. Beware, flails ignore shield blocking attempts, and whips have an easier time getting around them. Axes may split shields in two. Shield block now works against charges from other rooms.
Spear
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Description:
help spear EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Staff
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Description:
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP Each weapon skill applies to a specific group of armaments, and determines how well a character fights with a particular weapon. The weaponsmaster group provides talent in all weapons (save exotics), from chair legs to halberds. The weapon skills consist of the following: weaponsmaster skill group of all weapons listed below (save exotic weaponry) axe the use of axes, ranging from hand to great (but not halberds) dagger the use of knives and daggers, and other stabbing weapons flail skill in ball-and-chain type weapons mace this skill includes clubs and hammers as well as maces polearm the use of pole weapons (except spears), including halberds spear this skill covers long pointed weapons, but not polearms staff the staff skill covers long blunt weapons sword the warrior's standby, from rapier to claymore whip the use of whips, chains, and bullwhips exotic the use of strange magical weapons The exotic skill cannot be purchased, and is dependent solely upon level.
Staves
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Amended Description:
Allows you to brandish staffs and invoke the spells contained within.
Swim
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Description:
help swim swim SWIM The swim skill determines your ability to swim underwater or in the ocean. Being unable to swim will result in you attempting to breathe water, which will hurt you. Everyone can swim, though some have more trouble with it than others. This skill is passive, and does not need to be invoked in order to function.
Sword
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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
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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.
Level 2
Back to the TopMagic Missile
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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.
Level 3
Back to the TopDirt Kicking
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Description:
help 'dirt kicking' 'DIRT KICKING' Considered by some to be a cowardly skill, dirt kicking gives the clever combatant a chance to blind his opponent by casting dirt into his eyes. The blindness does not last long, but can provide an edge in combat. Dexterity helps in hitting or avoiding a dirt kick. Only warriors and thieves may learn this skill.
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Duration:
under one tick (a few pulses)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 5
Back to the TopArmor
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Description:
ARMOR ARMOR Syntax: cast armor <character> This spell decreases (improves) the armor class of the target character by 20 points.
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Duration:
24 ticks (about 16 min 24 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Quiet Movement
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Description:
help 'quiet movement' QMOVEMENT 'QUIET MOVEMENT' Syntax: qmovement This is the rangers way of moving quietly through hills and forests.
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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.
Second Attack
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Description:
help 'Second Attack' 'SECOND ATTACK' Training in second attack allows the character a chance at additional strikes in combat -- although a 100% second attack does NOT guarantee 2 attacks every round. Any class may learn this skill, although clerics and mages have a very hard time with it.
Level 6
Back to the TopChill Touch
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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.
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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.
Fast Healing
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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.
Hand to Hand
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Description:
help 'Hand to Hand' 'HAND TO HAND' Hand to hand combat is a rare skill in the lands of Algoron. Learning this style of fighting gives the player a weapon even when disarmed -- bare hands. Trained hand to hand experts are far more effective than many swordsmen. Clerics and warriors are the best at this skill, although thieves and mages may also learn it.
Level 7
Back to the TopButcher
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Description:
BUTCHER BUTCHER Syntax: butcher corpse Butcher is a skill known only to rangers, barbarians and shamans. Butchering a corpse will turn the corpse into a number of edible steaks. If there is more than one corpse in a room, you can use the second syntax (replacing "n" with a number.) To specify which corpse is to be butchered. Corpses must be empty of all equipment before they can be butchered. see also: 'RANGER' 'BARBARIAN' 'SHAMAN'
Level 8
Back to the TopCure Blindness
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Description:
help 'Cure Blindness' 'CURE BLINDNESS' 'CURE BLINDNESS' Syntax: cast 'cure blindness' <character> This spell cures blindness in one so unfortunate.
Faerie Fire
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Description:
help 'Faerie Fire' 'FAERIE FIRE' 'FAERIE FIRE' Syntax: cast 'faerie fire' <victim> This spell increases (makes worse) the armor class of its victim. For each level of the caster, the victim's armor class is increased by one point. See also - WEATHER
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Duration:
57 ticks (about 38 min 57 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.
Kick
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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.
Level 9
Back to the TopContinual Light
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Description:
help Continual Light 'CONTINUAL LIGHT' CONTINUAL LIGHT Syntax: cast 'continual light' cast 'continual light' <object> This spell creates a ball of light, which you can hold as a light source. The ball of light will last indefinitely. It may also be used on an object to give it an enchanted glow. See also - CREATION
Find Water
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Description:
help 'find water' FIND WATER Syntax: find water Find water is a skill available only to rangers and shamans. They may use their knowledge of natural surroundings to find small springs or other sources of water that might remain hidden from other adventurers. see also: 'RANGER' 'SHAMAN'
Refresh
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Description:
help 'Refresh' REFRESH REFRESH Syntax: cast refresh <character> This spell refreshes the movement points of a character who is out of movement points. See also - ENHANCEMENT
Level 10
Back to the TopBow
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Description:
help bow BOWS ARROWS SHOOT CRITICAL1 CRITICAL2 CRITICAL3 CRITICAL4 Syntax: shoot direction target critical1 direction target critical2 direction target critical3 direction target critical4 direction target Those deciding to practice with the bow require lessons in a number of skills, as well as various pieces of equipment to make such practice useful. Obviously, a bow is needed. As well though, one needs arrows that can be fired, and a quiver to hold the arrows in when not in use. An arrow can be fired from a bow directly at a target, or from a distance, ranged against an enemy farther away. Also, there are varying degrees of critical damage that can be attempted when shooting an arrow toward an enemy. Skill in these more damaging critical hits does not improve unless lesser shooting skills have already been learned. To shoot an arrow, have your bow, and arrow ready, and type shoot target. Should you desire to range your shot, simply add the direction you wish to aim, and fire away (shoot <direction> <target>). Obviously, should you wish to attempt the more damaging critical hits, you may exchange the command shoot with any of the critical commands.
Burning Hands
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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
Camouflage
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Description:
help camouflage CAMOUFLAGE Syntax: camouflage Camouflage is the art of hiding yourself in natural surroundings. Only Rangers are able to use this skill, and even they can only use it in outdoors settings. Like the hide skill, it is not possible to determine whether or not your attempts to camouflage yourself have been successful, and any movement will reveal your location. This skill is very useful in combination with the ambush skill and is required for an ambush attempt to be successful. See also: RANGER AMBUSH
Create Ranger Staff
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Description:
help 'Create Ranger Staff' 'CREATE RANGER STAFF' 'CREATE RANGER STAFF' Syntax: cast 'create ranger staff' While rangers tend to favor the staff over other possible weapons, the best of all staves for a ranger to use is one of his or her own making. With nature skills and the use of this spell, powerful weapons may be made. The value of weapons produced by rangers does, of course, vary with the level and skill of the ranger who creates it. See also - NATURE RANGER
Create Tree
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Amended Description:
Creates a tree
Light Foot
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Description:
help 'Light Foot' light foot Syntax: cast 'light foot' Light foot is a spell of enhancement that allows the caster to reduce the cost it takes to move through a given room. Any creature, friend or foe benefits from this magic if cast. The spell does not spread to adjacent rooms.
Lore
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Description:
help lore LORE Lore is a general skill, consisting of knowledge of myths and legends. Use of the lore skill gives a chance of obtaining information on an object, concerning its power and uses. It also may occasionally increase the value of an object, because more will be known about its worth. All classes may learn lore, although thieves are best at it, and warriors find it very hard to use. Lore works automatically, each time you look at or examine an object.
Level 11
Back to the TopCreate Water
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Description:
help 'Create Water' 'CREATE WATER' 'CREATE WATER' Syntax: cast 'create water' <drink-container> This spell replenishes a drink container with water. See also - CREATION
Disarm
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Description:
help disarm DISARM Disarm is a somewhat showy and unreliable skill, designed to relieve your opponent of his weapon. The best possible chance of disarming occurs when you are skilled with both your own and your opponent's weapon. Only talented thieves and warriors may learn this skill.
Illumination
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Description:
help Illumination illumination Syntax cast 'illumination' Illumination is a spell of creation that allows the caster to illuminate the room they are in for a period of time. Additional, the light will although weaker illuminate the surrounding rooms as well.
Protection Evil
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Description:
help 'Protection Evil' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' Syntax: cast 'protection evil' cast 'protection good' cast 'protection neutral' The protection spells reduce damage taken from attackers of the appropriate ethos, and improve saving throws against all forms of magic. They may not be cast on others, and one person cannot carry both defenses at the same time. -
Duration:
24 ticks (about 16 min 24 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Protection Good
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Description:
help 'Protection Good' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' Syntax: cast 'protection evil' cast 'protection good' cast 'protection neutral' The protection spells reduce damage taken from attackers of the appropriate ethos, and improve saving throws against all forms of magic. They may not be cast on others, and one person cannot carry both defenses at the same time. -
Duration:
24 ticks (about 16 min 24 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Protection Neutral
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Description:
help 'Protection Neutral' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' 'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL' Syntax: cast 'protection evil' cast 'protection good' cast 'protection neutral' The protection spells reduce damage taken from attackers of the appropriate ethos, and improve saving throws against all forms of magic. They may not be cast on others, and one person cannot carry both defenses at the same time. -
Duration:
24 ticks (about 16 min 24 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 12
Back to the TopCreate Food
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Description:
help 'Create Food' CREATE FOOD Syntax: cast 'create food' This spell creates a Magic Mushroom, which you or anyone else can eat. See also - CREATION
Third Attack
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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.
Level 13
Back to the TopBlind Fighting
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Description:
help 'blind fighting' blind fighting BLIND FIGHTING Under the tutelage of a master weaponsmaster, the dedicated combatant can learn how to utilize his weapons so effectively in combat that he is proficient with them even while blinded. The blind fighting skill negates the disadvantages of losing vision in a fight by magic or smoke. A wide variety of classes and reclasses may learn this fighting technique.
Dodge
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Description:
help dodge DODGE In the words of one wise warrior, 'the best way to block a blow is to not be where it lands'. The dodge skill honors this tradition, by improving the character's natural agility to the point where many blows will miss the target. The chance of dodging is also affected by the dexterity of the attacker and the target. Any class may learn dodging.
Shocking Grasp
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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
Level 14
Back to the TopCure Disease
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Description:
help 'Cure Disease' 'CURE DISEASE' 'CURE DISEASE' Syntax: cast 'cure disease' <character> This spell may cure various diseases that have afflicted a character. See also - CURATIVE
Earthquake
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Description:
help 'Earthquake' EARTHQUAKE EARTHQUAKE Syntax: cast 'earthquake' This spell inflicts damage on every enemy character in the room. Beware that other characters who are not yet fighting may attack you as a result! See also - ATTACK
Haggle
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Description:
help Haggle HAGGLE HAGGLING Haggling is an indispensable skill to the trader. It allows a character to match wits with a merchant, seeking to get a better price for merchandise, or to buy at the lowest possible cost. Unfortunately, most merchants are already very skilled at haggling, so the untrained adventurer had best guard his treasure closely. Thieves are natural masters at haggling, although other classes may learn it as well.
Peek
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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.
Level 15
Back to the TopCritical Shot One
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Description:
help critical1 BOWS ARROWS SHOOT CRITICAL1 CRITICAL2 CRITICAL3 CRITICAL4 Syntax: shoot direction target critical1 direction target critical2 direction target critical3 direction target critical4 direction target Those deciding to practice with the bow require lessons in a number of skills, as well as various pieces of equipment to make such practice useful. Obviously, a bow is needed. As well though, one needs arrows that can be fired, and a quiver to hold the arrows in when not in use. An arrow can be fired from a bow directly at a target, or from a distance, ranged against an enemy farther away. Also, there are varying degrees of critical damage that can be attempted when shooting an arrow toward an enemy. Skill in these more damaging critical hits does not improve unless lesser shooting skills have already been learned. To shoot an arrow, have your bow, and arrow ready, and type shoot target. Should you desire to range your shot, simply add the direction you wish to aim, and fire away (shoot <direction> <target>). Obviously, should you wish to attempt the more damaging critical hits, you may exchange the command shoot with any of the critical commands.
Dark Vision
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Description:
help 'dark vision' 'DARKVISION' 'DARK VISION' DARKVISION, DARK VISION Darkvision is a skill which allows those who have it to see in the dark. This frees these characters from any need to carry a light source to see at night and in dark rooms. (Skill currently only works when trained to 75%)
Meditation
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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.
Trip
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Description:
help trip TRIP Back by popular demand. Trip is a somewhat dastardly attack, and involves using any one of a number of methods to bring your opponent down to the ground. Tripping large monsters is generally not a good idea, and agile ones will find the attack easy to avoid. Thieves and warriors may learn trip.
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Amended Description:
Trip does not work on flying opponents.
Level 16
Back to the TopCure Poison
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Description:
help Cure Poison 'CURE POISON' 'CURE POISON' Syntax: cast 'cure poison' <character> This spell cures general poisons that have afficted a given character. See also - CURATIVE
Floating Disc
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Description:
'FLOATING DISC' Syntax: cast 'floating disc' This useful spell creates a floating field of force which follows the caster around, allowing him or her to pile treasure high with no fear of weight penalties. It lasts no more than twice the casters level in hours, and usually less. It can hold 10 pounds per level of the caster, with a maximum of five pounds per item. The spell requires an open float location on the character, and the only way to remove the disc is to die or allow it to run out of energy. See also - CREATION
Infravision
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Description:
help 'Infravision' INFRAVISION INFRAVISION Syntax: cast infravision <character> This spell enables the target character to see warm-blooded creatures even while in the dark, and exits of a room as well. See also - ENHANCEMENT
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Duration:
114 ticks (about 1 h 17 min)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Lightning Bolt
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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 -
Amended Description:
At level 15 you will be able to range this spell.
Word of Recall
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Description:
help 'Word of Recall' 'WORD OF RECALL' 'WORD OF RECALL' Syntax: cast 'word of recall' This spell duplicates the built-in RECALL ability. It is provided solely for Merc-based muds which wish to eliminate the built-in ability while still providing the spell. This spell circumvents the pkill no-recall lag.
Level 17
Back to the TopBlindness
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Description:
help Blindness BLINDNESS BLINDNESS Syntax: cast blindness <victim> This spell renders the target character blind.
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Duration:
71 ticks (about 48 min 31 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.
Weaken
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Description:
help Weaken WEAKEN WEAKEN Syntax: cast weaken <victim> The weaken spell reduces the physical power of the caster's target by reducing his strength. The amount of the strength reduced by a caster depends on the level of the caster.
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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 18
Back to the TopBerserk
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Description:
help berserk BERSERK Only powerful warriors can master berserking, the ability to enter insane rage in combat. Its effects are not altogether unlike the frenzy spell -- a huge surge of combat prowess, coupled with a disregard for personal safety. Berserking warriors are more resistant to the effects of magic.
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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.
Fireproof
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Description:
help 'Fireproof' FIREPROOF Syntax: cast 'fireproof' <object> The fireproof spell creates a short-lived protective aura around an object, to protect it from the harmful effects of acid and flame. Items protected by this spell are not harmed by acid, fire, or the heat metal spell. Although inexpensive to use, the spell's short duration makes it impractical for protecting large numbers of objects.
Level 19
Back to the TopCamping
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Description:
help camping CAMP CAMPING Syntax: camp Camping allows a ranger to make a comfortable place for themselves when in an appropriate place for camping. Everyone in a ranger camp benefits from the comfortable setting and both mental and physical healing seem to occur at faster than normal rates. The camp skill is available only to rangers. When used, it forces the ranger into a resting position, and the campsite loses its effectiveness when the ranger breaks camp by standing up. See also: RANGER
Herbal
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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
Level 20
Back to the TopColor Spray
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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
Create Spring
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Description:
help 'Create Spring' 'CREATE SPRING' 'CREATE SPRING' Syntax: cast 'create spring' This spell brings forth a magical spring from the ground, which has the same properties as a fountain. See also - CREATION
Critical Shot Two
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Description:
help critical2 BOWS ARROWS SHOOT CRITICAL1 CRITICAL2 CRITICAL3 CRITICAL4 Syntax: shoot direction target critical1 direction target critical2 direction target critical3 direction target critical4 direction target Those deciding to practice with the bow require lessons in a number of skills, as well as various pieces of equipment to make such practice useful. Obviously, a bow is needed. As well though, one needs arrows that can be fired, and a quiver to hold the arrows in when not in use. An arrow can be fired from a bow directly at a target, or from a distance, ranged against an enemy farther away. Also, there are varying degrees of critical damage that can be attempted when shooting an arrow toward an enemy. Skill in these more damaging critical hits does not improve unless lesser shooting skills have already been learned. To shoot an arrow, have your bow, and arrow ready, and type shoot target. Should you desire to range your shot, simply add the direction you wish to aim, and fire away (shoot <direction> <target>). Obviously, should you wish to attempt the more damaging critical hits, you may exchange the command shoot with any of the critical commands.
Giant Strength
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Description:
help 'Giant Strength' 'GIANT STRENGTH' 'GIANT STRENGTH' Syntax: cast 'giant strength' <character> The caster can enhance the physical strength of a target, either himself or another, with this spell, giving the recipient the strength of a mighty giant. See also - ENHANCEMENT
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Duration:
56 ticks (about 38 min 16 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 21
Back to the TopAcute Vision
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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
Dispel Evil
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Description:
help 'Dispel Evil' 'DISPEL EVIL' DISPEL EVIL Syntax: cast 'dispel evil' <victim> This spell invokes the wrath of the Gods on an evil victim. It can be very dangerous for casters who are not pure of heart. See also - ATTACK
Dispel Good
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Description:
help 'Dispel Good' 'DISPEL GOOD' DISPEL GOOD Syntax: cast 'dispel good' <victim> Dispel good brings forth evil energies that inflict horrific torment on the pure of heart. Good-aligned characters use this dark magic at their peril. See also - ATTACK
Dispel Neutral
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Description:
help 'Dispel Neutral' DISPEL NEUTRAL DISPEL NEUTRAL syntax: cast 'dispel neutral' <target> Dispel neutral calls forth the neutral energies of the universe to inflict horrific torment on all of those whose alignment is not within the sphere of neutrality. Good and evil-aligned characters who use this powerful magic do so at their peril. See also - ATTACK
Poison
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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. -
Duration:
65 ticks (about 44 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.
Level 22
Back to the TopControl Weather
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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
Curse
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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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Duration:
138 ticks (about 1 h 34 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.
Dual Wield
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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.
Fly
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Description:
help fly FLY FLY Syntax: cast 'fly' <character> This spell enables the target character to fly. There are some areas where passage may not be enabled simply by flying, for example - an underwater cave might require the use of swimming to get through. You cannot rest sleep or ride a mount while flying. See also 'LAND'
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Duration:
58 ticks (about 39 min 38 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Summon
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Description:
help Summon SUMMON SUMMON Syntax: cast summon <character> This spell summons a character from anywhere else in the world into your room. Characters who are fighting may not be summoned.
Level 23
Back to the TopEnergy Drain
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Description:
help energy drain 'ENERGY DRAIN' ENERGY DRAIN Syntax: cast 'energy drain' <target> This spell saps the mana and movement points of its target. Necromancers get a special bonus when casting this spell and it is more difficult to save against when cast by necromancers.
Heat Metal
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Description:
help 'Heat Metal' 'HEAT METAL' HEAT METAL Syntax: cast 'heat metal' <target> Heat metal is a powerful clerical attack spell, with effects that vary according to the armor of the victim. It heats up the metal equipment (assumed to be all weapons and armor at this point in time) on the target, causing him or her to drop them if possible, taking serious burns in the process (possibly fatal if the equipment is too heavy to remove easily). This spell does no damage to creatures who are immune to fire. Using this spell when you are EQless is illegal. See also - ATTACK
Level 24
Back to the TopCreate Rose
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Description:
help 'Create Rose' 'CREATE ROSE' 'CREATE ROSE' Syntax: cast 'create rose' A romantic spell that creates a fragrant red rose, with utterly no game use whatsoever. See also - CREATION
Faerie Fog
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Description:
help 'Faerie Fog' 'FAERIE FOG' 'FAERIE FOG' Syntax: cast 'faerie fog' This spell reveals all manner of invisible, hidden, and sneaking creatures in the same room as you. See also - WEATHER
Level 25
Back to the TopAmbush
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Description:
help ambush AMBUSH Syntax: ambush <target> The ambush skill is available only to rangers who are camouflaged. It is a surprise attack which allows great damage in the first round of combat against a foe. The target may be a mob or, for those who are allowed to pkill, the target may be a player. See also: RANGER CAMOUFLAGE PKILL
Astrology
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Description:
help astrology ASTROLOGY ASTROLOGY Syntax: automatic use Astrology can be used in conjunction with the 'lunar' or 'look moons' command to derive more information about the moons. Those who are very proficient with astrology can discern the phase of moons that are not visible, predict the rising of a given moon, and even predict solar and lunar eclipses. High level astrologers can also see the specific game effects of the moons when using the 'lunar' command. Being a purely scholarly discipline, astrology is available only to mages and clerics. Dragons may eventually learn it. see also: MOONS PHASES
Pick Lock
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Description:
PICK 'PICK LOCK' Syntax: pick <object> Syntax: pick <door> Lock picking is one of the prime skills of thieves, allowing them to gain access to many secured areas. Lock picking chances are improved by intelligence, and hindered by the difficulty of the lock. Other classes may learn to pick locks, but they will never find it easy.
Quick Load
Tame
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Description:
TAME Syntax: tame <mob> tame Tame is a skill known only to Rangers and Druids. It allows them to calm wild beasts to prevent them from attacking players or to make the fighting in a room stop. It may be used with an argument to specify the beast to be tamed, if more than one beast is present in the room and/or there is no combat taking place. It is not possible for a ranger to remain calm enough himself while in combat to tame other creatures. See also: RANGERS DRUID
Level 26
Back to the TopBlizzra
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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 -
Amended Description:
At level 15 you will be able to range this spell.
Creaturelore
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Description:
help creaturelore creaturelore CREATURELORE Syntax: Creaturelore <target> Creature is the ability to show information about a creature that is to be targeted. Such information can include the creatures name, race, alignment, wealth, physical and magical health, level of training, weapon damage type, immunities and resistances, vulnerabilities and magical affects.
Fireball
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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 -
Amended Description:
At level 15 you will be able to range this spell.
Plague
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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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Duration:
70 ticks (about 47 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.
Level 27
Back to the TopFlamestrike
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Description:
help 'Flamestrike' FLAMESTRIKE FLAMESTRIKE Syntax: cast 'flamestrike' <victim> With the aid of his deity, the caster calls upon a column of pure fire to descend upon a foe, causing large amounts of damage. Objects on the person of the recipient are subject to the effects of the column of flames as well. See also - ATTACK
Hunt
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Description:
help Hunt HUNT HUNT By following tracks and sniffing the air, rangers using hunt can track other players. They are able to determine in which direction the other person is.
Level 28
Back to the TopGate
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Description:
help Gate GATE GATE syntax: cast gate <target> The gate spell is a powerful transportation magic that opens up a portal between your character and another person or creature somewhere else in the world. This portal will transport you and any pet you might have, but not other members of your group. Monsters receive a save against gate, and monster or players more than 3 levels higher than you can not be gated to at all. God rooms, private rooms, and no recall rooms cannot be gated to, and no recall rooms cannot be gated out of. Finally, any god or hero is also immune to gate, as well as any player who has no summon set. Clan members may not be gated to except by their fellow Clan members. Gate is not powerful enough to cross the vast oceans to another continent.
Harm
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Description:
harm a very deadly harmful spell
Level 29
Back to the TopHaste
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Description:
help Haste HASTE HASTE Syntax: cast 'haste' <target> The haste spell increases the speed and agility of the recipient, allowing an extra attack (or even a backstab) in combat, and improving evasive abilities in combat. However, it produces a great strain on the system, such that recuperative abilities are halved. Haste is capable of negating the slow spell. See also - ENHANCEMENT SLOW
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Duration:
27 ticks (about 18 min 27 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 30
Back to the TopCritical Shot Three
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Description:
help critical1 BOWS ARROWS SHOOT CRITICAL1 CRITICAL2 CRITICAL3 CRITICAL4 Syntax: shoot direction target critical1 direction target critical2 direction target critical3 direction target critical4 direction target Those deciding to practice with the bow require lessons in a number of skills, as well as various pieces of equipment to make such practice useful. Obviously, a bow is needed. As well though, one needs arrows that can be fired, and a quiver to hold the arrows in when not in use. An arrow can be fired from a bow directly at a target, or from a distance, ranged against an enemy farther away. Also, there are varying degrees of critical damage that can be attempted when shooting an arrow toward an enemy. Skill in these more damaging critical hits does not improve unless lesser shooting skills have already been learned. To shoot an arrow, have your bow, and arrow ready, and type shoot target. Should you desire to range your shot, simply add the direction you wish to aim, and fire away (shoot <direction> <target>). Obviously, should you wish to attempt the more damaging critical hits, you may exchange the command shoot with any of the critical commands.
Dispel Magic
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Description:
help 'Dispel Magic' 'DISPEL MAGIC' CANCELLATION 'DISPEL MAGIC' CANCELLATION Syntax: cast 'dispel magic' <character> cast 'cancellation' <character> Both of these spells remove magical effects from the target. Dispel magic has a reduced chance of working, and is considering an attack spell. Cancellation can only be used on allies, but is much more effective and does not provoke attack. Unfortunately, the spells do not discriminate between harmful and benign spells. The chance of dispelling is based on the level of the spell. Permanent spells (such as mobile sanctuary) are much harder to remove. Not all spells may be dispelled, notable examples are poison and plague.
Proximity Dispel
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Description:
help 'Proximity Dispel' proximity dispel Syntax: cast 'proximity dispel' Proximity dispel is a protection spell used to attempt to remove magics that are cast on an area instead of a person.
Sanctuary
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Description:
help 'Sanctuary' SANCTUARY SANCTUARY Syntax: cast sanctuary <character> The SANCTUARY spell reduces the damage taken by the character from any attack by one half.
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Duration:
12 ticks (about 8 min 12 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 31
Back to the TopCall Lightning
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Description:
help 'Call Lightning' 'CALL LIGHTNING' CALL LIGHTNING Syntax: cast 'call lightning' This spell works only out of doors, and only when the weather is bad. It calls down lightning bolts from the Gods. See also - WEATHER CONTROL WEATHER
Level 32
Back to the TopAcid Blast
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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
Level 33
Back to the TopBludgeon
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Amended Description:
Hit your opponent with a staff to stun them.
Level 34
Back to the TopCancellation
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Description:
help Cancellation 'DISPEL MAGIC' CANCELLATION 'DISPEL MAGIC' CANCELLATION Syntax: cast 'dispel magic' <character> cast 'cancellation' <character> Both of these spells remove magical effects from the target. Dispel magic has a reduced chance of working, and is considering an attack spell. Cancellation can only be used on allies, but is much more effective and does not provoke attack. Unfortunately, the spells do not discriminate between harmful and benign spells. The chance of dispelling is based on the level of the spell. Permanent spells (such as mobile sanctuary) are much harder to remove. Not all spells may be dispelled, notable examples are poison and plague.
Level 35
Back to the TopCall Wild
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Description:
help 'Call Wild' 'CALL WILD' 'CALL WILD' Syntax: cast 'call wild' bear cast 'call wild' wolf cast 'call wild' wolverine cast 'call wild' cougar cast 'call wild' panther This spell, available only to rangers and druids, enables them to call wild animals to their aid. Once these creatures have served their purpose, they may be dismissed. See also - NATURE RANGER DRUID DISMISS -
Amended Description:
Most people agree that bear is the best summon. Wild Bear Creature: a wild bear Race: bear a wild bear appears to be a more neutral soul. Their wealth appears to be 0 gold and 0 silver They appear to be female. The base health of this creature is 1176. The base magically ability of this creature is 103. This creature is upon the cycle of training '35' This creature does 3d7 damage in a pound manner. The creature has the following characteristics: Offensive Tactics:bash berserk disarm dodge fast rescue crush Immunities: summon charm Resistances: blunt cold Vulnerbilities: fire mental This creature is affected by charm dark vision Wild Wolf Creature: a wild wolf Race: wolf a wild wolf appears to be a more neutral soul. Their wealth appears to be 0 gold and 0 silver They appear to be male. The base health of this creature is 724. The base magically ability of this creature is 0. This creature is upon the cycle of training '35' This creature does 3d7 damage in a pound manner. The creature has the following characteristics: Offensive Tactics:berserk dodge fast Immunities: summon charm This creature is affected by charm dark vision Wild Wolverine Creature: a wild wolverine Race: wolf a wild wolverine appears to be a more neutral soul. Their wealth appears to be 0 gold and 0 silver They appear to be male. The base health of this creature is 814. The base magically ability of this creature is 0. This creature is upon the cycle of training '35' This creature does 3d7 damage in a slash manner. The creature has the following characteristics: Offensive Tactics:dodge fast Immunities: charm This creature is affected by charm dark vision Wild Cougar Creature: a wild cougar Race: cat a wild cougar appears to be a more neutral soul. Their wealth appears to be 0 gold and 0 silver They appear to be none. The base health of this creature is 1086. The base magically ability of this creature is 0. This creature is upon the cycle of training '35' This creature does 3d7 damage in a pierce manner. The creature has the following characteristics: Offensive Tactics:dodge fast Immunities: charm This creature is affected by charm dark vision Wild Panther Creature: a wild panther Race: cat a wild panther appears to be a more neutral soul. Their wealth appears to be 0 gold and 0 silver They appear to be female. The base health of this creature is 996. The base magically ability of this creature is 0. This creature is upon the cycle of training '35' This creature does 3d7 damage in a slash manner. The creature has the following characteristics: Offensive Tactics:dodge fast Immunities: charm This creature is affected by charm dark vision
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Duration:
51 ticks (about 34 min 51 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 36
Back to the TopChain Lightning
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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
Protection Cold
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Description:
help 'Protection Cold' 'PROTECTION COLD' 'PROTECTION FIRE' 'PROTECTION COLD' 'PROTECTION FIRE' Syntax: cast 'protection cold' cast 'protection fire' These protection spells call forth powerful defensive magics to shield the wielder from attacks of either cold or flame respectively. The protection spells reduce the damage taken from said attacks. See also - NATURE -
Duration:
4 ticks (about 2 min 44 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Teleport
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Description:
help teleport TELEPORT TELEPORT Syntax: cast <teleport> This spell takes you from your current location to a random location somewhere in the world.
Level 37
Back to the TopPass Door
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Description:
help 'Pass Door' 'PASS DOOR' 'PASS DOOR' Syntax: cast 'pass door' This spell enables the caster to pass through closed doors.
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Duration:
14 ticks (about 9 min 34 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 38
Back to the TopWaypoint
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Description:
help waypoint waypoint Syntax: cast 'waypoint' cast 'waypoint' recall Waypoint is a spell of transportation that allows the caster to mark a room and gate back to it for a period of time. The waypoint weakens with each and can be dispeled by other magics. Only one waypoint may ever exist for a caster at any one time. A waypoint in rare circumstances may drift from it's original point of origin.
Level 40
Back to the TopBark Skin
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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
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Duration:
49 ticks (about 33 min 29 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.
Critical Shot Four
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Description:
help critical4 BOWS ARROWS SHOOT CRITICAL1 CRITICAL2 CRITICAL3 CRITICAL4 Syntax: shoot direction target critical1 direction target critical2 direction target critical3 direction target critical4 direction target Those deciding to practice with the bow require lessons in a number of skills, as well as various pieces of equipment to make such practice useful. Obviously, a bow is needed. As well though, one needs arrows that can be fired, and a quiver to hold the arrows in when not in use. An arrow can be fired from a bow directly at a target, or from a distance, ranged against an enemy farther away. Also, there are varying degrees of critical damage that can be attempted when shooting an arrow toward an enemy. Skill in these more damaging critical hits does not improve unless lesser shooting skills have already been learned. To shoot an arrow, have your bow, and arrow ready, and type shoot target. Should you desire to range your shot, simply add the direction you wish to aim, and fire away (shoot <direction> <target>). Obviously, should you wish to attempt the more damaging critical hits, you may exchange the command shoot with any of the critical commands.
Portal
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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.
Shield
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Description:
help 'Shield' SHIELD 'STONE SKIN' SHIELD 'STONE SKIN' Syntax: cast shield Syntax: cast 'stone skin' These spells protect the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points off armor. STONE SKIN provides 40 points off armor.
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Duration:
63 ticks (about 43 min 3 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 42
Back to the TopCause Decay
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Amended Description:
A spell that causes moderate damage and has a change to apply debilitating maledictions to the target.
Slow
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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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Duration:
31 ticks (about 21 min 11 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 43
Back to the TopEntangle
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Description:
help Entangle ENTANGLE ENTANGLE Syntax: cast entangle <target> This is a ranger's and druid's means of trapping a target in vines, spiderwebs, and other naturally occurring things. The victim is stopped in his tracks and is unable to perform any action. Because the ranger or druid must be able to find something to use to entangle a victim, the spell will only be successful in certain sectors. See also - NATURE RANGER DRUID
Tornado
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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.
Level 45
Back to the TopDemonfire
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Description:
help 'Demonfire' DEMONFIRE Syntax: cast 'demonfire' <target> Demonfire is a spell of blackest evil, and as such can only be used correctly by those who follow the paths of darkness. It conjures forth demonic spirits to inflict terrible wounds on the enemies of the caster. See also - ATTACK
Nexus
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Description:
help 'Nexus' 'NEXUS' NEXUS Syntax: cast 'nexus' <target> This spell is virtually identical to portal (see 'help portal'), with the only difference being that while portal creates a one-way gate, a nexus spell makes a two-sided gate. It also lasts longer than the lower-powered portal spell. Both spells require an additional power source, the secret of which has been lost... This spell can traverse the boundries of continents.
Stone Skin
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Description:
help 'Stone Skin' SHIELD 'STONE SKIN' SHIELD 'STONE SKIN' Syntax: cast shield Syntax: cast 'stone skin' These spells protect the caster by decreasing (improving) the caster's armor class. SHIELD provides 20 points off armor. STONE SKIN provides 40 points off armor.
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Duration:
55 ticks (about 37 min 35 s)
The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.
Level 47
Back to the TopDispel Fog
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Description:
help 'Dispel Fog' 'DISPEL FOG' 'DISPEL FOG' Syntax: cast 'dispel fog' This spell is used to disperse walls of fog that may be present in any given room. See also - WEATHER
Fog
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Description:
help fog FOG 'FOG' Syntax: cast 'fog' This spell fills the room you are in with a dense fog, obscuring the view of all but the most acute of visions. See also - WEATHER
Ray of Truth
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Description:
help 'Ray of Truth' 'RAY OF TRUTH' RAY OF TRUTH Syntax: cast 'ray of truth' <target> Ray of truth opens a portal to the planes of positive energy, bringing forth a beam of light of sufficient purity to harm or annihilate the servants of evil. It cannot harm the pure of heart, and will turn and strike casters who are tainted by evil. See also - ATTACK
Level 50
Back to the TopCause Fatality
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Description:
help harmful cause fatality the most powerful harmful spell, possible instant death