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Skills

  • Acute Vision
  • Age
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  • Blind Fighting
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Spells

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Songs

Credit: https://www.nicepng.com/png/detail/210-2103646_pathfinder-female-elf-ranger.png

Ranger

Primary Attribute: Dexterity

Secondary Attribute: Wisdom

Boost / Gimps

  • Arboren (Damage::30)
  • Ariel (Damage::20)
  • Bugbear (Damage::-10)
  • Centaur (Damage::20)
  • Deep Gnome (Damage::-10)
  • Felar (Damage::10)
  • Half Elf (Damage::10)
  • Hill Dwarf (Damage::10)
  • Human (Damage::10)
  • Mountain Dwarf (Damage::-10)
  • Ogre (Damage::-10)
  • Sea Elf (Damage::10)
  • Shalonesti Elf (Damage::20)
  • Wemic (Damage::10)
  • Wild Elf (Damage::30)

Armor: Studded

Is CSR? False

Race Restrictions: Dark Dwarf, Goblin, Pixie

Creation Skill / Spell / Song Groups

Spells

  • Creation
  • Harmful
  • Nature
  • Attack
  • Curative
  • Maladictions
  • Transportation
  • Combat
  • Enhancement
  • Protective
  • Weather

Basics

  • Ranger Basics

Default

  • Ranger Default

Notes: Rangers are able to dual wield same weight weapons

Click to show help file

Help File: 
help ranger
RANGERS 'RANGER BASICS' 'RANGER DEFAULT'
Master woodsmen, and often solitary wanderers, the rangers of the 
realm are a quiet and mysterious lot.  They harness the powers of nature 
through their innate affinity with the forests, and have access to a small 
sphere of nature spells.  Rangers are limited to warriors and thieves, 
but have no clan limitations.  Only humans, elves, and hill dwarves may
become rangers.  Rangers share some skills with assassins, including the 
ability to remain unseen.  Rangers have good hit points, and an average THAC0.
They get warrior-level mana gains, but are more skilled than the average 
warrior.  Rangers may use the 'dual wield' skill with any combination of 
weapons, even those with the same weight, though they must pay for this skill
with creation points.
Who can be a Ranger?
CLASS:     WARRIORS only
RACE:      HUMANS, ELVES CEPT SEA, HILL DWARVES, YINN, AND HALF OGRES
ALIGNMENT: Any alignment
CLAN:      ANY, including non-clanned
see also: 'RECLASS'

Level 1

Back to the Top

Age

  • Skill Page
  • 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

  • Amended Description:

    Retraining and reclassing resets age

Axe

  • Skill Page
  • Description:

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

Dagger

  • Skill Page
  • Description:

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

Dig

  • Skill Page
  • Description:

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

Enhanced Damage

  • Skill Page
  • Description:

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

Flail

  • Skill Page
  • Description:

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

Mace

  • Skill Page
  • Description:

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

Parry

  • Skill Page
  • Description:

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

Polearm

  • Skill Page
  • Description:

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

Recall

  • Skill Page
  • Description:

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

Rescue

  • Skill Page
  • 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

  • Skill Page
  • Description:

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

Scroll

  • Skill Page
  • Description:

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

  • Amended Description:

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

Shield Block

  • Skill Page
  • Description:

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

Spear

  • Skill Page
  • Description:

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

Staff

  • Skill Page
  • Description:

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

Staves

  • Skill Page
  • Amended Description:

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

Swim

  • Skill Page
  • Description:

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

Sword

  • Skill Page
  • Description:

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

Wands

  • Skill Page
  • Description:

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

===========================================

Level 2

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Magic Missile

  • Skill Page
  • Description:

    help 'Magic Missile'
    'MAGIC MISSILE'
    'MAGIC MISSILE'
    
    Syntax: cast 'magic missile' <target>
    
    One newly trained in the arts of magical combat learns this spell quickly in
    their studies.  The casting of magic missile provides the barest of
    offensive abilities in magical combat.  
    
    When cast, this spell appears before the target as a series of projectiles
    of energy, flashing forth from the hands of the caster.  
    
    See also - COMBAT

  • Amended Description:

    As this spell levels, it will cast additional projectiles. At level 15 you will be able to range this spell.

===========================================

Level 3

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Dirt Kicking

  • Skill Page
  • 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.

===========================================

Level 5

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Armor

  • Skill Page
  • Description:

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

Quiet Movement

  • Skill Page
  • Description:

    help 'quiet movement'
    QMOVEMENT 'QUIET MOVEMENT'
    Syntax:  qmovement
    This is the rangers way of moving quietly through hills and forests.

Second Attack

  • Skill Page
  • Description:

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

===========================================

Level 6

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Chill Touch

  • Skill Page
  • Description:

    help 'Chill Touch'
    'CHILL TOUCH'
    'CHILL TOUCH'
    
    Syntax: cast 'chill touch' <target>
    
    Those training in combat magics move forward to the casting of the touch of
    cold after they have been provided the knowledge of magic missiles.  This
    spell offers a slightly more damaging offensive ability.  
    
    An added bonus, at least for the caster, is that the chilling touch may also
    adversely affect the target, causing them to shiver enough in combat to
    worsen their abilities.  
    
    See also - COMBAT

  • Amended Description:

    This spell can cause a minor strength debuff.

Fast Healing

  • Skill Page
  • Description:

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

Hand to Hand

  • Skill Page
  • Description:

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

===========================================

Level 7

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Butcher

  • Skill Page
  • 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

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Cure Blindness

  • Skill Page
  • Description:

    help 'Cure Blindness'
    'CURE BLINDNESS'
    'CURE BLINDNESS'
    Syntax: cast 'cure blindness' <character>
    This spell cures blindness in one so unfortunate.

Faerie Fire

  • Skill Page
  • 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

Kick

  • Skill Page
  • 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

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Continual Light

  • Skill Page
  • 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

  • Skill Page
  • 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

  • Skill Page
  • Description:

    help 'Refresh'
    REFRESH
    REFRESH
    
    Syntax: cast refresh <character>
    
    This spell refreshes the movement points of a character who is out of
    movement points.  
    
    See also - ENHANCEMENT

===========================================

Level 10

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Bow

  • Skill Page
  • 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

  • Skill Page
  • Description:

    help 'Burning Hands'
    'BURNING HANDS'
    'BURNING HANDS'
    
    Syntax: cast 'burning hands' <target>
    
    Adding to the growing list of spells which one learning the combat arts
    shall receive, burning hands helps to broaden the knowledge offered by the
    lesser spell of chill touch.  This spell as well, offers a slightly
    increased potential for damage than that of chill touch.  
    
    See also - COMBAT

Camouflage

  • Skill Page
  • 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

  • Skill Page
  • 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

  • Skill Page
  • Amended Description:

    Creates a tree

Light Foot

  • Skill Page
  • Description:

    help 'Light Foot'
    light foot
    Syntax: cast 'light foot'
     
    Light foot is a spell of enhancement that allows the caster to reduce the
    cost it takes to move through a given room.  Any creature, friend or foe benefits
    from this magic if cast.  The spell does not spread to adjacent rooms.

Lore

  • Skill Page
  • Description:

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

===========================================

Level 11

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Create Water

  • Skill Page
  • 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

  • Skill Page
  • 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

  • Skill Page
  • 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

  • Skill Page
  • Description:

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

Protection Good

  • Skill Page
  • Description:

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

Protection Neutral

  • Skill Page
  • Description:

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

===========================================

Level 12

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Create Food

  • Skill Page
  • 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

  • Skill Page
  • 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

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Blind Fighting

  • Skill Page
  • 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

  • Skill Page
  • Description:

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

Shocking Grasp

  • Skill Page
  • Description:

    help 'Shocking Grasp'
    'SHOCKING GRASP'
    'SHOCKING GRASP'
    
    Syntax: cast 'shocking grasp' <target>
    
    Adding that final element, literally, to the book of combat spells, the
    shocking grasp offers the caster an even greater potential for offensive
    damage than its siblings.  
    
    Once this spell is learned, the caster begins training in greater, more
    damagaing, and in most cases, more specialized spells of combat.  
    
    See also - COMBAT

===========================================

Level 14

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Cure Disease

  • Skill Page
  • 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

  • Skill Page
  • 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

  • Skill Page
  • Description:

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

Peek

  • Skill Page
  • Description:

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

===========================================

Level 15

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Critical Shot One

  • Skill Page
  • 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

  • Skill Page
  • 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

  • Skill Page
  • Description:

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

Trip

  • Skill Page
  • 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.

  • Amended Description:

    Trip does not work on flying opponents.

===========================================

Level 16

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Cure Poison

  • Skill Page
  • 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

  • Skill Page
  • 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

  • Skill Page
  • Description:

    help 'Infravision'
    INFRAVISION
    INFRAVISION
    
    Syntax: cast infravision <character>
    
    This spell enables the target character to see warm-blooded creatures even
    while in the dark, and exits of a room as well.  
    
    See also - ENHANCEMENT

Lightning Bolt

  • Skill Page
  • 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

  • Skill Page
  • Description:

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

===========================================

Level 17

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Blindness

  • Skill Page
  • Description:

    help Blindness
    BLINDNESS
    BLINDNESS
    Syntax: cast blindness <victim>
    This spell renders the target character blind.

Weaken

  • Skill Page
  • 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.

===========================================

Level 18

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Berserk

  • Skill Page
  • 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.

Fireproof

  • Skill Page
  • Description:

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

===========================================

Level 19

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Camping

  • Skill Page
  • 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

  • Skill Page
  • 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

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Color Spray

  • Skill Page
  • Description:

    help 'Color Spray'
    COLOR SPRAY 'COLOR SPRAY'
    'COLOR SPRAY'
    
    Syntax: cast 'color spray' <target>
    
    An odd spell, in its own way, though useful for the caster at times, the
    color spray offers an advanced level of offensive damage against opponents
    in battle.  
    
    Additionally, it is possible that the effects of the myriad of color spread
    forth from the spell may blind an opponent.  
    
    See also - COMBAT

Create Spring

  • Skill Page
  • 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

  • Skill Page
  • 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

  • Skill Page
  • Description:

    help 'Giant Strength'
    'GIANT STRENGTH'
    'GIANT STRENGTH'
    
    Syntax: cast 'giant strength' <character>
    
    The caster can enhance the physical strength of a target, either himself or
    another, with this spell, giving the recipient the strength of a mighty
    giant.  
    
    See also - ENHANCEMENT

===========================================

Level 21

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Acute Vision

  • Skill Page
  • 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.

  • Amended Description:

    Acute Vision does not let you see magically hidden creatures

Dispel Evil

  • Skill Page
  • 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

  • Skill Page
  • 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

  • Skill Page
  • 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

  • Skill Page
  • 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.

===========================================

Level 22

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Control Weather

  • Skill Page
  • 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

  • Skill Page
  • 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.

Dual Wield

  • Skill Page
  • 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

  • Skill Page
  • Description:

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

Summon

  • Skill Page
  • Description:

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

===========================================

Level 23

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Energy Drain

  • Skill Page
  • 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

  • Skill Page
  • 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

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Create Rose

  • Skill Page
  • 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

  • Skill Page
  • 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

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Ambush

  • Skill Page
  • 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

  • Skill Page
  • Description:

    help astrology
    ASTROLOGY
    ASTROLOGY
    Syntax: automatic use
         Astrology can be used in conjunction with the 'lunar' or 'look moons'
    command to derive more information about the moons.  Those who are very
    proficient with astrology can discern the phase of moons that are not
    visible, predict the rising of a given moon, and even predict solar and
    lunar eclipses.  High level astrologers can also see the specific game
    effects of the moons when using the 'lunar' command.
         Being a purely scholarly discipline, astrology is available only
    to mages and clerics.  Dragons may eventually learn it.
    see also: MOONS PHASES

Pick Lock

  • Skill Page
  • Description:

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

Quick Load

  • Skill Page

Tame

  • Skill Page
  • 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

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Blizzra

  • Skill Page
  • Description:

    help Blizzra
    'BLIZZRA'
    'BLIZZRA'
    
    Syntax: cast 'blizzra' <direction> <target>
            cast 'blizzra' <target>
    
    Provided as a counterpart to the fireball, the blizzra spell offers much the
    same potential for massive damage to an opponent.  And, just as the fireball
    finds particular effectiveness against those vulnerable to flame, so too
    does the blizzra to those vulnerable to cold.  
    
    As well, it is possible to cast across distances, also allowing the caster
    to direct the damage over ranges against opponents.  
    
    See also - COMBAT

  • Amended Description:

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

Creaturelore

  • Skill Page
  • 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

  • Skill Page
  • Description:

    help 'Fireball'
    'FIREBALL'
    'FIREBALL'
    
    Syntax: cast 'fireball' <direction> <target>
            cast 'fireball' <target>
    
    The first of the truly offensive combat spells, the fireball can deal
    massive damage against an opponent, and is particularly effective against
    those that are vulnerable to flame.  
    
    Additionally, it is the first of the combat spells that a caster may cast
    across a distance, allowing foes at farther ranges to be affected.  
    
    See also - COMBAT

  • Amended Description:

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

Plague

  • Skill Page
  • 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.

===========================================

Level 27

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Flamestrike

  • Skill Page
  • 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

  • Skill Page
  • 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

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Gate

  • Skill Page
  • Description:

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

Harm

  • Skill Page
  • Description:

    harm            a very deadly harmful spell

===========================================

Level 29

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Haste

  • Skill Page
  • Description:

    help Haste
    HASTE
    HASTE
    
    Syntax: cast 'haste' <target>
    
    The haste spell increases the speed and agility of the recipient, allowing
    an extra attack (or even a backstab) in combat, and improving evasive
    abilities in combat.  
    
    However, it produces a great strain on the system, such that recuperative
    abilities are halved.  Haste is capable of negating the slow spell.  
    
    See also - ENHANCEMENT SLOW

===========================================

Level 30

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Critical Shot Three

  • Skill Page
  • 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

  • Skill Page
  • Description:

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

Proximity Dispel

  • Skill Page
  • Description:

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

Sanctuary

  • Skill Page
  • Description:

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

===========================================

Level 31

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Call Lightning

  • Skill Page
  • 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

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Acid Blast

  • Skill Page
  • Description:

    help 'Acid Blast'
    'ACID BLAST'
    ACID BLAST
    
    Syntax: cast 'acid blast' <target>
    
    Taking an ability from the draconian arts, the combat spellbooks offer the
    growing caster the spell of acid blast.  This spell, when cast, spews forth
    from the caster's hands literally as a gout of acid.  
    
    Opponents learn quickly to be wary, as the spell is quite damaging, and can
    have potential side effects upon the equipment it lands on.  
    
    Groups containing this spell: Combat
    
    
    SEE ALSO:  COMBAT SPELLS

===========================================

Level 33

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Bludgeon

  • Skill Page
  • Amended Description:

    Hit your opponent with a staff to stun them.

===========================================

Level 34

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Cancellation

  • Skill Page
  • Description:

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

===========================================

Level 35

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Call Wild

  • Skill Page
  • 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

===========================================

Level 36

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Chain Lightning

  • Skill Page
  • Description:

    help 'Chain Lightning'
    'CHAIN LIGHTNING'
    'CHAIN LIGHTNING'
    
    Syntax: cast 'chain lightning' <target>
    
    Chain lightning is a deadly spell, producing a powerful bolt of lightning
    that arcs from target to target in the room, until its force is fully
    expended.  Allies of the caster may be hit by this spell if they are members
    of a clan, while the caster himself will not be struck unless no other
    viable target remains.  
    
    Chain lightning is most effective when used on groups of creatures.  
    
    See also - COMBAT

Protection Cold

  • Skill Page
  • 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

Teleport

  • Skill Page
  • Description:

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

===========================================

Level 37

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Pass Door

  • Skill Page
  • Description:

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

===========================================

Level 38

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Waypoint

  • Skill Page
  • Description:

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

===========================================

Level 40

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Bark Skin

  • Skill Page
  • 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

Critical Shot Four

  • Skill Page
  • 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

  • Skill Page
  • Description:

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

Shield

  • Skill Page
  • Description:

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

===========================================

Level 42

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Cause Decay

  • Skill Page
  • Amended Description:

    A spell that causes moderate damage and has a change to apply debilitating maledictions to the target.

Slow

  • Skill Page
  • 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 43

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Entangle

  • Skill Page
  • 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

  • Skill Page
  • 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!

  • Amended Description:

    This spell doesn't actually do any damage.

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Level 45

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Demonfire

  • Skill Page
  • 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

  • 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.

Stone Skin

  • Skill Page
  • Description:

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

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Level 47

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Dispel Fog

  • Skill Page
  • 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

  • Skill Page
  • 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

  • Skill Page
  • 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

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Level 50

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Cause Fatality

  • Skill Page
  • Description:

    help harmful
    cause fatality  the most powerful harmful spell, possible instant death

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