Level 1
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Age
- Skill Page
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Description:
help age
AGE
AGE
Age on DSL is for roleplaying purposes only and has no visable game
affect. Different Races have different life spans so ages vary. To
increase your age, go to the trainer and type "Practice age". You can
increase your age but you can NEVER decrease it. Practicing your age
DOES NOT cost ANY practices.
TABLE OF AGES:
Race Teen Young Adult Adult Middle Aged Old
Human 17-19 20-29 30-45 46-60 61-85
Goblin 17-19 20-29 30-45 46-60 61-85
Dwarf 40-60 61-120 121-250 251-350 350+
Elf 40-90 91-175 176-300 301-500 501+
Ogre 30-80 81-110 111-180 181-210 211-250
Minotaur 30-60 61-80 81-115 116-145 146-175
Gnome 35-85 86-110 111-190 191-220 221-240
Dragon 107-300 300-700 700-1.5k 1.5k-3k 3k-5k
Kender 20-29 30-55 56-88 89-131 131-160
Yinn 20-30 31-50 51-70 71-90 91-110
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Amended Description:
Retraining and reclassing resets age
Axe
- Skill Page
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Description:
help axe
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Bash
- Skill Page
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Description:
help bash
BASH
The bash skill is a warrior talent, a brute-force attack designed to knock
your foe to his knees. Its success depends on many factors, including the
bash rating, your weight, and the size of your opponent. Bashing a dragon
is generally not a wise idea.
Dagger
- Skill Page
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Description:
help dagger
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Dig
- Skill Page
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Description:
help dig
DIG BURY
Syntax: Dig
Syntax: Dig <direction>
Syntax: Bury <object name>
Dig is a skill which allows you to dig up
items that are buried OR dig out exits
which may exist. Please note that a shovel
will GREATLY improve your chances of finding
buried items.
Bury is a command which allows you to bury an
object. Be careful, You might not be able to
dig up the object later on.
Enhanced Damage
- Skill Page
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Description:
help 'enhanced damage'
'ENHANCED DAMAGE'
Warriors and skilled thieves can become skilled enough in combat that they are
able to inflict more damage than other classes. Enhanced damage is checked
for with each hit, although with a low skill, the chance of receiving a bonus
is very low indeed.
Flail
- Skill Page
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Description:
help flail
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Mace
- Skill Page
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Description:
help Mace
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Parry
- Skill Page
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Description:
help Parry
PARRY
If at first you fail to dodge, block it. Parry is useful for deflecting
attacks, and is successful more often than dodge. Parry requires a weapon for
full success, the hand-to-hand skill may also be used, but results in reduced
damage instead of no damage. The best chance of parrying occurs when the
defender is skilled in both his and his opponent's weapon type.
Polearm
- Skill Page
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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
- Skill Page
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Description:
help recall
RECALL /
RECALL /
Syntax: RECALL
RECALL prays to the Gods for miraculous transportation from where you are
back to the Temple of your home kingdom. '/' is a synonym for RECALL.
If you RECALL during combat, you will lose experience (more than for fleeing),
and you will have a chance of failing (again, more than for fleeing). This
chance is based on your recall skill, although a 100% recall does not
insure success.
RECALL costs half of your movement points.
RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a
curse may not recall at all.
Rescue
- Skill Page
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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)
Shield Block
- Skill Page
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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
- Skill Page
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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
- Skill Page
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Description:
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Swim
- Skill Page
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Description:
help swim
swim
SWIM
The swim skill determines your ability to swim underwater or in the ocean.
Being unable to swim will result in you attempting to breathe water, which
will hurt you. Everyone can swim, though some have more trouble with it
than others. This skill is passive, and does not need to be invoked in
order to function.
Sword
- Skill Page
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Description:
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Wands
- Skill Page
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Description:
help wand
BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION
BRANDISH QUAFF RECITE ZAP WAND STAFF SCROLL POTION
Syntax: brandish <target>
Syntax: quaff <potion>
Syntax: recite <scroll> <target>
Syntax: zap <target>
Syntax: zap
BRANDISH brandishes a magical staff. QUAFF quaffs a magical potion (as opposed
to DRINK, which drinks mundane liquids). RECITE recites a magical scroll; the
<target> is optional, depending on the nature of the scroll. ZAP zaps a
magical wand at a target. If the target is not specified, and you are fighting
someone, then that character is used for a target.
You must HOLD a wand or a staff before using BRANDISH or ZAP.
All of these commands use up their objects. Potions and scrolls have a single
charge. Wands and staves have multiple charges. When a magical object has no
more charges, it will be consumed.
These commands may require an item skill to be successful, see the help entries
on the skills scrolls, staves, and wands for more information.
Whip
- Skill Page
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Description:
help whip
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
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Level 2
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Riding
- Skill Page
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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.
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Level 6
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Fast Healing
- Skill Page
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Description:
help 'fast healing'
'FAST HEALING'
The fast healing skill improves wound healing rates, whether walking, resting,
or sleeping. It represents knowledge of healing herbs or just general
toughness and stamina. Fast healing is checked every tick, and it is
possible for it to fail. All class may learn this skill, but mages find it
very difficult to master, due to their bookish lifestyle. The skill occurs
automatically, so there is no command syntax.
Hand to Hand
- Skill Page
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Description:
help 'Hand to Hand'
'HAND TO HAND'
Hand to hand combat is a rare skill in the lands of Algoron. Learning
this style of fighting gives the player a weapon even when disarmed --
bare hands. Trained hand to hand experts are far more effective than many
swordsmen. Clerics and warriors are the best at this skill, although
thieves and mages may also learn it.
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Level 8
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Kick
- Skill Page
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Description:
help Kick
KICK
Kicking allows the adventurer to receive an extra attack in combat, a powerful
kick. However, a failed kick may throw an unwary fighter off balance. Fighters
and clerics are the most skilled at kicking, although thieves may also learn
it.
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Level 10
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Bow
- Skill Page
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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.
Sneak
- Skill Page
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Description:
HIDE SNEAK
Hide and sneak are similar skills, both related to remaining undetected.
Hide has a very high chance of success, but only works for as long as the
character remains stationary. Hide will not show up in your affects (which
only shows spell affects, not skills), and if you were successfully hidden
the act of checking your affects will reveal your presence to others.
Sneak may be used when moving (including to sneak by monsters), but has a
lower chance of success. Warriors, thieves, druids, paladins, assassins,
barbarians may learn these skills.
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Level 11
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Protection Evil
- Skill Page
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Description:
help 'Protection Evil'
'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
Syntax: cast 'protection evil'
cast 'protection good'
cast 'protection neutral'
The protection spells reduce damage taken from attackers of the appropriate
ethos, and improve saving throws against all forms of magic. They may not
be cast on others, and one person cannot carry both defenses at the same
time.
Protection Good
- Skill Page
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Description:
help 'Protection Good'
'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
Syntax: cast 'protection evil'
cast 'protection good'
cast 'protection neutral'
The protection spells reduce damage taken from attackers of the appropriate
ethos, and improve saving throws against all forms of magic. They may not
be cast on others, and one person cannot carry both defenses at the same
time.
Protection Neutral
- Skill Page
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Description:
help 'Protection Neutral'
'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
Syntax: cast 'protection evil'
cast 'protection good'
cast 'protection neutral'
The protection spells reduce damage taken from attackers of the appropriate
ethos, and improve saving throws against all forms of magic. They may not
be cast on others, and one person cannot carry both defenses at the same
time.
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Level 12
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Hide
- Skill Page
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Description:
help Hide
HIDE SNEAK
Hide and sneak are similar skills, both related to remaining undetected.
Hide has a very high chance of success, but only works for as long as the
character remains stationary. Hide will not show up in your affects (which
only shows spell affects, not skills), and if you were successfully hidden
the act of checking your affects will reveal your presence to others.
Sneak may be used when moving (including to sneak by monsters), but has a
lower chance of success. Warriors, thieves, druids, paladins, assassins,
barbarians may learn these skills.
Third Attack
- Skill Page
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Description:
help 'Third Attack'
'THIRD ATTACK'
'THIRD ATTACK'
Training in third attack allows the character a chance at an additional strike
in a combat, and increases the chance of a second attack as well. Perfect
third attack does NOT assure three attacks per round. Only warriors and highly
skilled thieves may learn this skill.
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Level 13
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Blind Fighting
- Skill Page
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Description:
help 'blind fighting'
blind fighting
BLIND FIGHTING
Under the tutelage of a master weaponsmaster, the dedicated combatant can
learn how to utilize his weapons so effectively in combat that he is
proficient with them even while blinded. The blind fighting skill negates
the disadvantages of losing vision in a fight by magic or smoke. A wide
variety of classes and reclasses may learn this fighting technique.
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Level 14
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Dodge
- Skill Page
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Description:
help dodge
DODGE
In the words of one wise warrior, 'the best way to block a blow is to not
be where it lands'. The dodge skill honors this tradition, by improving the
character's natural agility to the point where many blows will miss the
target. The chance of dodging is also affected by the dexterity of the
attacker and the target. Any class may learn dodging.
Haggle
- Skill Page
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Description:
help Haggle
HAGGLE HAGGLING
Haggling is an indispensable skill to the trader. It allows a character to
match wits with a merchant, seeking to get a better price for merchandise,
or to buy at the lowest possible cost. Unfortunately, most merchants are
already very skilled at haggling, so the untrained adventurer had best
guard his treasure closely. Thieves are natural masters at haggling,
although other classes may learn it as well.
Peek
- Skill Page
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Description:
help Peek
PEEK
Syntax: peek <mob/player>
The peek skill is useful for seeing what a player or monster is carrying,
the better to use the steal command with. More intelligent characters are
harder to peek at. All characters may learn peek, but thieves are the most
common practitioners.
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Level 15
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Critical Shot One
- Skill Page
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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.
Meditation
- Skill Page
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Description:
help Meditation
MEDITATION
This skill is similar to fast healing, but relies on the concentration and
mantras to increase mana recovery when the character is sleeping or resting.
Thieves and warriors, with their troubled minds and violent attitudes, have
much trouble learning to meditate.
Trip
- Skill Page
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Description:
help trip
TRIP
Back by popular demand. Trip is a somewhat dastardly attack, and involves
using any one of a number of methods to bring your opponent down to the ground.
Tripping large monsters is generally not a good idea, and agile ones will
find the attack easy to avoid. Thieves and warriors may learn trip.
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Amended Description:
Trip does not work on flying opponents.
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Level 17
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Call Dog
- Skill Page
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Description:
call dog
CALL DOG
Syntax: Call
Shokonese lore tell of pet dogs fighting alongside Samurai. While training
far from home, young Ronin are gifted with Akita puppies to ease their
loneliness. This tradition turned out to have an added perk as Akita
puppies have fiendishly sharp teeth and indomitable fighting spirits to
protect their masters. Around the same time Ronin gain enough seniority to
be accepted as Samurai, the Akita puppy reaches maturity and grows into a
full sized adult Akira. In the depths of ancient myths are whispers of
large Akira beasts so fearsome that only a Samurai who achieves the rank of
Shogun may control them.
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Level 18
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Fireproof
- Skill Page
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Description:
help 'Fireproof'
FIREPROOF
Syntax: cast 'fireproof' <object>
The fireproof spell creates a short-lived protective aura around an object,
to protect it from the harmful effects of acid and flame. Items protected
by this spell are not harmed by acid, fire, or the heat metal spell.
Although inexpensive to use, the spell's short duration makes it impractical
for protecting large numbers of objects.
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Level 19
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Charge
- Skill Page
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Description:
help charge
CHARGE
Syntax: charge <direction> <target>
charge <target>
charge
Charge is an attack skill used when riding a mount and wielding a
polearm. It therefore requires that you know both the riding and polearm
skills before you can use it. Only Warriors, Paladins, Barbarians and
Crusaders have what it takes to learn this skill. You may charge a target
to initiate combat. You may charge without a target if combat is already
underway. You can also charge from a adjacent room.
See also: RIDING, POLEARM
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Level 20
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Critical Shot Two
- Skill Page
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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
- Skill Page
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Description:
help 'Giant Strength'
'GIANT STRENGTH'
'GIANT STRENGTH'
Syntax: cast 'giant strength' <character>
The caster can enhance the physical strength of a target, either himself or
another, with this spell, giving the recipient the strength of a mighty
giant.
See also - ENHANCEMENT
Lore
- Skill Page
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Description:
help lore
LORE
Lore is a general skill, consisting of knowledge of myths and legends. Use
of the lore skill gives a chance of obtaining information on an object,
concerning its power and uses. It also may occasionally increase the value
of an object, because more will be known about its worth. All classes may
learn lore, although thieves are best at it, and warriors find it very hard
to use.
Lore works automatically, each time you look at or examine an object.
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Level 22
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Dual Wield
- Skill Page
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Description:
help 'dual wield'
dual wield
DUAL WIELD
syntax: hold <primary weapon>
secondary <secondary weapon>
Under the tutelage of a weapons expert, a combatant may learn how to wield a
weapon in each hand during combat to increase the overall amount of attacks
each round of attack. Obviously, with a weapon in each hand, there is no
possibility of holding a shield. Since most people favor one hand more than
the other, the combatant typically finds that he can hold a heavy weapon
with his proficient hand and a lighter weapon with the other. Rangers,
however, have the single ability to dual wield weapons of the same weight.
Note: If the primary weapon is somehow removed, the secondary weapon
automatically switches to the the primary hand.
To dual wield, one must type second <weapon>. The only restriction is
that the secondary weapon must weigh less than the primary weapon. However,
there are some known classes out there that might be able to wield two
weapons of the same weight as well as be able to dual wield two handed
weapons.
Fly
- Skill Page
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Description:
help fly
FLY
FLY
Syntax: cast 'fly' <character>
This spell enables the target character to fly. There are some areas where
passage may not be enabled simply by flying, for example - an underwater
cave might require the use of swimming to get through. You cannot rest
sleep or ride a mount while flying.
See also 'LAND'
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Level 25
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Critical 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.
Pick Lock
- Skill Page
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Description:
PICK 'PICK LOCK'
Syntax: pick <object>
Syntax: pick <door>
Lock picking is one of the prime skills of thieves, allowing them to gain
access to many secured areas. Lock picking chances are improved by
intelligence, and hindered by the difficulty of the lock. Other classes may
learn to pick locks, but they will never find it easy.
Retainer
- Skill Page
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Description:
retainer
RETAINER
Syntax: retainer <target>
For centuries the order of the Samurai were revered as the best bodyguards
of the Royal Families of Shokono. The training for this level of protection
is evident in the retainer ability, allowing the Samurai to passively rescue
the retained target each combat round.
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Level 28
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Gate
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Description:
help Gate
GATE
GATE
syntax: cast gate <target>
The gate spell is a powerful transportation magic that opens up a portal
between your character and another person or creature somewhere else in the
world. This portal will transport you and any pet you might have, but not
other members of your group. Monsters receive a save against gate, and
monster or players more than 3 levels higher than you can not be gated to at
all. God rooms, private rooms, and no recall rooms cannot be gated to, and
no recall rooms cannot be gated out of. Finally, any god or hero is also
immune to gate, as well as any player who has no summon set. Clan members
may not be gated to except by their fellow Clan members. Gate is not powerful
enough to cross the vast oceans to another continent.
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Level 29
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Aikido
- Skill Page
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Description:
help Aikido
AIKIDO
AIKIDO
Syntax: Passive Skill
The samurai is trained in martial arts, allowing them to use their opponents
momentum to their advantage. When an enemy strikes at the samurai, they
use their arts to avoid the strike and turn that momentum into an extra
attack during the next round of combat.
It is rumored that proficiency with this skill improves as the Samurai rises
in rank.
SEE ALSO: SAMURAI
Haste
- Skill Page
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Description:
help Haste
HASTE
HASTE
Syntax: cast 'haste' <target>
The haste spell increases the speed and agility of the recipient, allowing
an extra attack (or even a backstab) in combat, and improving evasive
abilities in combat.
However, it produces a great strain on the system, such that recuperative
abilities are halved. Haste is capable of negating the slow spell.
See also - ENHANCEMENT SLOW
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Level 30
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Critical Shot Four
- Skill Page
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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.
Dispel Magic
- Skill Page
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Description:
help 'Dispel Magic'
'DISPEL MAGIC' CANCELLATION
'DISPEL MAGIC' CANCELLATION
Syntax: cast 'dispel magic' <character>
cast 'cancellation' <character>
Both of these spells remove magical effects from the target. Dispel magic
has a reduced chance of working, and is considering an attack spell.
Cancellation can only be used on allies, but is much more effective and does
not provoke attack. Unfortunately, the spells do not discriminate between
harmful and benign spells.
The chance of dispelling is based on the level of the spell. Permanent spells
(such as mobile sanctuary) are much harder to remove. Not all spells may
be dispelled, notable examples are poison and plague.
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Level 32
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Kiai
- Skill Page
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Description:
help Kiai
kiai
KIAI
Syntax: Kiai <target>
The Samurai musters his inner strength and lets out a guttural shout as he
charges his enemy. The raw power a Samurai puts into this technique can
stun enemies as well as fortify their own strength, however it's exhausting
and once successful cannot be done again until the Samurai has had time to
regained his strength.
-
Amended Description:
KIAI! KIAI! KIAI!
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Level 34
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Cancellation
- Skill Page
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Description:
help Cancellation
'DISPEL MAGIC' CANCELLATION
'DISPEL MAGIC' CANCELLATION
Syntax: cast 'dispel magic' <character>
cast 'cancellation' <character>
Both of these spells remove magical effects from the target. Dispel magic
has a reduced chance of working, and is considering an attack spell.
Cancellation can only be used on allies, but is much more effective and does
not provoke attack. Unfortunately, the spells do not discriminate between
harmful and benign spells.
The chance of dispelling is based on the level of the spell. Permanent spells
(such as mobile sanctuary) are much harder to remove. Not all spells may
be dispelled, notable examples are poison and plague.
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Level 40
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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.
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Level 43
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Bushido
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Description:
help Bushido
bushido
BUSHIDO
Syntax: passive
Also known in Shokonese as the "way of the samurai". Bushido allows a
Samurai's violent existence to be tempered by wisdom and serenity. This
path follows a moral high ground, emphasizing frugality, obedience, duty,
loyalty and honor to the point of self-sacrifice. Following the code of
Bushido allows the Samurai martial mastery when dual wielding one handed
swords. The Samurai uses her righteous fury to perform a rapid flurry of
strikes against her opponent. This is done by flicking the wrist to
maximize number of strikes with minimal body movement.
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Level 45
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Nexus
- Skill Page
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Description:
help 'Nexus'
'NEXUS'
NEXUS
Syntax: cast 'nexus' <target>
This spell is virtually identical to portal (see 'help portal'), with the
only difference being that while portal creates a one-way gate, a nexus
spell makes a two-sided gate. It also lasts longer than the lower-powered
portal spell. Both spells require an additional power source, the secret
of which has been lost... This spell can traverse the boundries of continents.
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Level 51
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Seppuku
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Description:
SEPPUKU
Syntax: seppuku <target>
The Samurai, when low on health, can avoid a dishonorable death by
performing ritual suicide by disembowelment. This action, will kill the
samurai. So pleased by the honorable sacrifice is the patron deity of
the Samurai, that power strikes out from him or her, dealing a large
amount of damage to the Samurai's chosen target.
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