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Shadowknight

Primary Attribute: Strength

Secondary Attribute: Wisdom

Casting: casts at level

HP/level: 10-16

Mana/level (game logs): no data

Level 51, reclass at 51

HP: ...

Mana: ...

Simulator: target level, reclass level

Boost / Gimps

Armor: Plate

Is CSR? True

Required Allegiances: Shadow

Required Races: Human

Required Gods: Drakkara

Who can play: Humans only

Creation Skill / Spell / Song Groups

Spells

Basics

Default

Notes: The help text above is the current in-game text, captured 2026-11-05 (its own Updated line reads 4.24.2026, although it already describes the reforging). The older text it replaced is kept at the end of these notes. The reforging of the Order of Shadow (change note 1236, 2026-10-28) says Necrucifer is dead and Drakkara has taken the Darkness. Only members of the Shadow clan have the new arts (Umbral Ward, Dark Fury, Abyssal Rend, Duskblade, Drakkaras Tempest and the Umbral Arts: Summon Diablerie, Diableries Bite, Crucify, Shadowmaw, Telthians Torment) and the changes to the familiar powers. A Shadowknight in Chaos, in any other clan or in none keeps the abilities they have always had, cure spells included, and none of the new arts; rejoining Shadow restores them and leaving takes them away again. New Knights of Shadow begin with Umbral Ward, Duskblade, Drakkaras Tempest and Abyssal Rend; existing knights found them waiting at login. Shadowknights can wield a great two-handed sword, axe, polearm or mace in one hand alongside a shield, and may command only one servant at a time (felbeast, nightmare or diablerie). Shadowknights of Shadow who still follow Necrucifer may swear themselves to Drakkara once, irreversibly, by typing pledge drakkara. OLD IN-GAME HELP, from before the reforging, saved 2026-11-05 (it speaks of Necrucifer, who is now dead): help shadowknight SHADOW KNIGHT SHADOWKNIGHT SHADOW KNIGHT These are the Chosen Knights of Necrucifer. Only those with dedicated hearts and minds whom serve Necrucifer will be allowed to be blessed with His many unholy blessings. Shadow Knights live only to serve Necrucifer, and bring the Prophecy to Algoron. Who can be a Shadow Knight? CLASS: ANY RACE: HUMAN ONLY ALIGNMENT: LAWFUL EVIL NECRUCIFER CLAN: SHADOW ONLY See also - RECLASS SHADOW

Click to show help file

Help File: 
help shadowknight
SHADOW KNIGHT SHADOWKNIGHT
Shadowknights

Dark Knights adherent to the Umbratide who have proven themselves to be
disciplined, stalwart, and capable servants of the Knights of Shadow may
undertake the Harrowing.  Those who succeed and survive, engage in rigorous
training, learning to channel the Umbra through their own bodies to become a
powerful weapon Drakkara may wield against her many enemies.  In gaining its
power, each Eclipsarch becomes branded by the umbrasign, a ritual bond tying
their power and their lives to the fate of the Dark Queen.

Shadowknights serve their Order as the embodiment of its three sects:
capable warriors, religious zealots, and calculating agents who serve the
Umbral Synod, their faith, and their Goddess without a spectre of doubt.

The Umbra answers only to the Knights of Shadow.  A Shadowknight who leaves
the Order keeps the training they had before the Order's great reforging,
including the cure spells, but loses the newer arts: umbral ward, dark fury,
abyssal rend, the diablerie, duskblade, Drakkara's tempest, shadowmaw and
Telthian's torment.  Returning to Shadow restores them.

Class: Any Class Race: Humans Only Alignment: Drakkara Only Clan: Shadow
Only

Updated: 4.  24.  2026

Level 1

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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

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.

Cure Light

  • Skill Page
  • Description:

    help 'Cure Light'
    'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL
    'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL
    Syntax: cast 'cure light'    <character>
    Syntax: cast 'cure serious'  <character>
    Syntax: cast 'cure critical' <character>
    Syntax: cast 'heal'          <character>
    These spells cure damage on the target character.  The higher-level spells
    heal more damage.
    (see 'help healer' for details on the heal command)

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.

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.

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.

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.

Whip

  • Skill Page
  • 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.

Level 3

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Cause Light

  • Skill Page
  • Description:

    help 'cause light'
    'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM
    'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM
    Syntax: cast 'cause light'    <victim>
    Syntax: cast 'cause serious'  <victim>
    Syntax: cast 'cause critical' <victim>
    Syntax: cast harm             <victim>
    These spells inflict damage on the victim.  The higher-level spells do
    more damage.

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

  • Duration:

    57 ticks (about 38 min 57 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

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.

Level 4

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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.

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.

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.

  • Duration:

    24 ticks (about 16 min 24 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Bless

  • Skill Page
  • Description:

    help Bless
    BLESS
    BLESS
    
    Syntax: cast bless <character>
            cast bless <object>
    
    This spell improves the to-hit roll and saving throw versus spell of the
    target character by 1 for every 8 levels of the caster.  It may also be cast
    on an object to temporarily bless it (blessed weapons, for example, are more
    effective against demonic beings).  
    
    See also - BENEDICTIONS

  • Amended Description:

    Blessing objects also improves character saves, making it more difficult to land maladictions on you.

  • Duration:

    61 ticks (about 41 min 41 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 6

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Detect Evil

  • Skill Page
  • Description:

    help 'Detect Evil'
    'DETECT EVIL'
    'DETECT EVIL'
    Syntax: cast 'detect evil'
    This spell enables the caster to detect evil characters, which will
    reveal a characteristic red aura.

  • Duration:

    55 ticks (about 37 min 35 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Detect Good

  • Skill Page
  • Description:

    help 'Detect Good'
    'DETECT GOOD'
    Syntax: cast 'detect good'
    This spell enables the caster to detect good characters, which will
    reveal a characteristic golden aura.

  • Duration:

    55 ticks (about 37 min 35 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

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

Frenzy

  • Skill Page
  • Description:

    help Frenzy
    FRENZY
    
    Syntax: cast 'frenzy' <target>
    
    The frenzy spell fills the target with righteous fury, greatly increasing
    his or her attack skill and damaging capacity.  Unfortunately, this divine
    wrath is coupled with a tendency to ignore threats to personal safety,
    making the character easier to hit.  
    
    Frenzy provides immunity to the calm spell (see 'help calm'), and may only
    be used on those of the caster's alignment.  
    
    See also - BENEDICTIONS

  • Duration:

    18 ticks (about 12 min 18 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 7

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Cause Serious

  • Skill Page
  • Description:

    help 'cause serious'
    'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM
    'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM
    Syntax: cast 'cause light'    <victim>
    Syntax: cast 'cause serious'  <victim>
    Syntax: cast 'cause critical' <victim>
    Syntax: cast harm             <victim>
    These spells inflict damage on the victim.  The higher-level spells do
    more damage.

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.

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.

Level 8

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Blindness

  • Skill Page
  • Description:

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

  • Duration:

    71 ticks (about 48 min 31 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

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 9

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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

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.

  • Duration:

    65 ticks (about 44 min 25 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

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.

  • Duration:

    24 ticks (about 16 min 24 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Protection Good

  • 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.

  • Duration:

    24 ticks (about 16 min 24 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Protection Neutral

  • 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.

  • Duration:

    24 ticks (about 16 min 24 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

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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Cure Serious

  • Skill Page
  • Description:

    help 'Cure Serious'
    'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL
    'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL
    Syntax: cast 'cure light'    <character>
    Syntax: cast 'cure serious'  <character>
    Syntax: cast 'cure critical' <character>
    Syntax: cast 'heal'          <character>
    These spells cure damage on the target character.  The higher-level spells
    heal more damage.
    (see 'help healer' for details on the heal command)

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

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.

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.

Level 11

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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.

Remove Curse

  • Skill Page
  • Description:

    help 'Remove Curse'
    'REMOVE CURSE'
    'REMOVE CURSE'
    
    Syntax: cast 'remove curse' <character>
            cast 'remove curse' <object>
    
    This spell removes a curse from a character, and might possibly uncurse a
    cursed object.  It may also be targeted on an object in the caster's
    inventory, in which case it's chance of success is significantly higher.  
    
    See also - BENEDICTIONS

Level 12

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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

Detect Magic

  • Skill Page
  • Description:

    help 'Detect Magic'
    'DETECT MAGIC'
    Syntax: cast 'detect magic'
     
    This spell enables the caster to detect magical objects.  Additional, if cast
    in a room where magic resides it will allow the caster to know what that magic
    is and whom it originated from.

  • Duration:

    55 ticks (about 37 min 35 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Detect Poison

  • Skill Page
  • Description:

    help 'Detect Poison'
    'DETECT POISON'
    'DETECT POISON'
    Syntax: cast 'detect poison' <object>
    This spell detects the presence of poison in food or drink.

ShieldStrike

  • Skill Page
  • Description:

    help shield strike
    shield strike
    SHIELD STRIKE
    syntax:  shield strike <target>
    A trained paladin or barbarian can learn to use his shield as well as weapons
    effectively in combat.  By using his momentum and physical strength, the
    paladin or barbarian can learn to swing a shield with great force into the body
    of an opponent causing damage from the crush.  Shield strike may be used to
    initiate combat or used without indicating a target while in battle to attack
    the opponent engaged with.

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.

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.

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

  • Duration:

    114 ticks (about 1 h 17 min)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 14

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Invisibility

  • Skill Page
  • Description:

    help invis
    INVIS 'MASS INVIS' INVISIBILITY
    INVIS 'MASS INVIS' INVISIBILITY
    
    Syntax: cast 'invisibility' <character>
            cast 'invisibility' <object>
            cast 'mass invis'
    
    The invisibility spell makes the target character invisible.  Invisible
    characters will become visible when they attack.  It may also be cast on an
    object to render the object invisible.  
    
    The mass invisibility spell makes all characters in the caster's group
    invisible, including the caster.  
    
    See also - ILLUSION

  • Duration:

    66 ticks (about 45 min 6 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

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 15

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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.

Cause Critical

  • Skill Page
  • Description:

    help 'Cause Critical'
    'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM
    'CAUSE LIGHT' 'CAUSE SERIOUS' 'CAUSE CRITICAL' HARM
    Syntax: cast 'cause light'    <victim>
    Syntax: cast 'cause serious'  <victim>
    Syntax: cast 'cause critical' <victim>
    Syntax: cast harm             <victim>
    These spells inflict damage on the victim.  The higher-level spells do
    more damage.

Cure Critical

  • Skill Page
  • Description:

    help 'Cure Critical'
    'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL
    'CURE LIGHT' 'CURE SERIOUS' 'CURE CRITICAL' HEAL
    Syntax: cast 'cure light'    <character>
    Syntax: cast 'cure serious'  <character>
    Syntax: cast 'cure critical' <character>
    Syntax: cast 'heal'          <character>
    These spells cure damage on the target character.  The higher-level spells
    heal more damage.
    (see 'help healer' for details on the heal command)

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

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.

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 16

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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.

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.

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.

  • Duration:

    70 ticks (about 47 min 50 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 17

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Charge

  • Skill Page
  • 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

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.

  • Duration:

    138 ticks (about 1 h 34 min)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 18

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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

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.

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.

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.

  • Duration:

    14 ticks (about 9 min 34 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

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.

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.

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.

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.

  • Duration:

    34 ticks (about 23 min 14 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 19

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Create Holy Symbol

  • Skill Page
  • Description:

    help 'Create Holy Symbol'
    'CREATE HOLY SYMBOL'
    'CREATE HOLY SYMBOL'
    Syntax:  cast 'create holy symbol'
    Clerics may use this spell to forge a symbol of their faith.  When worn, this
    symbol serves to strengthen the clerics abilities. The symbol may not be taken
    from the cleric in any fashion, nor may the cleric willingly give it to another
    character.

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'

  • Duration:

    58 ticks (about 39 min 38 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Know Alignment

  • Skill Page
  • Description:

    help 'Know Alignment'
    'KNOW ALIGNMENT'
    'KNOW ALIGNMENT'
    Syntax: cast 'know alignment' <character>
    This spell reveals the alignment of the target character.

Know Religion

  • Skill Page
  • Description:

    help 'Know Religion'
    KNOW RELIGION
    KNOW RELIGION
    
    Syntax: cast 'know religion' <character>
    
    This spell reveals the religious background of the individual it is cast
    upon.  
    
    See also - BENEDICTIONS

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.

Level 20

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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

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.

Summon Deathknight

  • Skill Page
  • Description:

  • Amended Description:

    No longer raises a single knight or drains your strength. Instead, damned souls rise from the abyss and grapple with enemies who try to flee, and it can be called mid-battle (change note 1236, "The Order of Shadow, Reforged", 2026-10-28).

Level 21

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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

Detect Invis

  • Skill Page
  • Description:

    help 'Detect Invis'
    'DETECT INVIS'
    'DETECT INVIS'
    Syntax: cast 'detect invis'
    This spell enables the caster to detect invisible objects and characters.

  • Duration:

    55 ticks (about 37 min 35 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 22

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Create Tree

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.

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

  • Duration:

    56 ticks (about 38 min 16 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

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.

  • Duration:

    63 ticks (about 43 min 3 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 23

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Dark Heal

  • Skill Page
  • Description:

  • Amended Description:

    Grows stronger with your spellcasting gear, like other healing spells (change note 1236, "The Order of Shadow, Reforged", 2026-10-28).

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

Harm

  • Skill Page
  • Description:

    harm            a very deadly harmful spell

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.

Level 24

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Summon Nightmare

  • Skill Page
  • Description:

  • Amended Description:

    A Shadowknight may command only one servant at a time, whether felbeast, nightmare or diablerie. You can now climb back onto your own nightmare in the middle of a fight (change note 1236, "The Order of Shadow, Reforged", 2026-10-28).

Level 25

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Dark Essence

  • Skill Page
  • Description:

  • Amended Description:

    Stronger and lasts longer for followers of Drakkara (change note 1236, "The Order of Shadow, Reforged", 2026-10-28).

  • Duration:

    5 ticks (about 3 min 25 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Dark Immunity

  • Skill Page
  • Description:

  • Amended Description:

    Stronger and lasts longer for followers of Drakkara (change note 1236, "The Order of Shadow, Reforged", 2026-10-28).

Level 26

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Identify

  • Skill Page
  • Description:

    help 'Identify'
    IDENTIFY
    IDENTIFY
    Syntax: cast identify <object>
    This spell reveals information about the object.

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.

  • Duration:

    12 ticks (about 8 min 12 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 27

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Fasting

  • Skill Page
  • Description:

  • Duration:

    20 ticks (about 13 min 40 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 28

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Detect Hidden

  • Skill Page
  • Description:

    help 'Detect Hidden'
    'DETECT HIDDEN'
    'DETECT HIDDEN'
    Syntax: cast 'detect hidden'
    This spell enables the caster to detect hidden creatures.

  • Duration:

    55 ticks (about 37 min 35 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 29

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Intimidate

  • Skill Page
  • Description:

  • Amended Description:

    Stronger and lasts longer for followers of Drakkara, and it no longer needs a full group if you follow her (change note 1236, "The Order of Shadow, Reforged", 2026-10-28).

  • Duration:

    5 ticks (about 3 min 25 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 30

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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.

Level 33

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Dark Bolt

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.

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

  • Duration:

    27 ticks (about 18 min 27 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 34

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Castigation

Dark Empower

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

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.

  • Duration:

    55 ticks (about 37 min 35 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 35

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Dark Fury

  • Skill Page
  • Description:

    DARK FURY
    Draw in more Umbra than your body can safely hold. Your foes find your attacks much harder to turn aside, but the fury burns you while it lasts, it can be hard to wrench back out of, and it leaves no room for a shield or a saddle.
    
    (Taken from the "The Order of Shadow, Reforged" change note (2026-10-28) and the Shadowknight class page. The in-game help text has not been captured yet.)

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

Shadow Torrent

Umbral Ward

  • Skill Page
  • Description:

    UMBRAL WARD
    Syntax:  cast 'umbral ward'
    Wrap yourself and your group in a cloak of living shadow that guards against good, neutral and evil alike.
    
    (Taken from the "The Order of Shadow, Reforged" change note (2026-10-28) and the Shadowknight class page. The in-game help text has not been captured yet.)

Level 36

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Dark Energy

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 37

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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.

Shield Disarm

  • Skill Page
  • Description:

    SHIELD DISARM
    
     Syntax: sdisarm <target>
    
    The Shadowknights of Necrucifer have perfected many forms of combat, and may
    be considered the masters of mounted warfare.  There are few skills as
    telling of this fact as the art of shield disarming.  A mounted Shadowknight
    may attempt to use his weapon as a savage cudgel, tearing away their
    opponent's shield and leaving them stunned and open to attack.

  • Amended Description:

    Now tears the straps from your opponent's shield, leaving it in their pack, unwearable for a short while, instead of knocking it to the ground (change note 1236, "The Order of Shadow, Reforged", 2026-10-28).

Level 38

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Locate Object

  • Skill Page
  • Description:

    help 'Locate Object'
    'LOCATE OBJECT'
    'LOCATE OBJECT'
    Syntax: cast 'locate object' <name>
    This spell reveals the location of all objects with the given name.

Self Projection

  • Skill Page
  • Description:

    SELF PROJECTION
    SELF PROJECTION
    
    Syntax: c 'self projection'
    
    Self projection is a spell of the illusion spell group that puts a slightly
    distorted image of yourself in front of you, at times causing an enemy to
    miss you.  
    
    Many different casters can cast this spell, though illusionists are said to
    have better chances with it.  
    
    See also - ILLUSION

  • Duration:

    25 ticks (about 17 min 5 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

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.

  • Duration:

    31 ticks (about 21 min 11 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 39

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Broadswing

  • Skill Page
  • Description:

    BROADSWING
    
    Syntax: broadswing <target>
    
    The proud order of Shadowknights have in their repertoire the dangerous
    skill known as broadswinging.  A mounted knight may, when armed with a
    sword, attempt to charge into battle to deal a devastating blow with their
    blade.  However, this attack depends upon surprise, as a wary opponent may
    simply move out of the way or, worse yet, the knight may find himself in the
    dirt looking the fool.

  • Amended Description:

    Can now be performed with an axe or a mace as well as a sword (change note 1236, "The Order of Shadow, Reforged", 2026-10-28).

Level 40

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Crucify

  • Skill Page
  • Description:

    help crucify
    CRUCIFY
    CRUCIFY
    
    Syntax: c 'crucify' <target>
    
    Crucification is the dedication of your enemy's corpse to your god. The
    corpse must be emptied of all its worldly possessions before it can be
    crucified. In return for your offering, energy of your deity flows through the
    crucified corpse to enhance your weapons.
     
    Crucified corpses cannot currently be taken down by any normal means.
     
    See also - WORSHIP

  • Duration:

    25 ticks (about 17 min 5 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Farsight

  • Skill Page
  • Description:

    help 'Farsight'
    FARSIGHT Syntax: cast 'farsight'
    
    Farsight allows a caster to see the presence of other mortals within the
    surrounding area's of the one that individual is in.

Level 42

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Abyssal Rend

  • Skill Page
  • Description:

    ABYSSAL REND
    A devastating blow of channeled darkness that may blind or stagger your foe.
    
    (Taken from the "The Order of Shadow, Reforged" change note (2026-10-28) and the Shadowknight class page. The in-game help text has not been captured yet.)

Imbue

  • Skill Page
  • Description:

    help Imbue
    IMBUE
    IMBUE SPELL
    Syntax:  cast imbue <target>
             cast imbue
    This spell allows clerics to increase the magic-casting abilities of themselves
    (when used without a target) or any other target (when used with a target).
    See also:  CLERICS

  • Duration:

    4 ticks (about 2 min 44 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 44

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Heart Blight

  • Skill Page
  • Description:

    help 'Heart Blight'
    'HEART BLIGHT' HEARTBLIGHT
    HEARTBLIGHT 'HEART BLIGHT'
    Syntax:  cast 'heart blight' <target>
             cast 'heart blight'
    This spell causes incredible damage, as the heart of the victim becomes
    diseased by the power of the caster.  Power such as this could only be
    granted by the gods; therefore, this spell is only available to clerics.
    See also:  CLERICS

  • Duration:

    10 ticks (about 6 min 50 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Mass Invis

  • Skill Page
  • Description:

    help mass invis
    INVIS 'MASS INVIS' INVISIBILITY
    INVIS 'MASS INVIS' INVISIBILITY
    
    Syntax: cast 'invisibility' <character>
            cast 'invisibility' <object>
            cast 'mass invis'
    
    The invisibility spell makes the target character invisible.  Invisible
    characters will become visible when they attack.  It may also be cast on an
    object to render the object invisible.  
    
    The mass invisibility spell makes all characters in the caster's group
    invisible, including the caster.  
    
    See also - ILLUSION

  • Duration:

    24 ticks (about 16 min 24 s)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

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.

Level 45

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Cause Fatality

  • Skill Page
  • Description:

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

Mass Healing

  • Skill Page
  • Description:

    help 'Mass Healing'
    MASS HEALING
    Syntax: cast 'mass healing'
    The mass healing spell, as its name might suggest, performs a healing spell
    on all players in the room.  It also throws in a refresh spell for good
    measure.

Summon Felbeast

  • Skill Page
  • Description:

  • Amended Description:

    A Shadowknight may command only one servant at a time, whether felbeast, nightmare or diablerie. You can now climb back onto your own felbeast in the middle of a fight (change note 1236, "The Order of Shadow, Reforged", 2026-10-28).

Unholy Rapture

  • Skill Page
  • Description:

    UNHOLY RAPTURE
    
    Syntax: unholy <target>
    
    The most powerful blessing bestowed upon the Knights of Shadow by
    Necrucifer, the unholy rapture is a power called upon by His chosen
    soldiers.  A Shadowknight may sacrifice much to call down the dark blessing
    for himself or his allies, but the boon granted is great indeed, and not to
    be taken lightly.

  • Amended Description:

    If you follow Drakkara it blesses you and your fellow followers of Drakkara in your group. Otherwise it can only be called upon yourself (change note 1236, "The Order of Shadow, Reforged", 2026-10-28).

  • Duration:

    102 ticks (about 1 h 9 min)

    The longest this effect was ever seen to last in players' game logs, in ticks (a tick is about 41 seconds). It can vary with the caster's level, and combat effects count down in pulses inside a tick.

Level 48

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Diableries Bite

  • Skill Page
  • Description:

    DIABLERIES BITE
    Syntax:  cast 'diableries bite'
    Send your diablerie to drain your enemy's strength. Part of the Umbral Arts group.
    
    (Taken from the "The Order of Shadow, Reforged" change note (2026-10-28) and the Shadowknight class page. The in-game help text has not been captured yet.)

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.

Summon Diablerie

  • Skill Page
  • Description:

    SUMMON DIABLERIE
    Syntax:  cast 'summon diablerie'
    Call a diablerie to serve you. A Shadowknight may command only one servant at a time, whether felbeast, nightmare or diablerie. Part of the Umbral Arts group.
    
    (Taken from the "The Order of Shadow, Reforged" change note (2026-10-28) and the Shadowknight class page. The in-game help text has not been captured yet.)

Level 50

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Drakkaras Tempest

  • Skill Page
  • Description:

    DRAKKARAS TEMPEST
    Syntax:  cast 'drakkaras tempest'
    A three-round storm of darkness and lightning. It is granted only to those sworn to Drakkara.
    
    (Taken from the "The Order of Shadow, Reforged" change note (2026-10-28) and the Shadowknight class page. The in-game help text has not been captured yet.)

Duskblade

  • Skill Page
  • Description:

    DUSKBLADE
    Syntax:  cast 'duskblade'
    Imbue your weapon with Umbra so an abyssal echo follows your strikes.
    
    (Taken from the "The Order of Shadow, Reforged" change note (2026-10-28) and the Shadowknight class page. The in-game help text has not been captured yet.)

Sanctify

Level 51

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Shadowmaw

  • Skill Page
  • Description:

    SHADOWMAW
    Syntax:  cast 'shadowmaw'
    A dark miracle that stains your foe's soul, leaving them more vulnerable to the Umbra. Part of the Umbral Arts group.
    
    (Taken from the "The Order of Shadow, Reforged" change note (2026-10-28) and the Shadowknight class page. The in-game help text has not been captured yet.)

Telthians Torment

  • Skill Page
  • Description:

    TELTHIANS TORMENT
    Syntax:  cast 'telthians torment'
    Curse the ground with your own blood, tormenting every enemy who stands upon it. Part of the Umbral Arts group.
    
    (Taken from the "The Order of Shadow, Reforged" change note (2026-10-28) and the Shadowknight class page. The in-game help text has not been captured yet.)