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  • Age
  • Axe
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  • Find Water
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Songs

Credit: https://www.deviantart.com/borisdigitalartist/art/Orc-Shaman-608580731

Shaman

Primary Attribute: Wisdom

Secondary Attribute: Intelligence

Boost / Gimps

  • Arboren (Damage::10)
  • Ariel (Damage::20)
  • Bakali (Damage::10)
  • Bugbear (Damage::10)
  • Centaur (Damage::10)
  • Deep Gnome (Damage::-10)
  • Goblin (Damage::10)
  • Hill Dwarf (Damage::10)
  • Hobgoblin (Damage::10)
  • Orc (Damage::10)
  • Wemic (Damage::10)
  • Wild Elf (Damage::15)

Armor: Cloth

Is CSR? False

Race Restrictions: Shalonesti Elf, Tinker Gnome, Minotaur, Kender, Yinn, Gully Dwarf, Pixie

Creation Skill / Spell / Song Groups

Spells

  • Detection
  • Transportation
  • Benedictions
  • Maladictions
  • Weather
  • Curative
  • Protective
  • Voodoo

Basics

  • Shaman Basics

Default

  • Shaman Default

Click to show help file

Help File: 
help shaman
SHAMAN
SHAMAN
                                                
Shamans are a unique and somewhat reclusive lot.  Some call
them Witch Doctors or Medicine Man, relying on JuJu or VooDoo magic.
Shamans are limited to using certain weapons, however, they have access to
a unique spellgroup which gives them the ability to morph into wild beasts,
and inflict diseases on their foes.
Who can be a Shaman?
CLASS:     CLERICS only
RACE:      HUMAN, OGRE, GOBLIN, DARK DWARF, WILD ELF
ALIGNMENT: Any alignment
CLAN:      ANY, including non-clanned
see also:  'RECLASS'

Level 1

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Age

  • Skill Page
  • Description:

    help age
    AGE
    AGE
    Age on DSL is for roleplaying purposes only and has no visable game
    affect.  Different Races have different life spans so ages vary.  To
    increase your age, go to the trainer and type "Practice age".  You can
    increase your age but you can NEVER decrease it.  Practicing your age
    DOES NOT cost ANY practices.
    TABLE OF AGES:
    Race      Teen      Young Adult   Adult     Middle Aged   Old
    Human     17-19     20-29         30-45     46-60         61-85
    Goblin    17-19     20-29         30-45     46-60         61-85
    Dwarf     40-60     61-120        121-250   251-350       350+
    Elf       40-90     91-175        176-300   301-500       501+
    Ogre      30-80     81-110        111-180   181-210       211-250
    Minotaur  30-60     61-80         81-115    116-145       146-175
    Gnome     35-85     86-110        111-190   191-220       221-240
    Dragon    107-300   300-700       700-1.5k  1.5k-3k       3k-5k
    Kender    20-29     30-55         56-88     89-131        131-160
    Yinn      20-30     31-50         51-70     71-90         91-110

  • Amended Description:

    Retraining and reclassing resets age

Axe

  • Skill Page
  • Description:

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

Dagger

  • Skill Page
  • Description:

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

Dig

  • Skill Page
  • Description:

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

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.

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.

Shield Block

  • Skill Page
  • Description:

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

Spear

  • Skill Page
  • Description:

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

Staff

  • Skill Page
  • Description:

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

Staves

  • Skill Page
  • Amended Description:

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

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

Level 2

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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.

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

Level 3

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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

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.

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

Level 4

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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.

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.

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

Level 5

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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 6

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Blindness

  • Skill Page
  • Description:

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

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.

Embalm

  • Skill Page
  • Description:

    help embalm
    EMBALM
    EMBALM
    
    Syntax: cast embalm <object>
    
    Embalm is a low level spell, used to preserve pieces of flesh and organs
    that are harvested off of corpses for later use by necromancers.  
    
    The embalm spell halts rot and decay on the item, ensuring that it will
    remain freshly harvested when the Necromancer is ready to put it to use.  
    
    See also - NECROMANCY NECROMANCER

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 7

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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.

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.

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

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.

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.

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

Level 9

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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.

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.

Protection Evil

  • Skill Page
  • Description:

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

Protection Good

  • Skill Page
  • Description:

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

Protection Neutral

  • Skill Page
  • Description:

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

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

Level 10

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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.

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

Level 11

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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.

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

Level 12

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Find Water

  • Skill Page
  • Description:

    help 'find water'
    FIND WATER
    Syntax: find water
    Find water is a skill available only to rangers and shamans.  They may use
    their knowledge of natural surroundings to find small springs or other
    sources of water that might remain hidden from other adventurers.  
     
    see also: 'RANGER' 'SHAMAN'

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.

Summon

  • Skill Page
  • Description:

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

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

Level 13

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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

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

Level 14

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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

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.

Poultice

  • Skill Page
  • Description:

    help help Poultice
    poultice
    Primitive witch doctors may bind and treat the wounds of their tribe
    with a messy poultice of magical plants. While not as effective as true
    clerical healing, this primitive healing art can be useful indeed.
    No help on that word.

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

Level 15

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Butcher

  • Skill Page
  • Description:

    BUTCHER
    BUTCHER
    Syntax: butcher corpse
    Butcher is a skill known only to rangers, barbarians and shamans. 
    Butchering a corpse will turn the corpse into a number of edible steaks.  If
    there is more than one corpse in a room, you can use the second syntax
    (replacing "n" with a number.)  To specify which corpse is to be butchered. 
    Corpses must be empty of all equipment before they can be butchered.  
    see also:  'RANGER'  'BARBARIAN'  'SHAMAN'

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.

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

Level 16

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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.

Identify

  • Skill Page
  • Description:

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

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

Level 17

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Gate

  • Skill Page
  • Description:

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

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

Level 18

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Call Lightning

  • Skill Page
  • Description:

    help 'Call Lightning'
    'CALL LIGHTNING'
    CALL LIGHTNING
     
    Syntax: cast 'call lightning'
     
    This spell works only out of doors, and only when the weather is bad.
     
    It calls down lightning bolts from the Gods.
     
    See also - WEATHER CONTROL WEATHER

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.

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'

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.

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 19

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Control Weather

  • Skill Page
  • Description:

    help 'Control Weather'
    'CONTROL WEATHER'
    'CONTROL WEATHER'
    
    Syntax: cast 'control weather' better
            cast 'control weather' worse
    
    This spell makes the weather either better or worse.  Changes in weather,
    being the domain of the goddess Turpa, are difficult to achieve, and tend to
    take a great deal of effort.  
    
    See also - WEATHER

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

Level 20

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Calm

  • Skill Page
  • Description:

    help Calm
    CALM
    
    Syntax: cast 'calm'
    
    One of the most useful and often overlooked abilities of the master cleric
    is the calm spell, which can put an end to all violence in a room.  Calmed
    creatures will not attack of their own volition, and are at a disadvantage
    in combat as long as the spell soothes their minds.  
    
    The more violent activity there is in a room, the harder the spell, and it
    is all or nothing -- either all combat in the room is ended (with the
    exception of those who are immune to magic) or none is.  
    
    See also - BEGUILING

Leprosy

  • Skill Page
  • Description:

    help Leprosy
    leprosy
    LEPROSY
    
    Syntax: cast 'leprosy' <target>
    
    The shaman may opt to inflict an enemy with the loathsome disease of
    leprosy, which causes the skin of the victim to begin to rot.  The afflicted
    will also be weakened as the flesh-eating bacteria begins to break down his
    or her muscle tissue.  
    
    Groups containing this spell: Voodoo
     
     
    SEE ALSO:  SHAMAN, VOODOO

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.

Sanctuary

  • Skill Page
  • Description:

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

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

Level 21

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Faerie Fog

  • Skill Page
  • Description:

    help 'Faerie Fog'
    'FAERIE FOG'
    'FAERIE FOG'
    
    Syntax: cast 'faerie fog'
    
    This spell reveals all manner of invisible, hidden, and sneaking creatures
    in the same room as you.  
    
    See also - WEATHER

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

Level 22

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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.

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.

Teleport

  • Skill Page
  • Description:

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

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

Level 23

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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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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.

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.

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

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.

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.

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 25

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Herbal

  • Skill Page
  • Description:

    help Herbal
    HERBS
    
    Syntax: Herbs
    
    Herbs or Herbal is skill available to the classes of Ranger, Druid, and
    Shaman which allow them to look for herbs of healing and medicinal use to
    store them for later use for themselves or others.  Since herbs only grow in
    certain regions, after all, not every place has much plant life but for
    those who are in tune with nature, they know where to look for them.  
     
     
    SEE ALSO:  DRUID, RANGER, SHAMAN

Snakebite

  • Skill Page
  • Description:

    help Snakebite
    snakebite
    Syntax: c snakebite <target>
    This spell allows the shaman to conjure a deadly snake which strikes
    at the enemy, delivering a painful venomous bite.

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

Level 26

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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.

Sneak

  • Skill Page
  • 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.

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

Level 27

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Animal Spirit

  • Skill Page
  • Description:

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Level 28

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Shrink Skull

  • Skill Page
  • Description:

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Level 29

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Shrink Head

  • Skill Page
  • Description:

    shrink head
    Powerful JuJu! Shrink head lets the shaman decapitate a fallen enemy
    and instantaneously dry and shrink the head down to a handy pocket size.
    By counting coup on the enemy in this way, the shaman preserves some
    of the spirit power of the enemy. And the heads make fine conversation
    pieces, as well.

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

Level 30

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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.

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.

Protection Cold

  • Skill Page
  • Description:

    help 'Protection Cold'
    'PROTECTION COLD' 'PROTECTION FIRE'
    'PROTECTION COLD' 'PROTECTION FIRE'
    
    Syntax: cast 'protection cold'
            cast 'protection fire'
    
    These protection spells call forth powerful defensive magics to shield the
    wielder from attacks of either cold or flame respectively.  The protection
    spells reduce the damage taken from said attacks.  
    
    See also - NATURE

Protection Fire

  • Skill Page
  • Description:

    help 'Protection Fire'
    'PROTECTION COLD' 'PROTECTION FIRE'
    'PROTECTION COLD' 'PROTECTION FIRE'
    
    Syntax: cast 'protection cold'
            cast 'protection fire'
    
    These protection spells call forth powerful defensive magics to shield the
    wielder from attacks of either cold or flame respectively.  The protection
    spells reduce the damage taken from said attacks.  
    
    See also - NATURE

Wither

  • Skill Page
  • Description:

    help wither
    wither
    Syntax: c wither
    This powerful maladictive magik saps the vital spirit energy of the
    target, effectively causing them to age hundreds of years in a single
    moment and reducing their physical attributes to that of a doddering
    old fool.

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

Level 31

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Brain Fever

  • Skill Page
  • Description:

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

Level 32

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Pass Door

  • Skill Page
  • Description:

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

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

Level 33

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Skewer

  • Skill Page
  • Description:

    help skewer
    SKEWER
    Skewer is a Shaman skill, allowing shamen to use their voodoo chants and
    spear throwing ability to throw a spear from a distance and hold their
    victims transfixed for a short amount of time.  The victim may try to escape
    from the skewer, but will probably seriously wound themselves trying.  
     
    syntax: skewer (direction) (target)
    Must have a spear in inventory.

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

Level 35

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Beastform

  • Skill Page
  • Description:

    help beastform
    beastform
    Syntax: cast beastform <bear, moose, coyote>
    Syntax: revert
    By ingesting large quantities of the sacred mushroom and donning
    the hide of a beast, the shaman may commune with the animal spirits.
    With the proper chants, the spirit of a wild animal may infuse the
    shaman and allow him to change his form into that of the beast.
    Revert returns the shaman to his/her normal form.

EnhancedSpear

  • Skill Page
  • Description:

  • Amended Description:

    Enhanced spear - Ups your Thac0, parry chance and damage percent.

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.

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.

Soulsight

  • Skill Page
  • Description:

    Syntax: c soulsight
    When properly attuned to the spirit world, soulsight allows a shaman
    to more clearly perceive the spirits which inhabit all things, and
    the souls which inhabit material bodies. Seeing the souls of people
    enables a shaman to pierce most forms of magical concealment.

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

Level 36

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Corrosive Skin

  • Skill Page
  • Description:

  • Amended Description:

    Causes damage when you are hit by physical skills, including those like ground control

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

Level 38

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Hex

  • Skill Page
  • Description:

    help hex
    HEX
    HEX
    
    Syntax: cast 'hex'
    
    This spell allows a Shaman to curse the inner soul of a victim, leaving
    their life capacity in a lower state.  There is a rumor that the Shaman's
    hex has different effects depending on the state of the Shaman.  
     
    Groups containing this spell: Voodoo
    
    
    SEE ALSO:  SHAMAN, VOODOO

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

Level 39

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Haunt

  • Skill Page
  • Description:

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

Level 40

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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.

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.

Thunderclap

  • Skill Page
  • Description:

    thunderclap
    Syntax: c thunderclap
    By communing with the storm spirits, an experienced shaman can cause
    a devastastingly loud thunderclap which damages all within a room with
    an earsplitting boom.

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.

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

Level 43

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Dispel Fog

  • Skill Page
  • Description:

    help 'Dispel Fog'
    'DISPEL FOG'
    'DISPEL FOG'
    
    Syntax: cast 'dispel fog'
    
    This spell is used to disperse walls of fog that may be present in any given
    room.  
    
    See also - WEATHER

Fog

  • Skill Page
  • Description:

    help fog
    FOG
    'FOG'
    
    Syntax: cast 'fog'
    
    This spell fills the room you are in with a dense fog, obscuring the view of
    all but the most acute of visions.  
    
    See also - WEATHER

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

Level 45

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Spiritwalk

  • Skill Page
  • Description:

    help spiritwalk
    spiritwalk
    Syntax: c spiritwalk
    Syntax: incorporate
    By entering a trance, the shaman may elect to walk in the spirit world.
    During this time the soul leaves the body to walk alone, leaving the
    body behind. Naturally, the empty husk is quite vulnerable while uninhabited.

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

Level 48

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Voodoo Doll

  • Skill Page
  • Description:

    VOODOO DOLL
    
    Syntax: c 'voodoo doll' <target>
    Syntax: Dollshake
    Syntax: Stabdoll
     
    Create Voodoo Doll - By creating a personalized voodoo doll of an opponent, 
    you can then use that same doll to damage or even stun your foe with either 
    a vicious shake or even a more sinister stab of the voodoo doll.  Due to the 
    focused concentration with voodoo magic, the doll cannot be used in the 
    thick of battle.
    
    Groups containing this skill: SHAMAN DEFAULT

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

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