Level 1
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Age
- Skill Page
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Description:
help age
AGE
AGE
Age on DSL is for roleplaying purposes only and has no visable game
affect. Different Races have different life spans so ages vary. To
increase your age, go to the trainer and type "Practice age". You can
increase your age but you can NEVER decrease it. Practicing your age
DOES NOT cost ANY practices.
TABLE OF AGES:
Race Teen Young Adult Adult Middle Aged Old
Human 17-19 20-29 30-45 46-60 61-85
Goblin 17-19 20-29 30-45 46-60 61-85
Dwarf 40-60 61-120 121-250 251-350 350+
Elf 40-90 91-175 176-300 301-500 501+
Ogre 30-80 81-110 111-180 181-210 211-250
Minotaur 30-60 61-80 81-115 116-145 146-175
Gnome 35-85 86-110 111-190 191-220 221-240
Dragon 107-300 300-700 700-1.5k 1.5k-3k 3k-5k
Kender 20-29 30-55 56-88 89-131 131-160
Yinn 20-30 31-50 51-70 71-90 91-110
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Amended Description:
Retraining and reclassing resets age
Axe
- Skill Page
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Description:
help axe
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Dagger
- Skill Page
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Description:
help dagger
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Dig
- Skill Page
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Description:
help dig
DIG BURY
Syntax: Dig
Syntax: Dig <direction>
Syntax: Bury <object name>
Dig is a skill which allows you to dig up
items that are buried OR dig out exits
which may exist. Please note that a shovel
will GREATLY improve your chances of finding
buried items.
Bury is a command which allows you to bury an
object. Be careful, You might not be able to
dig up the object later on.
Mace
- Skill Page
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Description:
help Mace
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Recall
- Skill Page
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Description:
help recall
RECALL /
RECALL /
Syntax: RECALL
RECALL prays to the Gods for miraculous transportation from where you are
back to the Temple of your home kingdom. '/' is a synonym for RECALL.
If you RECALL during combat, you will lose experience (more than for fleeing),
and you will have a chance of failing (again, more than for fleeing). This
chance is based on your recall skill, although a 100% recall does not
insure success.
RECALL costs half of your movement points.
RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by a
curse may not recall at all.
Shield Block
- Skill Page
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Description:
help 'Shield Block'
'SHIELD BLOCK'
Shield block is a rather fancy name for the art of parrying with a shield.
Characters with no shield block skill will not be able to defend themselves
well with a shield. All classes may learn shield block, but only warriors and
clerics are good at it. Beware, flails ignore shield blocking attempts, and
whips have an easier time getting around them. Axes may split shields in two.
Shield block now works against charges from other rooms.
Spear
- Skill Page
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Description:
help spear
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
Staff
- Skill Page
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Description:
EXOTIC WEAPONS WEAPON WEAPONSMASTER AXE DAGGER FLAIL MACE POLEARM SPEAR STAFF SWORD WHIP
Each weapon skill applies to a specific group of armaments, and determines how
well a character fights with a particular weapon. The weaponsmaster group
provides talent in all weapons (save exotics), from chair legs to halberds.
The weapon skills consist of the following:
weaponsmaster skill group of all weapons listed below (save exotic weaponry)
axe the use of axes, ranging from hand to great (but not halberds)
dagger the use of knives and daggers, and other stabbing weapons
flail skill in ball-and-chain type weapons
mace this skill includes clubs and hammers as well as maces
polearm the use of pole weapons (except spears), including halberds
spear this skill covers long pointed weapons, but not polearms
staff the staff skill covers long blunt weapons
sword the warrior's standby, from rapier to claymore
whip the use of whips, chains, and bullwhips
exotic the use of strange magical weapons
The exotic skill cannot be purchased, and is dependent solely upon level.
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Level 3
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Riding
- Skill Page
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Description:
help Riding
RIDING RIDE MOUNT DISMOUNT
Syntax: ride <mob>
ride <player>
dismount
mount
RIDE is the command used to ride a mob or player (dragon) who are able and
willing to transport you. DISMOUNT will allow you to stop riding. When you dismount, you resume a standing position. You must have the riding skill to
be able to ride.
MOUNT is a dragon/beastformed shaman only command and toggles between allowing
other players to ride you or not. At the moment there is no way to remove someone
who is riding you.
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Level 6
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Continual Light
- Skill Page
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Description:
help Continual Light
'CONTINUAL LIGHT'
CONTINUAL LIGHT
Syntax: cast 'continual light'
cast 'continual light' <object>
This spell creates a ball of light, which you can hold as a light source.
The ball of light will last indefinitely. It may also be used on an object
to give it an enchanted glow.
See also - CREATION
Embalm
- Skill Page
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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
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Description:
help Meditation
MEDITATION
This skill is similar to fast healing, but relies on the concentration and
mantras to increase mana recovery when the character is sleeping or resting.
Thieves and warriors, with their troubled minds and violent attitudes, have
much trouble learning to meditate.
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Level 7
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Bless
- Skill Page
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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
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Amended Description:
Blessing objects also improves character saves, making it more difficult to land maladictions on you.
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Level 9
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Fast Healing
- Skill Page
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Description:
help 'fast healing'
'FAST HEALING'
The fast healing skill improves wound healing rates, whether walking, resting,
or sleeping. It represents knowledge of healing herbs or just general
toughness and stamina. Fast healing is checked every tick, and it is
possible for it to fail. All class may learn this skill, but mages find it
very difficult to master, due to their bookish lifestyle. The skill occurs
automatically, so there is no command syntax.
Protection Evil
- Skill Page
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Description:
help 'Protection Evil'
'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
Syntax: cast 'protection evil'
cast 'protection good'
cast 'protection neutral'
The protection spells reduce damage taken from attackers of the appropriate
ethos, and improve saving throws against all forms of magic. They may not
be cast on others, and one person cannot carry both defenses at the same
time.
Protection Good
- Skill Page
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Description:
help 'Protection Good'
'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
Syntax: cast 'protection evil'
cast 'protection good'
cast 'protection neutral'
The protection spells reduce damage taken from attackers of the appropriate
ethos, and improve saving throws against all forms of magic. They may not
be cast on others, and one person cannot carry both defenses at the same
time.
Protection Neutral
- Skill Page
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Description:
help 'Protection Neutral'
'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
'PROTECTION GOOD' 'PROTECTION EVIL' 'PROTECTION NEUTRAL'
Syntax: cast 'protection evil'
cast 'protection good'
cast 'protection neutral'
The protection spells reduce damage taken from attackers of the appropriate
ethos, and improve saving throws against all forms of magic. They may not
be cast on others, and one person cannot carry both defenses at the same
time.
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Level 10
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Hand to Hand
- Skill Page
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Description:
help 'Hand to Hand'
'HAND TO HAND'
Hand to hand combat is a rare skill in the lands of Algoron. Learning
this style of fighting gives the player a weapon even when disarmed --
bare hands. Trained hand to hand experts are far more effective than many
swordsmen. Clerics and warriors are the best at this skill, although
thieves and mages may also learn it.
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Level 12
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Fireproof
- Skill Page
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Description:
help 'Fireproof'
FIREPROOF
Syntax: cast 'fireproof' <object>
The fireproof spell creates a short-lived protective aura around an object,
to protect it from the harmful effects of acid and flame. Items protected
by this spell are not harmed by acid, fire, or the heat metal spell.
Although inexpensive to use, the spell's short duration makes it impractical
for protecting large numbers of objects.
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Level 14
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Kick
- Skill Page
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Description:
help Kick
KICK
Kicking allows the adventurer to receive an extra attack in combat, a powerful
kick. However, a failed kick may throw an unwary fighter off balance. Fighters
and clerics are the most skilled at kicking, although thieves may also learn
it.
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Level 15
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Butcher
- Skill Page
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Description:
BUTCHER
BUTCHER
Syntax: butcher corpse
Butcher is a skill known only to rangers, barbarians and shamans.
Butchering a corpse will turn the corpse into a number of edible steaks. If
there is more than one corpse in a room, you can use the second syntax
(replacing "n" with a number.) To specify which corpse is to be butchered.
Corpses must be empty of all equipment before they can be butchered.
see also: 'RANGER' 'BARBARIAN' 'SHAMAN'
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Level 17
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Gate
- Skill Page
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Description:
help Gate
GATE
GATE
syntax: cast gate <target>
The gate spell is a powerful transportation magic that opens up a portal
between your character and another person or creature somewhere else in the
world. This portal will transport you and any pet you might have, but not
other members of your group. Monsters receive a save against gate, and
monster or players more than 3 levels higher than you can not be gated to at
all. God rooms, private rooms, and no recall rooms cannot be gated to, and
no recall rooms cannot be gated out of. Finally, any god or hero is also
immune to gate, as well as any player who has no summon set. Clan members
may not be gated to except by their fellow Clan members. Gate is not powerful
enough to cross the vast oceans to another continent.
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Level 18
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Curse
- Skill Page
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Description:
help curse
CURSE
CURSE
Syntax: cast 'curse' <character>
This spell reduces the character's to-hit roll and save versus spells.
It also renders the character unclean in the eyes of the Gods and
unable to RECALL. Curse may be used to fill equipment with evil power,
allowing (for example) weapons to do more damage to particularly holy
opponents.
Fly
- Skill Page
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Description:
help fly
FLY
FLY
Syntax: cast 'fly' <character>
This spell enables the target character to fly. There are some areas where
passage may not be enabled simply by flying, for example - an underwater
cave might require the use of swimming to get through. You cannot rest
sleep or ride a mount while flying.
See also 'LAND'
Haggle
- Skill Page
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Description:
help Haggle
HAGGLE HAGGLING
Haggling is an indispensable skill to the trader. It allows a character to
match wits with a merchant, seeking to get a better price for merchandise,
or to buy at the lowest possible cost. Unfortunately, most merchants are
already very skilled at haggling, so the untrained adventurer had best
guard his treasure closely. Thieves are natural masters at haggling,
although other classes may learn it as well.
Remove Curse
- Skill Page
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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
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Level 19
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Control Weather
- Skill Page
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Description:
help 'Control Weather'
'CONTROL WEATHER'
'CONTROL WEATHER'
Syntax: cast 'control weather' better
cast 'control weather' worse
This spell makes the weather either better or worse. Changes in weather,
being the domain of the goddess Turpa, are difficult to achieve, and tend to
take a great deal of effort.
See also - WEATHER
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Level 20
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Calm
- Skill Page
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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
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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
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Description:
help Parry
PARRY
If at first you fail to dodge, block it. Parry is useful for deflecting
attacks, and is successful more often than dodge. Parry requires a weapon for
full success, the hand-to-hand skill may also be used, but results in reduced
damage instead of no damage. The best chance of parrying occurs when the
defender is skilled in both his and his opponent's weapon type.
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Level 22
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Dodge
- Skill Page
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Description:
help dodge
DODGE
In the words of one wise warrior, 'the best way to block a blow is to not
be where it lands'. The dodge skill honors this tradition, by improving the
character's natural agility to the point where many blows will miss the
target. The chance of dodging is also affected by the dexterity of the
attacker and the target. Any class may learn dodging.
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Level 23
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Lightning Bolt
- Skill Page
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Description:
help 'Lightning Bolt'
'LIGHTNING BOLT'
'LIGHTNING BOLT'
Syntax: cast 'lightning bolt' <target>
cast 'lightning bolt' <direction> <target>
As is evidenced by its name, the casting of this spell calls down a massive
lightning bolt from the skies. This bolt of lightning can cause a great
deal of damage, and much like any other lightning, has potential side
effects.
The caster can also direct this spell toward opponents standing in distant
rooms.
See also - WEATHER
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Amended Description:
At level 15 you will be able to range this spell.
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Level 24
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Blind Fighting
- Skill Page
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Description:
help 'blind fighting'
blind fighting
BLIND FIGHTING
Under the tutelage of a master weaponsmaster, the dedicated combatant can
learn how to utilize his weapons so effectively in combat that he is
proficient with them even while blinded. The blind fighting skill negates
the disadvantages of losing vision in a fight by magic or smoke. A wide
variety of classes and reclasses may learn this fighting technique.
Dispel Magic
- Skill Page
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Description:
help 'Dispel Magic'
'DISPEL MAGIC' CANCELLATION
'DISPEL MAGIC' CANCELLATION
Syntax: cast 'dispel magic' <character>
cast 'cancellation' <character>
Both of these spells remove magical effects from the target. Dispel magic
has a reduced chance of working, and is considering an attack spell.
Cancellation can only be used on allies, but is much more effective and does
not provoke attack. Unfortunately, the spells do not discriminate between
harmful and benign spells.
The chance of dispelling is based on the level of the spell. Permanent spells
(such as mobile sanctuary) are much harder to remove. Not all spells may
be dispelled, notable examples are poison and plague.
Frenzy
- Skill Page
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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
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Level 25
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Herbal
- Skill Page
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Description:
help Herbal
HERBS
Syntax: Herbs
Herbs or Herbal is skill available to the classes of Ranger, Druid, and
Shaman which allow them to look for herbs of healing and medicinal use to
store them for later use for themselves or others. Since herbs only grow in
certain regions, after all, not every place has much plant life but for
those who are in tune with nature, they know where to look for them.
SEE ALSO: DRUID, RANGER, SHAMAN
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Level 26
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Cancellation
- Skill Page
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Description:
help Cancellation
'DISPEL MAGIC' CANCELLATION
'DISPEL MAGIC' CANCELLATION
Syntax: cast 'dispel magic' <character>
cast 'cancellation' <character>
Both of these spells remove magical effects from the target. Dispel magic
has a reduced chance of working, and is considering an attack spell.
Cancellation can only be used on allies, but is much more effective and does
not provoke attack. Unfortunately, the spells do not discriminate between
harmful and benign spells.
The chance of dispelling is based on the level of the spell. Permanent spells
(such as mobile sanctuary) are much harder to remove. Not all spells may
be dispelled, notable examples are poison and plague.
Sneak
- Skill Page
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Description:
HIDE SNEAK
Hide and sneak are similar skills, both related to remaining undetected.
Hide has a very high chance of success, but only works for as long as the
character remains stationary. Hide will not show up in your affects (which
only shows spell affects, not skills), and if you were successfully hidden
the act of checking your affects will reveal your presence to others.
Sneak may be used when moving (including to sneak by monsters), but has a
lower chance of success. Warriors, thieves, druids, paladins, assassins,
barbarians may learn these skills.
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Level 29
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Shrink Head
- Skill Page
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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.
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Level 30
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Enhanced Damage
- Skill Page
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Description:
help 'enhanced damage'
'ENHANCED DAMAGE'
Warriors and skilled thieves can become skilled enough in combat that they are
able to inflict more damage than other classes. Enhanced damage is checked
for with each hit, although with a low skill, the chance of receiving a bonus
is very low indeed.
Portal
- Skill Page
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Description:
help 'Portal'
Syntax: cast 'portal' <target>
The portal spell is similar to gate, but creates a lasting one-way portal to
the target creature, instead of transporting the caster. Portals are
entered using 'enter' command, as in 'enter portal'. Portals cannot be made
to certain destinations, nor used to escape from gate-proof rooms. Portal
requires a special source of power to be used, unfortunately the secret of
this material component has been lost... Portals can traverse the boundries
of the continents. Use look in <portal> to see destination.
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Level 33
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Skewer
- Skill Page
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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.
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Level 35
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Nexus
- Skill Page
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Description:
help 'Nexus'
'NEXUS'
NEXUS
Syntax: cast 'nexus' <target>
This spell is virtually identical to portal (see 'help portal'), with the
only difference being that while portal creates a one-way gate, a nexus
spell makes a two-sided gate. It also lasts longer than the lower-powered
portal spell. Both spells require an additional power source, the secret
of which has been lost... This spell can traverse the boundries of continents.
Soulsight
- Skill Page
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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.
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Level 38
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Hex
- Skill Page
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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
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Level 40
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Slow
- Skill Page
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Description:
help slow
SLOW
SLOW
Syntax: cast 'slow' <target>
Despite popular mythology, slow is not the opposite of haste, but is a spell
with its own unique set of effects. When cast on an unfortunate victim,
it slows its movements, making it easier to hit and reducing its rate
of attack. The effect of slow also double movement costs and halve healing
rates, due to reduced metabolism.
Tornado
- Skill Page
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Description:
help tornado
TORNADO
Syntax: cast 'tornado' <target>
This spell summons a deadly tornado. These powerful weather phenomena
have been known to carry away objects lying around the room, as well as
people!
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Amended Description:
This spell doesn't actually do any damage.
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Level 45
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Spiritwalk
- Skill Page
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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.
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Level 48
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Voodoo Doll
- Skill Page
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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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