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Skills

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Songs

  • 99 Bottles of Beer
  • Call to Arms
  • Chant of Accuracy
  • Dirge of Detection
  • Green Leaf
  • Jubilee of Regeneration
  • Lullaby
  • Melody of Meditation
  • Nightmare
  • No Eyes
  • Release Me
  • Requiem of Wayfaring
  • Reveal All
  • Rousal of Resistance
  • Shield of Words
  • Song of Charm
  • Song of Healing
  • Song of Peace
  • Song of War
  • Stone Fountain
  • The Marriage Song
  • The Piercing Winds
  • The Roosters Crow
  • The Torch Burns
  • Travel Tune
  • Wake the Dead
  • War Howl
  • Warble of Arrest
  • We Come, We Come
  • Weakness Within
  • Yelp of Aggression
Credit: https://i.pinimg.com/originals/76/38/a0/7638a04a3243e0301e0db8360cadfccb.jpg

Skald

Primary Attribute: Wisdom

Secondary Attribute: Strength

Boost / Gimps

  • Felar (Damage::-10)
  • Goblin (Damage::-20)
  • Half Elf (Damage::10)
  • Half Ogre (Damage::10)
  • Hill Dwarf (Damage::30)
  • Hobgoblin (Damage::-20)
  • Human (Damage::10)
  • Mountain Dwarf (Damage::30)
  • Yinn (Damage::-20)

Armor: Chain

Is CSR? False

Race Restrictions: Ogre, Giant Ogre, Bugbear, Minotaur, Yinn, Orc, Ariel, Bakali, Gully Dwarf, Pixie

Creation Skill / Spell / Song Groups

Spells

  • Enhancement
  • Protective
  • Transportation

Songs

  • War Hymns
  • Skald Chants
  • War Hymns

Basics

  • Skald Basics

Default

  • Skald Default

Click to show help file

Help File: 
help skald
skald
SKALDS

In the cold darkness during the winters of Viking lore, families and
friends huddle around evening fires while elders tell tales of heroes,
legends, and the Gods.  Songs and stories are passed down along the ages,
any many children grow up with these stories embedded in their souls.  

So it is no surprise that Skalds of Algoron can inspire listeners with
oration and songs of the tales of honor in battle, victory, and lore.  Not
only can Skalds use their songs to rally their allies, but they can also 
use their songs to impart fear in the hearts of their foes.  Many enemies 
have been known to cringe and even run when Skalds begin to shout at them.  
Some may wonder why the songs of Skalds are so frightening to those of a
different tongue, yet most Skalds will tell you it is more of the way they
sing it than the words.  

In addition to their song, Skalds can train in some weapons of Algoron, and
wear some heavier armors.  Skalds will never be as proficient in these
respects as their warrior brethren, but the combintation of song and sword
needs little else to be effective.  

Mountain and Hill Dwarves make the most natural Skalds.  Humans and Half
Humans also make good Skalds.  The Ogre, Goblin and Leonine Species are not
very fit to fight as a Skald.  
 
Who can be a Skald?
 
CLASS:     BARDS only
RACE:      ALL who can be Bards
ALIGNMENT: Any alignment
CLAN:      ANY, including non-clanned
 
See also - RECLASS 'SKALD CHANTS' 'SKALD SONGS' 'HYMNS' 'SONGS'

'SKALD CHANTS' 'SKALD SONGS' CHANTS SONGS
SKALD CHANTS and SKALD SONGS

Syntax: Sing <'Name of Song'>
Syntax: Chant <'Name of Chant'> or Chant Stop (stops the chant once sung)

In addition to the many bardic songs learned over time, the Skald is able 
to learn additional songs as well as chants to aid both themselves and 
their group in battle.  Unlike songs, which can be sung to cast a lasting 
affect upon the singer and/or group, Chants are continuous and will slowly 
drain the magical strength of the Skald during the entire time they are 
engaged in the chanting performance.  Once started, the Skald is able to 
stop the chant if they wish to.

SKALD CHANTS -

Chant of Accuracy - This chant increases the hit roll of everyone in 
the skald's group as long as they are also in the same room as the skald.

Dirge of Detection - When the skald chants this tune, it enables all in 
the skald's group the ability to detect hidden and detect invisible.
 
Requiem of Wayfaring - This skald's chant enables the skald's group to 
take minimal or possibly no loss of movement when walking around.

Melody of Meditation - The constant chant of this tune allows the 
Skald and their party to continually regain substantial portions of their 
magical strength over time.  

Jubilee of Regeneration - This jovial chant allows the physical 
regeneration of everyone in the skald's group and within the same room,
however, there is a slight delay upon chanting this tune before it comes 
into affect for the singer and group.

Yelp of Aggression - This skald's chant enables the skald to increase the
group's physical damage capabilities upon it's enemies.
 
Rousal of Resistance - A lively tempoed chant that increases the groups 
ability to resist various harmful spells that may be cast upon them.

 
SKALD SONGS -

Call to Arms - A high pitched tune that when perfectly performed by 
the Skald during battle, can deal physical damage upon its enemies and 
potentially deafen a single target.

War Howl - The tune resembles a howl as signified by its name, allowing
the skald to physically injure a single target as well as have a chance 
to also stun them.

Warble of Arrest - When the Skald calls this song upon their lips to 
sing, the warble can allow the Skald the ability to halt a person's 
movement. 


SEE ALSO: SKALD

Level 1

Back to the Top

Age

  • Skill Page
  • Description:

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

  • Amended Description:

    Retraining and reclassing resets age

Axe

  • Skill Page
  • Description:

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

Dagger

  • Skill Page
  • Description:

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

Dig

  • Skill Page
  • Description:

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

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.

Scroll

  • Skill Page
  • Description:

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

  • Amended Description:

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

Shield Block

  • Skill Page
  • Description:

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

Spear

  • Skill Page
  • Description:

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

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 2

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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 3

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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.

The Torch Burns

  • Skill Page
  • Description:

    The Torch Burns - Singing this simple song will allow those who are 
    musically inclined to make a temporary flaming torch out of midair and 
    place it in their inventory.

  • Amended Description:

    Places a torch in your inventory

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

Level 4

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Trip

  • Skill Page
  • Description:

    help trip
    TRIP
    Back by popular demand.  Trip is a somewhat dastardly attack, and involves
    using any one of a number of methods to bring your opponent down to the ground.
    Tripping large monsters is generally not a good idea, and agile ones will
    find the attack easy to avoid.  Thieves and warriors may learn trip.

  • Amended Description:

    Trip does not work on flying opponents.

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

Level 5

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Chant of Accuracy

  • Skill Page
  • Description:

    This chant increases the hit roll of everyone in 
    the skald's group as long as they are also in the same room as the skald.

  • Amended Description:

    This song is a chant that gives +hit, which reduced the chance to 'miss' on attacks

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

Level 6

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Lore

  • Skill Page
  • Description:

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

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

Level 7

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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.

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.

Song of War

  • Skill Page
  • Description:

    Song of War - With this song, the singer's melodious voice will inspire 
    those who are close to the singer so they can find their own strength and  
    in doing so, will find themselves able to strike harder and more accurately 
    than before.

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

Level 8

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Danger Sense

  • Skill Page
  • Description:

    help danger sense
    DANGER SENSE
    Danger Sense Allows you to sense what your opponent is going to do before
    they do it so you can dodge or deflect their blow.  
     
    Available to bards and bard reclasses.

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

Level 9

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Travel Tune

  • Skill Page
  • Description:

    Travel Tune - By singing this upbeat and catchy tune, the Skald will 
    motivate their group to get their second wind and refresh them in order to 
    continue on their journey.

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

Level 10

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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.

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

Roundhouse

  • Skill Page
  • Description:

    help roundhouse
    ROUNDHOUSE
    This skill is learned by those who are well acquainted to bar room
    brawls.  It is a wild, looping punch designed to stun and daze the opponent.
    Due to the wild nature of the swing, it is somewhat unreliable.

  • Amended Description:

    In addition to stunning your opponent, this can also force them into a resting position.

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

Level 11

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99 Bottles of Beer

  • Skill Page
  • Description:

    99 Bottles of Beer - A fun and lively tune that summons forth a frosty 
    mug of beer for any and all to drink.

  • Amended Description:

    Places a bottle of beer in your inventory

Dirge of Detection

  • Skill Page
  • Description:

    Dirge of Detection - When the skald chants this tune, it enables all in 
    the skald's group the ability to detect hidden and detect invisible.

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

Level 12

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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.

No Eyes

  • Skill Page
  • Description:

    No Eyes - A strong and powerful song that has the ability to blind the 
    bard's opponent for which there is no cure for a short duration of time.

  • Amended Description:

    * Incurable blind for 3 ticks

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 13

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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 14

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Stone Fountain

  • Skill Page
  • Description:

    Stone Fountain - When the Skald sings this song, they will summon a 
    stone fountain that you may drink from to quench your thirst.

  • Amended Description:

    * create a fountain that lasts until copyover

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

Level 15

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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.

The Piercing Winds

  • Skill Page
  • Description:

    The Piercing Winds - Another powerful song that when sung, will summon 
    savage winds and slash at all foes within the area.  It can also provoke
    people that are hidden within the room into action.

  • Amended Description:

    * AoE damage to all in room who are not in your group

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

Level 16

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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 17

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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.

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.

Requiem of Wayfaring

  • Skill Page
  • Description:

    Requiem of Wayfaring - This skald's chant enables the skald's group to 
    take minimal or possibly no loss of movement when walking around.

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

Level 18

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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)

Weakness Within

  • Skill Page
  • Description:

    Weakness Within - When this song is sung, it can make the singer's 
    target weary and tired, weakening their strength in battle.

  • Amended Description:

    * Same as weakness

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

Level 19

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Fireproof

  • Skill Page
  • Description:

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

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

Level 20

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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'

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 21

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Call to Arms

  • Skill Page
  • Description:

    Call to Arms - A high pitched tune that when perfectly performed by 
    the Skald during battle, can deal physical damage upon its enemies and 
    potentially deafen a single target.

  • Amended Description:

    Damage your enemies and a chance to deafen them

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

Level 22

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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

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.

Reveal All

  • Skill Page
  • Description:

    Reveal All - As they are sung, the high pitched notes of this song will 
    force any that hear its tune to twitch, causing any that are hidden nearby 
    to reveal themselves.

  • Amended Description:

    * Similar to faerie fog, but no fail, and -everyone- twitches

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

Level 23

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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.

We Come, We Come

  • Skill Page
  • Description:

    We Come, We Come - The strong tempo of this song will enrage the 
    group and allow them to strike harder and with more accuracy against the 
    enemy, however, as their focus is clouded by their aggressive actions in 
    battle it leaves their defenses more vulnerable while under this songs 
    influence.

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

Level 24

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Melody of Meditation

  • Skill Page
  • Description:

    Melody of Meditation - The constant chant of this tune allows the 
    Skald and their party to continually regain substantial portions of their 
    magical strength over time.

  • Amended Description:

    This song is a chant

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

Level 25

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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.

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.

Song of Healing

  • Skill Page
  • Description:

    Song of Healing - The soft melody of this song allows the Skald to mend 
    all their groupmates wounds and helps them to prepare for battle once more.

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 26

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Haste

  • Skill Page
  • Description:

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

Song of Peace

  • Skill Page
  • Description:

    Song of Peace - A very powerful and useful song, this allows bards 
    to cease all combat in a room regardless of who is fighting who.

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

Level 27

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Dual Wield

  • Skill Page
  • Description:

    help 'dual wield'
    dual wield
    DUAL WIELD
    syntax: hold <primary weapon>
            secondary <secondary weapon>
    Under the tutelage of a weapons expert, a combatant may learn how to wield a
    weapon in each hand during combat to increase the overall amount of attacks
    each round of attack.  Obviously, with a weapon in each hand, there is no
    possibility of holding a shield.  Since most people favor one hand more than
    the other, the combatant typically finds that he can hold a heavy weapon
    with his proficient hand and a lighter weapon with the other.  Rangers,
    however, have the single ability to dual wield weapons of the same weight.
    Note:  If the primary weapon is somehow removed, the secondary weapon
    automatically switches to the the primary hand.
     
    To dual wield, one must type second <weapon>. The only restriction is
    that the secondary weapon must weigh less than the primary weapon. However,
    there are some known classes out there that might be able to wield two
    weapons of the same weight as well as be able to dual wield two handed
    weapons.

Lullaby

  • Skill Page
  • Description:

    Lullaby - A soft and gentle melody that enables the singer to put 
    someone temporarily in a deep sleep.

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

Level 28

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The Marriage Song

  • Skill Page
  • Description:

    The Marriage Song - This unique bard song enables the bard to create
    a wedding band for the target, with the name of the target on the ring.

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

Level 29

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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 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.

Nightmare

  • Skill Page
  • Description:

    Nightmare - A melancholy tune with unnerving undertones, this song 
    can strike fear into the hearts of their foe, causing them to run away.

  • Amended Description:

    This is the skalds version of spook

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 31

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Release Me

  • Skill Page
  • Description:

    Release Me - An interesting bard song that can distract the target 
    enough so that as they listen to the tune, they may actually drop their 
    weapon upon the ground.

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

Level 32

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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.

Shield of Words

  • Skill Page
  • Description:

    Shield of Words - A beautiful song that adds an additioanl armor 
    barrier around the bard's entire group, making them more difficult to hit 
    in combat and increasing their damage resistance.

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

Level 33

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Jubilee of Regeneration

  • Skill Page
  • Description:

    Jubilee of Regeneration - This jovial chant allows the physical 
    regeneration of everyone in the skald's group and within the same room,
    however, there is a slight delay upon chanting this tune before it comes 
    into affect for the singer and group.

  • Amended Description:

    This song is a chant

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

Level 34

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Cancellation

  • Skill Page
  • Description:

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

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

Level 35

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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.

Song of Charm

  • Skill Page
  • Description:

    Song of Charm - An enchanting tune that can be sung to allow the bard 
    to potentially place their target temporarily under his or her control.

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

Level 37

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War Howl

  • Skill Page
  • Description:

    War Howl - The tune resembles a howl as signified by its name, allowing
    the skald to physically injure a single target as well as have a chance 
    to also stun them.

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

Level 38

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The Roosters Crow

  • Skill Page
  • Description:

    The Rooster's Crow - The tune of this song resembles that of the
    rooster's crow marking the sunrise, enabling the bard to wake up anyone in
    sleep spell.

  • Amended Description:

    * Wake all sleeping in room, including sleep/strangle

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

Level 39

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Waypoint

  • Skill Page
  • Description:

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

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

Level 40

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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.

Yelp of Aggression

  • Skill Page
  • Description:

    Yelp of Aggression - This skald's chant enables the skald to increase the
    group's physical damage capabilities upon it's enemies.

  • Amended Description:

    This song is a chant

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Level 41

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Wake the Dead

  • Skill Page
  • Description:

    help song
    A harsh calling tune that summons forth the bard's only 
    charmed being, a spirit that will follow the bard and assist in battle.  
    Unlike others classes that have the ability to can call upon charmed beings 
    to assist them, this song can be sung in the thick of combat.

  • Amended Description:

    Create a charmed spirit to protect you during battle

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Level 42

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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.

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Level 44

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Warble of Arrest

  • Skill Page
  • Description:

    Warble of Arrest - When the Skald calls this song upon their lips to 
    sing, the warble can allow the Skald the ability to halt a person's 
    movement.

  • Amended Description:

    * Behaves similarly to jest

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Level 45

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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.

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Level 46

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Green Leaf

  • Skill Page
  • Description:

    Green Leaf - A song of haphazard wimsy that distracts the mind of the 
    target and able to cause amusing effects such as blurred vision and
    hallucinations as well as the inability to pick up or wear items.

  • Amended Description:

    Have you ever wanted to make your enemies insane? Well, try some green leaf.

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Level 48

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Rousal of Resistance

  • Skill Page
  • Description:

    Rousal of Resistance - A lively tempoed chant that increases the groups 
    ability to resist various harmful spells that may be cast upon them.

  • Amended Description:

    This song is a chant

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Level 50

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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.

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