SKILL acid ball: Available at level 72, requires acid fists.
Specializations: sorcery
Casting time: 3 Attacks
Syntax: cast 'acid ball'
Syntax: cast 'fireball'
Syntax: cast 'cone of cold'
Syntax: cast 'lightning storm'
Syntax: cast 'gas cloud'
Syntax: cast 'thunderclap'
These sorcery spells are area effect attacks. They will affect everyone
in the room with the caster who is not considered 'safe'. The primary
target (if there is one), will take more damage than everyone else who
is affected. Targets get a saving throw to take less damage. If they
fail this save, they may be affected by a carrier attack as well, as may
any item left in the room.
Categories: spell sorcery
Last updated by: Arawn, 03/05/2010
acid blast
34
2 Attacks
Tor
recall lens;w;s;w 11;n
SKILL acid blast: Available at level 34, requires acid spray.
Specializations: sorcery
Casting time: 2 Attacks
Syntax: cast 'incinerate'
Syntax: cast 'ice shard'
Syntax: cast 'eldritch bolt'
Syntax: cast 'lightning bolt'
Syntax: cast 'acid blast'
These spells are more potent sorceries. Each one deals damage to an
opponent, who gets a saving throw to reduce the damage. If the saving
throw is missed, a carrier attack may also be applied to the target.
Categories: spell sorcery
Last updated by: Arawn, 06/16/2010
acid fists
57
1 Attacks
Tor
recall lens;w;s;w 11;n
SKILL acid fists: Available at level 57, requires acid blast.
Specializations: sorcery
Casting time: 1 Attacks
Syntax: cast 'acid fists'
Syntax: cast 'fire fists'
Syntax: cast 'ice fists'
Syntax: cast 'shocking fists'
These spells surround the caster's hands (or claws) with the appropriate
magical aura. Successful unarmed attacks will inflict extra damage, and
possibly affect the victim with secondary effects based on the spell.
Casting a new fist spell will replace a previously cast one.
POISON FISTS may stack with other fist spells. The other fist spells do not
stack with one another, unless it is a spell stacking with a racially
provided affect or one gained from a piece of equipment.
Categories: spell sorcery
Last updated by: Matreya, 07/22/2008
acid spray
18
1 Attacks
Tor
recall lens;w;s;w 11;n
SKILL acid spray: Available at level 18, requires magic missile.
Specializations: sorcery
Casting time: 1 Attacks
Syntax: cast 'acid spray'
Syntax: cast 'burning hands'
Syntax: cast 'chill touch'
Syntax: cast 'shocking grasp'
These are the basic sorcery damage spells, each one deals damage to the target,
who gets a saving throw to take less damage.
Categories: spell sorcery
Last updated by: Arawn, 03/05/2010
adrenaline control
14
Marval
recall lens;w;s;w 11;u
SKILL adrenaline control: Available at level 14, requires mind over body.
Specializations: psionics
Syntax: psionic 'adrenaline control'
This psionic power gives the user control over their adrenaline,
raising their body's stamina.
This will let you push your body a bit more than you probably should.
Categories: psionics
Last updated by: Matreya, 07/22/2008
aerobatics
1
SELF TAUGHT
SKILL aerobatics: Available at level 1
Specializations: animal
This skill represents the ability to perform complex aerial tricks while
flying. It's checked automatically, and provides a bonus to-hit and
to-not-be-hit while flying.
Categories: skill animal combat
Last updated by: Matreya, 07/22/2008
air shield
62
Marval
recall lens;w;s;w 11;u
SKILL air shield: Available at level 62, requires tk shield.
Specializations: psionics
Syntax: psi 'air shield'
This psi skill creates a shield of telekinetic air movement, which deflects
incoming ranged attacks, whether thrown or fired. Should a projectile be
fired from within a room, deflection is not guaranteed at that range.
An air shield will also deflect the airborne blood from a BLOODBATH spell.
Categories: psionics
Last updated by: Evarius, 09/18/2012
alchemy
60
Charlettar
recall lens;e 2;n 2;use axe;n 2;w;s
SKILL alchemy: Available at level 60, requires herbalism.
Specializations: enchanting, crafter, witchcraft
Syntax: alchemy ''
(parameter)
Alchemy allows an alchemist to make either potions, pills, or salves, using
herbs. It requires a TOOL, typically, an alchemy set or kit. The herbs can
be found with the HERBALISM skill.
Within the syntax, indicates which herbs in your inventory to use.
Their quality helps to determine the maximum potency of the item created.
The spell name is the name of the spell that the item will contain. It must
be a spell that is ordinarily cast on yourself, or a friend.
Item type is one of: potion, pill, or salve
Item level is the lowest level able to use the item. The item's level
cannot be lower than the level of the spell it holds -5.
Spell level is the power the item contains.
Both spell level and item level are restricted by the following criteria:
Cannot be higher than the alchemist's alchemy skill.
Cannot be higher than the alchemist's skill in the desired spell.
Cannot exceed the quality of the herbs.
Cannot exceed the caster's level.
A +5 level maximum is granted if alchemy is done in a laboratory room.
An optional parameter can be added for spells that would normally need
extra arguments. For instance, to make a CURE DISEASE pill, you would
need a parameter to specify which disease to heal. In this case, the
parameter would need to be "self plague". (The 'self' takes the place of
the target of the spell).
The finished product is a 'crafted item' and as such, can be restrung for
free once with the DETAIL command.
Categories: skill enchanting crafting witchcraft
Last updated by: Evarius, 09/10/2011
animal aspect
51
Full Round
Neistah
recall lens;w;s;w 7;s
SKILL animal aspect: Available at level 51, requires animal eyes.
Specializations: druid
Casting time: Full Round
Syntax: cast 'animal aspect'
This spell allows a druid to absorb the characteristics of a target
animal. The characteristic absorbed is fairly random, but related
to the animal in question.
Categories: spell druid
Last updated by: Matreya, 08/22/2008
animal eyes
31
Full Round
Neistah
recall lens;w;s;w 7;s
SKILL animal eyes: Available at level 31, requires inhabit familiar.
Specializations: druid
Casting time: Full Round
Syntax: cast 'animal eyes'
This spell allows the caster to get a glimpse of the world through
the eyes of an animal.
Categories: spell druid
Last updated by: Evarius, 03/22/2010
animal friendship
3
Full Round
Neistah
recall lens;w;s;w 7;s
SKILL animal friendship: Available at level 3
Specializations: druid
Casting time: Full Round
Syntax: cast 'animal friendship'
This spell makes the caster appear friendly to animals, so they won't
attack the caster unless provoked.
Categories: spell druid
Last updated by: Evarius, 09/07/2011
animal handling
13
Neistah
recall lens;w;s;w 7;s
SKILL animal handling: Available at level 13, requires animal friendship.
Specializations: barbarism
Syntax: pet
Animal Handling is the skill to turn an animal into your PET. You must be
at least 10 levels higher than the animal you are trying to pet. To pet an
animal: SUBDUE it, BIND it, and then type 'pet '.
Certain affects, such as sanctuary, will be lost when a mob is petted.
Not all animals can be made into pets. Certain attributes they possess may
render them 'inappropriate' as pets. In addition, sentient beings and
the undead cannot be made into pets at all.
Animal Handling does not allow you to exceed the 1 pet rule either.
You can rid of unwanted pets with the 'dismiss pet' command.
Categories: skill barbarism druid pet
Last updated by: Evarius, 03/06/2011
animal lore
23
Neistah
recall lens;w;s;w 7;s
SKILL animal lore: Available at level 23, requires animal handling.
Specializations: barbarism
Syntax: animallore
Syntax: animallore
This skill gives information about different animal types that are found
in the world of Lensmoor. It covers the range of commonly known races.
Categories: barbarism
Last updated by: Evarius, 09/30/2010
animal summoning
25
1 Attacks
Neistah
recall lens;w;s;w 7;s
SKILL animal summoning: Available at level 25, requires animal friendship.
Specializations: druid
Casting time: 1 Attacks
Syntax: cast 'animal summoning'
This spell attempts to summon nearby animals to the caster's aid. The summoned
creatures are not controlled in any way, but if the caster is fighting,
they will aid the caster in the fight.
Categories: spell druid
Last updated by: Matreya, 08/22/2008
animal training
32
Neistah
recall lens;w;s;w 7;s
SKILL animal training: Available at level 32, requires animal handling.
Specializations: barbarism
Syntax: pet train
Syntax: pet train remove
Syntax: pet train
Animal Training allows you to teach your PET new skills or cure them of bad
habits (pet train remove ). Type 'pet train' for a list of skills a
pet can learn (you do not need to know the skill to view this list).
Adding or removing a skill from a pet will cost the trainer 1 practice
session per skill.
Animal Training also allows you to give your pet multi-command orders.
See HELP ORDER for more info.
Categories: skill barbarism pet
Last updated by: Evarius, 11/02/2011
animate dead
50
Full Round
Rakash Grimo
Top of Necromancer's Tower
SKILL animate dead: Available at level 50, requires control undead.
Specializations: necromancy
Casting time: Full Round
Syntax: cast 'animate dead'
This spell reanimates a recently deceased creature into a zombie and binds
it to the caster's control. Eventually, this control will wear off. If at
any point the zombie is killed, it cannot be reanimated a second time.
Categories: spell necromancy
Last updated by: Evarius, 09/23/2010
animate golem
50
Full Round
Xilan
recall lens;w;s;w 10;2
SKILL animate golem: Available at level 50, requires enchant item.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'animate golem'
This spell breathes life into a crafted golem or figurine. Golems are much
larger and stronger than the equivalent figurine. Different materials
produce golems with different properties.
The golem's keyword is the same as the item it was crafted from, unless a
naming conflict exists, in which case it becomes "golem".
Golems and figurines are produced from various materials using various
crafts. See: WOODWORKING, GLASSBLOWING, STONEWORKING, POTTERY, BLACKSMITH
A golem can be turned back into an item with the "Deactivate "
command. To issue commands to a golem, see help ORDER.
Categories: spell enchanting
Last updated by: Evarius, 12/02/2011
animate shadow
66
1 Attacks
Jasper
recall lens;w;s;w 6;n
SKILL animate shadow: Available at level 66, requires shadow shield.
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'animate shadow'
This spell causes the target's shadow to come to life, attacking him or
her. The target gets a saving throw, and if successful, the shadow will
turn on the caster!
Remember that this is an AGGRESSIVE spell, and will start combat.
Also, use it VERY sparingly in newbie/lowbie areas (level 30 and under). If
you do use them there, you must clean up after yourself. DO NOT leave these
aggressive mobs in newbie/lowbie areas or along newbie/lowbie routes.
See also help NEWBIEFRIENDLY.
Until future notice, the mobs summoned by this spell will disappear if attacked
by a player.
Categories: spell illusions
Last updated by: Dahani, 07/07/2012
anti-magic aura
64
Marval
recall lens;w;s;w 11;u
SKILL anti-magic aura: Available at level 64, requires tk shield.
Specializations: psionics
Syntax: psionic 'anti-magic aura'
This skill creates a magic dampening field around the psionicist. This
shell can prevent the magical effects of weapons from working, either for
or against the psionicist. Success is not a certain thing either, the
psionicist's skill with this power will help determine whether an attack
gets through.
Due to the nature of this field, the psionicist's spells require more mana
to cast while this power is in effect.
Categories: psionics
Last updated by: Evarius, 05/22/2011
appraise
10
the hand
recall lens;s 2;w 3;n 3;e;s 3;d;n;w;n
SKILL appraise: Available at level 10
Specializations: thieving
Syntax: appraise
Syntax: appraise shop
The appraise skill allows a player to get a rough estimate as to the true
value of some object. Objects for sale at shops can be appraised also.
Appraise will also allow you to know the true origin of any letters
or crafted items.
Categories: skill thieving shop
Last updated by: Evarius, 11/24/2011
armor
2
Full Round
Raena
recall lens;w;s;w 4;n
SKILL armor: Available at level 2
Specializations: protection
Casting time: Full Round
Syntax: cast 'armor'
This spell improves its target's armor class. Similar spells include:
SHIELD and STONE SKIN.
---------------------------------------------------------------------------
Armor (object) is what protects you from damage. The more armor you have,
the more protected you are. Armor is divided into 5 different categories,
and is worn on different parts of the body.
Pierce: How well protected you are from piercing attacks
Blunt : How well protected you are from blunt attacks
Slash : How well protected you are from slashing attacks
Magic : How well protected you are from magical attacks
Global: Added protection against all forms of attack. This is the kind of
defense you usually get from spells.
When IDENTIFYING armor, the values listed beside 'Armor' refer to the
maximum protection it can potentially provide. 'Modified Armor' refers to
how much protection it currently provides to you. If the armor is damaged
from combat or is too high level for you, it will be modified accordingly.
Damaged armor can usually be REPAIRED -- see helpfile for more details.
It is also possible for armor to be made into EQUIPMENT SETS by the
immortal who built them. When wearing all pieces of a specific set, you
will be given a bonus. What the bonus is may be mentioned when you wear the
the set, but it may be left for a player to discover the set bonus.
Categories: spell protection score
Last updated by: Evarius, 10/01/2010
SKILL armorsmith: Available at level 15
Specializations: crafter
Syntax: armorsmith
Syntax: armorsmith
Armorsmith is the CRAFTING skill that allows a smith to create different
pieces of combat-worthy armor. Only certain materials can be used. The
finished product's weight and its durability will be determined by what
material it is made out of.
The Wear Locations are: arms body feet hands head legs shield
If a crafted piece of armor has not been detailed yet, its AC (ARMOR CLASS)
properties can be altered. However, these properties can only be raised at
the expense of equally lowering another property and you cannot reduce a
property lower than the armor's level/4.
The AC properties are: bash* slash pierce exotic*
* It's an inconsistency, but bash/exotic is actually blunt/magic protection.
Categories: skill crafting
Last updated by: Evarius, 02/03/2013
astral form
40
Full Round
Bethanee
recall lens;w;s;w 9;s
SKILL astral form: Available at level 40, requires pass door.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'astral form'
Syntax: cast 'astral form' familiar
The astral form spell allows you to cross the boundaries between the real
world, and the spirit world, turning you into a ghost of sorts.
While moving in the astral plane, you can only be harmed by magical
attacks. You are able to pass through most surfaces, and are not bound by
gravity. It is harder for those in the real world to detect you, and you
receive a heightened awareness to invisible and magical fields. While
astral, you do not use vitality when moving or running.
There are some drawbacks though. Except for what you take to the astral
plane with you, you are unable to affect any physical objects while in
spirit form.
You can use the 'vis astral' command to end your astral journey before the
spell expires.
Categories: spell conjurer movement
Last updated by: Evarius, 11/28/2011
astrology
31
Bethanee
recall lens;w;s;w 9;s
SKILL astrology: Available at level 31, requires lore.
Specializations: divining, witchcraft
Syntax: astrology (target)
A person's birthday is significant in how they fit into the universe. The
astrology skill allows the user to endow recipients with the gifts of their
birth date. Each day of the week has a different significance as well as
each month. A more successful use of the skill can gain benefits from both.
If no target is specified, astrology will default to the user.
Note: Anyone can recite the knowledge of what their sign does. Knowing the
skill is only necessary for gaining magical benefits.
See help CALENDAR to get an idea of possible birth dates.
Categories: skill divining witchcraft
Last updated by: Evarius, 01/12/2013
augury
26
Graah-kt
recall lens;e 9;s 3;e 6;n 2
SKILL augury: Available at level 26, requires trophy.
Specializations: necromancy, divining, witchcraft
Syntax: augury
Augury is the art of telling the future by reading the entrails of
various creatures. The augurer can attempt to read the future by
concentrating on the guts of a victim, and as is often the case, belief
in the reading will have a real affect on how events turn out.
Categories: skill necromancy divining witchcraft
Last updated by: Matreya, 08/22/2008
aura attunement
45
Marval
recall lens;w;s;w 11;u
SKILL aura attunement: Available at level 45, requires aura sight.
Specializations: psionics
Syntax: psionic 'aura attunement'
Aura attunement allows you to strongly imprint your aura on an item. Among
other things, this provides combat bonuses for weapons attuned to their
users. This affect is NOT permanent, it lasts until you log off.
See also help 'AURA LOCATOR'
Categories: psionics
Last updated by: Arawn, 04/05/2017
aura locator
47
Marval
recall lens;w;s;w 11;u
SKILL aura locator: Available at level 47, requires aura attunement.
Specializations: psionics
Syntax: psionic 'aura locator'
Aura locator informs you of the location of all items you are strongly
attuned to. This includes expressly attuned items, as well as 'personal'
items, such as your corpse and beacon.
See also help AURA ATTUNEMENT.
Categories: psionics
Last updated by: Evarius, 04/27/2012
aura mask
33
Full Round
Bethanee
recall lens;w;s;w 9;s
SKILL aura mask: Available at level 33, requires invisibility.
Specializations: illusions, bard
Casting time: Full Round
Syntax: cast 'aura mask'
Syntax: cast 'aura mask'
The Aura Mask spell hides the caster's AURA, allowing them to avoid having
their ALIGNMENT detected through basic means.
This effect can also prevent magical items from rebelling against the user
due to their alignment. However, it can only mask a limited degree of good
or evil. Those who are strongly aligned to good or evil may still have
problems with their equipment.
Categories: spell illusions bard
Last updated by: Evarius, 09/23/2010
aura sense
32
Mirdrin
Tikol (under lake, in cavern)
SKILL aura sense: Available at level 32, requires sense life.
Specializations: psionics
Syntax: psionic 'aura sense'
Syntax: psionic 'aura sight'
These skills allow the psionicist to read the aura from an item.
Aura Sense reads the aura to reveal who the last person to drop the item
was and whether there is a strong connection between the item and a person.
Aura Sight reads the aura to allow the psionicist to look into the room
where the last person to touch the item currently is.
Note: Although an AURA MASK can prevent an aura from being left on an item,
a SCRY SHIELD will not protect against this form of psionic power.
Categories: psionics
Last updated by: Evarius, 09/22/2012
aura sight
43
Mirdrin
Tikol (under lake, in cavern)
SKILL aura sight: Available at level 43, requires aura sense.
Specializations: psionics
Syntax: psionic 'aura sense'
Syntax: psionic 'aura sight'
These skills allow the psionicist to read the aura from an item.
Aura Sense reads the aura to reveal who the last person to drop the item
was and whether there is a strong connection between the item and a person.
Aura Sight reads the aura to allow the psionicist to look into the room
where the last person to touch the item currently is.
Note: Although an AURA MASK can prevent an aura from being left on an item,
a SCRY SHIELD will not protect against this form of psionic power.
Categories: psionics
Last updated by: Evarius, 09/22/2012
axe
1
Felamar
recall lens;w;s;w 4;s
SKILL axe: Available at level 1
Specializations: weaponmaster, barbarism
Each weapon skill applies to a specific group of armaments and determines
how well a character fights with a particular weapon.
If a character has the PARRY skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at
both his weapon and his opponent's.
Your weapon skill can also modify the amount of damage you deal: It will be
increased if your weapon skill is greater than the to-hit cap (90%) and
decreased for very low skill levels. The boost or penalty is a percentage
of the damage you deal normally, based on how much over (or under) the
threshold your modified skill is.
The weapon skills consist of the following:
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 both spears and staves, but not polearms.
sword the warrior's standby, from rapier to claymore.
whip the use of whips, chains, and bullwhips.
exotic the use of strange, magical weapons.
bow the use of bows and crossbows as ranged weapons.
sling the use of slings as ranged weapons.
(The exotic skill cannot be purchased and is dependent solely upon level)
For additional information on weapons:
See help SHOOT (for help on ranged weapons)
See help WEAPON FLAGS (for help on weapon flags and their effects)
See help ADVANCED WEAPON SKILLS (for a list of skills that require weapons)
Categories: skill weapon weaponmaster paladin barbarism combat
Last updated by: Azshanna, 10/07/2019
SKILL backstab: Available at level 20, requires sneak.
Specializations: thieving, assassination
Use time: 1 Attacks
Syntax: backstab
The backstab skill is a means of initiating combat with a sneaky attack
that targets a victim's vulnerable spot on their back.
Extra damage is dealt if backstabbing is successful.
Daggers are usually used for backstabbing, but it can be done with any
type of weapon; larger weapons suffer penalties to making this attack.
Categories: skill thieving assassination combat
Last updated by: Matreya, 07/22/2008
bandage
25
Sirac
Top of Cleric's Tower
SKILL bandage: Available at level 25, requires diagnose.
Specializations: healing
Syntax: bandage
The bandage skill allows a character to use bandaging to help heal
themselves or a friend. The skill takes time (hence a movement loss) to use
and is not failsafe. Failures can end up aggravating the target's wounds.
Bandaging is only useful to a point. If a character is too badly damaged,
you may need to resort to other means of healing.
You must have bandages or a similar tool in order to use this skill.
Categories: skill healing
Last updated by: Matreya, 07/22/2008
bar room
35
Full Round
Eberre
recall lens;w;s;w 7;n
SKILL bar room: Available at level 35, requires mage lock.
Specializations: protection
Casting time: Full Round
Syntax: cast 'bar room'
The 'bar room' spell creates a shimmering force shield that prevents
non-magical movement, both into and out of a room.
A barred room affects all mobs and criminals, but depending on its caster,
the field will also affect (or not affect) others:
a) When cast by a mob, it will affect everyone.
b) When cast by a npk, it will not affect other players or their charmies.
c) When cast by a pk char, it will also affect in-range pkers and their
charmies (heroes will count as lvl 91s and can bar lvl 86s; charmies
will be barred based on their owner's level, not their own level).
Be careful in casting this spell. Restricting other people's movements or
trapping them in a room is considered an aggressive act.
To remove a bar, you may use the KNOCK spell to bring it down, or try to
disenchant it with the DISENCHANT AREA spell.
To prevent magical movement in a room, see help PLANAR SEAL.
Categories: spell protection room
Last updated by: Evarius, 07/02/2011
barkskin
47
Full Round
Neistah
recall lens;w;s;w 7;s
SKILL barkskin: Available at level 47, requires breathe water.
Specializations: druid
Casting time: Full Round
Syntax: cast 'barkskin'
Syntax: cast 'barkskin' familiar
This spell makes the caster's skin hard and bark-like, providing a resistance
to blunt attacks, but at the same time making the caster more vulnerable to
fire-based attacks. ENTs will not find much use for this spell as their
skin is already made of bark.
Categories: spell druid
Last updated by: Evarius, 03/21/2010
bash
4
1 Attacks
Hakor
recall lens;w 4;n 2;e 5
SKILL bash: Available at level 4, requires shield block.
Specializations: barbarism, animal
Use time: 1 Attacks
Syntax: bash
Syntax: bash
The bash skill is a brute-force attack designed to knock opponents to their
knees. Successful use of this skill depends on many factors, including:
one's bashing skill, weight, and the opponent's size. Bashing a dragon is
not generally a wise idea.
Bash can also be used to open closed doors. Not all doors can be bashed in,
and the 'basher' is likely to take some damage when bashing a door.
Categories: skill barbarism animal combat
Last updated by: Matreya, 07/22/2008
batter
51
2 Attacks
Felamar
recall lens;w;s;w 4;s
SKILL batter: Available at level 51, requires beat.
Specializations: barbarism
Use time: 2 Attacks
Syntax: beat
Syntax: batter
Syntax: maul
These are advanced mace skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
Beat deals twice the normal damage, but takes an attack to recover.
Batter uses the weight of the weapon to force its way through parry
attempts. It also deals twice the normal damage, taking an attack to
recover, but cannot be parried.
Maul hits three times as hard as normal, but takes three attacks to recover.
Categories: barbarism skill weapon
Last updated by: Evarius, 10/27/2013
battlecry
28
1 Attacks
Roth
recall lens;w 4;n 2;e 5;s
SKILL battlecry: Available at level 28
Specializations: barbarism
Use time: 1 Attacks
Syntax: battlecry
This skill allows the warrior to emit a mighty warcry, boosting the morale
of his or her entire group. The increased morale will also result in either
an increased chance to hit or an increased amount of damage done.
Categories: skill barbarism group
Last updated by: Arawn, 08/21/2014
beacon
27
Full Round
Omelia
recall lens;w;s;w 9;n
SKILL beacon: Available at level 27, requires minor gate.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'beacon'
This spell creates a long iron stake, that the caster can use as a beacon
to guide their teleportation. The beacon can be left somewhere, and casting
this spell a second time will transport the caster back to the beacon.
In some situations, the caster will be unable to leave their current room.
The beacon will stay in place. In other situations, it may be hard to get a
fix on the beacon's position. In these cases, the beacon will be returned
to the caster.
The beacon lasts for one successful return trip.
Leaving a beacon lying around in a well traveled area is an invitation for
someone to move it to a place less desirable. Sorry, but that is the price
you pay for instant transport sometimes.
Categories: spell conjurer
Last updated by: Evarius, 09/11/2011
beast fusion
70
Full Round
Mirdrin
Tikol (under lake, in cavern)
SKILL beast fusion: Available at level 70, requires borrow attribute.
Specializations: necromancy
Casting time: Full Round
Syntax: cast 'beast fusion'
This spell merges 2 bound creatures together into a warped, mutated beast.
If the caster is powerful enough, they can control the mutant, but there is
a chance that the mutant will break free of its controller's power.
Categories: spell necromancy pet
Last updated by: Matreya, 07/22/2008
beat
23
2 Attacks
Felamar
recall lens;w;s;w 4;s
SKILL beat: Available at level 23, requires mace.
Specializations: barbarism
Use time: 2 Attacks
Syntax: beat
Syntax: batter
Syntax: maul
These are advanced mace skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
Beat deals twice the normal damage, but takes an attack to recover.
Batter uses the weight of the weapon to force its way through parry
attempts. It also deals twice the normal damage, taking an attack to
recover, but cannot be parried.
Maul hits three times as hard as normal, but takes three attacks to recover.
Categories: barbarism skill weapon
Last updated by: Evarius, 10/27/2013
beauty
15
Full Round
Bethanee
recall lens;w;s;w 9;s
SKILL beauty: Available at level 15
Specializations: bard, glamour
Casting time: Full Round
Syntax: cast 'beauty'
Syntax: cast 'beauty' familiar
Beauty is in the eye of the beholder, but this spell will raise your
character's CHARISMA, giving all the benefits associated with a
glamourous life.
Categories: spell bard glamour
Last updated by: Evarius, 09/30/2010
berserk
40
2 Attacks
Roth
recall lens;w 4;n 2;e 5;s
SKILL berserk: Available at level 40, requires battlecry.
Specializations: barbarism, animal
Use time: 2 Attacks
Syntax: berserk
Berserking is the ability to enter an insane rage during combat. In
addition to replenishing some of your health, its effects are not
altogether unlike the FRENZY spell -- a huge surge of combat prowess,
coupled with a disregard for personal safety.
While berserk, if you make a kill, you may lose control of your rage and
automatically attack the next available target. Similarly, after a kill,
your rage may also subside.
Note: going berserk removes your SUBDUE status if it applies.
Categories: skill combat barbarism animal
Last updated by: Evarius, 01/03/2012
bind familiar
6
Full Round
Bethanee
recall lens;w;s;w 9;s
SKILL bind familiar: Available at level 6, requires animal friendship.
Specializations: druid, witchcraft
Casting time: Full Round
Syntax: cast 'bind familiar'
This spell binds a small PET to you, and creates a mental link between the
caster and the familiar. The target of this spell must be no more than
level 15, and once bound, it can no longer level.
Because of the mental link between caster and familiar, the caster can
control his or her familiar at great ranges. In addition, the caster gets
to see the world through the eyes of the familiar when ordering it to do
things. If the familiar is in the same room as the caster, the caster's
mana costs will be shared with the familiar.
The downside is that if the mental link is broken suddenly, as when the
familiar is killed, it causes such trauma to the caster that they
immediately lose half of their remaining hit points.
To control a familiar, "order familiar ". See also help SEND WILL.
There are also a number of spells that you can cast on familiars.
Please see help FAMILIAR SPELLS for a list of them.
Please note that familiars are controlled animals. They do not gain any
magical ability to speak and should not talk. As animals, they should not
be restrung to resemble animated shadows, the undead, sentients, or
anything else that would not normally be tamable.
Any type of possession is now logged. Feel free to use possessed mobs to
run around, explore, or to interact ICly, but please do not talk ooc type
channels with said possessed mob. ANY abuse of them to cause OOC problems
(such as harrassing others or spamming channels) will result in loss of
all casting ability.
Categories: spell druid witchcraft pet
Last updated by: Evarius, 06/08/2012
bind person
10
1 Attacks
the hand
recall lens;s 2;w 3;n 3;e;s 3;d;n;w;n
SKILL bind person: Available at level 10
Specializations: assassination
Use time: 1 Attacks
Syntax: bind
Binding is a way for you to take control of a character you have subdued.
It involves tying the victim up, so that all they can do is follow you, and
attempt to escape. (help ESCAPE)
If your bind skill is high enough, you will automatically attempt to bind
anyone you successfully subdue. This skill is also checked to allow you to
take the possessions of subdued victims. Only NPC's are subject to this
looting. Anyone can free a bound character using the FREE or DISMISS
commands.
Also note that characters MUST have rope in their inventory in order to
bind a subdued mob! Rope can be purchased in shops on both continents:
- The General Store in Chancy
- Adventurer's Supplies in New Lensmoor
- Saly's Supplies in Semdea
Binding a player character is a hostile act that cannot be taken towards a
non-PK player, and will earn a KILLER or OUTLAW flag just as attacking
would.
There is also an AUTO BIND option.
Categories: skill assassination auto settings
Last updated by: Evarius, 01/20/2012
black ice
90
2 Attacks
Asgath Brewon
Top of Warlock's Tower
SKILL black ice: Available at level 90, requires mummy rot.
Specializations: necromancy
Casting time: 2 Attacks
Syntax: cast 'black ice'
This powerful spell causes the victim's blood to start freezing within
their veins. The victim loses strength, dexterity, constitution, as their
body temperature lowers, and their body is slowly consumed from the inside
as their heart forces small chunks of ice through their veins.
Warning: if the delayed damage caused by this spell kills someone, the game
does not award the kill to the caster. This limitation can interfere with
quests and pk. Use this spell at your own risk!
Categories: spell necromancy
Last updated by: Evarius, 09/19/2009
SKILL bless weapon: Available at level 56, requires bless.
Specializations: enchanting, paladin
Casting time: Full Round
Syntax: cast 'bless weapon'
Syntax: cast 'curse weapon'
These spells align a weapon, making it either holy or unholy, and as such,
doing a great deal more damage to the opposing alignment.
Neither of these spells will work on already aligned weapons.
These are both DIVINE SPELLS, you can only cast them when in the good
graces of your immortal.
Categories: spell enchanting paladin necromancy divine weapon
Last updated by: Evarius, 09/30/2010
blindfighting
27
Roth
recall lens;w 4;n 2;e 5;s
SKILL blindfighting: Available at level 27, requires sneak.
Specializations: assassination
This skill reduces the penalty for fighting an unseen opponent. It does not
allow targeted attack types to be used against unseen opponents however,
see SPATIAL AWARENESS for that. A deafened character cannot blindfight, as
the skill utilizes sounds to know where the opponent is. This skill is
checked automatically when needed.
Categories: skill assassination combat
Last updated by: Evarius, 09/23/2010
SKILL blindness: Available at level 15
Specializations: witchcraft, glamour
Casting time: 1 Attacks
Syntax: cast 'blindness'
This spell renders the target character blind, or in other words, unable to
see. See help CURE BLIND for a spell to remove blindness.
Categories: spell witchcraft glamour
Last updated by: Evarius, 09/24/2010
blink
60
Full Round
Mirdrin
Tikol (under lake, in cavern)
SKILL blink: Available at level 60, requires teleport.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'blink'
Blink embues the caster's body with frenetic energy. This energy causes the
caster to randomly blink out of harm's way during a fight.
Each potential blink costs the caster mana, however, and when the caster
runs out of mana, they can no longer blink. In addition the disorienting
affects of blinking reduce the caster's hit roll.
Blink may also be cancelled with the VISIBLE command (i.e. vis blink).
Categories: spell conjurer
Last updated by: Matreya, 07/22/2008
bloodbath
61
1 Attacks
Rakash Grimo
Top of Necromancer's Tower
SKILL bloodbath: Available at level 61, requires harm.
Specializations: necromancy
Casting time: 1 Attacks
Syntax: cast 'bloodbath'
Bloodbath uses the blood in a recently dead corpse to heal everyone in the
room with the caster. The amount of healing is determined by the potency of
the blood.
A side effect of being covered in blood is a marked decrease in charisma.
Note: Please do not use bloodbath in safe rooms to antagonize people. It
is just plain rude, and can get you in trouble.
Categories: spell necromancy
Last updated by: Evarius, 10/30/2011
blur
40
Omelia
recall lens;w;s;w 9;n
SKILL blur: Available at level 40, requires mind shield.
Specializations: psionics
Syntax: psionic 'blur'
The psionicist blurs his outline, making it harder for opponents to land
their attacks against him.
Categories: psionics
Last updated by: Evarius, 11/02/2010
borrow attribute
50
1 Attacks
Rakash Grimo
Top of Necromancer's Tower
SKILL borrow attribute: Available at level 50, requires drain life.
Specializations: necromancy
Casting time: 1 Attacks
Syntax: cast 'borrow attribute'
This spell randomly drains the target of one attribute, while raising the
caster's attribute by the amount stolen. The magic of this spell prevents
it from working on one already borrowing (or lending) an attribute.
Categories: spell necromancy
Last updated by: Evarius, 11/24/2011
bow
4
Felamar
recall lens;w;s;w 4;s
SKILL bow: Available at level 4
Specializations: weaponmaster
Each weapon skill applies to a specific group of armaments and determines
how well a character fights with a particular weapon.
If a character has the PARRY skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at
both his weapon and his opponent's.
Your weapon skill can also modify the amount of damage you deal: It will be
increased if your weapon skill is greater than the to-hit cap (90%) and
decreased for very low skill levels. The boost or penalty is a percentage
of the damage you deal normally, based on how much over (or under) the
threshold your modified skill is.
The weapon skills consist of the following:
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 both spears and staves, but not polearms.
sword the warrior's standby, from rapier to claymore.
whip the use of whips, chains, and bullwhips.
exotic the use of strange, magical weapons.
bow the use of bows and crossbows as ranged weapons.
sling the use of slings as ranged weapons.
(The exotic skill cannot be purchased and is dependent solely upon level)
For additional information on weapons:
See help SHOOT (for help on ranged weapons)
See help WEAPON FLAGS (for help on weapon flags and their effects)
See help ADVANCED WEAPON SKILLS (for a list of skills that require weapons)
Categories: skill weapon weaponmaster paladin barbarism combat
Last updated by: Azshanna, 10/07/2019
brawling
1
SELF TAUGHT
SKILL brawling: Available at level 1
Specializations: barbarism, animal
This skill represents the knowledge of how to hit an opponent when unarmed.
Unlike HAND TO HAND this doesn't do a great deal of damage, but it will
allow you to land a hit or two when you have no weapons.
Categories: skill barbarism animal combat
Last updated by: Matreya, 07/22/2008
breathe water
12
Full Round
Raena
recall lens;w;s;w 4;n
SKILL breathe water: Available at level 12
Specializations: druid
Casting time: Full Round
Syntax: cast 'breathe water'
Lensmoor has some rooms that are 'underwater'. If you remain in these
rooms, you will start to run out of AIR, and then start drowning. You can
die underwater, if you do not come up for air periodically. The breathe
water spell will allow you to traverse these rooms without worry.
Categories: spell druid
Last updated by: Matreya, 07/22/2008
burning hands
10
1 Attacks
Kalyphar
recall lens;w;s;w 10;n
SKILL burning hands: Available at level 10, requires magic missile.
Specializations: sorcery
Casting time: 1 Attacks
Syntax: cast 'acid spray'
Syntax: cast 'burning hands'
Syntax: cast 'chill touch'
Syntax: cast 'shocking grasp'
These are the basic sorcery damage spells, each one deals damage to the target,
who gets a saving throw to take less damage.
Categories: spell sorcery
Last updated by: Arawn, 03/05/2010
call lightning
23
3 Attacks
Neistah
recall lens;w;s;w 7;s
SKILL call lightning: Available at level 23, requires control weather.
Specializations: druid
Casting time: 3 Attacks
Syntax: cast 'call lightning'
This spell works only when the caster is outdoors, and only when the
weather is bad. It calls down lightning bolts from the Gods.
Categories: spell druid
Last updated by: Evarius, 11/05/2011
called shot
32
Roth
recall lens;w 4;n 2;e 5;s
SKILL called shot: Available at level 32, requires feint.
Specializations: weaponmaster, assassination
Syntax: call
Called Shot allows you to target a specific body location for your next
attack. It can either be used during combat, or beforehand, in preparation
for a fight. However, once a location has been selected, it must be cleared
before another one can be chosen.
Selectable Locations: arm hand head foot leg torso vitals
branch root trunk
tail wing
shield*
* attempts to break your opponent's shield
Note: Depending on their race, opponents may not necessarily have the
selected body part. If that is the case, you will be told when you when
you have made an attempt on a non-existent location.
Categories: skill combat weaponmaster assassination
Last updated by: Evarius, 06/13/2010
calm
52
1 Attacks
Raena
recall lens;w;s;w 4;n
SKILL calm: Available at level 52, requires sleep.
Specializations: bard, witchcraft, glamour
Casting time: 1 Attacks
Syntax: cast 'calm'
An often overlooked but most useful ability of the practiced user of magic
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, and those who have gone insane with rage) or none is.
Categories: spell bard witchcraft glamour
Last updated by: Evarius, 09/24/2010
camp
15
Neistah
recall lens;w;s;w 7;s
SKILL camp: Available at level 15, requires forage.
Specializations: barbarism
Syntax: camp
Syntax: camp extinguish
Provided that there is wood in the vicinity, the camp skill is used to hunt
around for small kindling and to use it to build a campfire.
While it burns, the campfire offers slightly accelerated healing for those
who rest, sleep, or sit at it.
For campers who are worried about forest fires, the extinguish option puts
out the campfire without waiting for it to burn out first.
Categories: skill barbarism
Last updated by: Evarius, 05/22/2011
cancel magic
50
2 Attacks
Eberre
recall lens;w;s;w 7;n
SKILL cancel magic: Available at level 50, requires disenchant area.
Specializations: magic
Casting time: 2 Attacks
Syntax: cast 'cancellation' (target)
Syntax: cast 'cancel magic'
The Cancellation spell can only be used on the caster or on those who have
ENABLED the caster. When cast, this spell will attempt to get rid of all
the spells (both harmful and benign) affecting its target.
Cancel Magic is a selective version of the Cancellation spell. It allows
the caster to get rid of one specific spell affecting the target.
Categories: spell magic
Last updated by: Evarius, 01/14/2013
cancellation
28
1 Attacks
Eberre
recall lens;w;s;w 7;n
SKILL cancellation: Available at level 28, requires dispel magic.
Specializations: magic
Casting time: 1 Attacks
Syntax: cast 'cancellation' (target)
Syntax: cast 'cancel magic'
The Cancellation spell can only be used on the caster or on those who have
ENABLED the caster. When cast, this spell will attempt to get rid of all
the spells (both harmful and benign) affecting its target.
Cancel Magic is a selective version of the Cancellation spell. It allows
the caster to get rid of one specific spell affecting the target.
Categories: spell magic
Last updated by: Evarius, 01/14/2013
cantrip
5
Full Round
Bethanee
recall lens;w;s;w 9;s
SKILL cantrip: Available at level 5
Specializations: illusions
Casting time: Full Round
Syntax: cast 'cantrip'
This spell does little but annoy the victim. Many different cantrips exist,
all functioning with this spell. A cantrip is a non-aggressive act, and
will not initiate combat.
Current Cantrips include:
1) blush 5) chains 9) gas 13) rat 17) someone 21) voices
2) bugs 6) cold 10) itch 14) shoulder 18) spiders 22) warm
3) burp 7) cough 11) laugh 15) smoke 19) sweet
4) buzz 8) footsteps 12) pain 16) sneeze 20) tapping
Categories: spell illusions
Last updated by: Evarius, 03/20/2010
capture soul
70
Full Round
Mirdrin
Tikol (under lake, in cavern)
SKILL capture soul: Available at level 70, requires animate dead.
Specializations: necromancy
Casting time: Full Round
Syntax: cast 'capture soul'
This spell binds one of the many restless spirits that have not yet made
their way to the next world to the service of the necromancer casting this
spell.
This spell is incredibly demanding on casters, requiring all of their
remaining mana unless they are specialized in necromancy, or are a liche.
See help INFUSE SOUL to upgrade captured souls.
Categories: spell necromancy
Last updated by: Evarius, 01/03/2013
cause critical
33
2 Attacks
Tor
recall lens;w;s;w 11;n
SKILL cause critical: Available at level 33, requires cause serious.
Specializations: necromancy
Casting time: 2 Attacks
Syntax: cast 'cause light'
Syntax: cast 'cause serious'
Syntax: cast 'cause critical'
Syntax: cast 'harm'
All of these spells inflict damage upon its victim. The higher-level spells
do more damage.
Harm is a DIVINE SPELL, meaning your character must belong to, and follow
the commandments of a deities in order for it to work.
Categories: spell necromancy divine
Last updated by: Evarius, 05/09/2011
cause light
3
0 Attacks
Tor
recall lens;w;s;w 11;n
SKILL cause light: Available at level 3
Specializations: necromancy
Casting time: 0 Attacks
Syntax: cast 'cause light'
Syntax: cast 'cause serious'
Syntax: cast 'cause critical'
Syntax: cast 'harm'
All of these spells inflict damage upon its victim. The higher-level spells
do more damage.
Harm is a DIVINE SPELL, meaning your character must belong to, and follow
the commandments of a deities in order for it to work.
Categories: spell necromancy divine
Last updated by: Evarius, 05/09/2011
cause serious
18
1 Attacks
Tor
recall lens;w;s;w 11;n
SKILL cause serious: Available at level 18, requires cause light.
Specializations: necromancy
Casting time: 1 Attacks
Syntax: cast 'cause light'
Syntax: cast 'cause serious'
Syntax: cast 'cause critical'
Syntax: cast 'harm'
All of these spells inflict damage upon its victim. The higher-level spells
do more damage.
Harm is a DIVINE SPELL, meaning your character must belong to, and follow
the commandments of a deities in order for it to work.
Categories: spell necromancy divine
Last updated by: Evarius, 05/09/2011
chain lightning
42
3 Attacks
Tor
recall lens;w;s;w 11;n
SKILL chain lightning: Available at level 42, requires lightning bolt.
Specializations: sorcery
Casting time: 3 Attacks
Syntax: cast 'chain lightning'
Chain lightning is a deadly spell, producing a powerful bolt of lightning
that arcs from target to target in the room, until its force is fully
expended. It is most effective when used on groups of creatures. Should the
lightning fail to inflict damage at some point in the chaining, it will
be considered tapped, and will cease to arc.
Allies of the caster may be hit by this spell if they are members of a
clan, while the caster himself will not be struck unless no other viable
target remains.
Categories: spell sorcery
Last updated by: Evarius, 11/05/2011
change sex
21
1 Attacks
Bethanee
recall lens;w;s;w 9;s
SKILL change sex: Available at level 21, requires beauty.
Specializations: bard, glamour
Casting time: 1 Attacks
Syntax: cast 'change sex'
The Change Sex spell will randomly re-assign the gender of its victims,
rendering them infertile for the purposes of MATING while active.
Categories: spell bard glamour
Last updated by: Retnax, 05/06/2015
charm animal
36
Full Round
Neistah
recall lens;w;s;w 7;s
SKILL charm animal: Available at level 36, requires animal summoning.
Specializations: druid, witchcraft
Casting time: Full Round
Syntax: cast 'charm person'
Syntax: cast 'charm animal'
Both of these spells target mobs only, and not all mobs can be charmed.
Charm animal works only on non-sentient targets while charm person works
only on sentient ones.
If successful, these spells cause the victim to follow you, and to take
orders from you. Use the ORDER command to order your charmed followers.
Please Note: You are responsible for the actions of your followers.
Conversely, other people who attack your followers will be penalized as
if they had attacked you directly. See help CRIMINAL FLAGS for more info.
Also, please do not leave your high level charmies in lowbie areas. Many
of them are aggressive and would attack lowbies on the spot. The game is
supposed to be newbie/lowbie friendly (Lowbie = level 30 areas and below).
Related Help Files: CONTROL UNDEAD - essentially charming the undead.
Categories: spell druid witchcraft bard glamour
Last updated by: Evarius, 05/23/2011
charm person
45
Full Round
Bethanee
recall lens;w;s;w 9;s
SKILL charm person: Available at level 45, requires rebellion.
Specializations: bard, witchcraft, glamour
Casting time: Full Round
Syntax: cast 'charm person'
Syntax: cast 'charm animal'
Both of these spells target mobs only, and not all mobs can be charmed.
Charm animal works only on non-sentient targets while charm person works
only on sentient ones.
If successful, these spells cause the victim to follow you, and to take
orders from you. Use the ORDER command to order your charmed followers.
Please Note: You are responsible for the actions of your followers.
Conversely, other people who attack your followers will be penalized as
if they had attacked you directly. See help CRIMINAL FLAGS for more info.
Also, please do not leave your high level charmies in lowbie areas. Many
of them are aggressive and would attack lowbies on the spot. The game is
supposed to be newbie/lowbie friendly (Lowbie = level 30 areas and below).
Related Help Files: CONTROL UNDEAD - essentially charming the undead.
Categories: spell druid witchcraft bard glamour
Last updated by: Evarius, 05/23/2011
chill touch
14
1 Attacks
Tor
recall lens;w;s;w 11;n
SKILL chill touch: Available at level 14, requires magic missile.
Specializations: sorcery
Casting time: 1 Attacks
Syntax: cast 'acid spray'
Syntax: cast 'burning hands'
Syntax: cast 'chill touch'
Syntax: cast 'shocking grasp'
These are the basic sorcery damage spells, each one deals damage to the target,
who gets a saving throw to take less damage.
Categories: spell sorcery
Last updated by: Arawn, 03/05/2010
chop
23
2 Attacks
Felamar
recall lens;w;s;w 4;s
SKILL chop: Available at level 23, requires polearm.
Specializations: weaponmaster
Use time: 2 Attacks
Syntax: chop
Syntax: hook
Syntax: pierce
These are advanced polearm skills. They are focused attacks, intended to
work only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
Chop uses the blade of the polearm to greater effect, dealing twice normal
damage, but taking an attack to recover.
Hook uses the back edge of the polearm to yank the defender's shield out of
position. It deals twice the normal damage, taking an attack to recover,
and cannot be blocked with a shield.
Pierce uses the point of the polearm and its momentum to deliver a powerful
blow. It deals three times the normal damage, but takes two attacks to
recover.
Categories: weaponmaster skill weapon
Last updated by: Evarius, 04/06/2012
clairvoyance
37
Full Round
Omelia
recall lens;w;s;w 9;n
SKILL clairvoyance: Available at level 37, requires locate person.
Specializations: divining
Casting time: Full Round
Syntax: cast 'clairvoyance'
Successful use of the clairvoyance spell allows one to see the room their
target is in.
Scrying spells may be grounds for hostile action, up to and including your
character being PKed for spying on someone.
Categories: spell divining
Last updated by: Evarius, 12/02/2011
cleave
74
3 Attacks
Felamar
recall lens;w;s;w 4;s
SKILL cleave: Available at level 74, requires hew.
Specializations: barbarism
Use time: 3 Attacks
Syntax: hack
Syntax: hew
Syntax: cleave
These skills are advanced axe skills. They are focused attacks, intended
to work only with your primary weapon. During combat, they will default
to the opponent you are directly fighting.
Hack allows an axe-armed warrior to deal double the normal damage, in
exchange for skipping their next attack.
Hew allows the axeman to focus his weapon's momentum, making parrying it
impossible. It also deals twice normal damage in a single blow, and takes
an attack to recover.
Cleave is a mighty swing that deals three times the normal damage, but will
cause the attacker to lose two subsequent attacks.
Categories: barbarism weapon skill
Last updated by: Evarius, 08/23/2011
cloak of cover
12
Full Round
Jasper
recall lens;w;s;w 6;n
SKILL cloak of cover: Available at level 12, requires phantasmal force.
Specializations: illusions
Casting time: Full Round
Syntax: cast 'cloak of cover'
This spell creates an illusory veil over the caster, preventing anyone
unable to penetrate illusions from seeing what the caster is wearing.
This spell will also prevent major identify being used on the caster.
Categories: spell illusions
Last updated by: Dahani, 10/27/2013
cloak of fear
77
Full Round
a vampire
recall lens;u;n 17;ne 30;ne 11;d;n 12;w 4
SKILL cloak of fear: Available at level 77, requires fear.
Specializations: necromancy, witchcraft
Casting time: Full Round
Syntax: cast 'cloak of fear'
This spell surrounds the caster with an aura similar to the FEAR
spell. This aura affects anyone attempting to attack the caster with
a fear effect, and has a chance to cause opponents to hesitate during
fights, losing some of their attacks.
Categories: spell necromancy witchcraft
Last updated by: Matreya, 08/22/2008
colour spray
29
2 Attacks
Tor
recall lens;w;s;w 11;n
SKILL colour spray: Available at level 29, requires faerie fog.
Specializations: illusions
Casting time: 2 Attacks
Syntax: cast 'colour spray'
This spell uses the illusionist's control over light to deal
damage to a target, and possibly blind them in the process.
Categories: spell illusions
Last updated by: Evarius, 09/23/2010
cone of cold
60
3 Attacks
Tor
recall lens;w;s;w 11;n
SKILL cone of cold: Available at level 60, requires ice fists.
Specializations: sorcery
Casting time: 3 Attacks
Syntax: cast 'acid ball'
Syntax: cast 'fireball'
Syntax: cast 'cone of cold'
Syntax: cast 'lightning storm'
Syntax: cast 'gas cloud'
Syntax: cast 'thunderclap'
These sorcery spells are area effect attacks. They will affect everyone
in the room with the caster who is not considered 'safe'. The primary
target (if there is one), will take more damage than everyone else who
is affected. Targets get a saving throw to take less damage. If they
fail this save, they may be affected by a carrier attack as well, as may
any item left in the room.
Categories: spell sorcery
Last updated by: Arawn, 03/05/2010
confuse
26
1 Attacks
Marval
recall lens;w;s;w 11;u
SKILL confuse: Available at level 26, requires stun.
Specializations: psionics
Use time: 1 Attacks
Syntax: psionic 'confuse'
This power disorients the victim, making their skills harder for them to
use. It can also do a minimal amount of damage.
Categories: psionics
Last updated by: Matreya, 08/22/2008
SKILL control undead: Available at level 37
Specializations: necromancy
Casting time: Full Round
Syntax: cast 'control undead'
This DIVINE SPELL allows the caster to take control of an undead creature,
if possible.
Please do not leave your high level charmies in lowbie areas. Many of them
are aggressive and would attack lowbies on the spot. The game is supposed
to be newbie/lowbie friendly. Lowbie = level 30 areas and below.
Categories: spell divine necromancy
Last updated by: Evarius, 12/04/2011
control weather
19
Full Round
Neistah
recall lens;w;s;w 7;s
SKILL control weather: Available at level 19, requires gust of wind.
Specializations: druid
Casting time: Full Round
Syntax: cast 'control weather'
This spell temporarily makes the weather either better or worse.
The room you cast this in must be OUTDOORS. All OUTDOOR rooms within the area
will be affected by this spell.
Categories: spell druid
Last updated by: Azshanna, 10/17/2019
cover
30
Neistah
recall lens;w;s;w 7;s
SKILL cover: Available at level 30, requires track.
Specializations: thieving, assassination
Syntax: cover
This skill allows users to cover up their tracks, making it harder for them
to be TRACKED.
There is a SKILL CONTEST between cover and track.
Categories: skill thieving assassination
Last updated by: Evarius, 09/30/2010
create food
7
Full Round
Teralle
recall lens;w;s;w 12;n
SKILL create food: Available at level 7, requires create rose.
Specializations: druid
Casting time: Full Round
Syntax: cast 'create food'
This spell randomly creates an edible food item.
Categories: spell druid
Last updated by: Matreya, 08/22/2008
create rose
5
Full Round
Teralle
recall lens;w;s;w 12;n
SKILL create rose: Available at level 5
Specializations: druid, bard
Casting time: Full Round
Syntax: cast 'create rose'
A romantic spell that creates a fragrant red rose, with utterly no game use
whatsoever. The rose may be DETAILED, as if it were a crafted item, but
should remain some sort of flower.
If you want to use a created rose to test out a description or LML codes,
that is fine. But do not sell or give away these items, or in any way
attempt to deceive someone by passing a created rose off as something else.
If you want to use an item in your roleplay, or as an article of clothing,
find an item that most closely matches what the detailed item is.
It is not ok to abuse create rose to make fake items.
People caught abusing this privilege may have their spell removed or be
unable to detail/restring any items in the future.
Categories: spell druid bard
Last updated by: Dahani, 11/29/2013
create spring
24
Full Round
Teralle
recall lens;w;s;w 12;n
SKILL create spring: Available at level 24, requires create water.
Specializations: druid
Casting time: Full Round
Syntax: cast 'create spring'
This spell brings forth a magical spring from the ground, which has the
same properties as a fountain.
Categories: spell druid
Last updated by: Matreya, 08/22/2008
create tree
35
Full Round
Teralle
recall lens;w;s;w 12;n
SKILL create tree: Available at level 35, requires create spring.
Specializations: druid
Casting time: Full Round
Syntax: cast 'create tree'
This spell creates a fruit tree, loaded with yummy fruit. The number of
fruits is determined by the caster's level, skill level, and a bit of
randomness.
Fruit-types are: pear, apple, orange, banana, plum, tangerine, lemon, lime.
If no type is specified, pear will be selected as the default type.
Categories: spell druid
Last updated by: Evarius, 05/07/2012
create water
9
Full Round
Teralle
recall lens;w;s;w 12;n
SKILL create water: Available at level 9, requires create food.
Specializations: druid
Casting time: Full Round
Syntax: cast 'create water'
This spell replenishes a drink container with water.
Categories: spell druid
Last updated by: Evarius, 09/30/2010
SKILL critical strike: Available at level 45, requires enhanced damage.
Specializations: assassination
Both the ENHANCED DAMAGE and the CRITICAL STRIKE skills aim at increasing a
character's effective damage whenever they land a hit on an opponent. The
likelihood of receiving this damage bonus is based on how high the
character has these skills at.
Both skills are automatically checked during combat.
Categories: skill combat assassination
Last updated by: Matreya, 08/22/2008
cure blindness
12
1 Attacks
Chaliste
recall lens;w;s;w 5;n
SKILL cure blindness: Available at level 12, requires cure serious.
Specializations: healing
Casting time: 1 Attacks
Syntax: cast 'cure blindness'
This spell cures BLINDNESS in one so unfortunate.
Categories: spell healing
Last updated by: Evarius, 04/11/2010
SKILL cure critical: Available at level 16, requires cure serious.
Specializations: healing, paladin
Casting time: 2 Attacks
Syntax: cast 'cure light'
Syntax: cast 'cure serious'
Syntax: cast 'cure critical'
Syntax: cast 'heal'
Syntax: cast 'true heal'
These spells heal damage, with the higher-level ones being more effective.
HEAL is a DIVINE SPELL, meaning your character must belong to, and follow
the commandments of a deity in order for it to work.
TRUE HEALING is a more potent version of the heal spell. In addition to its
curative powers, it can also negate the effects of poison. It is also a
divine spell.
Related Helpfiles: MASS HEALING, and BANDAGE.
[Hit Return to continue, Q to exit]
Categories: spell healing paladin divine
Last updated by: Matreya, 08/22/2008
cure deafness
20
1 Attacks
Chaliste
recall lens;w;s;w 5;n
SKILL cure deafness: Available at level 20, requires cure blindness.
Specializations: healing
Casting time: 1 Attacks
Syntax: cast 'cure deafness'
This spell will remove the effects of deafness from someone affected by a
DEAFEN or THUNDERCLAP spell.
Categories: spell healing
Last updated by: Evarius, 04/11/2010
SKILL cure light: Available at level 2
Specializations: healing, paladin
Casting time: 0 Attacks
Syntax: cast 'cure light'
Syntax: cast 'cure serious'
Syntax: cast 'cure critical'
Syntax: cast 'heal'
Syntax: cast 'true heal'
These spells heal damage, with the higher-level ones being more effective.
HEAL is a DIVINE SPELL, meaning your character must belong to, and follow
the commandments of a deity in order for it to work.
TRUE HEALING is a more potent version of the heal spell. In addition to its
curative powers, it can also negate the effects of poison. It is also a
divine spell.
Related Helpfiles: MASS HEALING, and BANDAGE.
Categories: spell healing paladin divine
Last updated by: Matreya, 08/22/2008
SKILL cure poison: Available at level 16, requires detect poison.
Specializations: healing
Casting time: 1 Attacks
Syntax: cast 'cure poison'
Syntax: cast 'cure poison'
This spell removes the effect of poison from either a person, or from
poisoned food, drink, or weapons.
It can also cure one's DELUSIONS.
Categories: spell healing
Last updated by: Matreya, 08/22/2008
cure serious
8
1 Attacks
Chaliste
recall lens;w;s;w 5;n
SKILL cure serious: Available at level 8, requires cure light.
Specializations: healing, paladin
Casting time: 1 Attacks
Syntax: cast 'cure light'
Syntax: cast 'cure serious'
Syntax: cast 'cure critical'
Syntax: cast 'heal'
Syntax: cast 'true heal'
These spells heal damage, with the higher-level ones being more effective.
HEAL is a DIVINE SPELL, meaning your character must belong to, and follow
the commandments of a deity in order for it to work.
TRUE HEALING is a more potent version of the heal spell. In addition to its
curative powers, it can also negate the effects of poison. It is also a
divine spell.
Related Helpfiles: MASS HEALING, and BANDAGE.
Categories: spell healing paladin divine
Last updated by: Matreya, 08/22/2008
SKILL curse weapon: Available at level 56, requires curse.
Specializations: necromancy, enchanting
Casting time: Full Round
Syntax: cast 'bless weapon'
Syntax: cast 'curse weapon'
These spells align a weapon, making it either holy or unholy, and as such,
doing a great deal more damage to the opposing alignment.
Neither of these spells will work on already aligned weapons.
These are both DIVINE SPELLS, you can only cast them when in the good
graces of your immortal.
Categories: spell enchanting paladin necromancy divine weapon
Last updated by: Evarius, 09/30/2010
dagger
1
Felamar
recall lens;w;s;w 4;s
SKILL dagger: Available at level 1
Specializations: weaponmaster, assassination
Each weapon skill applies to a specific group of armaments and determines
how well a character fights with a particular weapon.
If a character has the PARRY skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at
both his weapon and his opponent's.
Your weapon skill can also modify the amount of damage you deal: It will be
increased if your weapon skill is greater than the to-hit cap (90%) and
decreased for very low skill levels. The boost or penalty is a percentage
of the damage you deal normally, based on how much over (or under) the
threshold your modified skill is.
The weapon skills consist of the following:
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 both spears and staves, but not polearms.
sword the warrior's standby, from rapier to claymore.
whip the use of whips, chains, and bullwhips.
exotic the use of strange, magical weapons.
bow the use of bows and crossbows as ranged weapons.
sling the use of slings as ranged weapons.
(The exotic skill cannot be purchased and is dependent solely upon level)
For additional information on weapons:
See help SHOOT (for help on ranged weapons)
See help WEAPON FLAGS (for help on weapon flags and their effects)
See help ADVANCED WEAPON SKILLS (for a list of skills that require weapons)
Categories: skill weapon weaponmaster paladin barbarism combat
Last updated by: Azshanna, 10/07/2019
dancing lights
16
1 Attacks
Jasper
recall lens;w;s;w 6;n
SKILL dancing lights: Available at level 16, requires faerie fire.
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'dancing lights'
This spell summons globes of multi-colored light that dance around a
victim's vision, and reduce their ability to hit successfully in combat.
Categories: spell illusions
Last updated by: Matreya, 08/22/2008
dancing weapon
62
Full Round
Xilan
recall lens;w;s;w 10;2
SKILL dancing weapon: Available at level 62, requires enchant weapon.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'dancing weapon'
This spell imbues your weapon with a 'life' of its own, causing it to leap
from your hand, and fight at your side. The weapon will obey simple
commands. It will fall to the ground after taking 'lethal' damage,
reverting to a normal weapon again.
A dancing weapon may vanish at the end of the spell, or when the weapon is
killed, as the magicks animating it, consume it.
Categories: spell enchanting weapon
Last updated by: Evarius, 09/30/2010
(
danger sense
25
Marval
recall lens;w;s;w 11;u
SKILL danger sense: Available at level 25, requires sense life.
Specializations: psionics
Syntax: psionic 'danger sense'
This skill is mainly of use in PK. It alerts the psionicist when any member
of another CLAN enters the zone that they are in.
It can also let the psionicist know when a 'scrying' type effect is used on
them and possibly who the scryer is.
Categories: psionics
Last updated by: Matreya, 08/22/2008
darkness
30
1 Attacks
Jasper
recall lens;w;s;w 6;n
SKILL darkness: Available at level 30, requires smokescreen.
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'darkness'
The darkness spell summons a magical darkness to a room, that lasts until a
CONTINUAL LIGHT spell is cast in the room.
Those caught casting this spell in lowbie areas (Chancy, New Lensmoor,
Semdea, or Antrippa City mainly) just to bother newbies, will be punished
accordingly. Please eliminate the darkness when you are done with it before
leaving. (help continual light)
Categories: spell illusions room
Last updated by: Evarius, 02/23/2009
deafen
23
1 Attacks
high priest of Kithanor
recall lens;e 11;n;e 6;s 2;e 12;s 2;w 4
SKILL deafen: Available at level 23, requires blindness.
Specializations: witchcraft, glamour
Casting time: 1 Attacks
Syntax: cast 'deafen'
This spell will try to deafen the victim.
Deaf people cannot hear says, shouts, or yells. They suffer a dexterity
penalty and are unable to use the BLINDFIGHTING skill. It is also harder
for them to get the magic words to spells right. Spellsongs do not affect
the deaf as they cannot hear the magic.
See help CURE DEAF to remove deafness and help READ LIPS for a skill to
hear some things even while deaf.
Categories: spell witchcraft glamour
Last updated by: Evarius, 09/24/2010
defend
32
Roth
recall lens;w 4;n 2;e 5;s
SKILL defend: Available at level 32, requires guard.
Specializations: protection
Syntax: defend (toggles the defend mode on/off)
While in defend mode, you will receive additional chances to SHIELD BLOCK,
PARRY, and DODGE incoming blows.
In exchange, you will forego all but one of your automatic melee attacks.
Between rounds, you will also be limited to actions with casting times
of 2 or less.
Related Help Files: AZSHANNAS GUARD, SIDESTEP
Categories: skill combat protection
Last updated by: Evarius, 04/03/2012
delusions
65
1 Attacks
Mirdrin
Tikol (under lake, in cavern)
SKILL delusions: Available at level 65, requires major wyrd.
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'delusions'
Syntax: cast 'delusions'
Delusions plagues the victim with intense, mind altering affects.
The victim is disoriented, and their chance to hit is reduced
significantly. The victim will also experience 'visions'. If not
concentrating, the victim will not see the world as it really is.
Delusions can also be used to give a food or drink item delusional
characteristics.
See help CURE POISON to remove delusions.
Categories: spell illusions
Last updated by: Evarius, 03/24/2010
destroy undead
56
3 Attacks
priestess of Carissa
recall lens;e 11;n;e 6;s 2;e 12;s 2;e 3
SKILL destroy undead: Available at level 56, requires turn undead.
Specializations: druid, paladin
Casting time: 3 Attacks
Syntax: cast 'destroy undead'
This DIVINE SPELL attempts to outright destroy undead beings if they are
mobiles (PCs undead take damage instead).
The spell only gives half XP.
Categories: spell divine druid paladin
Last updated by: Evarius, 09/30/2010
detect disease
15
Full Round
Luna
recall lens;w;s;w 8;n
SKILL detect disease: Available at level 15
Specializations: healing, divining
Casting time: Full Round
Syntax: cast 'detect disease'
Syntax: cast 'detect disease' familiar
This spell endows the caster with the ability to notice diseased objects
and individuals.
Categories: spell healing divining
Last updated by: Evarius, 10/30/2011
detect evil
8
Full Round
Luna
recall lens;w;s;w 8;n
SKILL detect evil: Available at level 8, requires know alignment.
Specializations: divining, paladin
Casting time: Full Round
Syntax: cast 'detect evil'
Syntax: cast 'detect evil' familiar
This spell enables the caster to detect evil characters, which will
reveal a characteristic (Red Aura).
Categories: spell divining paladin
Last updated by: Evarius, 04/03/2010
detect good
9
Full Round
Luna
recall lens;w;s;w 8;n
SKILL detect good: Available at level 9, requires know alignment.
Specializations: divining
Casting time: Full Round
Syntax: cast 'detect good'
Syntax: cast 'detect good' familiar
This spell enables the caster to detect good characters, which will
reveal a characteristic (Golden Aura).
Categories: spell divining
Last updated by: Evarius, 04/03/2010
detect hidden
7
Full Round
Luna
recall lens;w;s;w 8;n
SKILL detect hidden: Available at level 7, requires infravision.
Specializations: divining
Casting time: Full Round
Syntax: cast 'detect hidden'
Syntax: cast 'detect hidden' familiar
This spell enables the caster to detect hidden creatures, doors and objects.
Categories: spell divining
Last updated by: Matreya, 08/22/2008
detect illusion
4
Full Round
Jasper
recall lens;w;s;w 6;n
SKILL detect illusion: Available at level 4
Specializations: illusions, divining
Casting time: Full Round
Syntax: cast 'detect illusion'
Syntax: cast 'detect illusion' familiar
This spell will allow the caster to know illusions when he or she
sees them.
There is a SKILL CONTEST between DETECT ILLUSION and DISPLACEMENT.
Categories: spell illusions divining
Last updated by: Evarius, 08/16/2011
detect invisible
12
Full Round
Luna
recall lens;w;s;w 8;n
SKILL detect invisible: Available at level 12, requires detect hidden.
Specializations: divining
Casting time: Full Round
Syntax: cast 'detect invis'
Syntax: cast 'detect invis' familiar
This spell enables the caster to detect INVISIBLE objects and characters.
Categories: spell divining
Last updated by: Evarius, 10/30/2011
detect magic
4
Full Round
Luna
recall lens;w;s;w 8;n
SKILL detect magic: Available at level 4
Specializations: divining, magic
Casting time: Full Round
Syntax: cast 'detect magic'
Syntax: cast 'detect magic' familiar
This spell enables the caster to detect magical objects.
Categories: spell divining magic
Last updated by: Evarius, 03/24/2010
detect neutral
10
Full Round
Luna
recall lens;w;s;w 8;n
SKILL detect neutral: Available at level 10, requires know alignment.
Specializations: divining
Casting time: Full Round
Syntax: cast 'detect neutral'
Syntax: cast 'detect neutral' familiar
This spell allows the caster to detect those of neutral alignment,
who give off a (Pale Aura).
Categories: spell divining
Last updated by: Evarius, 04/03/2010
detect poison
13
Full Round
Luna
recall lens;w;s;w 8;n
SKILL detect poison: Available at level 13
Specializations: healing, divining
Casting time: Full Round
Syntax: cast 'detect poison'
Syntax: cast 'detect poison' familiar
This spell allows the caster to detect the presence of POISON in weapons,
and in food, drink, and other consumables as well.
Categories: spell healing divining
Last updated by: Evarius, 09/30/2010
detect traps
7
Neistah
recall lens;w;s;w 7;s
SKILL detect traps: Available at level 7
Specializations: thieving, assassination
Syntax: settrap (dart/snare)
Syntax: settrap
detect watch
18
Full Round
Topaki
recall lens;w;s;w 11;d
SKILL detect watch: Available at level 18, requires minor watch.
Specializations: divining
Casting time: Full Round
Syntax: cast 'detect watch'
Syntax: cast 'dispel watch'
These spells are used to determine watches in a room. Detect watch will
announce all watches in a given room, while dispel watch will remove all
watches.
Categories: spell divining
Last updated by: Matreya, 08/22/2008
diagnose
15
Sirac
Top of Cleric's Tower
SKILL diagnose: Available at level 15
Specializations: healing
Syntax: diagnose
Successful use of this skill will return a plethora of information
regarding the current condition of its target.
Categories: skill healing
Last updated by: Matreya, 08/22/2008
dimension door
64
Marval
recall lens;w;s;w 11;u
SKILL dimension door: Available at level 64, requires spatial awareness.
Specializations: psionics
Syntax: psionic 'dimension door'
This psionic ability allows the psionicist to open a crease in space,
which they can step through, transferring them a great distance in the
specified direction. This is a method of wilderness travel, and will
take you from your location in an area into the wilderness, a distance
from where that area is located in the wilderness.
Failing this skill will lead to random locations in the wilderness.
Up to 100 rooms may be travelled at a time.
Categories: psionics wilderness
Last updated by: Evarius, 05/30/2011
SKILL dirt kicking: Available at level 12, requires kick.
Specializations: barbarism
Use time: 2 Attacks
Syntax: dirt (to initiate combat)
Syntax: dirt (during combat)
Considered by some to be a cowardly skill, dirt kicking gives the clever
combatant a chance to blind his opponent by casting dirt into his eyes. The
blindness does not last long, but can provide an edge in combat. Dexterity
helps in hitting or avoiding a dirt kick.
Categories: skill combat barbarism
Last updated by: Evarius, 11/14/2011
disarm
15
2 Attacks
Hakor
recall lens;w 4;n 2;e 5
SKILL disarm: Available at level 15, requires sword.
Specializations: weaponmaster
Use time: 2 Attacks
Syntax: disarm
Disarm is a somewhat showy and unreliable skill, designed to relieve your
opponent of his weapon. The best possible chance of disarming occurs when
you are skilled both in your own and your opponent's weapon.
Categories: skill weaponmaster combat
Last updated by: Matreya, 08/22/2008
SKILL disguise: Available at level 17, requires sneak.
Specializations: assassination, bard
Syntax: disguise
Syntax: disguise race
Syntax: disguise
The disguise skill allows the user to change their description that is seen
when they are standing in a room. The player must specify a disguise. To
remove the disguise, typing disguise again without a parameter will remove
the disguise. Disguise with a parameter will change the current disguise.
Disguises are lost in combat. There may be times where a disguise will
prevent certain actions from happening. You can specify a race to be
disguised as, but this has some limits. A disguise kit of some sort is
needed to apply a disguise.
This command should not be used to mislead players regarding any auras or
flags used in the game. It is to describe how you physically appear and
should be realistic. Names similar to other players should not be included
in your disguise. Disguises should be in THEME.
Note: disguises are logged. Please do not spam it.
Categories: skill assassination bard
Last updated by: Evarius, 11/14/2011
dispel enchantment
68
2 Attacks
Eberre
recall lens;w;s;w 7;n
SKILL dispel enchantment: Available at level 68, requires enchant item.
Specializations: enchanting
Casting time: 2 Attacks
Syntax: cast 'dispel enchantment'
dispel evil
28
1 Attacks
Eberre
recall lens;w;s;w 7;n
SKILL dispel evil: Available at level 28, requires protection evil.
Specializations: protection, paladin
Casting time: 1 Attacks
Syntax: cast 'dispel evil'
This spell invokes the wrath of the Gods on an evil victim. It can be very
dangerous for casters who are not pure of heart.
Categories: spell protection paladin
Last updated by: Matreya, 08/22/2008
dispel good
29
1 Attacks
Eberre
recall lens;w;s;w 7;n
SKILL dispel good: Available at level 29, requires protection good.
Specializations: protection
Casting time: 1 Attacks
Syntax: cast 'dispel good'
Dispel good brings forth evil energies that inflict horrific torment on the
pure of heart. Good-aligned characters use this dark magic at their own
peril.
Categories: spell protection
Last updated by: Matreya, 08/22/2008
dispel illusion
32
1 Attacks
Jasper
recall lens;w;s;w 6;n
SKILL dispel illusion: Available at level 32, requires detect illusion.
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'dispel illusion'
This spell will destroy all illusions in the room with the caster.
Categories: spell illusions
Last updated by: Matreya, 08/22/2008
dispel magic
24
2 Attacks
Eberre
recall lens;w;s;w 7;n
SKILL dispel magic: Available at level 24, requires detect magic.
Specializations: magic
Casting time: 2 Attacks
Syntax: cast 'dispel magic'
Dispel magic is an aggressive spell that will attempt to strip away a spell
affecting its victim.
The chance to successfully dispel is based on the level of the spell.
Failed attempts will lower the affect's level significantly. Permanent
spells (such as a mobile's sanctuary) will be much harder to remove. Not
all spells may be dispelled, notable examples are poison, curse and plague.
Related Spells: CANCELLATION and CANCEL MAGIC (same helpfile).
Categories: spell magic
Last updated by: Matreya, 08/22/2008
dispel neutral
30
1 Attacks
Eberre
recall lens;w;s;w 7;n
SKILL dispel neutral: Available at level 30, requires protection neutral.
Specializations: protection
Casting time: 1 Attacks
Syntax: cast 'dispel neutral'
This spell inflicts damage on those of neutral alignment. It is dangerous
for those who are neutral themselves to cast this spell.
Categories: spell protection
Last updated by: Matreya, 08/22/2008
dispel watch
44
Full Round
Topaki
recall lens;w;s;w 11;d
SKILL dispel watch: Available at level 44, requires pass watch.
Specializations: divining
Casting time: Full Round
Syntax: cast 'detect watch'
Syntax: cast 'dispel watch'
These spells are used to determine watches in a room. Detect watch will
announce all watches in a given room, while dispel watch will remove all
watches.
Categories: spell divining
Last updated by: Matreya, 08/22/2008
displacement
56
Full Round
Jasper
recall lens;w;s;w 6;n
SKILL displacement: Available at level 56, requires improved invisibility.
Specializations: illusions
Casting time: Full Round
Syntax: cast 'displacement'
The displacement spell creates an image of the caster that appears to be
between 4 and 6 feet from the caster's actual location. This hampers most
foes' abilities to hit the caster, and can make the first attack on the
caster to miss completely if the attacker's detect illusion fails the
SKILL CONTEST between the defender's displacement.
Categories: spell illusions
Last updated by: Evarius, 08/16/2011
distilling
2
Ragnaard Firebeard
recall lens;e 2;n 2;use axe;n 2;w 2;n
SKILL distilling: Available at level 2
Specializations: crafter
Syntax: distill
Syntax: distill list
Distilling is the crafting skill of converting water into other beverages.
Grain is used in the process if the beverage is alcoholic. A container full
of water is needed, and it must be capable of holding at least 10 servings.
For alcoholic beverages, the more potent the alcohol, the more grains are
required. The distiller's skill and quality of the grains also help to
determine the amount of grains that are required.
For non-alcoholic beverages, the same syntax is also used to distill them.
Although no grain will actually be used up, for technical reasons you will
still need grain in order to make the syntax work.
Note: The liquid may be detailed afterwards (syntax: detail ).
Categories: skill crafting
Last updated by: Evarius, 12/04/2011
divert
37
1 Attacks
Roth
recall lens;w 4;n 2;e 5;s
SKILL divert: Available at level 37, requires target.
Specializations: assassination
Use time: 1 Attacks
Syntax: divert
This skill allows someone to divert a mob's attacks to someone else in
their group. The target must also be attacking the mob that is attacking
you in order to get the mob to attack that player.
Categories: skill assassination combat
Last updated by: Evarius, 04/03/2012
divining
30
Full Round
Luna
recall lens;w;s;w 8;n
SKILL divining: Available at level 30, requires view the past.
Specializations: divining
Casting time: Full Round
Syntax: cast 'divining'
The divining spell allows you to know information about a target who is on
the same continent as you.
Scrying spells may be grounds for hostile action, up to and including your
character being PKed for spying on another.
Some of the information from this spell gives things like Name and Level.
These are set by the immortal who created them and some of the names, like
@questcopy, are ooc information for the immortals. This does not indicate
anything else about the mob except an ooc data source for staff. The level
shown is the base mob level, before any affects or actions have been enacted
and does not reflect the TRUE level of the mob.
Categories: spell divining
Last updated by: Azshanna, 08/31/2018
dodge
3
Zek
recall lens;w;s;w 5;s
SKILL dodge: Available at level 3
Specializations: thieving, assassination, animal
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.
This skill is automatically checked in combat.
Categories: skill thieving assassination animal combat
Last updated by: Matreya, 08/22/2008
double ended
46
Roth
recall lens;w 4;n 2;e 5;s
SKILL double ended: Available at level 46, requires dual wield.
Specializations: weaponmaster
This skill allows the user to gain the full benefit of a double-ended
weapon, adding an extra attack. All double ended weapons are two-handed.
This skill is automatically checked during combat when a double-ended
weapon is used.
Categories: skill weaponmaster combat
Last updated by: Matreya, 08/22/2008
SKILL drain life: Available at level 40, requires gravebind.
Specializations: necromancy
Casting time: 3 Attacks
Syntax: cast 'drain life'
Drain life is a higher level offensive spell that not only damages your
opponent, but transfers the damage it deals to the caster, healing them
in the process.
Categories: spell necromancy
Last updated by: Matreya, 08/22/2008
dreams
10
Marval
recall lens;w;s;w 11;u
SKILL dreams: Available at level 10, requires meditation.
Specializations: psionics
Syntax: psionic 'dreams' activate
Syntax: psionic 'dreams' deactivate
This power attunes the psionic to his dreams, allowing your consciousness
to wander randomly while you sleep. If a target is specified, it represents
the dreamer's ability to focus your dreams on a given individual, and the
likelihood of dreaming about that person is increased. Dreaming is a more
restful sleep, and allows the recovery of mana faster.
When you dream, you will be asleep. When you awaken, dreaming will be
cancelled, however, this is not always an instantaneous cancellation.
Don't post typos about how when you were woken in some strange way; it
just didn't get cancelled instantly.
Categories: psionics
Last updated by: Matreya, 08/22/2008
dreamtravel
45
Marval
recall lens;w;s;w 11;u
SKILL dreamtravel: Available at level 45, requires dreams.
Specializations: psionics
Syntax: psionic 'dreamtravel'
While sleeping, this psionic ability allows the psionicist to travel
through the dreamrealm, to the location last dreamed of.
Certain restrictions apply: if dreaming of an individual who could not
normally be gated to dreamtravel will not work. Additionally, travel
to the wilderness is not possible this way.
Categories: psionics
Last updated by: Evarius, 04/03/2012
dual wield
22
Hakor
recall lens;w 4;n 2;e 5
SKILL dual wield: Available at level 22
Specializations: weaponmaster
Syntax: second - to wield a weapon in your off-hand.
Dual Wield is the skill of being able to fight with two one-handed weapons
at once.
While anyone can wield two weapons at once, only those skilled in dual
wield can actually score hits with both of them during combat.
Note: You will not be able to wear a shield or hold an object while using
two weapons.
Categories: skill combat weaponmaster
Last updated by: Evarius, 09/02/2012
earthquake
26
2 Attacks
Neistah
recall lens;w;s;w 7;s
SKILL earthquake: Available at level 26, requires control weather.
Specializations: druid
Casting time: 2 Attacks
Syntax: cast 'earthquake'
This spell must be cast in a room of solid terrain. It inflicts damage on
every non-flying enemy character in the room. Beware that other characters
who are not yet fighting may attack you as a result!
---------------------------------------------------------------------------
Reboots are the other type of earthquake on Lensmoor. They are set to run
on a more or less daily schedule to perform maintenance on the MUD. They
may also be manually initiated by an imm, for instance for code changes.
When a reboot countdown is started, you will see this message:
You feel a slight tremor.
The reboot occurs when the timer hits 0 and no one is in the editor. If no
one is questing, fighting, or in the editor, it may come sooner, but you
will be given a minimum of 30 seconds to react to one.
While the reboot timer is counting down, you will not be able to use
delayed commands (e.g. combine, crafting).
When a reboot occurs, the earth will "tremble" and everything freezes until
the earth "stops shaking". Reboots end quests, fights, and dissolve groups.
You will lose charmies not in the room with you, and your group position
will also be reset to the front, if it was in the back before. With the
exception of objects in playershop storerooms, anything not in your
inventory or in your chest will disappear.
Your character and the objects in your inventory and CLOSED chest will
automatically be saved. If your CHEST happens to be open, it will be closed
for you. However, this safeguard will not work in the event of a crash
(unintended reboot), and everything in an open chest will be lost.
Note: Putting %E in your PROMPT will display the countdown and the 'Last
HUP' in UPTIME can tell when the last reboot occurred.
Categories: spell druid newbie
Last updated by: Gimtor, 01/29/2012
eavesdrop
23
the hand
recall lens;s 2;w 3;n 3;e;s 3;d;n;w;n
SKILL eavesdrop: Available at level 23
Specializations: thieving, assassination
Syntax: eavesdrop
Syntax: eavesdrop stop
This skill allows you to listen into adjacent rooms. While you remain in
place, you can hear parts of conversations in the adjacent room as if you
were there. Closed doors make it much harder to hear what is being said,
but do not completely prevent it.
Limits: Anyone in the config OOC mode cannot be heard. Rooms that are
private are also protected from this skill.
To stop listening in a particular direction, you must type eavesdrop stop.
You may only listen in one direction at a time.
Categories: skill thieving assassination
Last updated by: Matreya, 08/22/2008
eldritch bolt
78
4 Attacks
Tor
recall lens;w;s;w 11;n
SKILL eldritch bolt: Available at level 78, requires acid ball.
Specializations: sorcery
Casting time: 4 Attacks
Syntax: cast 'incinerate'
Syntax: cast 'ice shard'
Syntax: cast 'eldritch bolt'
Syntax: cast 'lightning bolt'
Syntax: cast 'acid blast'
These spells are more potent sorceries. Each one deals damage to an
opponent, who gets a saving throw to reduce the damage. If the saving
throw is missed, a carrier attack may also be applied to the target.
Categories: spell sorcery
Last updated by: Arawn, 06/16/2010
elemental ward
75
Full Round
Sirac
Top of Cleric's Tower
SKILL elemental ward: Available at level 75, requires minor ward.
Specializations: protection
Casting time: Full Round
Syntax: cast 'elemental ward'
An elemental ward will create an immunity against one of the four elemental
damage types: acid, cold, lightning, or fire.
Multiple castings of this spell will replace previous castings.
Categories: spell protection
Last updated by: Matreya, 08/22/2008
enchant armor
50
Full Round
Xilan
recall lens;w;s;w 10;2
SKILL enchant armor: Available at level 50, requires enchant item.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'enchant armor'
The enchant armor spell imbues armor with powerful protective magics.
Each successful enchant increases the strength of the armor by 1
or 2 points, and raises its level by two.
Under normal (non-hero) circumstances, armor can only get so strong before it
gets brittle and risks being destroyed by hits. Don't over-enchant.
See Also: Help ENCHANT ITEM, ENCHANT WEAPON
Categories: spell enchanting crafting
Last updated by: Azshanna, 10/29/2019
enchant item
45
Full Round
Xilan
recall lens;w;s;w 10;2
SKILL enchant item: Available at level 45, requires harden.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'enchant item' 'enchantment' ()
Syntax: cast 'enchant item' LIST
This spell allows the caster to place a permanent enchantment on a crafted
item that has not been DETAILed yet. Possible enchantments are limited by
where the item is worn and its level. The spell will inform you if a given
enchantment cannot be done; no items will ever be destroyed this way.
A list of all possible enchantments is given with the spell's LIST option.
This does not take mana to access. Help OBJECT FLAGS has more information.
Some enchantments (+STATS) are compoundable (multiple castings increases
the effect), while others are fixed. Enchantments that replicate spells
(e.g. invisibility) require the caster to know the appropriate spell.
Each enchantment requires a continual power source. This is either uncut
[Hit Return to continue, Q to exit]
gems (ones that are mined) or PERMANENT* base mana from the caster (this
does not alter your trainable mana cap).
If gems are specified, they must be of sufficient quality to support the
highest level of the enchantment on the item. Mana spent to power an
enchantment is equivalent to the quality of gem required.
* If you wish to use mana to power this spell you must put 'none' in the
syntax in place of . Remember this is a PERMANENT mana loss!
See Also: Help ENCHANT ARMOR, ENCHANT WEAPON
Categories: spell enchanting crafting
Last updated by: Azshanna, 10/29/2019
enchant weapon
55
Full Round
Xilan
recall lens;w;s;w 10;2
SKILL enchant weapon: Available at level 55, requires enchant item.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'enchant weapon' 'enchantment' ()
Syntax: cast 'enchant weapon' LIST
This spell allows the caster to place a permanent enchantment on a newly
crafted weapon. This enchantment must be cast before the weapon is
DETAILed. The spell will inform you if a given enchantment cannot be done,
no items will ever be destroyed this way.
A list of all possible enchantments is given with the LIST option on the
spell. This does not take mana to access.
Each enchantment requires a continual power source. This is either uncut
gems that can be obtained mining, or, PERMANENT (base) mana from the
caster. If gems are specified, they must be of sufficient quality to
support the highest level of the enchantment on the item. Mana spent to
power an enchantment is equivalent to the quality of gem required.
If you wish to use mana to power this spell you must put in the
syntax in place of the gems. Remember this is a PERMANENT mana loss!
See Also: Help ENCHANT ITEM, ENCHANT ARMOR
Categories: spell enchanting crafting
Last updated by: Azshanna, 10/29/2019
SKILL energy drain: Available at level 23
Specializations: necromancy
Casting time: 3 Attacks
Syntax: cast 'energy drain'
This spell saps the experience points, mana, and movement points of its
target.
This is a racial ability available only to LICHES.
Categories: skill necromancy racial
Last updated by: Evarius, 09/24/2010
enfuse
17
Marval
recall lens;w;s;w 11;u
SKILL enfuse: Available at level 17, requires mind over body.
Specializations: psionics
Syntax: psionic 'enfuse'
This psionic power allows you to transfer some or all of your MANA into
another character.
Categories: psionics
Last updated by: Matreya, 08/22/2008
enhance weapon
75
Full Round
Xilan
recall lens;w;s;w 10;2
SKILL enhance weapon: Available at level 75, requires mage blade.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'enhance weapon'
This spell will enhance a weapon, so that it deals more damage. Each
enhancement will require the use of gems, or PERMANENT (base) mana from the
caster. The spell will then attempt to enhance the weapon. The more a
weapon has been enhanced, the less likely further enhancements are to work,
and over-enhancing may actually reduce the damage the weapon does.
HERO only items are able to withstand more enhancing than others. The
caster's skill determines the highest level of item that they can enhance
with this spell.
If you wish to use mana to power this spell you must put in the
syntax in place of the gems. Remember this is a PERMANENT mana loss!
Note: Enhance weapon is not player teachable.
Note2: Enhance weapon does not work on old weapon types.
Categories: spell enchanting crafting weapon
Last updated by: Evarius, 10/01/2012
SKILL enhanced damage: Available at level 25
Specializations: barbarism, paladin
Both the ENHANCED DAMAGE and the CRITICAL STRIKE skills aim at increasing a
character's effective damage whenever they land a hit on an opponent. The
likelihood of receiving this damage bonus is based on how high the
character has these skills at.
Both skills are automatically checked during combat.
Categories: skill combat assassination
Last updated by: Matreya, 08/22/2008
entangle
21
1 Attacks
Neistah
recall lens;w;s;w 7;s
SKILL entangle: Available at level 21
Specializations: druid
Casting time: 1 Attacks
Syntax: cast 'entangle'
This spell encourages the surrounding plantlife to grow and wrap itself
around a victim, restricting his or her movement and preventing him/her
from fleeing. There must be plantlife nearby for this spell to succeed.
Categories: spell druid
Last updated by: Evarius, 03/22/2010
Entish Language
1
Sintil
recall lens;e 11;n;e 6;n;e 10;s 2;e
SKILL Entish Language: Available at level 1
LANGUAGE LANGUAGES
Lensmoor has a number of languages. You may or may not understand what
someone else says if they use a language you don't understand.
Languages are taught by certain mobs. Each player starts the game knowing
one of two 'common' tongues (Lensmoorian or Antrippan) and possibly some
other racial languages. The SAY, YELL, and SHOUT commands work based on
languages. If you do not specify a language with which you are speaking
with "say/yell/shout [language]," you are assumed to be using your default
language. You can choose your default language using the SPEAK command.
If you know the language that someone is using, you will be able to read
the message and be told which language was used. If you do not know the
language that someone is using, you will only see the untranslated message.
If someone is using your default language, you will be able to read the
message but not be told that any specific language is being used.
The available languages are: Lensmoorian, Antrippan, Entish, Gnomish,
Elven, Selkian, Xorrton, Faesh, Alaemn, Orcish, Haikjadeash, Gandorian,
[Hit Return to continue, Q to exit]
Goblinic, Skulkish, Quicklin, Arachnish, Felinx, Nymphish, Centaurian,
Merchantile, and Sign.
Some remort races may have their own unique language. There are also
alignment-specific languages, GOETIC and ELDAK.
You can check what languages you know in your SCORE sheet. To see what
language you are currently speaking, you can type SPEAK without a language
or set your PROMPT to display your language with %l.
Note: remort race and alignment languages cannot be taught by others
Note2: languages do not take up any skill cap.
Related Helpfiles:
- help LINGUISTICS a spell that may enable you to understand a language
Categories: language rp quest
Last updated by: Evarius, 01/16/2013
SKILL envenom: Available at level 18, requires dagger.
Specializations: assassination
Syntax: envenom
Syntax: envenom claws
Food, drink, and weapons may be envenomed, with varying effects. Poisoned
food or drink puts a mild poison spell on the consumer, and is unlikely to
be more than a minor inconvenience (after all, the typical adventurer could
drink sewer water with only a trace of the runs). A poisoned weapon, on
the other hand, can inflict serious damage on an opponent as the poison
burns through his bloodstream. But be careful, blade venom evaporates
quickly and is rendered almost powerless by repeated blows in combat.
Races with claws may envenom their claws as well as their weapons.
In order to use envenom, some sort of contact poison is needed (a tool).
Categories: skill assassination
Last updated by: Evarius, 11/28/2011
escape
1
2 Attacks
Pandora
recall lens;s 2;w 3;n 3;e;s 3;d;n;w;s
SKILL escape: Available at level 1
Specializations: thieving, assassination
Use time: 2 Attacks
Syntax: escape
The escape skill is the only one that can be used by bound characters to
free themselves by trying to break the bonds that hold them.
Aside from using CHANNELS to enlist help from someone else to free them, a
bound character cannot use any other commands.
The basic flee is a panic in attempt to prevent being pummeled further.
This fleeing is initiated by the FLEE command, when your hit points
drop below your WIMPY level, or when you go linkdead while fighting.
Related Help Files: FREE - the command that others can use to free a
bound character.
Categories: skill thieving assassination
Last updated by: Azshanna, 02/14/2015
SKILL faerie fire: Available at level 8, requires phantasmal force.
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'faerie fire'
This spell surrounds its victim with a pink, ARMOR CLASS-decreasing AURA.
The amount it decreases is level-based.
As an OBJECT FLAG, faerie fire provides the aura, but not the AC penalty.
Categories: spell illusions
Last updated by: Evarius, 09/25/2010
faerie fog
21
Full Round
Luna
recall lens;w;s;w 8;n
SKILL faerie fog: Available at level 21, requires dancing lights.
Specializations: illusions
Casting time: Full Round
Syntax: cast 'faerie fog'
This spell reveals all manner of invisible, hidden, and sneaking creatures in
the same room as you.
Categories: spell illusions
Last updated by: Evarius, 03/28/2010
false countenance
78
1 Attacks
Jasper
recall lens;w;s;w 6;n
SKILL false countenance: Available at level 78, requires misdirect.
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'false countenance'
This spell is the apex of illusionary powers. Through the bending of both
perception and space, the illusionist creates a false countenance, a local
illusionary effect that inverts reality for the viewers. The result of this
is a highly disorienting effect that can result in an attacker striking
him or herself, rather than the illusionist.
Categories: spell illusions
Last updated by: Matreya, 08/22/2008
farcast
30
1 Attacks
Tor
recall lens;w;s;w 11;n
SKILL farcast: Available at level 30, requires throw.
Specializations: sorcery
Use time: 1 Attacks
Syntax: farcast ''
This skill allows the caster to throw spells into adjacent rooms. Only
certain missile-type spells can be farcast.
They are: magic missile, colour spray, ice shard, incinerate,
lightning bolt, acid blast, and eldritch bolt.
Categories: skill sorcery
Last updated by: Evarius, 04/13/2010
SKILL farming: Available at level 2
Specializations: crafter
Syntax: farm
Syntax: farm consider
The farming skill allows you to harvest grain, shear the sheep, or collect
the bee's wax from the fields. The consider command is able to display
which of the resources is available, and the quality and quantity that can
be found.
The farming skill assumes that farm work is done each season. In winter,
the gathered grain is assumed to be that which has been set aside after the
harvest. (In other words, tracking seasonal harvesting was something that
didn't seem worth the CPU cycles to implement).
Before you go farming, you should read the helpfile on LITTERING first.
Categories: skill crafting wilderness
Last updated by: Evarius, 12/18/2011
farsight
16
Full Round
Luna
recall lens;w;s;w 8;n
SKILL farsight: Available at level 16
Specializations: divining
Casting time: Full Round
Syntax: cast 'farsight'
Syntax: cast 'farsight'
The farsight spell expands the caster's consciousness, allowing him or her
to see far away beings like they were in the same room. It takes intense
concentration, often leaving the caster helpless for several minutes.
The spell may be used for a general scan that reaches a short distance in
all directions, or with a directional component to see creatures much
farther away. When cast in the wilderness, farsight will provide a much
larger map of your surroundings.
Categories: spell divining
Last updated by: Evarius, 12/04/2011
fast healing
15
Bethanee
recall lens;w;s;w 9;s
SKILL fast healing: Available at level 15
Specializations: psionics
The fast healing skill improves wound healing rates, when resting, or
sleeping. Fast healing is checked automatically.
There is also an advantage sharing the same name as this skill. See
'help ADVANTAGE LIST' for info on that.
Categories: psionics
Last updated by: Dahani, 03/29/2010
fear
30
1 Attacks
a vampire
recall lens;u;n 17;ne 30;ne 11;d;n 12;w 4
SKILL fear: Available at level 30, requires weaken.
Specializations: necromancy, witchcraft
Casting time: 1 Attacks
Syntax: cast 'fear'
Syntax: cast 'fear'
There are 2 versions of fear. The first version sends a powerful
wave of fear at one target, causing him or her to flee the area.
The second version is less powerful, but has a chance to affect
everyone in the room with the caster.
The success of this spell is based on the CHARISMA of the caster,
and the difference between the caster's level and the target's.
Categories: spell necromancy witchcraft
Last updated by: Matreya, 08/23/2008
feign death
14
1 Attacks
Jasper
recall lens;w;s;w 6;n
SKILL feign death: Available at level 14, requires ventriloquate.
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'feign death'
This spell is a complex illusion that creates the image of the caster dying
in combat, combined with moving the caster to limbo. The caster remains in
limbo until he or she types something, or the spell expires. This spell can
only be cast while fighting.
Categories: spell illusions
Last updated by: Matreya, 08/23/2008
feint
24
Roth
recall lens;w 4;n 2;e 5;s
SKILL feint: Available at level 24, requires disarm.
Specializations: weaponmaster
Syntax: feint
This skill allows skilled fighters to fake an attack in one direction,
luring their opponent's guard out of the way for a followup strike.
Feint will look for your next attack on an opponent, rather than the next
attack on the opponent. A successful feint will replace both your to-hit
roll and your opponent's active defenses (parry/block/dodge). Subsequently,
your next attack will automatically land, dealing slightly more damage, as
your opponent is out of position for the attack.
Categories: skill combat weaponmaster
Last updated by: Evarius, 05/26/2011
fire fists
49
1 Attacks
Tor
recall lens;w;s;w 10;s
SKILL fire fists: Available at level 49, requires incinerate.
Specializations: sorcery
Casting time: 1 Attacks
Syntax: cast 'acid fists'
Syntax: cast 'fire fists'
Syntax: cast 'ice fists'
Syntax: cast 'shocking fists'
These spells surround the caster's hands (or claws) with the appropriate
magical aura. Successful unarmed attacks will inflict extra damage, and
possibly affect the victim with secondary effects based on the spell.
Casting a new fist spell will replace a previously cast one.
POISON FISTS may stack with other fist spells. The other fist spells do not
stack with one another, unless it is a spell stacking with a racially
provided affect or one gained from a piece of equipment.
Categories: spell sorcery
Last updated by: Matreya, 07/22/2008
fireball
64
3 Attacks
Kalyphar
recall lens;w;s;w 10;n
SKILL fireball: Available at level 64, requires fire fists.
Specializations: sorcery
Casting time: 3 Attacks
Syntax: cast 'acid ball'
Syntax: cast 'fireball'
Syntax: cast 'cone of cold'
Syntax: cast 'lightning storm'
Syntax: cast 'gas cloud'
Syntax: cast 'thunderclap'
These sorcery spells are area effect attacks. They will affect everyone
in the room with the caster who is not considered 'safe'. The primary
target (if there is one), will take more damage than everyone else who
is affected. Targets get a saving throw to take less damage. If they
fail this save, they may be affected by a carrier attack as well, as may
any item left in the room.
Categories: spell sorcery
Last updated by: Arawn, 03/05/2010
fireproof
26
Full Round
Xilan
recall lens;w;s;w 10;2
SKILL fireproof: Available at level 26, requires resize.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'fireproof'
flail
1
Felamar
recall lens;w;s;w 4;s
SKILL flail: Available at level 1
Specializations: weaponmaster
Each weapon skill applies to a specific group of armaments and determines
how well a character fights with a particular weapon.
If a character has the PARRY skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at
both his weapon and his opponent's.
Your weapon skill can also modify the amount of damage you deal: It will be
increased if your weapon skill is greater than the to-hit cap (90%) and
decreased for very low skill levels. The boost or penalty is a percentage
of the damage you deal normally, based on how much over (or under) the
threshold your modified skill is.
The weapon skills consist of the following:
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 both spears and staves, but not polearms.
sword the warrior's standby, from rapier to claymore.
whip the use of whips, chains, and bullwhips.
exotic the use of strange, magical weapons.
bow the use of bows and crossbows as ranged weapons.
sling the use of slings as ranged weapons.
(The exotic skill cannot be purchased and is dependent solely upon level)
For additional information on weapons:
See help SHOOT (for help on ranged weapons)
See help WEAPON FLAGS (for help on weapon flags and their effects)
See help ADVANCED WEAPON SKILLS (for a list of skills that require weapons)
Categories: skill weapon weaponmaster paladin barbarism combat
Last updated by: Azshanna, 10/07/2019
floating disc
5
Full Round
Teralle
recall lens;w;s;w 12;n
SKILL floating disc: Available at level 5
Specializations: magic
Casting time: Full Round
Syntax: cast 'floating disc'
This spell creates a floating field of force, which follows the caster
around. It requires an open float location on the character.
The disc can be used to store objects without adding to the weight you are
carrying. A disc has a storage capacity of 10 pounds per level of the
caster, with a maximum item weight at 5 pounds per level.
A disc lasts no more than twice the caster's level in hours, and usually
less. The only ways to remove a disc are to die, destroy it with a spell
(e.g. shatter), or allow it to run out of energy.
When the disc disappears, items from it will be placed into your inventory.
Should a disc expire while you are running, your running will be stopped.
A disc will flicker approximately a minute before it is about to expire.
Categories: spell magic
Last updated by: Evarius, 01/07/2013
flog
23
2 Attacks
Felamar
recall lens;w;s;w 4;s
SKILL flog: Available at level 23, requires whip.
Specializations: weaponmaster
Use time: 2 Attacks
Syntax: flog
Syntax: lash
Syntax: scourge
These are advanced whip skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
Flog uses the weight of the whip to deal twice the normal damage. It takes
an attack to recover from using this skill.
Lash uses the speed of the whip to prevent opponents from dodging out of
the way. It also deals twice normal damage, and requires an attack to
recover.
Scourge uses the whip to bite into the victim's flesh, inflicting three
times normal damage, but requiring two attacks to recover.
Categories: weaponmaster weapon skill
Last updated by: Evarius, 08/23/2011
flurry
41
1 Attacks
Roth
recall lens;w 4;n 2;e 5;s
SKILL flurry: Available at level 41, requires second attack.
Specializations: weaponmaster, barbarism
Use time: 1 Attacks
Syntax: flurry
With a burst of energy, this skill allows you to launch an attack against
every opponent in direct combat with you, seemingly simultaneously. It is a
taxing feat to perform, demanding more as the attempted attacks increase.
Categories: skill combat weaponmaster barbarism
Last updated by: Matreya, 08/23/2008
fly
12
Full Round
Raena
recall lens;w;s;w 4;n
SKILL fly: Available at level 12
Specializations: glamour
Casting time: Full Round
Syntax: cast 'fly'
This spell temporarily gifts its target with the power of magical flight.
Flying reduces the strain travelling takes on one's vitality. It also
enables one to travel to places inaccessible by foot. However, there is a
a slight risk to flying. Should you lose flight while mid air, the fall
will render you prone and dazed.
Related Help Files: WALK, LEVITATE, AEROBATICS.
Categories: spell glamour
Last updated by: Evarius, 03/17/2012
forage
7
Bethanee
recall lens;w;s;w 9;s
SKILL forage: Available at level 7, requires scout.
Specializations: barbarism
Syntax: forage
The forage skill allows you to find food out in the wilderness.
Categories: skill barbarism wilderness
Last updated by: Evarius, 09/30/2010
forget
15
Full Round
Bethanee
recall lens;w;s;w 9;s
SKILL forget: Available at level 15
Specializations: bard, glamour
Casting time: Full Round
Syntax: cast 'forget'
The forget spell erases a mobile's memory. Trackers and mobiles
that remember their last victim will forget who they are angry at.
When cast on players, this spell doesn't do a great deal.
Categories: spell bard glamour
Last updated by: Evarius, 08/30/2011
gas cloud
59
3 Attacks
Tor
recall lens;w;s;w 11;n
SKILL gas cloud: Available at level 59, requires poison fists.
Specializations: sorcery
Casting time: 3 Attacks
Syntax: cast 'acid ball'
Syntax: cast 'fireball'
Syntax: cast 'cone of cold'
Syntax: cast 'lightning storm'
Syntax: cast 'gas cloud'
Syntax: cast 'thunderclap'
These sorcery spells are area effect attacks. They will affect everyone
in the room with the caster who is not considered 'safe'. The primary
target (if there is one), will take more damage than everyone else who
is affected. Targets get a saving throw to take less damage. If they
fail this save, they may be affected by a carrier attack as well, as may
any item left in the room.
Categories: spell sorcery
Last updated by: Arawn, 03/05/2010
gate
34
Full Round
Omelia
recall lens;w;s;w 9;n
SKILL gate: Available at level 34, requires beacon.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'gate'
The Gate spell is considered to be powerful transportation magic. It
instantaneously opens up a personal, one-time, one-way portal between your
character and someone else in the continent you are on. It will transport
you and any pet you might have, but not other members of your group.
Mobs receive a save against Gate and not all of them can be gated to. Mobs
and players more than 3 levels higher than you cannot be gated to at all.
Any hero or immortal is also immune to Gate, as well as any player who has
config no gate set.
God rooms, private rooms, and no recall rooms cannot be gated to. And
finally, No Recall rooms cannot be gated out of.
Categories: spell conjurer movement
Last updated by: Matreya, 08/23/2008
SKILL gemcraft: Available at level 53, requires metalworking.
Specializations: crafter
Syntax: gemcraft
Syntax: gemcraft
Gemcraft allows the crafter to either cut raw gems into true gems, or,
to combine true gems, and a setting material into pieces of jewelry.
True gems are MANASTONES.
If the material selected is a gem, the gem cutting will be done,
otherwise, a piece of jewelry is made. With the jewelry, the wear
locations possible are: eyes ears neck wrist finger
The level (based on crafter skill, and material quality) determines
how well this piece can be later enchanted.
As with all crafts, the finished product, either jewelry or gem, can
be DETAILed, and a tool is required to work on the gems.
Warning: Gemcrafting raw gems will consume all units in a pile.
Categories: skill crafting
Last updated by: Evarius, 10/23/2012
giant strength
11
Full Round
Raena
recall lens;w;s;w 4;n
SKILL giant strength: Available at level 11, requires grow.
Specializations: glamour
Casting time: Full Round
Syntax: cast 'giant strength'
This spell heightens the muscles of its recipient, boosting their STRENGTH.
Categories: spell glamour
Last updated by: Evarius, 09/24/2010
glance
11
SELF TAUGHT
SKILL glance: Available at level 11, requires peek.
Specializations: thieving
Syntax: glance
The glance skill is used by shady types to look at others in the room
without their knowledge.
Categories: skill thieving
Last updated by: Matreya, 08/23/2008
SKILL glassblowing: Available at level 2
Specializations: crafter
Syntax: blacksmith ''
Syntax: glassblow ''
Syntax: pottery ''
Syntax: leatherwork ''
Syntax: stonework ''
Syntax: waxcraft ''
Syntax: show
These CRAFTING skills work very similarly. The crafter specifies the type
of object they want to make, and the level to make the item at. If an
invalid item type is selected, a list of available choices will be shown.
The level is limited by the crafter's skill and the quality of the
material used, whichever is lower.
As with any crafted item, you can DETAIL the item when it is created, and
appropriate tools are required for each craft.
[Hit Return to continue, Q to exit]
All of these commands will accept "show" as an argument, and show all the
items that can be produced with the skill.
Furniture are things like a bed or chair, you can sit on them.
Furniture2 are things like a desk, you can sit at them as well as
put objects on them.
Categories: skill crafting
Last updated by: Azshanna, 09/16/2015
graft weapon
17
Full Round
Asgath Brewon
Top of Warlock's Tower
SKILL graft weapon: Available at level 17, requires recharge.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'graft weapon'
This spell grafts the caster's weapon to their hand, making it unable to
be disarmed. Any damage the weapon takes while grafted is also dealt to the
graftee, and if the weapon is destroyed, you may be stuck holding a piece
of useless metal.
The item selected must be currently wielded or held.
Categories: spell enchanting
Last updated by: Evarius, 03/28/2010
grapple
42
3 Attacks
a veteran
recall lens;w 11;s 5;e 2;n
SKILL grapple: Available at level 42, requires bash.
Specializations: barbarism
Use time: 3 Attacks
Syntax: grapple
This command causes you to try and restrain an opponent's movement and
action in combat. A grappled opponent cannot do anything besides try and
escape as long as they are grappled.
Of course, the grappler can't do much more than maintain their control.
Each turn the target has a chance to escape the hold, while the grappler
has a chance to deal some damage to the held target.
Grappling is only possible after a fight has started, people won't let you
get close otherwise. Furthermore, the grappler must have both hands free,
to wrestle with. The length of an opponent's weapon is considered when
determining if grappling is successful.
Categories: skill barbarism
Last updated by: Matreya, 08/23/2008
SKILL gravebind: Available at level 34, requires weaken.
Specializations: necromancy
Casting time: 2 Attacks
Syntax: cast 'gravebind'
Besides doing damage, this spell can make the target abandon their will to
live, preventing them from naturally healing for the duration of the spell.
This spell will reduce, but not eliminate, regeneration on boss quests.
Categories: spell necromancy
Last updated by: Arawn, 04/11/2017
grow
8
Full Round
Raena
recall lens;w;s;w 4;n
SKILL grow: Available at level 8, requires shrink.
Specializations: glamour
Casting time: Full Round
Syntax: cast 'grow'
Syntax: cast 'grow' familiar
This spell increases the caster's SIZE by one increment per casting.
Categories: spell glamour
Last updated by: Evarius, 06/08/2012
guard
10
Hakor
recall lens;w 4;n 2;e 5
SKILL guard: Available at level 10, requires rescue.
Specializations: protection
Syntax: guard
The guard skill allows you to protect another member of your group. If you
are guarding someone and they are in a fight, you will attempt to RESCUE
them automatically, rather than simply assist them. You are set to guard
whomever you are following.
The vanguard skill is similar. It extends your ability to protect your
entire group, rather than just one other person who you are following.
The guard command toggles whether you are guarding or not. If you only know
the guard skill, you will only try to protect the person you're following.
If you know vanguard, you will always attempt to guard your group, even
if you are following one specific person.
Categories: skill protection group
Last updated by: Evarius, 12/02/2011
guiding focus
52
Omelia
recall lens;w;s;w 9;n
SKILL guiding focus: Available at level 52, requires precognition.
Specializations: psionics
Syntax: psionic 'guiding focus'
This psionic power guides the psionicist's hand during combat, allowing
them to land more hits.
Categories: psionics
Last updated by: Evarius, 08/14/2009
hack
23
2 Attacks
Felamar
recall lens;w;s;w 4;s
SKILL hack: Available at level 23, requires axe.
Specializations: barbarism
Use time: 2 Attacks
Syntax: hack
Syntax: hew
Syntax: cleave
These skills are advanced axe skills. They are focused attacks, intended
to work only with your primary weapon. During combat, they will default
to the opponent you are directly fighting.
Hack allows an axe-armed warrior to deal double the normal damage, in
exchange for skipping their next attack.
Hew allows the axeman to focus his weapon's momentum, making parrying it
impossible. It also deals twice normal damage in a single blow, and takes
an attack to recover.
Cleave is a mighty swing that deals three times the normal damage, but will
cause the attacker to lose two subsequent attacks.
Categories: barbarism weapon skill
Last updated by: Evarius, 08/23/2011
haggle
18
SELF TAUGHT
SKILL haggle: Available at level 18, requires appraise.
Specializations: thieving, bard
Haggling is an indispensable skill to a trader. It is automatically used
whenever a character makes a transaction with a merchant.
It allows a character to attempt to match wits with a merchant in order to
seek a better price for the merchandise that they wish to sell or to obtain
a lower cost for things that they wish to buy.
Unfortunately, most merchants are already very skilled at haggling;
untrained adventurers should best guard their treasures closely.
Categories: skill thieving bard shop
Last updated by: Matreya, 08/23/2008
hail storm
32
2 Attacks
Neistah
recall lens;w;s;w 7;s
SKILL hail storm: Available at level 32, requires call lightning.
Specializations: druid
Casting time: 2 Attacks
Syntax: cast 'hail storm'
This spell directs a small hail storm at the victim, pelting him or
her with many large hail pellets.
Categories: spell druid
Last updated by: Matreya, 08/23/2008
hand to hand
22
Hakor
recall lens;w 4;n 2;e 5
SKILL hand to hand: Available at level 22, requires brawling.
Specializations: barbarism, animal
Hand to hand is the skill required to fight without a weapon, using bare
hands only. Unarmed fighting is not as effective as using a weapon, and
holding a shield or other item will reduce your chances of success when
fighting unarmed.
To clarify this skill a little, "Hand to hand" is not the art of hitting
someone with your fist. It is the art of hitting them with your fists SO
HARD that it is as if they had been hit with a weapon.
It requires both hands to work this way (that's why you can't second
something and use it) and, it is level 22, because level 2 characters CAN
hit people, they just can't hit them as if they were armed.
Categories: combat barbarism animal skill
Last updated by: Evarius, 12/21/2011
harden
39
Full Round
Xilan
recall lens;w;s;w 10;2
SKILL harden: Available at level 39, requires lighten.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'harden'
SKILL harm: Available at level 47, requires cause critical.
Specializations: necromancy
Casting time: 3 Attacks
Syntax: cast 'cause light'
Syntax: cast 'cause serious'
Syntax: cast 'cause critical'
Syntax: cast 'harm'
All of these spells inflict damage upon its victim. The higher-level spells
do more damage.
Harm is a DIVINE SPELL, meaning your character must belong to, and follow
the commandments of a deities in order for it to work.
Categories: spell necromancy divine
Last updated by: Evarius, 05/09/2011
haste
26
Full Round
Raena
recall lens;w;s;w 4;n
SKILL haste: Available at level 26, requires speed.
Specializations: glamour
Casting time: Full Round
Syntax: cast 'haste'
The HASTE spell increases the speed and agility of its recipient, allowing
for an extra attack and improving evasive abilities during combat.
However, it produces a great strain on one's system, such that recuperative
abilities are halved.
The HASTE affect is also the direct opposite of the SLOW one (if both
affects are active, they will negate each other).
Categories: spell glamour
Last updated by: Evarius, 09/24/2010
heal
32
3 Attacks
Sirac
Top of Cleric's Tower
SKILL heal: Available at level 32, requires cure critical.
Specializations: healing
Casting time: 3 Attacks
Syntax: cast 'cure light'
Syntax: cast 'cure serious'
Syntax: cast 'cure critical'
Syntax: cast 'heal'
Syntax: cast 'true heal'
These spells heal damage, with the higher-level ones being more effective.
HEAL is a DIVINE SPELL, meaning your character must belong to, and follow
the commandments of a deity in order for it to work.
TRUE HEALING is a more potent version of the heal spell. In addition to its
curative powers, it can also negate the effects of poison. It is also a
divine spell.
Related Helpfiles: MASS HEALING, and BANDAGE.
Categories: spell healing paladin divine
Last updated by: Matreya, 08/22/2008
SKILL healing winds: Available at level 52, requires heal.
Specializations: healing
Casting time: Full Round
Syntax: cast 'healing winds'
This spell summons a healing wind that whips around the caster for a short
time. While the winds still have energy, they will heal damage. Each
healing reduces the winds power slightly, until they eventually blow out.
The affects command will show how many charges are left in the winds.
Categories: spell healing
Last updated by: Arawn, 04/05/2017
heat metal
26
2 Attacks
Kalyphar
recall lens;w;s;w 10;n
SKILL heat metal: Available at level 26, requires burning hands.
Specializations: sorcery
Casting time: 2 Attacks
Syntax: cast 'heat metal'
Heat metal is an attack spell, with effects that vary according to the
armor of the victim. It heats up a metal item that the target is either
wearing or carrying, causing him or her to drop it if possible, taking
serious burns in the process (possibly fatal if the equipment is too heavy
to remove easily).
Note1: This spell does no damage to creatures who are immune to fire.
Note2: Indurium items will not be dropped, but the burns will result in
extra damage instead.
Categories: spell sorcery
Last updated by: Evarius, 09/16/2012
herbalism
15
Neistah
recall lens;w;s;w 7;s
SKILL herbalism: Available at level 15, requires forage.
Specializations: enchanting, druid, crafter
Syntax: herbalism
Syntax: herbalism collect
Herbalism is the CRAFTING skill used to collect alchemic herbs out in the
wilderness. If no arguments are specified, it will find whatever herbs
exist and determines the quality of the available herbs.
Herbs are found in swamp and forested areas of the wilderness.
Categories: skill crafting enchanting druid wilderness
Last updated by: Evarius, 10/01/2010
heroism
75
1 Attacks
Raena
recall lens;w;s;w 4;n
SKILL heroism: Available at level 75, requires calm.
Specializations: paladin, glamour
Casting time: 1 Attacks
Syntax: cast 'heroism'
This spell imbues its target with a noble sense of purpose and honor.
Consequently, they become immune to FEAR, and are better able to resist
many spells.
Categories: spell paladin glamour
Last updated by: Evarius, 09/24/2010
hew
51
2 Attacks
Felamar
recall lens;w;s;w 4;s
SKILL hew: Available at level 51, requires hack.
Specializations: barbarism
Use time: 2 Attacks
Syntax: hack
Syntax: hew
Syntax: cleave
These skills are advanced axe skills. They are focused attacks, intended
to work only with your primary weapon. During combat, they will default
to the opponent you are directly fighting.
Hack allows an axe-armed warrior to deal double the normal damage, in
exchange for skipping their next attack.
Hew allows the axeman to focus his weapon's momentum, making parrying it
impossible. It also deals twice normal damage in a single blow, and takes
an attack to recover.
Cleave is a mighty swing that deals three times the normal damage, but will
cause the attacker to lose two subsequent attacks.
Categories: barbarism weapon skill
Last updated by: Evarius, 08/23/2011
hide
3
the hand
recall lens;s 2;w 3;n 3;e;s 3;d;n;w;n
SKILL hide: Available at level 3
Specializations: thieving, assassination
Syntax: hide
Syntax: sneak
Both HIDE and SNEAK aim at allowing the user to remain undetected from
those without the DETECT HIDDEN effect.
HIDE has a higher chance of being performed, relative to SNEAK. However,
hiding only lasts as long as the user remains stationary, while sneaking
will remain in effect even when the user is in motion. HIDE also lasts
indefinitely, while SNEAK has a limited duration.
Both affects are automatically removed when the user enters combat or
uses the RUN command.
There is a SKILL CONTEST for both HIDE and SNEAK between someone's INT to
notice them. The lack of DETECT HIDDEN provides a penalty to notice the
hidden, while having it provides a bonus. Also, the longer a sneaker
remains in a room, the more likely that they will be discovered.
Related Helpfiles:
SEARCH: a command to reveal those that are hidden/sneaking.
VISIBLE: a command to cancel these effects from oneself.
POINT: a command to 'out' a hidden person.
Categories: skill thieving assassination
Last updated by: Evarius, 01/10/2012
hook
51
2 Attacks
Felamar
recall lens;w;s;w 4;s
SKILL hook: Available at level 51, requires chop.
Specializations: weaponmaster
Use time: 2 Attacks
Syntax: chop
Syntax: hook
Syntax: pierce
These are advanced polearm skills. They are focused attacks, intended to
work only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
Chop uses the blade of the polearm to greater effect, dealing twice normal
damage, but taking an attack to recover.
Hook uses the back edge of the polearm to yank the defender's shield out of
position. It deals twice the normal damage, taking an attack to recover,
and cannot be blocked with a shield.
Pierce uses the point of the polearm and its momentum to deliver a powerful
blow. It deals three times the normal damage, but takes two attacks to
recover.
Categories: weaponmaster skill weapon
Last updated by: Evarius, 04/06/2012
hunt
21
the hand
recall lens;s 2;w 3;n 3;e;s 3;d;n;w;n
SKILL hunt: Available at level 21, requires track.
Specializations: assassination
Syntax: track
Syntax: track (clears your current target)
Track is a skill used by hunters to find their prey. Successful tracking
will tell you the next step to take to find your prey in the least number
of steps. Once you have reached your target, you will automatically stop
tracking it. The range trackable is determined by your skill at tracking.
The COVER skill can be used to disrupt tracking.
There is a SKILL CONTEST between track and cover.
The HUNT skill is used for tracking other players or their charmies.
This uses the same track command, but the Hunt skill replaces the Track
skill for skill test purposes.
Categories: skill assassination
Last updated by: Arawn, 06/20/2011
hush
65
2 Attacks
Asgath Brewon
Top of Warlock's Tower
SKILL hush: Available at level 65, requires silence.
Specializations: magic, bard
Casting time: 2 Attacks
Syntax: cast 'hush'
This spell casts a silence over an entire room. Talking, channels, and
spellcasting are all affected by this silence.
Categories: spell room magic bard
Last updated by: Matreya, 08/23/2008
ice fists
45
1 Attacks
Tor
recall lens;w;s;w 10;s
SKILL ice fists: Available at level 45, requires ice shard.
Specializations: sorcery
Casting time: 1 Attacks
Syntax: cast 'acid fists'
Syntax: cast 'fire fists'
Syntax: cast 'ice fists'
Syntax: cast 'shocking fists'
These spells surround the caster's hands (or claws) with the appropriate
magical aura. Successful unarmed attacks will inflict extra damage, and
possibly affect the victim with secondary effects based on the spell.
Casting a new fist spell will replace a previously cast one.
POISON FISTS may stack with other fist spells. The other fist spells do not
stack with one another, unless it is a spell stacking with a racially
provided affect or one gained from a piece of equipment.
Categories: spell sorcery
Last updated by: Matreya, 07/22/2008
ice shard
30
2 Attacks
Tor
recall lens;w;s;w 11;n
SKILL ice shard: Available at level 30, requires chill touch.
Specializations: sorcery
Casting time: 2 Attacks
Syntax: cast 'incinerate'
Syntax: cast 'ice shard'
Syntax: cast 'eldritch bolt'
Syntax: cast 'lightning bolt'
Syntax: cast 'acid blast'
These spells are more potent sorceries. Each one deals damage to an
opponent, who gets a saving throw to reduce the damage. If the saving
throw is missed, a carrier attack may also be applied to the target.
Categories: spell sorcery
Last updated by: Arawn, 06/16/2010
identify
13
Full Round
Luna
recall lens;w;s;w 8;n
SKILL identify: Available at level 13
Specializations: divining, bard
Casting time: Full Round
Syntax: cast 'identify'
improved invisibility
45
Full Round
Jasper
recall lens;w;s;w 6;n
SKILL improved invisibility: Available at level 45, requires aura mask.
Specializations: illusions
Casting time: Full Round
Syntax: cast 'invisibility'
Syntax: cast 'improved invis'
The INVIS spell makes the target character invisible. Invisible characters
will become visible whenever they attack or are attacked.
THE INVIS spell may also be cast on an object to render it invisible, or
to render invisible items visible again.
The IMPROVED INVIS spell makes the caster invisible, and allows them to
make attacks while remaining invisible.
The VISIBLE command will allow one to become visible when any of these
spells are in effect.
The DETECT INVISIBLE spell is used to see the invisible.
Categories: spell illusions
Last updated by: Evarius, 12/05/2012
incinerate
38
2 Attacks
Kalyphar
recall lens;w;s;w 10;n
SKILL incinerate: Available at level 38, requires heat metal.
Specializations: sorcery
Casting time: 2 Attacks
Syntax: cast 'incinerate'
Syntax: cast 'ice shard'
Syntax: cast 'eldritch bolt'
Syntax: cast 'lightning bolt'
Syntax: cast 'acid blast'
These spells are more potent sorceries. Each one deals damage to an
opponent, who gets a saving throw to reduce the damage. If the saving
throw is missed, a carrier attack may also be applied to the target.
Categories: spell sorcery
Last updated by: Arawn, 06/16/2010
infravision
2
Full Round
Luna
recall lens;w;s;w 8;n
SKILL infravision: Available at level 2
Specializations: divining
Casting time: Full Round
Syntax: cast 'infravision'
This spell enables the target character to see warm-blooded creatures even
while in the dark, and exits of a room as well.
Infrared is the natural ability of infravision that some races have.
Categories: spell divining
Last updated by: Matreya, 08/24/2008
infuse soul
90
Full Round
a vampire
recall lens;u;n 17;ne 30;ne 11;d;n 12;w 4
SKILL infuse soul: Available at level 90, requires soul drain.
Specializations: necromancy
Casting time: Full Round
Syntax: cast 'infuse soul'
This spell makes a soul captured with 'CAPTURE SOUL' more potent and able
to cast spells on its own.
Categories: spell necromancy
Last updated by: Evarius, 03/25/2010
inhabit familiar
13
Full Round
Bethanee
recall lens;w;s;w 9;s
SKILL inhabit familiar: Available at level 13, requires bind familiar.
Specializations: druid, witchcraft
Casting time: Full Round
Syntax: cast 'inhabit familiar'
Syntax: cast 'possession'
These two spells allow you to leave your body and inhabit and control
the body of another. Inhabit familiar allows you to control your familiar
(see: BIND FAMILIAR), while possession allows control over anyone who is
under your charm.
Possession requires that the victim be in the room with you. Inhabiting
a familiar can be done remotely.
Each of these abilities uses the RETURN command to return to your own body.
Any type of possession is now logged. Feel free to use possessed mobs to
run around, explore, or to interact ICly. Please do not talk ooc type
channels with said possessed mob. ANY abuse of them to cause OOC problems
(such as harrassing others or spamming channels) will result in loss of
all casting ability.
Categories: spell druid necromancy witchcraft pet
Last updated by: Evarius, 07/19/2011
invisibility
21
Full Round
Jasper
recall lens;w;s;w 6;n
SKILL invisibility: Available at level 21, requires cloak of cover.
Specializations: illusions
Casting time: Full Round
Syntax: cast 'invisibility'
Syntax: cast 'improved invis'
The INVIS spell makes the target character invisible. Invisible characters
will become visible whenever they attack or are attacked.
THE INVIS spell may also be cast on an object to render it invisible, or
to render invisible items visible again.
The IMPROVED INVIS spell makes the caster invisible, and allows them to
make attacks while remaining invisible.
The VISIBLE command will allow one to become visible when any of these
spells are in effect.
The DETECT INVISIBLE spell is used to see the invisible.
Categories: spell illusions
Last updated by: Evarius, 12/05/2012
jab
51
2 Attacks
Felamar
recall lens;w;s;w 4;s
SKILL jab: Available at level 51, requires thrust.
Specializations: weaponmaster
Use time: 2 Attacks
Syntax: thrust
Syntax: jab
Syntax: lunge
These are advanced spear skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
Thrust is a powerful attack, dealing twice the standard damage, but taking
a subsequent attack to recover.
Jab is a variation on this. Performed quickly, it gives the defender no
opportunity to dodge. It also deals twice normal damage, and takes an
attack to recover.
Lunge puts the entire weight of the attacker behind the spear, dealing
triple damage, but taking two rounds to recover.
Categories: weaponmaster weapon skill
Last updated by: Evarius, 08/23/2011
joust
11
1 Attacks
Apria
recall lens;w;s;w 15
SKILL joust: Available at level 11, requires ride.
Specializations: weaponmaster, paladin
Use time: 1 Attacks
Syntax: joust
This skill allows the mounted warrior to charge at an opponent in an
adjacent room, doing increased damage based on the level of his or her
mount if the attack is successful.
Categories: skill weaponmaster paladin pet
Last updated by: Evarius, 10/01/2010
kick
9
1 Attacks
Zek
recall lens;w;s;w 5;s
SKILL kick: Available at level 9, requires bash.
Specializations: barbarism, animal
Use time: 1 Attacks
Syntax: kick
Kicking allows the adventurer to deliver a powerful kick. However, a
failed kick may throw an unwary fighter off balance.
Kick deals some extra damage based on the DEXTERITY of the kicker.
Categories: skill barbarism animal
Last updated by: Evarius, 12/11/2011
SKILL know alignment: Available at level 3
Specializations: divining
Casting time: 0 Attacks
Syntax: cast 'know alignment'
This spell reveals the ALIGNMENT of its target. AURA MASKED individuals
are shielded from the effects of this spell.
Categories: spell divining
Last updated by: Dahani, 08/02/2010
lacerate
74
3 Attacks
Felamar
recall lens;w;s;w 4;s
SKILL lacerate: Available at level 74, requires slice.
Specializations: weaponmaster
Use time: 3 Attacks
Syntax: slash
Syntax: slice
Syntax: lacerate
These are advanced sword skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
Slash deals twice the normal damage, requiring a subsequent attack to
recover.
Slice is a fast attack. Performed correctly, the opponent cannot dodge
it. It also deals twice the normal damage, and requires an attack to
recover.
Lacerate is a potent attack that deals three times normal damage. It takes
two attacks to recover.
Categories: weaponmaster weapon skill
Last updated by: Evarius, 08/23/2011
lash
51
2 Attacks
Felamar
recall lens;w;s;w 4;s
SKILL lash: Available at level 51, requires flog.
Specializations: weaponmaster
Use time: 2 Attacks
Syntax: flog
Syntax: lash
Syntax: scourge
These are advanced whip skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
Flog uses the weight of the whip to deal twice the normal damage. It takes
an attack to recover from using this skill.
Lash uses the speed of the whip to prevent opponents from dodging out of
the way. It also deals twice normal damage, and requires an attack to
recover.
Scourge uses the whip to bite into the victim's flesh, inflicting three
times normal damage, but requiring two attacks to recover.
Categories: weaponmaster weapon skill
Last updated by: Evarius, 08/23/2011
leadership
38
Hakor
recall lens;w 4;n 2;e 5
SKILL leadership: Available at level 38
Specializations: bard
Leadership is the skill of organizing groups and best using the abilities
of all members.
If a character with the leadership skill is the leader of a group, then all
other members of that group receive a hit roll bonus, as the leader is able
to organize the group's attack positions effectively. In addition, if the
leader passes a skill check, the group will be able to recover morale
while in combat.
Leadership skill will also allow you to ORDER charmies more efficiently.
Categories: skill bard group
Last updated by: Arawn, 08/21/2014
levitate
15
Marval
recall lens;w;s;w 11;u
SKILL levitate: Available at level 15, requires mind over body.
Specializations: psionics
Syntax: psionic 'levitate'
This psionic ability allows the user to levitate and move their own body
through the air. It is very similar to FLYING, but it also allows you to
maintain flight while sitting, webbed, etc.
Categories: psionics
Last updated by: Evarius, 09/18/2012
life orb
25
Full Round
Teralle
recall lens;w;s;w 12;n
SKILL life orb: Available at level 25, requires floating disc.
Specializations: magic
Casting time: Full Round
Syntax: cast 'life orb'
This spell creates a small glowing orb that hovers around the target until
the target would normally take lethal damage. The orb then heals the
target. The caster invests an amount of their own life force into the orb
upon casting the spell, and this is what is used to heal the target. If the
orb expires without having been used, this life is lost.
Categories: spell magic
Last updated by: Dahani, 08/02/2010
lighten
32
Full Round
Xilan
recall lens;w;s;w 10;2
SKILL lighten: Available at level 32, requires fireproof.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'lighten'
For the duration of this spell, lightened objects will weigh half their
normal weight. It cannot be cast on materials though.
The spell can also be cast with MASS ENCHANT to lighten all of your worn
items at once.
Categories: spell enchanting
Last updated by: Evarius, 05/16/2011
lightning bolt
22
2 Attacks
Tor
recall lens;w;s;w 11;n
SKILL lightning bolt: Available at level 22, requires shocking grasp.
Specializations: sorcery
Casting time: 2 Attacks
Syntax: cast 'incinerate'
Syntax: cast 'ice shard'
Syntax: cast 'eldritch bolt'
Syntax: cast 'lightning bolt'
Syntax: cast 'acid blast'
These spells are more potent sorceries. Each one deals damage to an
opponent, who gets a saving throw to reduce the damage. If the saving
throw is missed, a carrier attack may also be applied to the target.
Categories: spell sorcery
Last updated by: Arawn, 06/16/2010
lightning storm
68
3 Attacks
Tor
recall lens;w;s;w 11;n
SKILL lightning storm: Available at level 68, requires shocking fists.
Specializations: sorcery
Casting time: 3 Attacks
Syntax: cast 'acid ball'
Syntax: cast 'fireball'
Syntax: cast 'cone of cold'
Syntax: cast 'lightning storm'
Syntax: cast 'gas cloud'
Syntax: cast 'thunderclap'
These sorcery spells are area effect attacks. They will affect everyone
in the room with the caster who is not considered 'safe'. The primary
target (if there is one), will take more damage than everyone else who
is affected. Targets get a saving throw to take less damage. If they
fail this save, they may be affected by a carrier attack as well, as may
any item left in the room.
Categories: spell sorcery
Last updated by: Arawn, 03/05/2010
linguistics
13
Full Round
a hermit
recall lens;n 13;w 2;s 2
SKILL linguistics: Available at level 13
Specializations: divining
Casting time: Full Round
Syntax: cast 'linguistics'
Syntax: cast 'linguistics' familiar
This spell enables the caster to SPEAK and understand most languages.
Syntax for speaking in other languages: say/sayto [language]
Categories: spell divining language
Last updated by: Matreya, 08/25/2008
locate object
19
Full Round
Luna
recall lens;w;s;w 8;n
SKILL locate object: Available at level 19, requires farsight.
Specializations: divining
Casting time: Full Round
Syntax: cast 'locate object'
cast 'locate person'
cast 'locate object' area
cast 'locate person' area
Locate object reveals the location of all objects with the given name.
Items higher level than you are more difficult to locate, and not all
items can be located.
Locate person will determine the location of all people and animals with
the given name that the caster can see. A SCRY SHIELD will prevent this
spell from determining a location, resulting in a 'somewhere' status.
Categories: spell object mob divining
Last updated by: Evarius, 09/16/2012
locate person
24
Full Round
Luna
recall lens;w;s;w 8;n
SKILL locate person: Available at level 24, requires locate object.
Specializations: divining
Casting time: Full Round
Syntax: cast 'locate object'
cast 'locate person'
cast 'locate object' area
cast 'locate person' area
Locate object reveals the location of all objects with the given name.
Items higher level than you are more difficult to locate, and not all
items can be located.
Locate person will determine the location of all people and animals with
the given name that the caster can see. A SCRY SHIELD will prevent this
spell from determining a location, resulting in a 'somewhere' status.
Categories: spell object mob divining
Last updated by: Evarius, 09/16/2012
lore
10
Bethanee
recall lens;w;s;w 9;s
SKILL lore: Available at level 10
Specializations: bard
Lore is a general skill, consisting of knowledge of myths and legends. It
works whenever you EXAMINE an object, giving you a chance to remember
some aspect of its power or usage. This could be in the form of its
alignment, damage, capacity, or magical effects.
For keys, lore also has a chance to reveal what area they are from.
Categories: skill bard
Last updated by: Evarius, 11/04/2011
SKILL lumberjack: Available at level 2
Specializations: crafter
Syntax: lumberjack
Syntax: lumberjack consider
Lumberjacking allows you to cut down trees in the wilderness to obtain
wood. In order to cut down trees, you must have lumberjacking tools. The
'consider' part of the skill takes less time than cutting down a tree, and
allows you to determine the relative amount and quality of wood available.
Before you lumberjack, you should read the helpfile on LITTERING first.
Categories: skill crafting wilderness
Last updated by: Evarius, 12/18/2011
lunge
74
3 Attacks
Felamar
recall lens;w;s;w 4;s
SKILL lunge: Available at level 74, requires jab.
Specializations: weaponmaster
Use time: 3 Attacks
Syntax: thrust
Syntax: jab
Syntax: lunge
These are advanced spear skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
Thrust is a powerful attack, dealing twice the standard damage, but taking
a subsequent attack to recover.
Jab is a variation on this. Performed quickly, it gives the defender no
opportunity to dodge. It also deals twice normal damage, and takes an
attack to recover.
Lunge puts the entire weight of the attacker behind the spear, dealing
triple damage, but taking two rounds to recover.
Categories: weaponmaster weapon skill
Last updated by: Evarius, 08/23/2011
luthier
45
Alon
recall lens;s 8;e 3;n 4;u 3;n;d 2;e (wanders)
SKILL luthier: Available at level 45, requires music.
Specializations: bard, crafter
Syntax: luthier '' (parameters)
Syntax: magecraft '' (wear) (parameters)
LUTHIER is the craft of creating instruments while MAGECRAFT is the craft
of creating wands, staffs, and 'caster' items. Each requires a tool.
Instruments may only be made of wood, silver, bone, leather, or brass.
Staffs may only be made of wood, while casters of a variety of materials.
The spell is which spell the item will cast, the item level is the level of
the finished item, and the spell level is the power the spell is cast with.
(Note: You must belong in a FAITH in order to craft objects that contain
DIVINE SPELLS. However, you do not have to belong in one to use them.)
Charges are determined by the spell level, gaining an additional charge for
each level the spell level is lowered. No item should hold more than 20
charges, casters hold no more than 5. The number of charges also determines
how long it will take to make the item.
The 'type' for magecraft is which of the three item types to select. Caster
items must also have a wear location specified.
Parameters are for spells like control weather, allowing the specification
of a command line. See HELP ALCHEMY for an example. Luthier can use "none"
as a spell name, to indicate the manufacture of a non-magical instrument.
Like other crafted items, the DETAIL command can be used on the finished
product.
Categories: skill enchanting crafting
Last updated by: Evarius, 04/29/2018
mace
1
Felamar
recall lens;w;s;w 4;s
SKILL mace: Available at level 1
Specializations: weaponmaster, barbarism
Each weapon skill applies to a specific group of armaments and determines
how well a character fights with a particular weapon.
If a character has the PARRY skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at
both his weapon and his opponent's.
Your weapon skill can also modify the amount of damage you deal: It will be
increased if your weapon skill is greater than the to-hit cap (90%) and
decreased for very low skill levels. The boost or penalty is a percentage
of the damage you deal normally, based on how much over (or under) the
threshold your modified skill is.
The weapon skills consist of the following:
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 both spears and staves, but not polearms.
sword the warrior's standby, from rapier to claymore.
whip the use of whips, chains, and bullwhips.
exotic the use of strange, magical weapons.
bow the use of bows and crossbows as ranged weapons.
sling the use of slings as ranged weapons.
(The exotic skill cannot be purchased and is dependent solely upon level)
For additional information on weapons:
See help SHOOT (for help on ranged weapons)
See help WEAPON FLAGS (for help on weapon flags and their effects)
See help ADVANCED WEAPON SKILLS (for a list of skills that require weapons)
Categories: skill weapon weaponmaster paladin barbarism combat
Last updated by: Azshanna, 10/07/2019
mage blade
60
Full Round
Xilan
recall lens;w;s;w 10;2
SKILL mage blade: Available at level 60, requires enchant weapon.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'mage blade'
Mage Blade is a powerful weapon enchantment that endows a weapon with a
spell. This spell is released from the weapon when the weapon strikes
its victim. The spell affects the weapon that is currently wielded, and
cannot affect weapons that are already magical. The spell wears out with
time, but can be recast.
Not all spells can be mage bladed and you will need to know the spell to
mage blade a weapon.
Categories: spell enchanting weapon
Last updated by: Evarius, 09/30/2010
mage lock
32
Full Round
Xilan
recall lens;w;s;w 10;2
SKILL mage lock: Available at level 32
Specializations: protection
Casting time: Full Round
Syntax: cast 'mage lock'
Mage lock allows the caster to magically seal an exit or container so that
it cannot be opened by any means short of the KNOCK spell.
Try not to mage lock commonly used paths or items in newbie areas (level 30
and below), or otherwise impede the free movement of newbies.
Categories: spell protection
Last updated by: Evarius, 02/14/2009
SKILL magecraft: Available at level 45, requires staves.
Specializations: enchanting, crafter
Syntax: luthier '' (parameters)
Syntax: magecraft '' (wear) (parameters)
LUTHIER is the craft of creating instruments while MAGECRAFT is the craft
of creating wands, staffs, and 'caster' items. Each requires a tool.
Instruments may only be made of wood, silver, bone, leather, or brass.
Staffs may only be made of wood, while casters of a variety of materials.
The spell is which spell the item will cast, the item level is the level of
the finished item, and the spell level is the power the spell is cast with.
(Note: You must belong in a FAITH in order to craft objects that contain
DIVINE SPELLS. However, you do not have to belong in one to use them.)
Charges are determined by the spell level, gaining an additional charge for
each level the spell level is lowered. No item should hold more than 20
charges, casters hold no more than 5. The number of charges also determines
how long it will take to make the item.
The 'type' for magecraft is which of the three item types to select. Caster
items must also have a wear location specified.
Parameters are for spells like control weather, allowing the specification
of a command line. See HELP ALCHEMY for an example. Luthier can use "none"
as a spell name, to indicate the manufacture of a non-magical instrument.
Like other crafted items, the DETAIL command can be used on the finished
product.
Categories: skill enchanting crafting
Last updated by: Evarius, 04/29/2018
magic missile
2
0 Attacks
Tor
recall lens;w;s;w 11;n
SKILL magic missile: Available at level 2
Specializations: sorcery
Casting time: 0 Attacks
Syntax: cast 'magic missile'
This spell fires off a magic missile at its victim with the intent of
inflicting some damage. However, it does not always cause damage.
At higher levels, this spell will fire off multiple missiles at once.
However, each additional missile beyond the first will also require a
skill check.
Categories: spell sorcery
Last updated by: Evarius, 09/10/2012
major ward
85
Full Round
Sirac
Top of Cleric's Tower
SKILL major ward: Available at level 85, requires elemental ward.
Specializations: protection
Casting time: Full Round
Syntax: cast 'major ward'
A Major Ward will provide its caster with some resistance against one of
the following damage types:
acid cold disease energy fire
light lightning negative mental poison
Casting this spell again will replace the original one.
Categories: spell protection
Last updated by: Evarius, 12/02/2011
major watch
56
Full Round
Topaki
recall lens;w;s;w 11;d
SKILL major watch: Available at level 56, requires dispel watch.
Specializations: divining
Casting time: Full Round
Syntax: cast 'minor watch'
Syntax: cast 'watch word'
Syntax: cast 'major watch'
The watch spells allow the caster to leave a 'watch' on an exit to a room.
Whenever someone passes that exit, the caster is given some knowledge
about this.
The higher level spells are more likely to survive countermeasures, and
a major watch will actually trigger a fiery magical attack on people
passing it. (This will not affect anyone that will result in a killer flag
to the caster)
Watches last a number of minutes based on the caster's level, if they're
not set off.
Categories: spell divining
Last updated by: Evarius, 12/03/2008
mangle
74
3 Attacks
Felamar
recall lens;w;s;w 4;s
SKILL mangle: Available at level 74, requires smash.
Specializations: weaponmaster
Use time: 3 Attacks
Syntax: thwack
Syntax: smash
Syntax: mangle
These are advanced flail skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
Thwack is a focused blow that deals double damage, but forfeits the
attacker's next attack to recover their balance.
Smash uses the chain of the flail to get around a defender's shield. It
also deals twice normal damage, and takes a round to recover, but cannot be
blocked by a shield.
Mangle generates three times normal damage, but takes two attacks to
recover.
Categories: weaponmaster weapon skill
Last updated by: Evarius, 08/23/2011
SKILL mass curse: Available at level 41, requires curse.
Specializations: necromancy
Casting time: 2 Attacks
Syntax: cast 'curse'
Syntax: cast 'curse'
mass enchant
46
Full Round
Xilan
recall lens;w;s;w 10;2
SKILL mass enchant: Available at level 46, requires harden.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'mass enchant'
This spell mass casts another enchantment spell onto all of your equipment.
The type parameter indicates what spell you are mass casting. Currently,
LIGHTEN, FIREPROOF and HARDEN are supported for mass enchanting.
Categories: spell enchanting
Last updated by: Zyanya, 06/29/2010
mass healing
48
4 Attacks
Sintil
recall lens;e 11;n;e 6;n;e 10;s 2;e
SKILL mass healing: Available at level 48, requires heal.
Specializations: healing
Casting time: 4 Attacks
Syntax: cast 'mass healing'
The mass healing spell, as its name might suggest, performs a healing spell
on all members of your group. It also throws in a refresh spell for good
measure.
Mass Healing is a DIVINE SPELL, meaning your character must belong to, and
follow the commandments of one of Lensmoor's deities in order for it to
work.
Categories: spell healing divine group
Last updated by: Evarius, 11/28/2011
mass sustain
53
Full Round
the master mage
rec lens;e 4;w 3;n 2 (wanders)
SKILL mass sustain: Available at level 53, requires sustain.
Specializations: magic
Casting time: Full Round
Syntax: cast 'sustain'
Syntax: cast 'mass sustain'
Sustain allows you to extend the duration of a spell affecting you. You
must know the spell in order to sustain it.
Mass sustain will increase the duration of almost all the spells currently
in effect. Each spell sustained drains mana from the caster and the spell
will stop if the caster runs out of mana.
If a spell is currently at or over 50 hours it can not be sustained further.
Categories: spell magic
Last updated by: Dahani, 01/17/2013
maul
74
3 Attacks
Felamar
recall lens;w;s;w 4;s
SKILL maul: Available at level 74, requires batter.
Specializations: barbarism
Use time: 3 Attacks
Syntax: beat
Syntax: batter
Syntax: maul
These are advanced mace skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
Beat deals twice the normal damage, but takes an attack to recover.
Batter uses the weight of the weapon to force its way through parry
attempts. It also deals twice the normal damage, taking an attack to
recover, but cannot be parried.
Maul hits three times as hard as normal, but takes three attacks to recover.
Categories: barbarism skill weapon
Last updated by: Evarius, 10/27/2013
meditation
6
Bethanee
recall lens;w;s;w 9;s
SKILL meditation: Available at level 6
Specializations: psionics
This skill is similar to FAST HEALING, but relies on the concentration and
mantras to increase MANA and WILLPOWER recovery when the character is
sleeping or resting. Meditation is automatically checked.
NOTE: The SOCIAL "meditate" is just that, a social. It has no bearing
whatsoever on the skill of meditation. Typing meditate over and over does
not make the skill MEDITATION go up, nor does it help with mana recovery.
Categories: psionics socials
Last updated by: Evarius, 12/04/2011
mind link
31
Sintil
recall lens;e 11;n;e 6;n;e 10;s 2;e
SKILL mind link: Available at level 31, requires telepathic scan.
Specializations: psionics
Syntax: psionic 'mind link'
Syntax: psionic 'mind link' deactivate
This psi power creates a mind link between the psionicist and a target in
the room. Once established, the two may use the THINKTO command without
further WILLPOWER costs. The psionicist will also know the surface thoughts
of the target (entered with the THINK command).
Any number of mind links can be established, but each one adds to the total
upkeep cost for the power. When the power is deactivated, all links drop.
Categories: psionics rp
Last updated by: Evarius, 06/02/2011
mind over body
10
Marval
recall lens;w;s;w 11;u
SKILL mind over body: Available at level 10, requires meditation.
Specializations: psionics
Syntax: psionic 'mind over body'
This psionic ability lets the user ignore the effects of HUNGER, THIRST,
and bad WEATHER. Their concentration is unaffected by such small things.
Categories: psionics
Last updated by: Matreya, 08/25/2008
mind shield
30
Mirdrin
Tikol (under lake, in cavern)
SKILL mind shield: Available at level 30, requires confuse.
Specializations: psionics
Syntax: psionic 'mind shield'
This psionic power creates a mental shield to help protect the user from
psionic attacks.
It also will have a chance to stop unwanted TELEPATHY (unwanted =
not enabled, and not mind-linked).
Categories: psionics
Last updated by: Matreya, 08/25/2008
mindcast
55
1 Attacks
Bethanee
recall lens;w;s;w 9;s
SKILL mindcast: Available at level 55, requires telepathy.
Specializations: psionics
Use time: 1 Attacks
Syntax: psi 'mindcast' ''
The psionicist has learned to harness the power of magic with but a thought,
casting spells with neither word nor gesture.
Those with an active TELEPATHIC SCAN may hear the psionic thoughts involved
in doing this.
Categories: magic psionics
Last updated by: Evarius, 10/02/2011
mining
5
a gnome miner
Tikol (wanders)
SKILL mining: Available at level 5
Specializations: crafter
Syntax: prospect
Syntax: mine
The mining skill allows you to obtain raw material from the ground. Of the
two commands, prospecting allows you to see what minerals are present in a
room, while mining gets them out.
The prospect command will reveal information about the mineral present, as
well as what sort of quality and amount is present.
The mine command requires that you enter the full name of the type of
material you wish to mine. The prospect command will tell you this name.
So, for example, to mine gold ore, you must type "mine gold ore" and not
"mine gold", as you are unlikely to find pure gold in the ground.
Prospecting requires no special tools. Mining equipment is necessary to
mine successfully.
Before you go mining, you should read the helpfile on LITTERING first.
Categories: skill crafting wilderness
Last updated by: Evarius, 12/18/2011
minor gate
21
Full Round
Omelia
recall lens;w;s;w 9;n
SKILL minor gate: Available at level 21, requires teleport.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'minor gate'
This spell transports you to your target, provided they're in the same
general area as you are.
Some targets can not be gated to for various reasons, others will have
a chance to "save" against you.
Categories: spell conjurer
Last updated by: Matreya, 08/25/2008
minor ward
65
Full Round
Sirac
Top of Cleric's Tower
SKILL minor ward: Available at level 65, requires scry shield.
Specializations: protection
Casting time: Full Round
Syntax: cast 'minor ward'
Utilizing the caster's existing knowledge of spells and magic in general,
casters can devise a 'Minor Ward' as a successful defense against a spell
that specifically targets them.
Limitations: a 'Minor Ward' cannot shield the caster from the full extent
of an area effect. In addition, certain spells (ATTUNE and DISPEL MAGIC)
simply cannot be warded against.
A second casting of this spell will replace the original ward with a fresh
one, regardless of the spell that is chosen to ward against.
Categories: spell protection
Last updated by: Evarius, 12/30/2012
minor watch
15
Full Round
Topaki
recall lens;w;s;w 11;d
SKILL minor watch: Available at level 15
Specializations: divining
Casting time: Full Round
Syntax: cast 'minor watch'
Syntax: cast 'watch word'
Syntax: cast 'major watch'
The watch spells allow the caster to leave a 'watch' on an exit to a room.
Whenever someone passes that exit, the caster is given some knowledge
about this.
The higher level spells are more likely to survive countermeasures, and
a major watch will actually trigger a fiery magical attack on people
passing it. (This will not affect anyone that will result in a killer flag
to the caster)
Watches last a number of minutes based on the caster's level, if they're
not set off.
Categories: spell divining
Last updated by: Evarius, 12/03/2008
minor wyrd
15
1 Attacks
Sidirian
Tikol Valley (south of lake)
SKILL minor wyrd: Available at level 15, requires cantrip.
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'minor wyrd'
Syntax: cast 'wyrd'
Syntax: cast 'major wyrd'
If no targets are chosen, this spell will be cast on the the caster.
The wyrd magicks are spells that invoke the primal powers of nature. They
can be quite powerful and unpredictable. In general, the wyrd will help the
caster of the spell, but this is not always the case. Chaos is a major
player in this spell, anything is likely to happen. Don't complain when it
does!
If cast on an invalid target (i.e. a safe target) the wyrd can help a
subject that was intended to be harmed. When cast on self, or a member of
the caster's group or clan, the wyrd will have mostly beneficial effects.
Cast on others with no affiliation to the caster, the wyrd will have mostly
detrimental effects.
Categories: spell illusions
Last updated by: Evarius, 12/02/2011
mirror image
10
Full Round
Jasper
recall lens;w;s;w 6;n
SKILL mirror image: Available at level 10, requires phantasmal force.
Specializations: illusions
Casting time: Full Round
Syntax: cast 'mirror image'
This spell creates a mirror image of the caster. This mirror image is
simply an image, and is destroyed easily by any damage. However, any attack
against the caster will hit a mirror, if one exists.
Categories: spell illusions
Last updated by: Matreya, 08/25/2008
misdirect
67
1 Attacks
Jasper
recall lens;w;s;w 6;n
SKILL misdirect: Available at level 67, requires displacement.
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'misdirect'
This spell misdirects the target, making it harder for them to land their
spells.
Categories: spell illusions
Last updated by: Arawn, 06/15/2009
SKILL mummy rot: Available at level 35, requires plague.
Specializations: necromancy
Casting time: 1 Attacks
Syntax: cast 'mummy rot'
This nasty spell inflicts the victim with a debilitating skin rot. The
first signs of rot are a minor skin rash, that causes a loss of charisma,
but with time, the disease will start to reduce the strength, dexterity,
and constitution of the victim, as well as the charisma. This illness is
long lasting, and often quite resilient to cures.
Categories: spell necromancy
Last updated by: Matreya, 08/25/2008
music
4
1 Attacks
Vree
recall lens;s 8;e 3;n 4;u 3;n
SKILL music: Available at level 4
Specializations: bard
Use time: 1 Attacks
Syntax: play ()
The play command is used to play music. To play music, you must have an
instrument. Some instruments don't do a lot, apart from make music, but
others can cast powerful spells.
The play command is also used with minstrel mobs to get them to play
their songs.
The music skill determines success in invoking the magic of an instrument.
This is the only type of use which will grant skill increases.
LUTHIER is the crafting skill used to create instruments.
A whistle can be played to call your pet to you.
Categories: skill use object bard
Last updated by: Arawn, 06/19/2017
natural weaponry
1
Pandora
recall lens;s 2;w 3;n 3;e;s 3;d;n;w;s
SKILL natural weaponry: Available at level 1
Specializations: barbarism, animal
Syntax: chomp (uses fangs to bite an opponent)
Syntax: gore (uses tusks to gore an opponent)
Syntax: horn (uses horns to pierce an opponent)
Syntax: tail (uses a tail to tail whip an opponent)
Syntax: wing (uses wings to graze an opponent)
These natural weaponry attacks can only be used in close-combat situations
(this means that you cannot start a fight with them). A specific body part
is required to perform each attack.
Additional Notes:
CHOMP: poisonous races are also able to deliver POISON with this attack.
CLAWS: are automatically used in a normal unarmed attack. See help PUNCH
to toggle between using claws and fists. You may also ENVENOM claws.
Races that naturally have horns, tusks, fangs or a tail will be able to
occasionally deliver an automatic attack with them during combat.
Races with Natural Weaponry:
1) alaemn (claws) 5) haikjadeam (fangs)
2) arachnaia (fangs) 6) selkie (claws)
3) demons (horns) 7) shapeshifters (can grow any)
4) dragons (claws, fangs, tail) 8) trolls (claws, fangs)
Categories: combat skill barbarism animal
Last updated by: Evarius, 04/25/2017
navigation
7
SELF TAUGHT
SKILL navigation: Available at level 7, requires scout.
Specializations: conjurer
Syntax: navigate ''
This skill will tell you, if possible, what direction an area lies from
your current location. This works best in the WILDERNESS.
Note: For areas with shared keywords (e.g. castle), in your syntax, you may
need to surround the area name in single quotes in order to navigate to the
correct area. Otherwise, the game will search for the first area that
partially matches the first keyword in your syntax.
Categories: skill conjurer wilderness
Last updated by: Evarius, 05/11/2013
nexus
46
Full Round
Omelia
recall lens;w;s;w 9;n
SKILL nexus: Available at level 46, requires portal.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'nexus'
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.
Categories: spell conjurer
Last updated by: Matreya, 08/25/2008
nightmares
60
Mirdrin
Tikol (under lake, in cavern)
SKILL nightmares: Available at level 60, requires dreams.
Specializations: psionics
Syntax: psionic 'nightmares'
Only usable on a sleeping victim, nightmares plagues their rest with
recurring nightmares, reducing the benefit of their sleep, and sapping
their mana. Although nightmares can only be applied to a sleeping victim,
the effects of nightmares will be with them for a time after, affecting
subsequent sleep as well.
The use of nightmares is considered an aggressive action, resulting in
criminal flags when appropriate. The victim may be anywhere in the world
where they could be scryed.
A side effect of the nightmares is that the psychic impression of the
psionic is left in the mind of the victim. The victim may see the psionic
as if he or she were DREAMing. Other than this, no indication of who
inflicted the nightmares on the victim is given.
Categories: psionics
Last updated by: Matreya, 08/25/2008
palm
15
the hand
recall lens;s 2;w 3;n 3;e;s 3;d;n;w;n
SKILL palm: Available at level 15, requires steal.
Specializations: thieving
Syntax: palm
parry
3
Zek
recall lens;w;s;w 5;s
SKILL parry: Available at level 3
Specializations: weaponmaster, paladin
If at first you fail to dodge, block it. Parry is useful for deflecting
melee attacks and is successful more often than dodge, though it cannot
deflect ranged attacks, such as arrows. 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.
Parry is also automatically checked during combat.
Categories: skill combat weaponmaster paladin
Last updated by: Evarius, 03/24/2012
pass door
33
Full Round
Raena
recall lens;w;s;w 4;n
SKILL pass door: Available at level 33, requires invisibility.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'pass door'
Syntax: cast 'pass door' familiar
This spell enables the caster to pass through many closed doors,
but not all of them. Magically sealed doors, for example, will not
respond to this spell.
Categories: spell conjurer movement
Last updated by: Evarius, 12/02/2011
pass watch
33
Full Round
Topaki
recall lens;w;s;w 11;d
SKILL pass watch: Available at level 33, requires watch word.
Specializations: divining
Casting time: Full Round
Syntax: cast 'pass watch'
Syntax: cast 'pass watch' familiar
This spell allows the caster to move unseen past watches.
Categories: spell divining
Last updated by: Matreya, 08/25/2008
peek
5
the hand
recall lens;s 2;w 3;n 3;e;s 3;d;n;w;n
SKILL peek: Available at level 5
Specializations: thieving
Syntax: peek
The peek skill is useful for seeing what a player or mobile is carrying,
the better to use the steal command with. More intelligent characters are
harder to peek at. Peek will also let you judge roughly how many coins the
player or mobile is carrying.
Categories: skill thieving
Last updated by: Eladar, 07/07/2013
SKILL peer: Available at level 25, requires glance.
Specializations: thieving
Syntax: peer
This is the skill of peering into adjacent rooms. Because there is also
a peer SOCIAL, you must type the full direction name (north, south, etc)
or this skill will default to the social. Those without the skill will
also default to the social.
Categories: skill thieving socials
Last updated by: Evarius, 12/04/2011
pentagram
61
Asgath Brewon
Top of Warlock's Tower
SKILL pentagram: Available at level 61, requires planar gate.
Specializations: conjurer
Syntax: pentagram
This skill is the art of crafting a protective pentagram, for use in
summoning dimensional creatures. A creature summoned into a pentagram will
be unable to leave the pentagram until it is controlled.
A pentagram requires 10 units of silver to create. This is consumed in its
creation.
Categories: skill conjurer
Last updated by: Matreya, 08/25/2008
perform
10
Vree
recall lens;s 8;e 3;n 4;u 3;n
SKILL perform: Available at level 10, requires music.
Specializations: bard
Syntax: perform
The perform skill lets your character perform some act of skill in the
streets. If well received, the character is likely to receive a few coins
thrown from onlookers. If badly received, they may be driven out of town or
worse.
Categories: skill bard
Last updated by: Evarius, 09/24/2010
petrify
50
4 Attacks
the master mage
rec lens;e 4;w 3;n 2 (wanders)
SKILL petrify: Available at level 50, requires stone to flesh.
Specializations: witchcraft, glamour
Casting time: 4 Attacks
Syntax: cast 'petrify'
Syntax: cast 'stone to flesh'
PETRIFY turns its victim into stone, if they fail their saving throw.
It has a maximum duration of about 4 minutes.
STONE TO FLESH is used to return someone from a petrified state before the
spell's duration expires.
Petrified characters can use limited communication commands, and are
immune to almost all damage, but cannot do anything else until their
petrification wears off.
Categories: spell witchcraft healing glamour
Last updated by: Evarius, 12/05/2011
phantasmal beast
34
Full Round
Jasper
recall lens;w;s;w 6;n
SKILL phantasmal beast: Available at level 34, requires phantasmal mount.
Specializations: illusions
Casting time: Full Round
Syntax: cast 'phantasmal force'
Syntax: cast 'phantasmal mount'
Syntax: cast 'phantasmal beast'
These spells are spells that rely on illusions to accomplish things.
Phantasmal Force will create an illusion in the room you are in. You
specify what the illusion is. Some people will know the illusion for what
it is, if they make their saving throw.
Phantasmal Mount creates an illusionary winged horse that you can ride
(provided you can ride). The Mount is always large enough to be ridden,
but is not a good fighter.
Phantasmal Beast creates an illusionary monster who will fight for you.
Being an illusion, the beast cannot sustain much damage.
Categories: spell illusions
Last updated by: Evarius, 05/26/2011
phantasmal force
6
1 Attacks
Jasper
recall lens;w;s;w 6;n
SKILL phantasmal force: Available at level 6
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'phantasmal force'
Syntax: cast 'phantasmal mount'
Syntax: cast 'phantasmal beast'
These spells are spells that rely on illusions to accomplish things.
Phantasmal Force will create an illusion in the room you are in. You
specify what the illusion is. Some people will know the illusion for what
it is, if they make their saving throw.
Phantasmal Mount creates an illusionary winged horse that you can ride
(provided you can ride). The Mount is always large enough to be ridden,
but is not a good fighter.
Phantasmal Beast creates an illusionary monster who will fight for you.
Being an illusion, the beast cannot sustain much damage.
Categories: spell illusions
Last updated by: Evarius, 05/26/2011
phantasmal mount
20
Full Round
Jasper
recall lens;w;s;w 6;n
SKILL phantasmal mount: Available at level 20, requires mirror image.
Specializations: illusions
Casting time: Full Round
Syntax: cast 'phantasmal force'
Syntax: cast 'phantasmal mount'
Syntax: cast 'phantasmal beast'
These spells are spells that rely on illusions to accomplish things.
Phantasmal Force will create an illusion in the room you are in. You
specify what the illusion is. Some people will know the illusion for what
it is, if they make their saving throw.
Phantasmal Mount creates an illusionary winged horse that you can ride
(provided you can ride). The Mount is always large enough to be ridden,
but is not a good fighter.
Phantasmal Beast creates an illusionary monster who will fight for you.
Being an illusion, the beast cannot sustain much damage.
Categories: spell illusions
Last updated by: Evarius, 05/26/2011
photosynthesis
15
Marval
recall lens;w;s;w 11;u
SKILL photosynthesis: Available at level 15, requires mind over body.
Specializations: psionics
Syntax: psionic 'photosynthesis'
This psionic power allows the psionicist to draw energy from light
to reduce the need for food and water. This also allows the psionicist
to regenerate their mana pool at a faster rate.
Categories: psionics
Last updated by: Matreya, 08/25/2008
pick lock
10
the hand
recall lens;s 2;w 3;n 3;e;s 3;d;n;w;n
SKILL pick lock: Available at level 10
Specializations: thieving
Syntax: pick
Syntax: pick
pierce
74
3 Attacks
Felamar
recall lens;w;s;w 4;s
SKILL pierce: Available at level 74, requires hook.
Specializations: weaponmaster
Use time: 3 Attacks
Syntax: chop
Syntax: hook
Syntax: pierce
These are advanced polearm skills. They are focused attacks, intended to
work only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
Chop uses the blade of the polearm to greater effect, dealing twice normal
damage, but taking an attack to recover.
Hook uses the back edge of the polearm to yank the defender's shield out of
position. It deals twice the normal damage, taking an attack to recover,
and cannot be blocked with a shield.
Pierce uses the point of the polearm and its momentum to deliver a powerful
blow. It deals three times the normal damage, but takes two attacks to
recover.
Categories: weaponmaster skill weapon
Last updated by: Evarius, 04/06/2012
SKILL plague: Available at level 21
Specializations: necromancy
Casting time: 1 Attacks
Syntax: cast 'plague' (type)
The plague spell infests the target with a magical disease of great
virulence, sapping its strength and causing horrific suffering, possibly
leading to death. It is a risky spell to use, as the contagion can spread
like wildfire if the victim makes it to a populated area.
There are different types of plague that can be spread, that can be
specified, however, discovering what these are is left to the plaguer.
Kills from plague are credited to the first person to land the affect.
There is also a cap on how many plagues that can be cast on someone. They
can pick up more than this from infected people though. Each subsequent
plague will also be harder to land.
Please note that it IS NOT acceptable to spread plagues in newbie areas
(any area under level 30 on the area list). Players caught doing so are
subject to a heavy penalty.
See also CURE DISEASE and MUMMY ROT.
Categories: spell necromancy
Last updated by: Evarius, 02/12/2009
planar dominance
76
Full Round
Asgath Brewon
Top of Warlock's Tower
SKILL planar dominance: Available at level 76, requires planar seal.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'planar dominance'
This spell allows the caster to try to gain control of a planar creature
that has been summoned.
Categories: spell conjurer
Last updated by: Matreya, 08/25/2008
planar gate
55
Full Round
Asgath Brewon
Top of Warlock's Tower
SKILL planar gate: Available at level 55, requires astral form.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'planar gate'
This spell opens a gate to another plane. The most expected result of
this is that an inhabitant of that plane will come through the gate.
Other things can come through the gate though.
Generally, creatures from other planes are hostile towards their summoners.
For this reason, use of a PENTAGRAM is suggested.
The planes that gates can be opened to are:
fire, water, air, earth, light, dark, death
Categories: spell conjurer
Last updated by: Evarius, 04/24/2010
planar seal
65
Full Round
Omelia
recall lens;w;s;w 9;n
SKILL planar seal: Available at level 65, requires planar gate.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'planar seal'
A planar seal creates a magical shield in the fabric of the universe,
preventing it from being opened. Since teleportation, recalling, etc...
relies on opening holes in dimensional barriers, a planar seal will prevent
these forms of travel.
Who a planar seal affects follows the same format as the BAR ROOM spell.
Be careful in casting this spell. Like BAR ROOM, restricting someone's
movements and trapping them in a room is considered an act of aggression.
Categories: spell conjurer room
Last updated by: Evarius, 07/02/2011
plunge
67
3 Attacks
Felamar
recall lens;w;s;w 4;s
SKILL plunge: Available at level 67, requires stab.
Specializations: assassination
Use time: 3 Attacks
Syntax: stab
Syntax: plunge
These are advanced dagger skills. They are focused attacks, intended to
work only with your primary weapon. During combat, they will default to
the opponent you are directly fighting.
Stab puts more of the attacker's weight into the strike, dealing double
damage, but requiring an attack to recover.
Plunge plunges the dagger deep into the opponent's body. It deals three
times normal damage, but requires two attacks to recover.
Categories: assassination weapon skill
Last updated by: Evarius, 08/23/2011
SKILL poison: Available at level 32
Specializations: sorcery, witchcraft
Casting time: 1 Attacks
Syntax: cast 'poison'
Syntax: cast 'poison'
poison fists
47
1 Attacks
high priest of Kithanor
recall lens;e 11;n;e 6;s 2;e 12;s 2;w 4
SKILL poison fists: Available at level 47, requires poison.
Specializations: sorcery
Casting time: 1 Attacks
Syntax: cast 'poison fists'
The poison fist spell coats your hands or claws with a contact POISON,
without harming yourself while the poison is active.
See also help ENVENOM for a skill to poison objects, including weapons.
Categories: spell sorcery
Last updated by: Evarius, 05/08/2012
polearm
1
Felamar
recall lens;w;s;w 4;s
SKILL polearm: Available at level 1
Specializations: weaponmaster
Each weapon skill applies to a specific group of armaments and determines
how well a character fights with a particular weapon.
If a character has the PARRY skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at
both his weapon and his opponent's.
Your weapon skill can also modify the amount of damage you deal: It will be
increased if your weapon skill is greater than the to-hit cap (90%) and
decreased for very low skill levels. The boost or penalty is a percentage
of the damage you deal normally, based on how much over (or under) the
threshold your modified skill is.
The weapon skills consist of the following:
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 both spears and staves, but not polearms.
sword the warrior's standby, from rapier to claymore.
whip the use of whips, chains, and bullwhips.
exotic the use of strange, magical weapons.
bow the use of bows and crossbows as ranged weapons.
sling the use of slings as ranged weapons.
(The exotic skill cannot be purchased and is dependent solely upon level)
For additional information on weapons:
See help SHOOT (for help on ranged weapons)
See help WEAPON FLAGS (for help on weapon flags and their effects)
See help ADVANCED WEAPON SKILLS (for a list of skills that require weapons)
Categories: skill weapon weaponmaster paladin barbarism combat
Last updated by: Azshanna, 10/07/2019
polymorph
61
2 Attacks
Neistah
recall lens;w;s;w 7;s
SKILL polymorph: Available at level 61, requires true form.
Specializations: witchcraft, glamour
Casting time: 2 Attacks
Syntax: cast 'polymorph'
Syntax: cast 'polymorph' random
This spell changes the race of the victim! This is considered a hostile
act, as most people like their shape. Only animals may be selected as
potential races (you can't turn someone into a sentient race, or an undead
thing). Please note you cannot polymorph genies at all.
This spell has a short duration, but the only known cure is a kiss from a
beautiful, or handsome, member of the opposite sex.
Warning: Do not leave the game polymorphed. The animal you leave as may
have a lower mana cap than you do, and if you leave as it, your mana cap
will be lowered, replacing it with trains as if you had gone over.
Categories: spell witchcraft glamour
Last updated by: Evarius, 05/16/2011
portal
38
Full Round
Omelia
recall lens;w;s;w 9;n
SKILL portal: Available at level 38, requires gate.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'portal'
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' or 'go' command, as in 'go portal'. Portals cannot be
made to certain destinations, nor used to escape from gate-proof rooms.
Pre-existing Portals In Lensmoor, there are several kinds of portals. Some
use keywords to activate them while some require you to be standing on a
piece of furniture. For example: You may run across a ladder, which is
often a portal. To use it, you would have to type 'climb ladder'. Portals
can also be level specific here, so if you are at level 10 and run across
a level 35 portal, you won't be able to enter it.
Warning! There is no way to tell where a portal will lead. Enter with
caution as it may take you into a dangerous situation.
Categories: spell conjurer movement object newbie exploration
Last updated by: Evarius, 01/01/2012
possession
85
Full Round
Bethanee
recall lens;w;s;w 9;s
SKILL possession: Available at level 85, requires animate dead.
Specializations: necromancy, witchcraft
Casting time: Full Round
Syntax: cast 'inhabit familiar'
Syntax: cast 'possession'
These two spells allow you to leave your body and inhabit and control
the body of another. Inhabit familiar allows you to control your familiar
(see: BIND FAMILIAR), while possession allows control over anyone who is
under your charm.
Possession requires that the victim be in the room with you. Inhabiting
a familiar can be done remotely.
Each of these abilities uses the RETURN command to return to your own body.
Any type of possession is now logged. Feel free to use possessed mobs to
run around, explore, or to interact ICly. Please do not talk ooc type
channels with said possessed mob. ANY abuse of them to cause OOC problems
(such as harrassing others or spamming channels) will result in loss of
all casting ability.
Categories: spell druid necromancy witchcraft pet
Last updated by: Evarius, 07/19/2011
SKILL pottery: Available at level 2
Specializations: crafter
Syntax: blacksmith ''
Syntax: glassblow ''
Syntax: pottery ''
Syntax: leatherwork ''
Syntax: stonework ''
Syntax: waxcraft ''
Syntax: show
These CRAFTING skills work very similarly. The crafter specifies the type
of object they want to make, and the level to make the item at. If an
invalid item type is selected, a list of available choices will be shown.
The level is limited by the crafter's skill and the quality of the
material used, whichever is lower.
As with any crafted item, you can DETAIL the item when it is created, and
appropriate tools are required for each craft.
[Hit Return to continue, Q to exit]
All of these commands will accept "show" as an argument, and show all the
items that can be produced with the skill.
Furniture are things like a bed or chair, you can sit on them.
Furniture2 are things like a desk, you can sit at them as well as
put objects on them.
Categories: skill crafting
Last updated by: Azshanna, 09/16/2015
pounce
19
1 Attacks
SELF TAUGHT
SKILL pounce: Available at level 19, requires natural weaponry.
Specializations: barbarism, animal
Use time: 1 Attacks
Syntax: pounce
The pounce skill allows four legged races (e.g. dragons, shapeshifters) to
move and attack simultaneously. This skill is equivalent to JOUSTING.
The POLYMORPH spell can be used to turn into an animal to use this skill.
Pounce used without any arguments or without a direction specified will
use the pounce social.
Categories: skill barbarism animal socials
Last updated by: Evarius, 04/13/2012
precognition
35
Omelia
recall lens;w;s;w 9;n
SKILL precognition: Available at level 35, requires danger sense.
Specializations: psionics
Syntax: psionic 'precognition'
The psionicist attunes himself to possible futures, allowing him to see
where his enemies blows may strike. This enables him to deflect or avoid
the blows more often.
Categories: psionics
Last updated by: Matreya, 08/25/2008
protection cantrips
1
Full Round
Eberre
recall lens;w;s;w 7;n
SKILL protection cantrips: Available at level 1
Specializations: protection
Casting time: Full Round
Syntax: cast 'protection cantrips'
This spell protects the target from the prankish nature of CANTRIPS.
Categories: spell protection
Last updated by: Evarius, 03/26/2010
SKILL protection evil: Available at level 13, requires bless.
Specializations: protection, paladin
Casting time: Full Round
Syntax: cast 'protection evil' (familiar)
Syntax: cast 'protection good' (familiar)
Syntax: cast 'protection neutral' (familiar)
The protection spells reduce damage taken from attackers of the
corresponding ALIGNMENT. They may not be cast on others.
For the most part, only one protection can be used at a time. If you have
more than one, they will all cease to work. However, races with natural
protection may benefit from an additional protection affect and neutrals
may benefit from all protections at once.
The protection spells are DIVINE SPELLS, meaning that your character must
belong to, and follow the commandments of one of Lensmoor's deities in
order for them to work.
Categories: spell protection paladin alignment
[Hit Return to continue, Q to exit]
Last updated by: Evarius, 10/11/2011
psi bolt
70
4 Attacks
Mirdrin
Tikol (under lake, in cavern)
SKILL psi bolt: Available at level 70, requires psi drain.
Specializations: psionics
Use time: 4 Attacks
Syntax: psionic 'psi bolt'
This psionic power directs an intense burst of psionic energy at its
victim, doing physical damage.
Categories: psionics
Last updated by: Matreya, 08/25/2008
psi drain
50
1 Attacks
Marval
recall lens;w;s;w 11;u
SKILL psi drain: Available at level 50, requires blur.
Specializations: psionics
Use time: 1 Attacks
Syntax: psionic 'psi drain'
This psionic power drains the victim's mana, and does a small amount of
physical damage also.
Categories: psionics
Last updated by: Matreya, 08/25/2008
psychic detection
55
Marval
recall lens;w;s;w 11;u
SKILL psychic detection: Available at level 55, requires psychic nettles.
Specializations: psionics
Syntax: psionic 'psychic detection'
This skill allows one to open up their mind to any incoming probes in
exchange for receiving information on who is scrying them and where that
person is. All types of scrying will be successful regardless of any
shielding or PSYCHIC NETTLES, leaving one's mind vulnerable to mental
attacks.
Categories: psionics
Last updated by: Matreya, 08/25/2008
psychic disruption
28
2 Attacks
Marval
recall lens;w;s;w 11;u
SKILL psychic disruption: Available at level 28, requires sense psionics.
Specializations: psionics
Use time: 2 Attacks
Syntax: psionic 'psychic disruption'
This psychic ability is similar to DISPEL MAGIC; but, instead of magical
affects, it attempts to knock out one of the target's activated psionic
powers. If an attempt fails, the level of the affected power will be
drastically lowered.
Categories: psionics
Last updated by: Evarius, 04/10/2010
psychic nettles
30
Marval
recall lens;w;s;w 11;u
SKILL psychic nettles: Available at level 30, requires danger sense.
Specializations: psionics
Syntax: psionic 'psychic nettles'
This ability sets up a passive shield that can entrap and shock people who
attempt to trespass into your mind.
The chance of success on this skill is rather low, but it is painful when
someone gets caught in the snare.
You cannot be hit by nettles if you are engaged in combat.
Categories: psionics
Last updated by: Evarius, 08/06/2011
psychic scream
80
4 Attacks
Mirdrin
Tikol (under lake, in cavern)
SKILL psychic scream: Available at level 80, requires psi bolt.
Specializations: psionics
Use time: 4 Attacks
Syntax: psionic 'psychic scream'
This psionic power broadcasts a slightly lower-power psi bolt at every
valid target in the room.
Categories: psionics
Last updated by: Arawn, 09/19/2014
purify
45
Full Round
Xilan
recall lens;w;s;w 10;2
SKILL purify: Available at level 45, requires harden.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'purify'
This spell will halve a quantity of material, improving the quality of the
material. The material can never be raised to a higher quality than the
caster's skill with this spell.
Categories: spell enchanting material
Last updated by: Evarius, 10/14/2010
push
20
1 Attacks
Pandora
recall lens;s 2;w 3;n 3;e;s 3;d;n;w;s
SKILL push: Available at level 20, requires bash.
Specializations: barbarism
Use time: 1 Attacks
Syntax: push
Syntax: push
pyrokinetics
25
2 Attacks
Marval
recall lens;w;s;w 11;u
SKILL pyrokinetics: Available at level 25, requires levitate.
Specializations: psionics
Use time: 2 Attacks
Syntax: psionic 'pyrokinetics'
This skill allows the psionicist to burst the victim into flames.
Categories: psionics
Last updated by: Evarius, 04/29/2011
rage
64
1 Attacks
Roth
recall lens;w 4;n 2;e 5;s
SKILL rage: Available at level 64, requires berserk.
Specializations: barbarism, animal
Use time: 1 Attacks
Syntax: rage
This skill allows the combatant to fly into a rage, gaining multiple
attacks against their foe. This skill is exhausting, making the
fighter tired. This skill cannot be used in conjunction with subdue
or defend, as they require control that is not possible while raging.
Categories: skill barbarism animal
Last updated by: Matreya, 08/27/2008
read lips
7
the hand
recall lens;s 2;w 3;n 3;e;s 3;d;n;w;n
SKILL read lips: Available at level 7
Specializations: thieving
This skill (automatically used) allows you to see what is said in
says and whispers, even when deaf.
Categories: skill thieving communication
Last updated by: Evarius, 10/14/2010
rear
21
1 Attacks
Apria
recall lens;w;s;w 15
SKILL rear: Available at level 21, requires joust.
Specializations: barbarism, paladin
Use time: 1 Attacks
Syntax: rear
This skill allows a skilled rider to cause their mount to stomp on their
opponent in combat.
Note: If you are configured to ignore hits/misses made by others, you might
not see the damage message done by rear, since it is your mount making that
attack, not you.
Categories: skill barbarism paladin pet
Last updated by: Evarius, 09/17/2012
rebellion
33
1 Attacks
Bethanee
recall lens;w;s;w 9;s
SKILL rebellion: Available at level 33, requires suggest.
Specializations: bard, glamour
Casting time: 1 Attacks
Syntax: cast 'rebellion'
This spell affects all the charmies (but not the pet) of the victim. It
fills them with a strong desire to break free of their master's control.
There is a chance that former charmies will attack their former master.
Categories: spell bard glamour
Last updated by: Evarius, 09/24/2010
recall
1
Omelia
recall lens;w;s;w 9;n
SKILL recall: Available at level 1
Syntax: recall
Syntax: recall Lensmoor
Syntax: recall Chancy
Syntax: recall Semdea
Syntax: recall Antrippa
RECALL prays to the Gods for miraculous transportation from where you are
back to your HOMETOWN. If you specify an argument, you will go there
instead. You may not recall between continents, i.e. recall lensmoor and
recall chancy do not work on the Antrippan continent and recall semdea
and recall antrippa do not work on the Lensmoorian continent.
If you RECALL during combat, you will have a chance of failing (more than
for fleeing). This chance is based on your recall skill, although a 100%
recall does not guarantee 100% success.
RECALL doesn't work in certain god-forsaken rooms. Characters afflicted by
a CURSE may not recall at all.
[Hit Return to continue, Q to exit]
See help HOMETOWN for help on changing your hometown.
It is also worth noting that you will not gain any skill increases if you
recall under normal, non-combat situations.
Categories: movement newbie skill
Last updated by: Evarius, 01/21/2012
recharge
9
Full Round
Xilan
recall lens;w;s;w 10;2
SKILL recharge: Available at level 9
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'recharge'
Syntax: tap
The recharge spell can be used to fill a manastone with power. Each
manastone can hold a finite amount of mana that is proportional to its
worth. If a manastone is overcharged, it will disintegrate, but it is
possible to tell when a stone is full. The stored mana can be retrieved by
using the tap command.
Similarly, the recharge spell will restore charges on instruments that,
when PLAYED, cast magical spells. However, the instrument must not be
completely depleted of charges. If the instrument is completely depleted,
it cannot be recharged.
Please note that once a manastone has been DONATED, it can no longer be
recharged.
Casters, staves, and wands can also be recharged. There is variability in
how many charges you may get per recharge cast.
Categories: spell enchanting object use
Last updated by: Evarius, 12/04/2011
reflect damage
90
Full Round
Sirac
Top of Cleric's Tower
SKILL reflect damage: Available at level 90, requires sanctuary.
Specializations: protection
Casting time: Full Round
Syntax: cast 'reflect damage'
This spell sets up a reflective aura that reflects a portion of all
damage the caster takes back on its source.
Note: reflect damage is not player teachable.
Categories: spell protection
Last updated by: Evarius, 09/24/2011
refresh
5
0 Attacks
Chaliste
recall lens;w;s;w 5;n
SKILL refresh: Available at level 5, requires cure light.
Specializations: healing
Casting time: 0 Attacks
Syntax: cast 'refresh'
Syntax: cast 'refresh critical'
Refresh will refresh a character who is exhausted. It will also remove
sleeping affects.
Refresh critical is a more potent version of refresh, recovering more energy
for the target.
Categories: spell healing
Last updated by: Matreya, 08/27/2008
remove traps
15
Neistah
recall lens;w;s;w 7;s
SKILL remove traps: Available at level 15, requires detect traps.
Specializations: thieving
Syntax: settrap (dart/snare)
Syntax: settrap
rend
74
3 Attacks
Pandora
recall lens;s 2;w 3;n 3;e;s 3;d;n;w;s
SKILL rend: Available at level 74, requires shred.
Specializations: barbarism, animal
Use time: 3 Attacks
Syntax: tear
Syntax: shred
Syntax: rend
These are advanced natural weaponry skills. They are focused attacks,
intended to work when you have both claws available. During combat, they
will default to the opponent you are directly fighting.
Tear uses the claws to cut through the victim. It deals double the normal
damage, but takes an attack to recover.
Shred uses the claws to gain purchase behind a defender's shield and pull
it out of the way. It also deals double damage, taking an attack to
recover, but cannot be blocked.
Rend puts far more strength into the point of attack. It deals triple
damage, but takes two attacks to recover.
Categories: barbarism animal skill
Last updated by: Evarius, 08/30/2011
rescue
2
1 Attacks
Zek
recall lens;w;s;w 5;s
SKILL rescue: Available at level 2
Specializations: protection
Use time: 1 Attacks
Syntax: 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 fellow group member, never an opponent)
Categories: skill protection combat
Last updated by: Evarius, 04/03/2012
resize
14
Full Round
Xilan
recall lens;w;s;w 10;2
SKILL resize: Available at level 14, requires recharge.
Specializations: enchanting
Casting time: Full Round
Syntax: cast 'resize' [size]
This spell will resize an item. For each size increase, one unit of the
material the item is made of is required. For size decreases, no material
is needed.
If you specify a size, it will resize the item to that size, otherwise,
it will resize it to the caster's size.
---------------------------------------------------------------------------
There is a mob, a warewright, who will resize for you for a fee. There is
one per continent in New Lensmoor and Antrippa City.
Syntax: resize
ride
5
Apria
recall lens;w;s;w 15
SKILL ride: Available at level 5
Specializations: paladin
Syntax: mount
Syntax: dismount
Syntax: buck
* The ride skill allows the rider to control large animals, and also stay
mounted during combat.
* Uncharmed or wild animals are much more difficult to control, and the
chances of successfully riding the animal are reduced significantly. A
mount is considered willing if it's in your group, or is charmed or your
pet.
* Riding uses your mount's vitality and allows you access to the mount's
movement features (flying, swimming, etc).
* The mount must be larger in size than you are, and must be ridable. (This
is set for each ridable creature.)
* You can do slightly more damage when mounted, but it's also a little more
difficult for you to hit things.
* The DISMOUNT command is used to get off your mount. The BUCK command is
used by mounts to remove unwanted riders.
* To allow another player to use you as a willing mount, (only some races
can do this) they must be on your ENABLE list.
Categories: skill paladin pet commands movement
Last updated by: Evarius, 04/03/2012
riposte
45
Roth
recall lens;w 4;n 2;e 5;s
SKILL riposte: Available at level 45, requires feint.
Specializations: weaponmaster
The riposte skill allows an advanced fighter the chance to follow up on a
successful parry with a quick return strike of their own.
This skill is automatically checked during combat.
In order for riposte to work, the parrying weapon (the primary weapon being
wielded) must not weigh more than half of what the heaviest weapon the
character can wield weighs.
Categories: skill weaponmaster
Last updated by: Matreya, 08/27/2008
rockslide
27
1 Attacks
Neistah
recall lens;w;s;w 7;s
SKILL rockslide: Available at level 27, requires earthquake.
Specializations: druid
Casting time: 1 Attacks
Syntax: cast 'rockslide'
Rockslide causes walls to crumble, rocks to fall, or trees to fall,
blocking off an exit. Up and down exits cannot be blocked in this
manner, as the material will fall. If possible, the exit is blocked in
both directions.
Categories: spell druid
Last updated by: Evarius, 09/30/2010
runes
15
a hermit
recall lens;n 13;w 2;s 2
SKILL runes: Available at level 15, requires scrolls.
Specializations: magic, bard
The runes skill is used to read certain magical writing known as runes.
Those skilled in rune reading can decipher the runes that appear on
certain signs and objects, while others only see the strange symbols.
This skill is automatically checked when your character reads some runes.
Categories: skill magic bard
Last updated by: Matreya, 08/27/2008
SKILL sanctuary: Available at level 55, requires stone skin.
Specializations: protection
Casting time: Full Round
Syntax: cast 'sanctuary' (target)
Surrounding its target with a protective white aura, the sanctuary spell is
a potent magical defense used to halve any type of damage dealt.
As a DIVINE SPELL, casters must follow a deity and abide by their
alignment restrictions.
Categories: spell protection divine
Last updated by: Matreya, 08/27/2008
scourge
74
3 Attacks
Felamar
recall lens;w;s;w 4;s
SKILL scourge: Available at level 74, requires lash.
Specializations: weaponmaster
Use time: 3 Attacks
Syntax: flog
Syntax: lash
Syntax: scourge
These are advanced whip skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
Flog uses the weight of the whip to deal twice the normal damage. It takes
an attack to recover from using this skill.
Lash uses the speed of the whip to prevent opponents from dodging out of
the way. It also deals twice normal damage, and requires an attack to
recover.
Scourge uses the whip to bite into the victim's flesh, inflicting three
times normal damage, but requiring two attacks to recover.
Categories: weaponmaster weapon skill
Last updated by: Evarius, 08/23/2011
scrolls
5
1 Attacks
Sintil
recall lens;e 11;n;e 6;n;e 10;s 2;e
SKILL scrolls: Available at level 5
Specializations: magic
Use time: 1 Attacks
Magical items require training to use properly. If your character lacks the
necessary skill to use an item, he will fail, possibly destroying it. The
item skills are as follows:
scrolls The reading of magical scrolls and books (see 'help RECITE')
staves The use of staves and similar devices (see 'help BRANDISH')
wands The use of wands and similar items (see 'help ZAP')
Categories: skill magic enchanting use object
Last updated by: Evarius, 12/09/2011
scry shield
25
Full Round
Bethanee
recall lens;w;s;w 9;s
SKILL scry shield: Available at level 25, requires protection cantrips.
Specializations: protection
Casting time: Full Round
Syntax: cast 'scry shield'
Scry shield protects the target from all sorts of distant viewing. It
prevents CLAIRVOYANCE, DIVINING, and a few other things. This protection
can be penetrated.
There is also a SKILL CONTEST between the caster's and target's scry shield
skill.
Categories: spell protection
Last updated by: Evarius, 03/26/2010
second attack
30
Hakor
recall lens;w 4;n 2;e 5
SKILL second attack: Available at level 30, requires dual wield.
Specializations: paladin
Second attack and third attack are skills that give you a chance
to make extra attacks each combat round.
This chance is affected by whether you are HASTED as well.
These skills do not guarantee getting an extra attack every round.
Categories: skill
Last updated by: Lilith, 05/29/2014
send will
17
1 Attacks
Marval
recall lens;w;s;w 11;u
SKILL send will: Available at level 17, requires sense life.
Specializations: psionics
Use time: 1 Attacks
Syntax: psionic 'send will'
This skill allows the psionic to send their will to their FAMILIAR, even
while asleep, allowing the familiar to continue to do the master's bidding
as the master rests.
Categories: psionics pet
Last updated by: Matreya, 08/27/2008
sense anger
7
Marval
recall lens;w;s;w 11;u
SKILL sense anger: Available at level 7, requires meditation.
Specializations: psionics
Syntax: psionic 'sense anger'
This psionic ability lets the user sense hostile emotions, and gives some
warning about aggressive mobiles, and members of other clans in nearby
rooms. It is used with the SCAN or EXITS command.
Be warned that this skill works unreliably on the undead.
Categories: psionics
Last updated by: Eladar, 07/07/2013
sense life
15
Marval
recall lens;w;s;w 11;u
SKILL sense life: Available at level 15, requires sense anger.
Specializations: psionics
Syntax: psionic 'sense life'
This ability allows the user to sense life forms. It can often detect those
that are otherwise hidden, but will not let you know who they are exactly.
Categories: psionics
Last updated by: Matreya, 08/27/2008
sense psionics
20
1 Attacks
Mirdrin
Tikol (under lake, in cavern)
SKILL sense psionics: Available at level 20, requires sense life.
Specializations: psionics
Use time: 1 Attacks
Syntax: psionic 'sense psionics'
This power enables the user to detect the nearby use of other psionic
powers.
Categories: psionics
Last updated by: Matreya, 08/27/2008
set traps
35
Neistah
recall lens;w;s;w 7;s
SKILL set traps: Available at level 35, requires remove traps.
Specializations: assassination
Syntax: settrap (dart/snare)
Syntax: settrap
shadow shield
42
Full Round
Jasper
recall lens;w;s;w 6;n
SKILL shadow shield: Available at level 42, requires darkness.
Specializations: illusions
Casting time: Full Round
Syntax: cast 'shadow shield'
Syntax: cast 'shadow shield' familiar
This spell causes the caster's shadow to rise from the ground, surrounding
the caster, and protecting him or her from damage. Each blow the shadow
takes diminishes its strength, but the shield will last indefinitely until
it is destroyed.
Categories: spell illusions
Last updated by: Evarius, 03/26/2010
shatter
70
1 Attacks
Mirdrin
Tikol (under lake, in cavern)
SKILL shatter: Available at level 70, requires enchant item.
Specializations: enchanting
Casting time: 1 Attacks
Syntax: cast 'shatter'
shield
24
Full Round
Raena
recall lens;w;s;w 4;n
SKILL shield: Available at level 24, requires armor.
Specializations: protection
Casting time: Full Round
Syntax: cast 'shield' (target)
Syntax: cast 'stone skin'
Syntax: cast 'stone skin' familiar
These spells boost its recipient's armor class.
While the SHIELD spell provides less protection than the STONE SKIN one,
the former can be cast upon others, unlike the latter.
Categories: spell protection
Last updated by: Evarius, 12/23/2008
shield bash
24
1 Attacks
Roth
recall lens;w 4;n 2;e 5;s
SKILL shield bash: Available at level 24, requires shield block.
Specializations: barbarism
Use time: 1 Attacks
Syntax: shieldbash
This skill allows the warrior to use his or her shield as a battering
weapon.
Shield bashing will score extra damage based on your STRENGTH. It also has
a chance to work automatically, upon successful SHIELD BLOCKS.
Categories: skill barbarism combat
Last updated by: Evarius, 05/16/2011
shield block
2
Zek
recall lens;w;s;w 5;s
SKILL shield block: Available at level 2
Specializations: barbarism
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. Beware, axes and maces can break shields.
This skill is automatically checked in combat when you are wearing a shield.
Categories: skill barbarism combat
Last updated by: Matreya, 08/27/2008
shocking fists
53
1 Attacks
Tor
recall lens;w;s;w 10;s
SKILL shocking fists: Available at level 53, requires chain lightning.
Specializations: sorcery
Casting time: 1 Attacks
Syntax: cast 'acid fists'
Syntax: cast 'fire fists'
Syntax: cast 'ice fists'
Syntax: cast 'shocking fists'
These spells surround the caster's hands (or claws) with the appropriate
magical aura. Successful unarmed attacks will inflict extra damage, and
possibly affect the victim with secondary effects based on the spell.
Casting a new fist spell will replace a previously cast one.
POISON FISTS may stack with other fist spells. The other fist spells do not
stack with one another, unless it is a spell stacking with a racially
provided affect or one gained from a piece of equipment.
Categories: spell sorcery
Last updated by: Matreya, 07/22/2008
shocking grasp
6
1 Attacks
Tor
recall lens;w;s;w 11;n
SKILL shocking grasp: Available at level 6, requires magic missile.
Specializations: sorcery
Casting time: 1 Attacks
Syntax: cast 'acid spray'
Syntax: cast 'burning hands'
Syntax: cast 'chill touch'
Syntax: cast 'shocking grasp'
These are the basic sorcery damage spells, each one deals damage to the target,
who gets a saving throw to take less damage.
Categories: spell sorcery
Last updated by: Arawn, 03/05/2010
shred
51
2 Attacks
Pandora
recall lens;s 2;w 3;n 3;e;s 3;d;n;w;s
SKILL shred: Available at level 51, requires tear.
Specializations: barbarism, animal
Use time: 2 Attacks
Syntax: tear
Syntax: shred
Syntax: rend
These are advanced natural weaponry skills. They are focused attacks,
intended to work when you have both claws available. During combat, they
will default to the opponent you are directly fighting.
Tear uses the claws to cut through the victim. It deals double the normal
damage, but takes an attack to recover.
Shred uses the claws to gain purchase behind a defender's shield and pull
it out of the way. It also deals double damage, taking an attack to
recover, but cannot be blocked.
Rend puts far more strength into the point of attack. It deals triple
damage, but takes two attacks to recover.
Categories: barbarism animal skill
Last updated by: Evarius, 08/30/2011
shrink
5
Full Round
Raena
recall lens;w;s;w 4;n
SKILL shrink: Available at level 5
Specializations: glamour
Casting time: Full Round
Syntax: cast 'shrink'
Syntax: cast 'shrink' familiar
This spell reduces the caster's SIZE. The caster will be able to use
any weapon they were previously wielding, but size penalties may
occur due to the new size.
Categories: spell glamour
Last updated by: Evarius, 09/24/2010
silence
55
2 Attacks
Eberre
recall lens;w;s;w 7;n
SKILL silence: Available at level 55, requires extinguish.
Specializations: magic, bard
Casting time: 2 Attacks
Syntax: cast 'silence'
Silence is used to prevent a target from making any noise. This means that
the victim is unable to cast spells verbally, or communicate easily, but is
also hard to notice moving about.
See also help SOMATICS and help VOCALIZE.
Categories: spell magic bard
Last updated by: Matreya, 08/27/2008
slash
23
2 Attacks
Felamar
recall lens;w;s;w 4;s
SKILL slash: Available at level 23, requires sword.
Specializations: weaponmaster
Use time: 2 Attacks
Syntax: slash
Syntax: slice
Syntax: lacerate
These are advanced sword skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
Slash deals twice the normal damage, requiring a subsequent attack to
recover.
Slice is a fast attack. Performed correctly, the opponent cannot dodge
it. It also deals twice the normal damage, and requires an attack to
recover.
Lacerate is a potent attack that deals three times normal damage. It takes
two attacks to recover.
Categories: weaponmaster weapon skill
Last updated by: Evarius, 08/23/2011
sleep
40
Full Round
Bethanee
recall lens;w;s;w 9;s
SKILL sleep: Available at level 40, requires slow.
Specializations: bard, witchcraft, glamour
Casting time: Full Round
Syntax: cast 'sleep'
This spell causes its victim fall into a magical sleep. Victims will not be
able to wake on their own for the duration of the spell. Any hostile spell
cast upon the sleeper will result in them waking up.
For the sleep command, see help POSITIONS.
Categories: spell bard witchcraft glamour
Last updated by: Evarius, 01/01/2012
slice
51
2 Attacks
Felamar
recall lens;w;s;w 4;s
SKILL slice: Available at level 51, requires slash.
Specializations: weaponmaster
Use time: 2 Attacks
Syntax: slash
Syntax: slice
Syntax: lacerate
These are advanced sword skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
Slash deals twice the normal damage, requiring a subsequent attack to
recover.
Slice is a fast attack. Performed correctly, the opponent cannot dodge
it. It also deals twice the normal damage, and requires an attack to
recover.
Lacerate is a potent attack that deals three times normal damage. It takes
two attacks to recover.
Categories: weaponmaster weapon skill
Last updated by: Evarius, 08/23/2011
sling
4
Felamar
recall lens;w;s;w 4;s
SKILL sling: Available at level 4
Specializations: weaponmaster
Each weapon skill applies to a specific group of armaments and determines
how well a character fights with a particular weapon.
If a character has the PARRY skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at
both his weapon and his opponent's.
Your weapon skill can also modify the amount of damage you deal: It will be
increased if your weapon skill is greater than the to-hit cap (90%) and
decreased for very low skill levels. The boost or penalty is a percentage
of the damage you deal normally, based on how much over (or under) the
threshold your modified skill is.
The weapon skills consist of the following:
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 both spears and staves, but not polearms.
sword the warrior's standby, from rapier to claymore.
whip the use of whips, chains, and bullwhips.
exotic the use of strange, magical weapons.
bow the use of bows and crossbows as ranged weapons.
sling the use of slings as ranged weapons.
(The exotic skill cannot be purchased and is dependent solely upon level)
For additional information on weapons:
See help SHOOT (for help on ranged weapons)
See help WEAPON FLAGS (for help on weapon flags and their effects)
See help ADVANCED WEAPON SKILLS (for a list of skills that require weapons)
Categories: skill weapon weaponmaster paladin barbarism combat
Last updated by: Azshanna, 10/07/2019
slip
13
the hand
recall lens;s 2;w 3;n 3;e;s 3;d;n;w;n
SKILL slip: Available at level 13, requires steal.
Specializations: thieving, assassination
Syntax: slip
Slip is used to give an item to another character without their
knowledge. The target must be legal. Like with STEAL there is a
chance of being detected.
If you are enabled by the person you slip something to, it will not
be considered a hostile act.
Categories: skill thieving assassination
Last updated by: Evarius, 11/16/2010
slow
28
1 Attacks
Xilan
recall lens;w;s;w 10;2
SKILL slow: Available at level 28, requires haste.
Specializations: bard, glamour
Casting time: 1 Attacks
Syntax: cast 'slow'
When slow is cast on an unfortunate victim, it slows their movements,
making them easier to hit and reduces their rate of attack. The effect of
slow also doubles movement costs and halves healing rates, due to reduced
metabolism.
The SLOW affect is the direct opposite of the HASTE one (if both affects
are active, they will negate each other).
Categories: spell bard glamour
Last updated by: Evarius, 09/24/2010
smash
51
2 Attacks
Felamar
recall lens;w;s;w 4;s
SKILL smash: Available at level 51, requires thwack.
Specializations: weaponmaster
Use time: 2 Attacks
Syntax: thwack
Syntax: smash
Syntax: mangle
These are advanced flail skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
Thwack is a focused blow that deals double damage, but forfeits the
attacker's next attack to recover their balance.
Smash uses the chain of the flail to get around a defender's shield. It
also deals twice normal damage, and takes a round to recover, but cannot be
blocked by a shield.
Mangle generates three times normal damage, but takes two attacks to
recover.
Categories: weaponmaster weapon skill
Last updated by: Evarius, 08/23/2011
smokescreen
23
1 Attacks
Jasper
recall lens;w;s;w 6;n
SKILL smokescreen: Available at level 23, requires faerie fog.
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'smokescreen'
This spell summons great billows of smoke that obscure the room the
caster is in, and several surrounding rooms. The caster of this
spell flees when the spell is cast, into the smoke and darkness.
As this spell can make it frustrating for newbies, please abide by the
NEWBIEFRIENDLY rules and avoid casting it in newbie zones.
Categories: spell illusions room
Last updated by: Dahani, 09/28/2010
sneak
5
the hand
recall lens;s 2;w 3;n 3;e;s 3;d;n;w;n
SKILL sneak: Available at level 5, requires hide.
Specializations: thieving, assassination
Syntax: hide
Syntax: sneak
Both HIDE and SNEAK aim at allowing the user to remain undetected from
those without the DETECT HIDDEN effect.
HIDE has a higher chance of being performed, relative to SNEAK. However,
hiding only lasts as long as the user remains stationary, while sneaking
will remain in effect even when the user is in motion. HIDE also lasts
indefinitely, while SNEAK has a limited duration.
Both affects are automatically removed when the user enters combat or
uses the RUN command.
There is a SKILL CONTEST for both HIDE and SNEAK between someone's INT to
notice them. The lack of DETECT HIDDEN provides a penalty to notice the
hidden, while having it provides a bonus. Also, the longer a sneaker
remains in a room, the more likely that they will be discovered.
Related Helpfiles:
SEARCH: a command to reveal those that are hidden/sneaking.
VISIBLE: a command to cancel these effects from oneself.
POINT: a command to 'out' a hidden person.
Categories: skill thieving assassination
Last updated by: Evarius, 01/10/2012
soul drain
80
1 Attacks
Rakash Grimo
Top of Necromancer's Tower
SKILL soul drain: Available at level 80, requires capture soul.
Specializations: necromancy
Casting time: 1 Attacks
Syntax: cast 'soul drain'
This spell summons forth a cloud of evil that has severe effects on those
fighting in the room the spell is cast in. All those fighting in the cloud
will suffer its damaging effects, and the pain created will severely hamper
their fighting abilities. The caster is not immune to this.
The duration of this spell is dependent on the level of the caster. If,
however, the caster leaves the room before the spell's duration ends, the
cloud will dissipate prematurely.
Categories: spell necromancy room
Last updated by: Evarius, 10/31/2011
spatial awareness
57
Marval
recall lens;w;s;w 11;u
SKILL spatial awareness: Available at level 57, requires danger sense.
Specializations: psionics
Syntax: psionic 'spatial awareness'
With this psionic power, the psionicist takes their ability to sense
the living and applies it on a smaller scale, allowing them to target
living creatures based on their auras, rather than sight. The psionicist
must be in close quarters with the target (i.e. combat) in order to
get the necessary readings.
Categories: psionics
Last updated by: Evarius, 10/30/2011
spear
1
Felamar
recall lens;w;s;w 4;s
SKILL spear: Available at level 1
Specializations: weaponmaster
Each weapon skill applies to a specific group of armaments and determines
how well a character fights with a particular weapon.
If a character has the PARRY skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at
both his weapon and his opponent's.
Your weapon skill can also modify the amount of damage you deal: It will be
increased if your weapon skill is greater than the to-hit cap (90%) and
decreased for very low skill levels. The boost or penalty is a percentage
of the damage you deal normally, based on how much over (or under) the
threshold your modified skill is.
The weapon skills consist of the following:
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 both spears and staves, but not polearms.
sword the warrior's standby, from rapier to claymore.
whip the use of whips, chains, and bullwhips.
exotic the use of strange, magical weapons.
bow the use of bows and crossbows as ranged weapons.
sling the use of slings as ranged weapons.
(The exotic skill cannot be purchased and is dependent solely upon level)
For additional information on weapons:
See help SHOOT (for help on ranged weapons)
See help WEAPON FLAGS (for help on weapon flags and their effects)
See help ADVANCED WEAPON SKILLS (for a list of skills that require weapons)
Categories: skill weapon weaponmaster paladin barbarism combat
Last updated by: Azshanna, 10/07/2019
spectral blade
55
1 Attacks
Teralle
recall lens;w;s;w 12;n
SKILL spectral blade: Available at level 55, requires phantasmal beast.
Specializations: illusions
Casting time: 1 Attacks
Syntax: cast 'spectral blade'
This spell creates a weapon of appropriate level for its caster. The weapon
created is the weapon the caster has the best skill in, defaulting to
'bladed' weapons when skills are equal.
The weapon created can only be used by the caster.
Categories: spell illusions weapon
Last updated by: Evarius, 09/30/2010
spell bomb
71
1 Attacks
Sidirian
Tikol Valley (south of lake)
SKILL spell bomb: Available at level 71, requires alchemy.
Specializations: enchanting
Casting time: 1 Attacks
Syntax: cast 'spell bomb'
In order to cast spell bomb, both config NOKILLER and NOOUTLAW must be off.
This spell takes the energy of an offensive spell and forms it into a
time-delayed 'bomb'. This bomb will detonate shortly (within 2 minutes),
casting the spell it contains on everyone in the room with it.
Not all spells can be turned into a bomb.
NPK players and 'safe' mobs are unaffected by a spell bomb, but the spell's
caster will be hit, if he or she is in the room with it.
The bomb that is created can be 'thrown' into an adjacent room. The syntax
for this is: throw bomb
The caster of spell bomb will know when a bomb goes off. A caster may only
have one spell bomb active at a time.
Categories: spell enchanting
Last updated by: Evarius, 12/30/2012
spell singing
10
1 Attacks
Vree
recall lens;s 8;e 3;n 4;u 3;n
SKILL spell singing: Available at level 10, requires music.
Specializations: bard
Use time: 1 Attacks
Syntax: spellsing (the name must be typed in full)
Syntax: spellsing stop (to manually end a song)
This bardic skill allows one to invoke magic through song. An instrument
must be held in order to play the song's tune, and mana is required to
invoke and sustain the song's magic for its duration.
Songs last up to a few rounds and are often group effects. Different songs
can (and usually do) counteract each other. However, multiple bards can
sing the same song to possibly achieve a greater effect.
Each song also has its own minimal level requirement before it can be sung.
While some of them are considered common knowledge, the others must be
found in-game.
The common knowledge spellsongs are:
Hymn of Ilya : level 10 - A continual group healing effect.
Laenara's Tale : level 10 - Prevents aggressive mobs from attacking the
bard's group.
Vyscordia's Pain : level 10 - Counteracts other songs in the room.
Note: you do not have to 'spellsing stop' to attempt a song again, or to
switch to another one.
Categories: skill bard group
Last updated by: Azshanna, 10/17/2019
spellcraft
20
the master mage
rec lens;e 4;w 3;n 2 (wanders)
SKILL spellcraft: Available at level 20
Specializations: magic
Spellcraft is a skill that allows one to understand the general nature of
magic. Its uses are twofold. By understanding the nature of magic one with
spellcraft can identify the magic words required to cast spells and so
always has a chance of knowing which spells are cast, even if they don't
know the spell themselves. In addition, the knowledge of spells in general
allows one with spellcraft to get greater use out of their mana, providing
a discount on the cost of casting spells, and also increases the chance of
spell success in non-combat situations.
Categories: skill magic
Last updated by: Evarius, 04/02/2010
SKILL spy: Available at level 36, requires peer.
Specializations: thieving
Syntax: spy
This shady skill allows you to look at a character in an adjacent room. If
the skill check fails, the victim will see your attempt.
Categories: skill thieving
Last updated by: Matreya, 08/27/2008
stab
31
2 Attacks
Felamar
recall lens;w;s;w 4;s
SKILL stab: Available at level 31, requires dagger.
Specializations: assassination
Use time: 2 Attacks
Syntax: stab
Syntax: plunge
These are advanced dagger skills. They are focused attacks, intended to
work only with your primary weapon. During combat, they will default to
the opponent you are directly fighting.
Stab puts more of the attacker's weight into the strike, dealing double
damage, but requiring an attack to recover.
Plunge plunges the dagger deep into the opponent's body. It deals three
times normal damage, but requires two attacks to recover.
Categories: assassination weapon skill
Last updated by: Evarius, 08/23/2011
SKILL stalk: Available at level 11, requires sneak.
Specializations: thieving, assassination
Syntax: stalk
The stalk skill allows you to follow a target without the target seeing
you following them. It usually helps to be sneaking at the time, or
they will see you entering the room after them.
Categories: skill thieving assassination
Last updated by: Matreya, 08/27/2008
staves
10
1 Attacks
the master mage
rec lens;e 4;w 3;n 2 (wanders)
SKILL staves: Available at level 10, requires wands.
Specializations: enchanting, magic
Use time: 1 Attacks
Magical items require training to use properly. If your character lacks the
necessary skill to use an item, he will fail, possibly destroying it. The
item skills are as follows:
scrolls The reading of magical scrolls and books (see 'help RECITE')
staves The use of staves and similar devices (see 'help BRANDISH')
wands The use of wands and similar items (see 'help ZAP')
Categories: skill magic enchanting use object
Last updated by: Evarius, 12/09/2011
SKILL steal: Available at level 10, requires peek.
Specializations: thieving
Use time: 2 Attacks
Syntax: steal
Syntax: steal coins
This command is used to transfer possessions from an unwilling target to
yourself. The thief makes a skill check (with modifiers). If successful,
they get the item targeted, or a random assortment of coins from the
victim. If caught stealing from another player, you will receive an OUTLAW
flag! If you are caught stealing from a mob, you will get a THIEF flag!
There is also a SKILL CONTEST between steal and the victim's intelligence.
It should be noted however that naked people don't make good thieves. Your
chances of success are affected by your state of dress.
You must be set PK and have a mininum of 1 RP Point to steal from other
players. You may steal from any higher level character or any lower level
character within PK range, however HEROES should NOT steal from NON-HEROES.
Subduing someone for the purpose of having more access to their belongings
is unacceptable. If you have someone subdued, you may roleplay with them,
or you may let them go. You may not continue to steal from them.
Abuses of this will lead to punishment ranging from loss-of-level to
loss-of-character.
Thieves
If you happen to play a thief, there are a few things that you
should keep in mind when stealing.
DOs -
Do remember this is a game, and sometimes doing what's RIGHT
isn't the same as doing what you're required to do.
Do avoid stealing from someone who KNOWS you're there IC, and
knows you're going to steal from them, it borders on abusing
game mechanics.
Do be considerate and truthful OOC, most players are a lot
less likely to get angry or blow up if they know that you are
probably doing what's right and not cheating them in some way.
DON'Ts -
Don't steal from someone to spite or harass them OOCly.
Don't be rude when contacted respectfuly OOCly about stealing
from someone.
Don't abuse game mechanics to make a steal.
Don't use steal specifically to create a PK situation.
Players
If you don't play a thief, but are PK, then these are things you
need to know.
DOs -
Do keep in mind that just because someone stole from you
doesn't mean you had to have done anything to them. You had
something pretty, they wanted it.
Do be respectful when contacting a thief about a steal OOCly.
If you really want them to talk to you, you had better show them
you deserve their respect first.
Do feel free to look for a possible non-lethal response to
being stolen from, many great RP's spawn from steals.
Do call a thief out if you know they are around. Letting them
know that YOU know they are there IC helps protect you.
DON'Ts -
Don't use OOC information to pinpoint a thief. Stealing is IC,
keep it that way. (That includes who list and level ranges).
Don't contact a thief while upset about a steal.
Don't assume all thieves are twinks, this just leads to you
getting angry and breaking rules yourself.
Don't be afraid to talk to tpb a thief about a valid concern
you might have.
If thieves and non-thieves alike would follow this short list of dos and
don'ts, then we'd all get along a whole lot better!
Thank you to Nosrath for contributing to this helpfile!
Categories: skill thieving
Last updated by: Azshanna, 07/18/2016
SKILL stone skin: Available at level 40, requires shield.
Specializations: protection
Casting time: Full Round
Syntax: cast 'shield' (target)
Syntax: cast 'stone skin'
Syntax: cast 'stone skin' familiar
These spells boost its recipient's armor class.
While the SHIELD spell provides less protection than the STONE SKIN one,
the former can be cast upon others, unlike the latter.
Categories: spell protection
Last updated by: Evarius, 12/23/2008
stone to flesh
48
3 Attacks
the master mage
rec lens;e 4;w 3;n 2 (wanders)
SKILL stone to flesh: Available at level 48, requires true form.
Specializations: healing
Casting time: 3 Attacks
Syntax: cast 'petrify'
Syntax: cast 'stone to flesh'
PETRIFY turns its victim into stone, if they fail their saving throw.
It has a maximum duration of about 4 minutes.
STONE TO FLESH is used to return someone from a petrified state before the
spell's duration expires.
Petrified characters can use limited communication commands, and are
immune to almost all damage, but cannot do anything else until their
petrification wears off.
Categories: spell witchcraft healing glamour
Last updated by: Evarius, 12/05/2011
stoneworking
5
a gnome miner
Tikol (wanders)
SKILL stoneworking: Available at level 5
Specializations: crafter
Syntax: blacksmith ''
Syntax: glassblow ''
Syntax: pottery ''
Syntax: leatherwork ''
Syntax: stonework ''
Syntax: waxcraft ''
Syntax: show
These CRAFTING skills work very similarly. The crafter specifies the type
of object they want to make, and the level to make the item at. If an
invalid item type is selected, a list of available choices will be shown.
The level is limited by the crafter's skill and the quality of the
material used, whichever is lower.
As with any crafted item, you can DETAIL the item when it is created, and
appropriate tools are required for each craft.
All of these commands will accept "show" as an argument, and show all the
items that can be produced with the skill.
Furniture are things like a bed or chair, you can sit on them.
Furniture2 are things like a desk, you can sit at them as well as
put objects on them.
Categories: skill crafting
Last updated by: Azshanna, 09/16/2015
stun
21
1 Attacks
Marval
recall lens;w;s;w 11;u
SKILL stun: Available at level 21, requires sense psionics.
Specializations: psionics
Use time: 1 Attacks
Syntax: psionic 'stun'
This skill temporarily muddles your opponent's mind, making it so they are
unable to think clearly for a few combat rounds.
Categories: psionics
Last updated by: Azshanna, 11/21/2016
suggest
28
Full Round
Bethanee
recall lens;w;s;w 9;s
SKILL suggest: Available at level 28, requires forget.
Specializations: bard, witchcraft, glamour
Casting time: Full Round
Syntax: cast 'suggest'
This spell allows you to implant a single command in the victim's head. The
command may only be one word, and certain suicidal commands will be ignored
by the victim.
If the spell is successful, the target will obey the command, if not, they
will usually be hostile to the caster.
Categories: spell bard witchcraft glamour
Last updated by: Evarius, 09/30/2010
summon
39
Full Round
a veteran
recall lens;w 11;s 5;e 2;n
SKILL summon: Available at level 39, requires translocate.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'summon'
This spell summons a character from anywhere else on your continent into
your room. Characters who are fighting may not be summoned. As well,
summoning another player who is in a different clan and out of level range
for a legal PK is considered a hostile act and may result in a criminal
flag.
Categories: spell conjurer
Last updated by: Matreya, 08/27/2008
summon group
47
Full Round
a veteran
recall lens;w 11;s 5;e 2;n
SKILL summon group: Available at level 47, requires summon.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'summon group'
This spell can be used to summon all members of a group. NPC members are
summoned if not fighting, PC members will be summoned if they are not set
to no-summon, and not fighting. Some rooms block magical teleports.
Summon group will bring a pet over from another continent, but no other
group members.
Categories: spell conjurer group
Last updated by: Evarius, 12/02/2011
sun burst
22
2 Attacks
Neistah
recall lens;w;s;w 7;s
SKILL sun burst: Available at level 22, requires control weather.
Specializations: druid, paladin
Casting time: 2 Attacks
Syntax: cast 'sun burst'
Sun burst focuses energy from the sun at the target. This light doesn't do
a lot against most targets, but it is painful against the undead, with a
chance to blind them.
Categories: spell druid paladin
Last updated by: Evarius, 11/01/2010
sustain
35
Full Round
the master mage
rec lens;e 4;w 3;n 2 (wanders)
SKILL sustain: Available at level 35, requires attune.
Specializations: magic
Casting time: Full Round
Syntax: cast 'sustain'
Syntax: cast 'mass sustain'
Sustain allows you to extend the duration of a spell affecting you. You
must know the spell in order to sustain it.
Mass sustain will increase the duration of almost all the spells currently
in effect. Each spell sustained drains mana from the caster and the spell
will stop if the caster runs out of mana.
If a spell is currently at or over 50 hours it can not be sustained further.
Categories: spell magic
Last updated by: Dahani, 01/17/2013
sustain area
73
Full Round
the master mage
rec lens;e 4;w 3;n 2 (wanders)
SKILL sustain area: Available at level 73, requires mass sustain.
Specializations: magic
Casting time: Full Round
Syntax: cast 'sustain area'
This spell increases the duration of area affect spells.
Categories: spell magic room
Last updated by: Matreya, 08/27/2008
sword
1
Felamar
recall lens;w;s;w 4;s
SKILL sword: Available at level 1
Specializations: weaponmaster, paladin
Each weapon skill applies to a specific group of armaments and determines
how well a character fights with a particular weapon.
If a character has the PARRY skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at
both his weapon and his opponent's.
Your weapon skill can also modify the amount of damage you deal: It will be
increased if your weapon skill is greater than the to-hit cap (90%) and
decreased for very low skill levels. The boost or penalty is a percentage
of the damage you deal normally, based on how much over (or under) the
threshold your modified skill is.
The weapon skills consist of the following:
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 both spears and staves, but not polearms.
sword the warrior's standby, from rapier to claymore.
whip the use of whips, chains, and bullwhips.
exotic the use of strange, magical weapons.
bow the use of bows and crossbows as ranged weapons.
sling the use of slings as ranged weapons.
(The exotic skill cannot be purchased and is dependent solely upon level)
For additional information on weapons:
See help SHOOT (for help on ranged weapons)
See help WEAPON FLAGS (for help on weapon flags and their effects)
See help ADVANCED WEAPON SKILLS (for a list of skills that require weapons)
Categories: skill weapon weaponmaster paladin barbarism combat
Last updated by: Azshanna, 10/07/2019
SKILL tailoring: Available at level 5
Specializations: crafter
Syntax: tailor
Syntax: sew
Syntax: sew show
Tailoring is the CRAFTING skill of creating clothing, using either fabric
or leather. As an extension of the skill, the 'sew' command is used for
creating non-clothing items out of fabric.
The Wear Locations are: finger body neck feet hands head eyes
legs arms about waist wrist ears hold
The Clothing Sizes are: tiny, small, medium, large, huge or giant.
Categories: skill crafting
Last updated by: Evarius, 10/01/2010
target
27
1 Attacks
Roth
recall lens;w 4;n 2;e 5;s
SKILL target: Available at level 27, requires hand to hand.
Specializations: barbarism
Use time: 1 Attacks
Syntax: target
This skill is used to change where you are directing your attacks when you
are already fighting.
Categories: skill barbarism combat
Last updated by: Evarius, 04/03/2012
teach
20
Bethanee
recall lens;w;s;w 9;s
SKILL teach: Available at level 20
Syntax: teach
Teach allows a player to teach a skill that they know to another character.
In order to teach someone, you must know the skill at 50% or higher. In
addition, you must share at least one language in common with your student
or be under the influence of LINGUISTICS. Finally, your student must also
accept the teaching, as it will cost them a practice session.
The standard rules for skills apply, meaning that race specific skills
cannot be taught outside of that race, and that the student must meet the
prerequisites to be able to learn the skill in question. In addition, not
everything can be taught by players. Where this applies, a note will be
visible in the skill's helpfile.
The amount of your skill in a subject that you can impart to a student is
determined by your teach skill:
* If you have 100% teach, you can teach students to near your skill level.
* If you have over 100%, you can teach them higher.
* If you're specialized in the skill you are teaching, you can teach it to
any percent you want, no limit from your own knowledge of teach.
When teaching someone, you will have a chance to improve the skill you are
teaching.
For the purposes of learning:
* Those taught by their spouse, someone they are apprenticed to, or a
fellow clanmember will learn more than normal.
* Those taught by a member of a rival clan will benefit less from that
tutelage (loner counts as a clan in this instance).
Categories: skill learning
Last updated by: Evarius, 01/02/2012
tear
23
2 Attacks
Pandora
recall lens;s 2;w 3;n 3;e;s 3;d;n;w;s
SKILL tear: Available at level 23, requires natural weaponry.
Specializations: barbarism, animal
Use time: 2 Attacks
Syntax: tear
Syntax: shred
Syntax: rend
These are advanced natural weaponry skills. They are focused attacks,
intended to work when you have both claws available. During combat, they
will default to the opponent you are directly fighting.
Tear uses the claws to cut through the victim. It deals double the normal
damage, but takes an attack to recover.
Shred uses the claws to gain purchase behind a defender's shield and pull
it out of the way. It also deals double damage, taking an attack to
recover, but cannot be blocked.
Rend puts far more strength into the point of attack. It deals triple
damage, but takes two attacks to recover.
Categories: barbarism animal skill
Last updated by: Evarius, 08/30/2011
telekinetics
38
1 Attacks
Marval
recall lens;w;s;w 11;u
SKILL telekinetics: Available at level 38, requires pyrokinetics.
Specializations: psionics
Use time: 1 Attacks
Syntax: psionic 'telekinetics'
This psionic ability allows the psionicist to use his or her mind to hurl
an object in the room at a target. No fine control is possible - you cannot
actually fight with a telekinetically controlled item, but the force of the
hurled item will do crushing damage to the victim. A higher level
psionicist will get more force behind their throws and heavier objects
thrown will tend to do more damage.
There is a limit to how heavy of an object you can move.
Categories: psionics
Last updated by: Evarius, 09/18/2012
telepathic scan
16
Mirdrin
Tikol (under lake, in cavern)
SKILL telepathic scan: Available at level 16, requires telepathy.
Specializations: psionics
Syntax: psionic 'telepathic scan'
This command allows the psionicist to pick up surface thoughts of
those nearby (using the THINK or THINKTO commands).
Use of this power can subject the user to PSYCHIC NETTLES.
Categories: psionics rp
Last updated by: Evarius, 06/02/2011
telepathy
12
1 Attacks
Bethanee
recall lens;w;s;w 9;s
SKILL telepathy: Available at level 12, requires meditation.
Specializations: psionics
Use time: 1 Attacks
Syntax: psionic 'telepathy'
This command allows you to project your thoughts to another person.
A shortcut for this command is THINKTO.
To block unwanted telepathy, see help MIND SHIELD.
Please note, telepathy does not work on those in config OOC mode.
Categories: psionics rp
Last updated by: Evarius, 05/16/2012
teleport
13
1 Attacks
Omelia
recall lens;w;s;w 9;n
SKILL teleport: Available at level 13
Specializations: conjurer
Casting time: 1 Attacks
Syntax: cast 'teleport'
Provided that one is not in a no-recall room, the teleport spell will take
its caster to a random location on the continent that they are in.
Categories: spell conjurer
Last updated by: Matreya, 08/27/2008
third attack
60
Roth
recall lens;w 4;n 2;e 5;s
SKILL third attack: Available at level 60, requires second attack.
Second attack and third attack are skills that give you a chance
to make extra attacks each combat round.
This chance is affected by whether you are HASTED as well.
These skills do not guarantee getting an extra attack every round.
Categories: skill
Last updated by: Lilith, 05/29/2014
throw
5
1 Attacks
Zek
recall lens;w;s;w 5;s
SKILL throw: Available at level 5
Specializations: weaponmaster
Use time: 1 Attacks
Syntax: shoot (direct an attack into an adjacent room)
Syntax: shoot here (direct an attack in the room you're in)
The throw skill allows you to throw weapons, using them as a missile. The
weapon must be balanced for throwing (it must have the throwable flag).
If the attack is successful, thrown weapons will end up in the victim's
inventory. Otherwise, if they miss, the weapons will end up on the ground,
unless they have the Boomerang flag.
---------------------------------------------------------------------------
Syntax: throw
To throw non-weapons, the command THROW is used.
There are weight restrictions on what can be thrown, and standard drop
restrictions apply as well.
Categories: skill weaponmaster commands
Last updated by: Evarius, 04/15/2012
thrust
23
2 Attacks
Felamar
recall lens;w;s;w 4;s
SKILL thrust: Available at level 23, requires spear.
Specializations: weaponmaster
Use time: 2 Attacks
Syntax: thrust
Syntax: jab
Syntax: lunge
These are advanced spear skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
Thrust is a powerful attack, dealing twice the standard damage, but taking
a subsequent attack to recover.
Jab is a variation on this. Performed quickly, it gives the defender no
opportunity to dodge. It also deals twice normal damage, and takes an
attack to recover.
Lunge puts the entire weight of the attacker behind the spear, dealing
triple damage, but taking two rounds to recover.
Categories: weaponmaster weapon skill
Last updated by: Evarius, 08/23/2011
thunderclap
43
2 Attacks
Tor
recall lens;w;s;w 11;n
SKILL thunderclap: Available at level 43, requires lightning bolt.
Specializations: sorcery
Casting time: 2 Attacks
Syntax: cast 'acid ball'
Syntax: cast 'fireball'
Syntax: cast 'cone of cold'
Syntax: cast 'lightning storm'
Syntax: cast 'gas cloud'
Syntax: cast 'thunderclap'
These sorcery spells are area effect attacks. They will affect everyone
in the room with the caster who is not considered 'safe'. The primary
target (if there is one), will take more damage than everyone else who
is affected. Targets get a saving throw to take less damage. If they
fail this save, they may be affected by a carrier attack as well, as may
any item left in the room.
Categories: spell sorcery
Last updated by: Arawn, 03/05/2010
thwack
23
2 Attacks
Felamar
recall lens;w;s;w 4;s
SKILL thwack: Available at level 23, requires flail.
Specializations: weaponmaster
Use time: 2 Attacks
Syntax: thwack
Syntax: smash
Syntax: mangle
These are advanced flail skills. They are focused attacks, intended to work
only with your primary weapon. During combat, they will default to the
opponent you are directly fighting.
Thwack is a focused blow that deals double damage, but forfeits the
attacker's next attack to recover their balance.
Smash uses the chain of the flail to get around a defender's shield. It
also deals twice normal damage, and takes a round to recover, but cannot be
blocked by a shield.
Mangle generates three times normal damage, but takes two attacks to
recover.
Categories: weaponmaster weapon skill
Last updated by: Evarius, 08/23/2011
tk shield
60
Marval
recall lens;w;s;w 11;u
SKILL tk shield: Available at level 60, requires telekinetics.
Specializations: psionics
Syntax: psionic 'tk shield'
This psi power creates a telekinetic shield around the user, reducing the
damage taken from weapons.
Categories: psionics
Last updated by: Matreya, 08/27/2008
touch of death
85
4 Attacks
Mirdrin
Tikol (under lake, in cavern)
SKILL touch of death: Available at level 85, requires bloodbath.
Specializations: necromancy
Casting time: 4 Attacks
Syntax: cast 'touch of death'
The touch of death spell has a small chance to kill its target outright.
The actual percent is based on the difference between caster level, and
victim level.
In exchange for this, the powers of evil demand that the caster sacrifice
half of their total hit points (temporarily) to cast it.
Categories: spell necromancy
Last updated by: Dredor, 05/16/2012
track
5
Neistah
recall lens;w;s;w 7;s
SKILL track: Available at level 5, requires scout.
Specializations: assassination
Syntax: track
Syntax: track (clears your current target)
Track is a skill used by hunters to find their prey. Successful tracking
will tell you the next step to take to find your prey in the least number
of steps. Once you have reached your target, you will automatically stop
tracking it. The range trackable is determined by your skill at tracking.
The COVER skill can be used to disrupt tracking.
There is a SKILL CONTEST between track and cover.
The HUNT skill is used for tracking other players or their charmies.
This uses the same track command, but the Hunt skill replaces the Track
skill for skill test purposes.
Categories: skill assassination
Last updated by: Arawn, 06/20/2011
trailblaze
10
Neistah
recall lens;w;s;w 7;s
SKILL trailblaze: Available at level 10, requires track.
Specializations: barbarism
Syntax: trailblaze
Syntax: trailblaze
When one is not in the wilderness, the trailblaze command (no arguments)
will attempt to direct a character to the shortest path to the WILDERNESS.
Once one is in the wilderness, the trailblaze command can be used to pick
out a path towards a particular type of TERRAIN (sector type).
The Sector Types are:
- deep water - ocean
- desert - plains
- forest - swamp
- hills - tundra
- mountains - water
Categories: skill barbarism wilderness
Last updated by: Evarius, 09/30/2010
translocate
27
Full Round
Omelia
recall lens;w;s;w 9;n
SKILL translocate: Available at level 27, requires teleport.
Specializations: conjurer
Casting time: Full Round
Syntax: cast 'translocate'
The translocate spell is used to send an object to another person on the
same continent. If you have ENABLED your target, a SCRY SHIELD will not
prevent you from translocating to them.
Note: it is normal for this spell to use some movement% along with mana.
Categories: spell conjurer
Last updated by: Matreya, 08/27/2008
transmute liquid
44
Full Round
Teralle
recall lens;w;s;w 12;n
SKILL transmute liquid: Available at level 44, requires create spring.
Specializations: druid
Casting time: Full Round
Syntax: cast 'transmute liquid'
This spell changes the contents of a drink container from one liquid
to another. It will neither add, nor remove, poison from the liquid.
Categories: spell druid
Last updated by: Matreya, 08/27/2008
trip
2
1 Attacks
Zek
recall lens;w;s;w 5;s
SKILL trip: Available at level 2
Specializations: assassination
Use time: 1 Attacks
Syntax: 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 foes is generally not a good idea, and agile
ones will find the attack easy to avoid.
Please note: If you are flying, you won't be able to TRIP, because you
have no leverage. Also, if your opponent is flying, you won't be able to
trip them either.
Categories: skill combat assassination
Last updated by: Eladar, 07/07/2013
SKILL trophy: Available at level 13
Specializations: barbarism
Syntax: trophy
The trophy skill allows a character to take a body part from a fallen foe
and change it into a wearable trophy that grants power to the wearer; guts
are an exception, and cannot be turned into a trophy.
Please note that all trophies will eventually decay, even the best
trophies do not last forever.
Categories: skill object barbarism
Last updated by: Evarius, 10/30/2011
true form
33
1 Attacks
Neistah
recall lens;w;s;w 7;s
SKILL true form: Available at level 33, requires change sex.
Specializations: glamour
Casting time: 1 Attacks
Syntax: cast 'true form'
This spell returns the victim to their natural form, and prevents them
from changing form again for the duration of the spell.
Categories: spell glamour
Last updated by: Evarius, 03/26/2010
SKILL true healing: Available at level 72, requires mass healing.
Specializations: healing
Casting time: 4 Attacks
Syntax: cast 'cure light'
Syntax: cast 'cure serious'
Syntax: cast 'cure critical'
Syntax: cast 'heal'
Syntax: cast 'true heal'
These spells heal damage, with the higher-level ones being more effective.
HEAL is a DIVINE SPELL, meaning your character must belong to, and follow
the commandments of a deity in order for it to work.
TRUE HEALING is a more potent version of the heal spell. In addition to its
curative powers, it can also negate the effects of poison. It is also a
divine spell.
Related Helpfiles: MASS HEALING, and BANDAGE.
[Hit Return to continue, Q to exit]
Categories: spell healing paladin divine
Last updated by: Matreya, 08/22/2008
true light
90
Full Round
Sirac
Top of Cleric's Tower
SKILL true light: Available at level 90, requires mass bless.
Specializations: protection, paladin
Casting time: Full Round
Syntax: cast 'true light' (target)
This spell bathes the victim in the purest of light, affecting them with
most of the beneficial spells in the game.
The caster of this spell needs to be exceptionally good in alignment, and
evil casters will find the light burning and painful. The target of the
spell must also be good, or the light will not affect them.
This is a DIVINE SPELL, and the caster must belong to a good religion to
use it.
Categories: spell protection paladin divine
Last updated by: Evarius, 09/24/2010
true sight
43
Full Round
Rakash Grimo
Top of Necromancer's Tower
SKILL true sight: Available at level 43, requires clairvoyance.
Specializations: divining
Casting time: Full Round
Syntax: cast 'true sight'
Syntax: cast 'true sight' familiar
This spell enhances the caster's vision in many ways, allowing him or
her to detect good, neutral, evil and magical auras, as well as improved
perception of the illusionary, hidden and invisible.
Categories: spell divining
Last updated by: Matreya, 08/27/2008
turn undead
31
2 Attacks
priestess of Carissa
recall lens;e 11;n;e 6;s 2;e 12;s 2;e 3
help 'turn undead'
SKILL turn undead: Available at level 31, requires sun burst.
Specializations: druid, paladin
Casting time: 2 Attacks
Syntax: cast 'turn undead'
This DIVINE SPELL makes the caster very frightening to the undead, who will
flee from him/her if they can.
Categories: spell druid paladin divine
Last updated by: Evarius, 09/30/2010
vanguard
49
Hakor
recall lens;w 4;n 2;e 5
SKILL vanguard: Available at level 49, requires defend.
Specializations: protection
Syntax: guard
The guard skill allows you to protect another member of your group. If you
are guarding someone and they are in a fight, you will attempt to RESCUE
them automatically, rather than simply assist them. You are set to guard
whomever you are following.
The vanguard skill is similar. It extends your ability to protect your
entire group, rather than just one other person who you are following.
The guard command toggles whether you are guarding or not. If you only know
the guard skill, you will only try to protect the person you're following.
If you know vanguard, you will always attempt to guard your group, even
if you are following one specific person.
Categories: skill protection group
Last updated by: Evarius, 12/02/2011
ventriloquate
2
Full Round
Jasper
recall lens;w;s;w 6;n
SKILL ventriloquate: Available at level 2
Specializations: illusions, bard
Casting time: Full Round
Syntax: cast 'ventriloquate'
Syntax: cast 'ventriloquate'
This spell throws your voice, making it appear that some other object or
character in the room is saying your message. Victims who make their saving
throw will know that someone is using ventriloquism, but not who. Victims
who fail their saving throw will think that the object or character really
did say your message. NPCs failing their save may be momentarily
distracted.
See also VOICE CHAT for info on the Ventrilo server.
Categories: spell illusions bard
Last updated by: Evarius, 08/22/2011
view the past
22
Full Round
Luna
recall lens;w;s;w 8;n
SKILL view the past: Available at level 22, requires identify.
Specializations: divining
Casting time: Full Round
Syntax: cast 'view the past'
Syntax: cast 'view the past'
This spell allows a glimpse into the past of someone recently killed,
showing who killed them, and possibly why. It can also show significant
events in the past of an item, mob, or room, if no argument is supplied
for the latter.
Categories: spell divining
Last updated by: Zyanya, 08/20/2009
vigour
59
Marval
recall lens;w;s;w 11;u
SKILL vigour: Available at level 59, requires adrenaline control.
Specializations: psionics
Syntax: psionic 'vigour'
This power allows the psionicist to ignore the impact of old age, focusing
his or her mind to overcome the ravages of time.
Categories: psionics
Last updated by: Evarius, 11/11/2012
wands
2
1 Attacks
the master mage
rec lens;e 4;w 3;n 2 (wanders)
SKILL wands: Available at level 2
Specializations: enchanting, magic
Use time: 1 Attacks
Magical items require training to use properly. If your character lacks the
necessary skill to use an item, he will fail, possibly destroying it. The
item skills are as follows:
scrolls The reading of magical scrolls and books (see 'help RECITE')
staves The use of staves and similar devices (see 'help BRANDISH')
wands The use of wands and similar items (see 'help ZAP')
Categories: skill magic enchanting use object
Last updated by: Evarius, 12/09/2011
warming hands
10
Full Round
Chaliste
recall lens;w;s;w 5;n
SKILL warming hands: Available at level 10, requires refresh.
Specializations: healing
Casting time: Full Round
Syntax: cast 'warming hands'
Warming hands allows the caster to lay warm hands upon the victim,
granting minor healing and refreshing, as well as removing lingering
cold effects.
Categories: spell healing
Last updated by: Matreya, 08/27/2008
watch word
24
Full Round
Topaki
recall lens;w;s;w 11;d
SKILL watch word: Available at level 24, requires detect watch.
Specializations: divining
Casting time: Full Round
Syntax: cast 'minor watch'
Syntax: cast 'watch word'
Syntax: cast 'major watch'
The watch spells allow the caster to leave a 'watch' on an exit to a room.
Whenever someone passes that exit, the caster is given some knowledge
about this.
The higher level spells are more likely to survive countermeasures, and
a major watch will actually trigger a fiery magical attack on people
passing it. (This will not affect anyone that will result in a killer flag
to the caster)
Watches last a number of minutes based on the caster's level, if they're
not set off.
Categories: spell divining
Last updated by: Evarius, 12/03/2008
water bolt
20
0 Attacks
a veteran
recall lens;w 11;s 5;e 2;n
SKILL water bolt: Available at level 20, requires control weather.
Specializations: druid
Casting time: 0 Attacks
Syntax: cast 'water bolt'
This spell directs a burst of pressurized water at the victim. It can
only be cast where natural water exists in abundance, but is a rather
effortless attack at those locations.
Categories: spell druid
Last updated by: Evarius, 03/20/2010
SKILL weaken: Available at level 21, requires cause light.
Specializations: necromancy, witchcraft
Casting time: 1 Attacks
Syntax: cast 'weaken'
This spell reduces the strength of the victim. The amount it lowers is
based on the caster's effective spellcasting level.
Categories: spell necromancy witchcraft
Last updated by: Evarius, 05/30/2011
SKILL weaving: Available at level 2
Specializations: crafter
Syntax: weave
This skill allows a weaver, with a loom, to turn wool into fabric. The amount
of wool converted depends on the weaver, with larger amounts taking longer.
The amount of fabric obtained from weaving is determined by the weaver's
skill, with a minimum of one unit per attempt.
The condition of the fabric is the lower of the condition of the wool, and
the skill of the weaver.
See also: COMBINE and DIVIDE for how to separate amounts of material.
Categories: skill crafting
Last updated by: Evarius, 10/01/2010
web
42
1 Attacks
Sintil
recall lens;e 11;n;e 6;n;e 10;s 2;e
SKILL web: Available at level 42, requires entangle.
Specializations: druid
Casting time: 1 Attacks
Syntax: cast 'web'
The web spell attempts to entangle the target in a sticky web. Webbed victims
cannot flee from combat, and are unable to fly until the webbing wears off.
The webs also make it harder to fight and move around.
Categories: spell druid
Last updated by: Matreya, 08/27/2008
whip
2
Felamar
recall lens;w;s;w 4;s
SKILL whip: Available at level 2
Specializations: weaponmaster
Each weapon skill applies to a specific group of armaments and determines
how well a character fights with a particular weapon.
If a character has the PARRY skill as well, he can parry incoming attacks.
The chance of parrying is best if the character in question is skilled at
both his weapon and his opponent's.
Your weapon skill can also modify the amount of damage you deal: It will be
increased if your weapon skill is greater than the to-hit cap (90%) and
decreased for very low skill levels. The boost or penalty is a percentage
of the damage you deal normally, based on how much over (or under) the
threshold your modified skill is.
The weapon skills consist of the following:
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 both spears and staves, but not polearms.
sword the warrior's standby, from rapier to claymore.
whip the use of whips, chains, and bullwhips.
exotic the use of strange, magical weapons.
bow the use of bows and crossbows as ranged weapons.
sling the use of slings as ranged weapons.
(The exotic skill cannot be purchased and is dependent solely upon level)
For additional information on weapons:
See help SHOOT (for help on ranged weapons)
See help WEAPON FLAGS (for help on weapon flags and their effects)
See help ADVANCED WEAPON SKILLS (for a list of skills that require weapons)
Categories: skill weapon weaponmaster paladin barbarism combat
Last updated by: Azshanna, 10/07/2019
wither
65
4 Attacks
Rakash Grimo
Top of Necromancer's Tower
SKILL wither: Available at level 65, requires drain youth.
Specializations: necromancy, witchcraft
Casting time: 4 Attacks
Syntax: cast 'wither'
This spell is a more powerful version of the GRAVEBIND spell. While the
mana cost for this spell is very low, casting it ages the caster anywhere
from 1 to 3 years of age.
Dragons will not be aged when casting wither. See help DRAGON.
Categories: spell necromancy witchcraft
Last updated by: Gimtor, 09/04/2012
woodworking
5
a carpenter
recall lens;n 6;e 11
SKILL woodworking: Available at level 5
Specializations: crafter
Syntax: woodwork ''
Syntax: woodwork show (lists the types of items that can be woodworked)
Syntax: pulp
Woodworking is a CRAFTING skill used to make non-weapon items out of wood.
The PULP command is an extension of the woodworking skill; it converts wood
into paper (that can be used to WRITE magical SCROLLS with).
Furniture are things like a bed or chair, you can sit on them.
Furniture2 are things like a desk, you can sit at them as well as
put objects on them.
Categories: skill crafting
Last updated by: Evarius, 10/01/2010
write
58
a hermit
recall lens;n 13;w 2;s 2
SKILL write: Available at level 58, requires runes.
Specializations: enchanting, crafter
Syntax: write '' '' ''
Write allows you to craft complex SCROLLS. Each scroll can contain up to 3
spells and between 1 and 20 charges.
The amount of paper needed to hold a scroll is determined by multiplying
the number of spells by the number of charges. Paper is obtained from wood
with the PULP command.
To leave a spell blank, just use the word 'none'. Spell 1 must be valid
however.
The level of the scroll must be no lower than the highest spell level,
minus five. (il - item level). The spell cast-at level (sl - spell level)
must be equal or lower than the item level. Neither of these can exceed a
max_level determined by taking the lower of: the paper quality, the scribe's
'write' skill, the scribe's skill at the spells being written, and the
scribe's level. Writing in a laboratory room boosts the max level by five.
The time to write a scroll is about 15 minutes (30 RL seconds) per page of
paper used in that scroll. If the skill check fails, it will take much
longer. Complex scrolls can take a great deal of time to craft.
Categories: skill enchanting crafting
Last updated by: Evarius, 12/12/2011