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Conjure Orbs Spell
Mana Cost : 150 Target : self
Save : None
Effect : Create a nice set of shiny balls.
When cast, this spell will conjure up several magical orbs that will encircle
the caster. At the mere point of a finger an orb will shoot forward hitting the
caster's foe and unleashing its magic. An orb is imbued with the power of one
of the four basic elements: earth, wind, fire, or water.
Usage:
point <victim>
Example:
point <?= %randPlayer() ?>
See Also: Conjure Espirit |
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Cracking Skulls
After chopping off something's head you may find yourself wondering what
to do with the bloody head... Never fear, for feeding time is near. You can
use the crack command to throw the head against the ground and try to crack
it open. If successful you will be rewarded with a delicious mound of brains.
Perhaps not the most palatable fare for a human, but certainly tasty to
trolls, and a long time passion of roving mobs of zombies.
See Also: Decapitate |
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Demons
( creation )
Demons are a race born from the depths of Oblivion into the Worlds of Carnage.
They possess immense size and a sharp intellect with which to fool the minds
of men. They have good agility which enables them to steal more than just
souls, but unfortunately lack the strength and endurance of their larger hell
bound counterparts.
See Also: Races |
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Dhampir
A Dhampir is the offspring of a human and a vampire. Generally a vampiric father and human mother. While they do not have all the bonuses of being a full vampire they do retain some abilities and have natural daywalk thanks to their human side. Able to walk around where and whenever but still dependent on the consuming of blood for regeneration and/or complete revitalization. In a way a Dhampir is the best of both worlds. They become stronger and smarter than typical humans and are both blessed and cursed with the necessity for blood.
Max Stat Lines:
71 str
71 int
60 wis
60 dex
71 con
71 chr
Perks:
Full skill of energy drain
Full skill of dark fog
Full skill of third attack after level 60 (after second attack is learned as well)
Permanent fly
Permanent daywalk
Slight casting cost buff. (Less mana utilized for a spell)
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Elemental Pixies
Elemental pixies are a very rare and incredibly powerful subgroup of the normal pixie lineage which split off from the faerie lineage ages ago. They isolated themselves from the world to focus on their magics and become more in tune with the earth and its elements. Thus not only have they become naturally resistant towards elemental damage they have also been able to increase their own magical limits and endurance. Being able to cast more spells for longer due to drawing their extra power and mana from the Earth. They are more intelligent and wise than faeries but not as dexterous. These are tiny beings but possessing massive power.
Max Stats:
42 str
78 int
78 wis
60 dex
42 con
71 chr
Permanent "fly"
Permanent "evade" |
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Faeries
( Faerie Fairy Fairies )
( creation )
Faeries are winged creatures, very intelligent, quiet, and dextrous. They
excel in all things arcane and pious, making powerful clerics and fell mages.
With their high dexterity they find it quite easy to evade their enemies,
though they lack the strength and endurance needed to sustain them in actual
combat.
See Also: Races |
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Fallen Angel
Once part of the heavenly order these angels fell from grace. While they are not as strong as Archangels they are more cunning. Deception made them fall. Deception fuels their hate.
Max Stat Lines:
66 str
71 int
71 wis
60 dex
71 con
55 chr
Perks:
Full skill of "soul strike"
Full skill of "fiery vortex" |
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Great Reptile
Greater Reptiles are much more of a fighting force than their standard cousins. They are often older and more learned in the ways of combat and even magical ability. They are stronger, possess stronger scales, take much less damage from many weapons and are more intelligent and wise because of life experiences. Years of battle and age have toughened an already tough race. |
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Greater Reptile
Greater Reptiles are much more of a fighting force than their standard cousins. They are often older and more learned in the ways of combat and even magical ability. They are stronger, possess stronger scales, take much less damage from many weapons and are more intelligent and wise because of life experiences. Years of battle and age have toughened an already tough race.
Max Line Stats:
72 str
60 int
60 wis
60 dex
65 con
60 chr
Perks:
Immune to pierce
Takes much less physical damage compared to other races |
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Hawk Scout
A ranger in the forest can use his/her close connection to the
wild to summon a hawk. The hawk will then search the world
for the desired target. It will then return to the ranger and
reveal information about the victim's location and party. For
obvious reasons, the hawk cannot see underwater or indoors. The
amount of information the hawk reveals is depend upon the
ranger's quality.
Usage:
hawk <victim>
Example:
hawk <?= %randPlayer() ?> |
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