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Feast
( feed )

Vampires must feed on the blood of the living. To do so they may do either
of the following:

    feast corpse
    feed corpse

It doesn't matter which command is used since they do the same thing.

See Also: Vampires

Feeble Mind Spell

Mana Cost : 45                Target    : victim
Save      : ??
Effect    : Make target stupid

This spell makes it so someone has a harder time casting spells.  They aren't
exactly insane, or shielded or silenced but their chance of getting the spell
right is diminished greatly.

Fetid Luminescence Spell

Mana Cost : 50                Target    : victim
Save      : None
Effect    : Stinky glowy thingy!

The poor creature affected by this spell will emanate a foul odour and
give off a bright glow. This has the effect of alerting players of the
creature's presence. In addition, due to the obvious, the victim cannot
sneak or hide.

Fiery Vortex Spell

Mana Cost : 75                Target    : victim
Save      : None
Effect    : An aura of fiery wrath

This spell causes a fiery vortex to appear swirling around the victim. This
vortex does no damage to the victim of the spell and it will last for quite
some time.  When someone under the effect of this spell is damaged by a
non-magical source, flames from the vortex burst forth and consume the
attacker.

Fighting Styles

Style is a player selectable scale used to determine how a person fights
his or her battles.

Usage: style <form>
example: style aggressive

Styles availible:

Turtle:      The wimp using this style will hide behind his or her shield at
             considerable cost to offensive tactics. However, some of the
             damage that you recieve is redirected to the shield. You must
             have a shield, and the skill BASH, to turtle.

Defensive:   Using this skill is give and take, you sacrifice some offensive
             potential for a little better defense.  You must have the skill
             COMBAT to use this style.

Evasive:     When a character chooses the evasive style, he or she sacrifices
             a small amount of offensive ability to become harder to hit.
             To use the evasive style, you must have the skill of EVADE.

Standard:    This is the default style.  No bonuses or penalties.

Offensive:   The offensive combatant will sacrifice some of his own safety for
             the ability to hit his oppenent more often.  Not as reckless
             as the aggressive style, but not as conservative as standard.
             You must be trained in the ways of COMBAT to gain offensive
             advantages.

Aggressive:  If you want to do damage with little regard for your own safety,
             then acting aggressive is the way for you.  You hit harder and
             more often, but you will get hit more often yourself.  You must
             have SECOND ATTACK to fight aggressively.

Berserk:     Berserking is fighting with reckless abandon.  You inflict a lot
             more damage, but you leave yourself wide open in the process.
             While berserking, you are consumed with a bloodlust for victory
             and cannot flee or switch styles. In addition, the burden of this
             fighting style saps your energy, depleting movement. You must
             have the skill HEADBUTT to go berserk.

Parry:       See help on Parry


  Note:  Generally, 30% skill level is required for the prerequisite skills
         in order for these styles to take effect.

Finesse Skill

Finesse is a measure of your ability to subtly work with raw materials.
There is a tremendous amount of range in the force required to work a tree
into a canoe and build a ship in a bottle. Finesse is more indicative of
one's ability to do the latter. With this skill even a clumsy overmuscled
thug can learn to master his fine grained coordination skills.

See Also: Craftsmanship Skill

Firestorm Spell

Mana Cost : 200               Target    : victim
Save      : Vs. spell for half damage.  
Effect    : It burns! IT BURNS!

With this spell the caster can summon a fiery firestorm that will ravage the  
occupants of the immediate vicinity. The firestorm will last for a duration  
and continually deal fire damage to any creatures. The more experienced the
caster, the greater the power of the flame, and the longer the firestorm will
last before being extinguished.

See Also: Fireball

Fists Of Fury Spell

Mana Cost : 75                Target    : self
Save      : None
Effect    : Furious fists of fire.

This spell can only be cast on yourself.  Fire surrounds your fists and you
are given an added bonus TO HIT.  When you strike an opponent with your bare
fists, you will do considerable magical fire damage.  You cannot be wearing
anything on your hands when you cast this for it to succeed.

Flee

If you are in a fight and things are beginning to get a little uncomfortable
(maybe you are dying), just type flee, and you will attempt to
break out of combat and run away. Flee works best when you have someplace to
which you can flee. In other words, a room with no exits will not help you in
any way. Additionally, it is quite possible that fleeing from the ashes might
bring you right into the fire... but then, who wants to live forever?

Fleeing is indicative that your training has failed and so you are penalized
experience points every time you flee. The number of experience points
depends on the creature from which you are fleeing. In general creatures of
greater power will inflict a greater penalty on you for fleeing.

If you happen to be a grimy little goblin your fleeing penalties are reduced
to show your heightened abiltity to hide and cower.

Note: Unlike most commands, once you have initiated an attempt you cannot
      abort.

See Also: Wimpy

Follow

If you happen to be going in the same direction as someone else, why not
simply follow that person? For example: "Follow joe". If you are following
someone and you wish to stop doing that, then all you've got to do is
follow yourself:
"follow <your name>".

See Also: Group