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Help
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 |
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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.
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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.
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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. |
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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.
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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 |
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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
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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.
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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
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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
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