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Insanity Spell

Mana Cost : 45                Target    : victim
Save      : ??
Effect    : Woof woof!

This spell will make the target temporarily insane. Whenever they attempt
to issue a command they must roll to succeed; otherwise they will do something
silly and useless.

See Also: Sane Mind

Inventory

If you're uncertain about what you're carrying, or simply want to check
that no thieves have got to your backpack.

See Also: Equipment

Invulnerability Spell

Mana Cost : 100               Target    : self only
Effect    : Can't you hit harder than that?!

This spell renders the caster temporarily invulnerable to damage. The
duration is fairly short and it cannot be cast for a full day after while
the spirit rests.

Khazad

Creator: <?= %areaGetStat( khazad, creator ) ?>
Continent: <?= %areaGetStat( khazad, continent ) ?>

<?=
    %stringFormat(
    \   %areaGetStat( khazad, description ),
    \   @n->flags->ansiColour, 80 )
?>

Languages
( speak )

Each primary race (the ones you can select at creation) have their own natural
language. In addition each race can speak the common tongue which just happens
to be the natural tongue of the humans. You will see the languages that you
can speak in your skill listing when you type allskills. To switch between the
languages you know you can use the speak or language command. Whichever
language you are using will be applied to all forms of communication including
the contents of letters and board messages. The only exception is OOC since it
is outside the scope of the game.

    Examples:

        speak trollish
        language orc

The following keywords are currently available to switch to the obvious racial
language (note that you can use partial keywords):

    Common          Faerie          Orcan
    Centaur         Faery           Orcish
    Dwarf           Fairy           Reptile
    Dwarven         Gnome           Reptilian
    Elf             Gnomish         Trollish
    Elven           Goblin
    Elvish          Halfling

See Also: Races

Latvia
( area city town village )

Creator: <?= %areaGetStat( latvia, creator ) ?>
Continent: <?= %areaGetStat( latvia, continent ) ?>

<?=
    %stringFormat(
    \   %areaGetStat( latvia, description ),
    \   @n->flags->ansiColour, 80 )
?>

Latvian Zoo
( area )

Creator: <?= %areaGetStat( latvia_zoo, creator ) ?>
Continent: <?= %areaGetStat( latvia_zoo, continent ) ?>

<?=
    %stringFormat(
    \   %areaGetStat( latvia_zoo, description ),
    \   @n->flags->ansiColour, 80 )
?>

Leadership Spell

Mana Cost : 50                Target    : self
Save      : None
Effect    : A good leader makes troops more capable.

This spell increases the paladin's aura of leadership improving his ability
to command. The effects of the spell provide no benefit to the paladin
himself; however, all creatures grouped with the paladin when the paladin
is the foremost leader will receive a +2 bonus to their hitroll and a +2
bonus to their damage roll.

Leave

If you feel claustrophobic, typing 'leave' will make you use the nearest
obvious exit to the outside.  This command only works inside and when an
exit is available.  

Lerges
( area )

Creator: Mirexis
Continent: Ark'num

Lerges was one of the first towns established in Ark'num.  It is formed primarily of humans, elves, and dwarves.   The town expanded quickly as it supplied resources to the castle west.  This growth came with a few conflicts its people had to endure regularly.   Expanding west into the woods disturbed the trees of the Whispering Woods.  The dark magic in the woods fueled the creatures to retaliate.  However, the woods have been held back with the strength of the West gate.  Furthermore, its growth caught the attention of vampire hordes.  Lerges struggled with vampires until Serlon formed the mages guild.  He trained soldiers, villagers, and anyone willing to fight back with magic.  By the time he migrated away to his tower in the west, the magical defense was astounding.  But without his direct involvement in teachings the mage's guild slowly faded in strength.  

Eventually the castle west was overtaken with evil causing a decline in demand of Lerges' resources.  This combined with the numerous attacks against the town led to the town's size to decay.   The decreasing footprint in Ark'num led it to be a more peaceful home.  

Travelers wanting to venture here will find three main paths into Lerges: below the dying tree off the foggy trail and south,  south of the Furlough farms and west along the dirt path through the fields, or east of the Whispering Woods.

Level Range: All

See Also: Ark'num, Ark'num Areas