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Regroup Spell

Mana Cost : 60                Target    : Party
Save      : None
Effect    : To me! To me!

So you've just fought a terrible battle, the odds were against you from the
start and now your party members have fled in all directions, are lost, or
are still being mauled by adversaries. With this spell you can help their
plight by transferring them all to your present location. For this spell
to work you must be the foremost party leader and the targets must be grouped.

See Also: Summon Spell

Remove Deadly Poison Spell

Mana Cost : 40                Target    : victim, food or drink
Save      : None
Effect    : Cleanses the tainted

With this spell, the pious can remove the deadliest of poisons from drink,
food, or poison.

See Also: Poison, Remove Poison

Repair Armour Skill
( armor )

Wear and tear is the bane of any good adventurer. There comes a time (quite
often) when they must decide to discard and replace some piece of armour or
try to repair it. Repairing anything is futile unless one has refined their
skill in armour repair. Unlike weapons repair, armour repair focuses mainly
on the intricacies of protective garments.

See Also: Repair, Repair Weapon Skill, Repair Artifact Skill

Repair Artifact Skill

It takes a special kind of mind to see and appreciate the finer detail
and beauty in things. Unlike everyday objects artifacts often have subtle
details that affect their function. Imperceptable to the untrained eye and
mind, the tiny filigree runes on a sword might be the key to it's power, a
hairline fracture on a crystal globe might be the difference between a
useless crystal ball and a window into the lives of others, and even still a
single brushstroke on a painting might be the lock that binds a demon to its
oblivion. Those with the ability to repair artifacts can recognize these
details and with their advanced skills of repair can make them whole again.

See Also: Repair, Repair Armour Skill, Repair Armour Skill, Artisan Skill

Repair Weapon Skill

The veracity with which any good weapon eventually becomes useless is
a testament to the need for weapon repair. If you want your sword to slice
again instead of bashing, then it's time to find someone disciplined in this
skill.

See Also: Repair, Repair Armour Skill, Repair Artifact Skill

Reptilians
( Reptiles )
( creation )

Reptilians are sometimes considered humans if it weren't for their skin.
Reptilians are as tall and tough as humans, but not as coordinated.
They are not stupid, able to learn either arcana or piety spells, while
also able to be acceptable fighters.  Reptilians have the natural ability
to breathe under water, while also having a unique scaley skin which
thickens with age.

See Also: Races

Rescue

A rescue is an attempt to make a monster hit you instead of the person
being rescued. You can only 'turn' one monster for each attempt. This is
a nice skill to have when playing in groups.

    Usage:

        rescue <friend>

    Example:

        rescue <?= %randPlayer() ?>

See Also: Combat

Research And Xresearch

The RESEARCH command will look through the entire help database for any
entries whose keywords list contains the provided keyword. The XRESEARCH
command, on the other hand, will look for the keywords in either the help
entry title or in the body of the help text. See the following example:

    Usage: RESEARCH  <keyword> <keyword> <...>
           XRESEARCH <keyword> <keyword> <...>

The RESEARCH and XRESEARCH commands are especially useful for tracking down
help on the topic which specifically interests you.

See Also: Help

Resurrection Spell

Mana Cost : 120                Target    : Ghost
Effect    : Breathe the breath of life again.

This spell can be used to bring a dead player back to life. Note that spirits
of the undead cannot be brought back using this technique.

See Also: Revitalize Spell

Righteousness Spell

Mana Cost : 30                Target    : self
Save      : None
Effect    : Align yourself to my cause.

This spell enables a paladin to slowly align his followers to his cause. On
each micro tick followers will roll to gain or lose an alignment point to
bring their own alignment closer to that of the paladin's. The paladin must
be the foremost leader for this to apply to his followers.