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Help
Water Walk Spell
Mana Cost : 25 Target : victim
Save : None
Effect : Walk upon water
This spell enables the target to walk just on the top of a body of water, thus
negating the need for a boat or raft of any sort. Underwater areas can not be
reached using only this spell. Make sure that you are over land or a safe body
of water when the spell wears off! This spell can be renewed by casting it
again.
See Also: Water Breath |
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Acid Splash Spell
Mana Cost : 40 Target : victim
Save : Versus Spell for half damage
Effect :
A very nasty spell, it causes magical acid to target the victim. It does
considerable damage to equipment.
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Advanced Recall Spell
Mana Cost : 60 Target : None
Save : None
Effect : "There's no place like home..."
The caster and their pet will be transferred back to their hometown.
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Ancestral Offering Spell
Mana Cost : 65 Target : bone weapon
Save :
Effect : Spinning armor
Shamans can take the bones of fallen enemies and pay tribute to the gods. Ancestral offering is a ritual honoring them with the spectacle of fallen enemies. The bones leftover from the Spectral Rage spell can be used with this spell to swirl around the caster. The bones can hit enemies who are attacking the caster. The damage delt by the spinning bones is determined by the bone weapon base damage, damroll, the casters intelligence and wisdom, and the quantity of bones active. The bones have a chance for a critical hit against the attacker for bonus damage. A critical strike also offers a chance to land bonus hits or spells against the attacker with interesting effects. Different class dedications can summon different quantities of bone weapons.
Usage:
cast 'ancestral offering' <bone>
Example:
cast 'ancestral offering' femur
See Also: Corpse Walk, Seance, Spectral Rage
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Animal Friendship Skill
This skill allows an adventurer to befriend any animals that he or she
may find. You'll only be able to befriend one animal at a time, and
it's impossible to make friends with very high level animals, or with
an animal that already hates your guts. Success with this skill
depends on the level of the animal involved and whether it is aggresive
or not. While it is possible to calm an aggressive beast, it is not
an easy task.
To make friends with an animal, use the BEFRIEND command.
See Also: Befriend And 'training' For Animal Training
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Animal Training Skill
The skill of animal training allows an adventurer to do more then just
befriend animals, but to actually train them. A trained animal will obey
orders, gain experience and levels, and rent out with you at the inns. As a
pet advances in levels, it will gain training sessions that you can use to
increase its attributes. While it takes only a small amount of skill to train
an animal, The success rate of increasing its attribute depends more heavily
on your skill percentage. Following are the attributes you can improve:
Usage:
train <befriended animal>
train <trained pet> <stat to train> (ex: train wolf str)
train (shows pets stats)
str - Strength, This will increase its damage potential among other
things.
int - Intelligence, This will increase your pet's resistance to magic
and its ability to learn.
wis - Wisdom, A pet with a higher wisdom can gain more training
sessions per level.
con - Constitution, This will affect how many hit points your pet
gains when it advances a level.
dex - Dexterity, A higher dexterity will allow a pet to avoid attacks
more effectively.
hit* - Hit Roll, Increases your pets chance to hit in combat.
hp* - Hit Points, This will allow your pet to take more damage before
dying.
ac* - Armor Class, Teaches your pet to avoid attacks, and take less
damage from the ones they can't.
dam** - Damage Roll, Increases your pet's damage potential
* --> requires 2 training sessions.
** --> requires 3 training sessions.
Some Notes:
- Trained Pets do not hold on to equipment when they rent.
- If you have annlev turned on, your pet's level gains will be
announced along with your own.
- You may only have ONE trained pet at a time, and it won't
affect the number of befriended animals you may have.
- Make sure your pet is at the inn with you when you rent, or
you'll lose it!
See Also:: Befriend, Seelev, Annlev
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Animate Dead Spell
Mana Cost : 35 Target : corpse
Save : none
Effect : NIGHT OF THE LIVING DEAD -- The Prequel
This spell imbues a corpse with unholy energy, causing it to rise up and walk
once again. Each zombie created this way will follow the orders of the caster
for the duration of the spell, at which time the caster's controlling force
weakens and the animated dead lose all direction. The zombies are imbued with
unholy force proportionate to the level of the caster, but even though they
may be able to withstand large amounts of damage, zombies are poor fighters.
See Also: Monster Zombie, Charm Person |
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Arcana Skill
This skill is a measure of your basic magickal knowledge. It is based on your
INTELLIGENCE attribute, since intelligence determines how good your logic,
reasoning, and memory abilities are. The magic that pervades the world obeys
certain fundamental laws, though those laws are incredibly complex. Your
arcana skill is a measure of how well you understand those basic laws. This
skill affects the power of all arcana-based spells, though it has no other
powers of its own. However, this skill is necessary to all mage-type skills
and spells. The better your arcana skill, the better you are able to use the
building blocks of magic to make complex and powerful spells.
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Armour Golem Spell
( armor )
Mana Cost : 100 Target : None
Save : None
Effect : Creates a minion to control
With this spell, you summon all your power to animate a lifeless pile of
armour. The minimum required pieces of armour to sustain a human form are:
head, body, arms, legs, hands and feet, with the higher quality armour
resulting in a more powerful golem. You may also include up to a full suit
of armour. Only the most powerful of spellcasters wield enough power to
animate more than one armour golem at a time.
See Also: Dancing Sword
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Bash Skill
The successfulness of your bash depends upon how well you are learned in the
skill. To bash someone is to attempt to 'knock' that person over. If you
succeed you will inflict minor damage, and cause the victim to fall on its
rear. The victim will be unable to issue any commands for 2 rounds of
violence. If you miss you loose your balance and fall. A bash makes you unable
to type commands for 2 rounds of violence. If your opponent is already down
and you attempt a bash, there's a pretty good chance you'll trip over them :)
Usage:
bash <victim>
Example:
bash <?= %randPlayer() ?>
See Also: Bash Door Skill |
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