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Boon of the Eagle Spell

Mana Cost : 35                Target    : Self
Effect    : Improves vision and senses

With the Boon of the Eagle in effect a shaman will be able to detect
invisible creatures and sense hidden life forms.

See Also: Detect Invisibility Spell, Sense Life Spell

Boon of the Elk Spell

Mana Cost : 30                Target    : Self
Effect    : Improves dexterity and movement

With the Boon of the Elk a shaman can improve their dexterity and travel
distance.

See Also: Vigor Spell, Fly Spell, Wind Walk Spell

Boon of the Horse Spell

Mana Cost : 45                Target    : Self
Effect    : Improves strength and hitpoints

Boon of the Horse causes the shaman's strength to increase considerably in
addition to a hitpoints bonus.

See Also: Boon of the Bull, Strength Spell

Boon of the Tiger Spell

Mana Cost : 40                Target    : Self
Effect    : Improves damage inflicted

With the Boon of the Tiger the shaman can inflict more damage more often
while engaged in combat.

See Also: Boon of the Bull

Boon of the Turtle Spell

Mana Cost : 25                 Target    : Self
Effect    : Improves armour

With the Boon of the Turtle a shaman can improve their armour and thus their
ability to withstand damage.

See Also: Armour Spell

Boon of the Wolf Spell

Mana Cost : 35                Target    : Self
Effect    : Improves vision and combat

With the Boon of the Wolf a shaman will deal slightly more damage and hit
a little more often. Additionally they gain infravision and better vision
in the dark.

See Also: Infravision

Choker Hold

With this skill a thief can use his stealthy abilities to walk
up behind a victim and wrap his arm around them quickly putting
the victim to sleep. this is a lagless skill for both parties
but could still be quite useful.

    Usage:

    choker <victim>

    Example:

    choker <?= %randPlayer() ?> 

Clairvoyance Spell

Target    : victim or directionlist
Save      : If cast vs. target, negates
Effect    : A window to another location

This spell allows you to magically extend your awareness to view what is
happening at another location.  You can specify the location to be viewed
either as the location of another creature, or by specifying the direction
of the location from your current position.

Example 1:
To view the location of another creature
          cast 'clairvoyance' targetname

If the target fails their save, you will see the area he is in.

Example 2:
To view another room relative to your current room
          cast 'clairvoyance' directionlist

where "directionlist" is a combination of the letters N, E, S, W, U, D, for
north, east, south, west, up, and down.  For each letter, your magical sight
will extend in that direction.  To view the area two rooms to the south and
one room east of your current area, use sse.

The range of the spell increases with your level.

Conjure Orbs Spell

Mana Cost : 150                Target    : self
Save      : None
Effect    : Create a nice set of shiny balls.

When cast, this spell will conjure up several magical orbs that will encircle
the caster. At the mere point of a finger an orb will shoot forward hitting the
caster's foe and unleashing its magic. An orb is imbued with the power of one
of the four basic elements: earth, wind, fire, or water.

    Usage:

        point <victim>

    Example:

        point <?= %randPlayer() ?>

See Also: Conjure Espirit

Cracking Skulls

After chopping off something's head you may find yourself wondering what
to do with the bloody head... Never fear, for feeding time is near. You can
use the crack command to throw the head against the ground and try to crack
it open. If successful you will be rewarded with a delicious mound of brains.
Perhaps not the most palatable fare for a human, but certainly tasty to
trolls, and a long time passion of roving mobs of zombies.

See Also: Decapitate

Demons
( creation )

Demons are a race born from the depths of Oblivion into the Worlds of Carnage.
They possess immense size and a sharp intellect with which to fool the minds
of men. They have good agility which enables them to steal more than just
souls, but unfortunately lack the strength and endurance of their larger hell
bound counterparts.

See Also: Races

Elemental Pixies

Elemental pixies are a very rare and incredibly powerful subgroup of the normal pixie lineage which split off from the faerie lineage ages ago. They isolated themselves from the world to focus on their magics and become more in tune with the earth and its elements. Thus not only have they become naturally resistant towards elemental damage they have also been able to increase their own magical limits and endurance. Being able to cast more spells for longer due to drawing their extra power and mana from the Earth. They are more intelligent and wise than faeries but not as dexterous. These are tiny beings but possessing massive power.

Max Stats:

42 str
78 int
78 wis
60 dex
42 con
71 chr

Permanent "fly"
Permanent "evade"

Faeries
( Faerie Fairy Fairies )
( creation )

Faeries are winged creatures, very intelligent, quiet, and dextrous. They
excel in all things arcane and pious, making powerful clerics and fell mages.
With their high dexterity they find it quite easy to evade their enemies,
though they lack the strength and endurance needed to sustain them in actual
combat.

See Also: Races

Fallen Angel

Once part of the heavenly order these angels fell from grace. While they are not as strong as Archangels they are more cunning. Deception made them fall. Deception fuels their hate.

Max Stat Lines:

66 str
71 int
71 wis
60 dex
71 con
55 chr

Perks:
Full skill of "soul strike"
Full skill of "fiery vortex"

Great Reptile

Greater Reptiles are much more of a fighting force than their standard cousins. They are often older and more learned in the ways of combat and even magical ability. They are stronger, possess stronger scales, take much less damage from many weapons and are more intelligent and wise because of life experiences. Years of battle and age have toughened an already tough race.

Greater Reptile

Greater Reptiles are much more of a fighting force than their standard cousins. They are often older and more learned in the ways of combat and even magical ability. They are stronger, possess stronger scales, take much less damage from many weapons and are more intelligent and wise because of life experiences. Years of battle and age have toughened an already tough race.

Max Line Stats:

72 str
60 int
60 wis
60 dex
65 con
60 chr

Perks:

Immune to pierce
Takes much less physical damage compared to other races

Hawk Scout

A ranger in the forest can use his/her close connection to the
wild to summon a hawk.  The hawk will then search the world
for the desired target.  It will then return to the ranger and
reveal information about the victim's location and party.  For
obvious reasons, the hawk cannot see underwater or indoors.  The
amount of information the hawk reveals is depend upon the
ranger's quality.

    Usage:

    hawk <victim>

    Example:

    hawk <?= %randPlayer() ?> 

Hobgoblin

Hobgoblins are a sneaky little bunch. Though they do not exceed normal Goblins in most dexterous abilities. However they are much stronger. Able to wield heavier daggers or other pointy stabby objects. Orange green flesh, large white teeth, flappy ears and blood red eyes, big stinky feet make up this particularly ugly little being.

Max Stat Lines:

64 str
51 int
51 wis
78 dex
55 con
45 chr

Perks:

Permenant sneak
Full skill of "choker hold"
Full skill of "kidnap"

Illusion Spell
( illusions )

Mana Cost : 200                 Target    : object
Save      : None
Effect    : Creates an illusion around an item

The illusion spell allows the caster to create an illusion around an object making
it appear as another object. A limitation of the illusion is that it fails when the
item is observed in full view of a room (such as lying on the ground).

    Usage:

        cast 'illusion' <object>

    Example:

        cast 'illusion' spork

Upon casting the spell, the caster will be prompted to concentrate on how the
illusion should look to a casual observer.

Imp

Little buggers.

Max Stat Lines:

55 str
74 int
74 wis
60 dex
60 con
39 chr

Permanent "sneak"