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Poison Spell

Mana Cost : 20                Target    : victim, food, or drink
Save      : Versus Paralyzation
Effect    : Like the deadly asp, strike and let the venom do its work.

Casting poison on food or drinks will poison them.  A person who eats
poisoned foods or drinks poisoned fluids will become poisoned due to the
poison entering their body.

A person who is poisoned will suffer somewhat until they either die or the
poison passes through their system.

See Also: Detect Poison, Remove Poison, Remove Deadly Poison

Areas of Cythera

Levels  Name                    Location
---------------------------------------------------------------------------
L/-/H   The Harrow              Underneath Cythera City.
L/-/-   Bloodwood Forest        South of Noculat Woods.
L/M/-   Cythera City            The main capitol on the Cytheran continent.
L/M/-   Cythera Swamp           South & West of Cythera.
L/M/-   the Dark Woods          West of the Happy Forest.
L/M/H   the Deep Sea            North Gate: Follow Draegon Road to the sea.
L/M/-   Desert of Sol           North of Moria.
L/M/H   Elip                    West of Haon-Dor Dark.
L/M/-   Elven Town              North Gate: North & West on Draegon Road.
L/-/-   Goblin Castle           South of Haon-Dor Light.
L/-/-   Haon-Dor Light          South and West of Cythera.
L/-/-   Happy Forest            South and West of Cythera.
L/M/-   Khazad                  Elven Town: West & South; under Lone Mountain.
L/M/-   Oceanmist               North Gate: Follow Draegon Road to the sea.
L/M/H   Shayol Ghul             West of Elven Town, across the bridge & west.
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-/M/-   Ankheg Tunnels          South of Elven Town.
-/M/    Bhrona's Castle         West and North of Elven Town.
-/M/H   Dark Oak Forest         Out the Southwest gate of Elven Town.
?/?/?   Dwarven Forest          Somewhere near the Noculat Woods.      
-/M/H   Enchanted Forest        Near Grand Marnier.
-/M/-   Glorinsdel              West of Khazad.
-/M/-   Grand Marnier           South East of Wild River.
-/M/-   Haon-Dor Dark           West of Haon-Dor Light.
-/M/-   Isle of Sacrifice       Due South of Wild River.
-/M/H   Jungle of Mist          South of Haon-Dor Dark.
-/M/-   Lone Mountain           South West of Wild River.
-/M/H   Mono Forest             West of Elip.
-/M/-   Moria                   North Gate: West off the Draegon Road.
-/M/H   Narwayk Pyramid         South of the Jungle of Mist.
-/M/-   *Wild River             West of Elven Town and down the waterfall.
-/M/-   Noculat Woods           West of Khazad.
-/M/-   the Vineyard            North Gate: west off of the Draegon Road.
---------------------------------------------------------------------------
-/-/H   Antioch                 West and North of the Desert of Sol
-/-/H   Balzic's Lair           North of Blackmist Forest.
-/-/H   Blackmist Forest        North of Norculat Woods.
-/-/H   Castle of King Sol      In Antioch.
-/-/H   Fal-Darak               North of Styx.
-/-/H   The Midway              West of Elven Town, North off bridge.
-/-/H   Savaena                 Entrance can be found in Bloodwoods.
-/-/H   Silverleaf              West of Blackmist.
-/-/H   Sundhaven               West of Elven Town, across bridge & North.
-/-/H   Styx                    West from the top of Lone Mountain.
---------------------------------------------------------------------------

See Also: Carnage Areas, Ark'num Areas, Other Areas

Remove

Remove has three uses-- the first is to remove equipment or clothing you are wearing. The second is to remove attached items from receptacle items (such as gems and runes). Finally, you can also remove your own posts from any of the message boards scattered around the world.

So you've gotten tired of those cheap leather boots you found on a rotting villager's corpse and you'd like to take them off to let your toes air out a while. It's as easy as follows:

    Equipment Usage:

        remove <item>

    Equipment Example:

        remove boots

If you have been lucky enough to find an item that supports attachments but you want to remove an existing attachment (maybe you found a better one) then you can use the following:

    Attachment Usage:

        remove <attachment> <receptacle>

    Attachment Example:

        remove gem sword

Wrote something mean on the board and you've sobered up and you'd like to hide the evidence? Just go to the board, rip it off, and pretend it never happened:

    Message Board Usage:

        remove <number>

    Message Board Example:

        remove 3

See Also: Wear, Wield, Hold, Attach, Board

Skills And Practicing
( Practices Pracs Quality )

Skills are one of the most important aspects of the game. Your skills
determine how you can and will interact with the world itself. For instance if
you have the picklock skill then you may find yourself having more freedom to
explore, whereas having the locate object skill might help you to determine
your next quest.

Practices are points in the game that can be used to increase your hitpoints,
mana, movement, and potential skill levels. You improve mana, hitpoints, and
movement by exercising. When you have found a teacher of a skill you can type
practice to see what they teach. Practicing with Taghri in Elkin will display
the following list if you have already practiced combat:

    You have got 6 practice sessions left.
    The following stats will be used when consuming practices:
    Str: ?? Int: ?? Wis: ?? Dex: ?? Con: ?? Chr: ??
    the Captain can teach you the following skills:
    bludgeon                  : 3 practices each time (add: 10%, max: 96%)
    combat                    : 1 practice each time (add: 8%, max: 99%)
    judge                     : 1 practice each time (add: 7%, max: 96%)
    kick                      : 1 practice each time (add: 15%, max: 96%)
    pierce                    : 3 practices each time (add: 8%, max: 96%)
    slash                     : 3 practices each time (add: 10%, max: 96%)

The first line indicates that you have 6 points to spend. You must have
a sufficient number of practices to spend on the skill you wish to practice.

The next piece of information determines the stat values at which you will
practice. You practice stats may be different than you actual stats. The main
reason is that you have accumulated practice points at points in the game
where your primary stats were different. So as to prevent power levelling
where a player doesn't spend any practices until they have had their stats
rise, the game keeps track of the average values of your stats so that there
is no benefit to waiting to spend practices until your primary stats have
become maxed. The same is true of exercising.

Finally a list of skills that the teacher knows will be displayed. There are
four pieces of useful information here. The skill name, the number of practice
points that will be consumed to practice the skill, the gain to your potential
skill level, and the maximum to which you can gain with the current teacher
and your prerequisite values.

To exemplify the process, let's say we typed practice and got the exact output
shown above. Then we decide we would like to practice slash. Our available
practice sessions would drop from 6 to 3, and our potential skill level would
increase by 10%. You would input the following in the same room as the teacher
to actually practice the skill:
                                                                            
    practice slash

While practicing there are some other things to keep in mind. Unlike the old
Carnage/Cythera system, you can ultimately learn any skill up to 99% as long
as you can find a teacher or tome capable of teaching it to 99%. The rate at
which your potential increases is directly related to the value of your
relevant primary stats. For instance the slash skill is based on strength
alone and so your ability to learn it quickly depends on your strength. On the
other hand, the pierce skill is based on both strength and dexterity and so
the average of the relevant stats is used to determine how quickly you can
learn the skill. Finally, only your potential skill level will increase when
you practice. You must actually use the skill or related skills to increase
your effective skill level. That said, your effective skill level will never
naturally fall below a third of your potential.

A last point of interest is the concept of skill quality. The quality of a
skill is the measure of it's relevant stats and your effective skill level.
When you view a listing of your skills you will see the quality at which you
use a skill. The effect of quality depends on the skill being used. For
simple skills like bludgeon or soul strike, it is used as a percentage
modifier on the damage. For instance a quality of 80 for soul strike would
reduce the damage by 20%, on the other hand a quality of 120 for soul strike
would increase the damage by 20%. Not all skills are alike however, and in
cases like blindness, or detect invisible, the quality becomes a percentage
modifier on the duration of the spell. Other skills yet, are of a more boolean
nature. Meaning they either apply or they don't and there is no applicability
of damage or duration. In such cases a dice roll is usually made versus the
quality to determine if you succeed. An example of this is clairvoyance.

See Also: Allskills, Prereqs, Exercise

Allskills

Presents a list of all the skills in the game. You can limit the list to a
specific discipline by providing the name, or partial name, of the discipline
to see:

    Examples:

    allskills
    allskills sorted

    allskills jack of all trades
    allskills black knight
    allskills cleric
    allskills druid
    allskills enchanter
    allskills mage
    allskills necromancer
    allskills paladin
    allskills ranger
    allskills shaman
    allskills thief
    allskills warrior

If you are viewing the listing for a specific discipline then you will also
see * whenever the skill requires dedication to that discipline.

See Also: Skills, Practices, Prereqs, Exercise

Areas of Other Places

Levels  Name                    Location
---------------------------------------------------------------------------
L/M/-   Alvurron Jungle         South of Alvurron.
L/M/-   Minea Town              Take the boat from Latvia.
---------------------------------------------------------------------------
-/M/H   Alvurron                Take the ship from Crete.
-/M/H   Crete                   Take the ship from Vhronia.
-/M/H   Esa Isle, Slaug         Take the ship from Crete.
-/M/H   Ombos                   Somewhere in Rookar.
-/M/H   Rookar                  Take the ship from Crete.
-/M/H   Skurvash                Ocean: North and West of Crete.
---------------------------------------------------------------------------
-/-/H   Astral Plane            Only accesible through magick!
-/-/H   Bloody Ocean            Ocean: North of Crete.
-/-/H   Devil's Isle            A portal supposedly.
---------------------------------------------------------------------------

See Also: Carnage Areas, Cythera Areas, Ark'num Areas

Remove Poison Spell

Mana Cost : 20                      Target : victim, food or drink
Save      : None
Effect    : Cleanses the tainted

With this spell, the pious can remove the poison that spoils any food,
drink or person.

See Also: Poison, Detect Poison, Remove Deadly Poison

Armour Types
( armor )


The amount of AC an item gives depends on the location its worn on.

AC-apply  
Multiple  Locations
x1      : Arms, Hands and Feet.
x2      : Head, Legs.
x3      : Body.
x1*     : Shield.
x0      : Ring, Necklace, Belt, Cloak(About), Wrist

(*) This May change.

So an item with an AC-apply of 8, worn on the Body is: 8x3 = 24 AC.

Items with a x0 multiplier aren't considered "Armor" and will only change your AC if the item has a "Magical Armor bonus" ( Affect : ARMOR ).

See Also: Armour Class, Armour Spell

Death
( die dying ghosts lives )

During your adventurers it is expected that you will encounter creatures or
situations that overwhelm your abilities. In such case you may actually die.
Death is not the end of your adventure however, but merely part of the journey
to reach your goal. When you start the game you have 3 lives, when these reach
zero you will have physically died and upon re-entering the game you will be
a ghost. The only way to return to normal play once you are a ghost is to be
resurrected or by similar means if you are a vampire. If you find that you
have crossed over and have become a ghost then you will notice that there are
some differences to how you may interact with the world. many commands
available to the living will no longer exist, you will not be able to engage
in combat, and you will be tethered to the zone in which you died. That said,
if you are lucky enough to die in an interesting place, you will be able to
explore unrestricted by such mundane physical things as creatures and doors.

See Also: Resurrection Spell, Seance Spell

Armour Spell
( armor )


Mana Cost : 20                Target    : victim
Save      : None
Effect    : -20 to AC

Even some of the novice in the magic arts learn to use their new knowledge to
protect themselves.  The Armor spell will improve your AC by 20.

See Also: Armour Class, Armour Golem