kbk/kbk3/
kbk/kbk3/area/
kbk/kbk3/player/
#HELPS
1 WARCRY~
Syntax: warcry

This skill allows one to gain some resistance by yelling out a warcry.
The effects have been compared with bless.
~

1 'GROUND CONTROL'~
  Upon a successful throw or crush, the character has a chance to cause 
further damage as they maintain their initial hold. Keep in mind that this is 
an automatic skill that has a chance to happen  only after a successful throw 
or crush.  Since the ability to execute a ground  control is one that requires 
many factors, it will not always happen. 
~

1 LASH~
Syntax: lash <victim>

Using a whip or a flail, the object is to entangle your opponents feet 
and knock them to the ground.
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1 'SHIELD CLEAVE' SHIELDCLEAVE~
Syntax:  shieldcleave

When using an axe, it is possible to split your opponents shield in two.
This is not an easy feat, but the results can be quite satisfying.
~

1 DEATHSTRIKE~
Syntax: deathstrike

This is a skill is taught by the Tiger school of monks.  Due to their 
relentless practice in strong attacks this skill was developed as a 
starting attack in battle in which the monk strikes out with all his/her 
force to the head of the victim.  If successful the result will be 
deadly.
~

1 DEFEND~
Syntax: defend <target>

Allows a fighter to automatically attempt a rescue on the person they are
defending if that person comes under attack. It requires the rescue skill
to work.
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1 COUNTER~
   This automatic skill lets a high level warrior or paladin attempt to
turn an attackers first hit back on themselves. It only works if the warrior
or paladin is not fighting and awake, and the attack is a weapon based one
like backstab, ambush, or a normal attack.
~

1 LUNGE~
Syntax: lunge <victim>

   Allows a fighter who is wielding a sword, spear or polearm to 
lunge at a victim. If successful, it inflicts satisfying damage.
~

1 'FOREST BLENDING' BLENDING~
Syntax: forest

This skill is a natural ability of elves and Grey elves. In a forest region
they may attempt to 'forest blend', which makes them much harder to see.
An elf who is blending with the forest has a chance to avoid detection when
others look into the room for them. Any movement will bring an elf into easy
view since it is not a true camouflage but merely a standing and blending in
with the surroundings. Another elf who is actively aware of the forest around
him or her will always see another blended elf.

See also: AWARENESS
~

1 AWARENESS~
Syntax: awareness

This is a natural ability for all elves and Grey elves. It allows them to
become more aware of their surroundings in a forest and detect other blended
elves.

See also: FOREST BLENDING
~

1 CRUSH~
Syntax: crush

   During a fight a warrior can attempt to grab an opponent in 
his/her arms and crush them to the ground. Very skilled warriors can 
attempt to do further damage on a downed foe by using a method of ground 
control upon the victim.
   This ground control is automatically attempted on each successful crush.

See also: GROUND CONTROL
~

1 ENLIST~
Syntax: enlist <victim>

   A high level warrior may attempt to recruit a mob as a loyal
retainer who will follow and aid their leader. The recruiting is not
permanent, and only one such enlisted follower can be had at any one time.
   The alignment of the person greatly effects the chances of
enlisting their aid, and players of vastly different alignments to their
victim will find themselves scorned.
~

1 'BREATH FIRE' BREATH~
Syntax: breath <victim>

A draconian of sufficient power may use it's innate draconian power of fire
breath. This causes a cone of deadly flames to be blasted out at the victim.
The fire is built up by the draconian's natural stores of heat retention.
~

1 'REAR KICK' REAR~
Syntax: rear

This skill enables a centaur to turn it's body in combat and attempt a hard
and solid kick with his/her hind legs. The kick delivered is much more powerful
than a normal kick but opens the centaur to retaliating hits.
~

1 DISENCHANT 'DISENCHANT ARMOR' 'DISENCHANT WEAPON'~
Syntax: cast 'disenchant armor' <object>
        cast 'disenchant weapon' <object>

These spells allow a channeler to drain away the magic on an armor or
weapon. There is a chance of destroying the object, but if successful all
magical enchantments are removed.
~

1 ICELANCE~
Syntax: cast 'icelance' <target>

        At the culmination of this spell, the caster hurls a long shard of
ice at the target.  This shard causes damage as it pierces the target.
~

1 DRAIN~
Syntax: cast 'drain' <object>

Channelers may drain magical objects of their energies and absorb them
for their own use. Mana channeling like this allows destroys the object
used, and there is a chance of failing to channel the energy.
~

1 'CONCATENATE' CONCAT~
Syntax: c 'concat' <target>

One of many spells in a channeler's ongoing studies, this spell allows the
channeler to summon all magical energy around him and focus its power onto
a target, causing damage and rarely, even blindness. Because of the amount
of energy required to even cause damage, the victims very belongings could
be drained, if magical, thus destroying them.
~


1 WEB~
Syntax: cast 'web' <victim>

   Causes a sticky substance akin to spider webs to coat a victim. This
reduces general mobility and hampers movement.
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1 SHADOWSTRIKE~
Syntax: c 'shadowstrike' <victim>

When cast at a target it causes a pair of shadowy arms to appear
and grab their victim. If successful the victim becomes hindered by them and 
certain actions, such as fleeing, casting, bashing etc may be prevented
by the arms. The arms do not prevent all these actions all the time, but
do reduce the chances of them being able to be performed.
~

1 LIFEBANE~
Syntax: cast 'lifebane'

This powerful Assassin spell causes the room the caster is in to be
blasted with powerful negative energies. In an enclosed indoor room it
will hit everyone, even the caster, and can cause poison, cursing and
weakening of the victims who succumb.
~

1 'DARK WRATH'~
Syntax: cast 'dark wrath' <victim>

   Much like paladin's wrath, but this version is powered by the
Lords of Darkness. A Assassin may call upon the dark gods to assail
a victim who is of good align with negative energies. It will only work
on those pure of heart.
~

1 NIGHTWALK~
Syntax: cast 'nightwalk'

This allows a high ranking Assassin to enter the shadowplane for a
brief period of time. From this plane he or she may exit to various points
of evil within the lands of Thera. Nightwalking within the shadowplane for
extended time will cause injury to the Assassin.
~

1 DARKSHIELD~
Syntax: cast 'darkshield' <victim>

Surrounds the recipient in a shield of unholy energy. This can not be cast on 
those of good align, and is weaker on neutrals than evils.
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1 'DARK DREAM'~
This is an automatic skill which allows a Assassin to enter a state
of dark dreaming during nighttime. If successful a sleeping Assassin can
gain a large regeneration boost with it.
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1 'EVIL EYE' EVILEYE~
Syntax: c 'evil' <target>

An Assassin adept in this spell can be a dangerous weapon, summoning on
dark arcane forces the Assassin channels all his negative energy through
his eyes and to his victims. Possibly overloading the cerebrum and causing
death. Blinded victims or those whose sight is impaired are not vulnerable.
If this spell fails it can still cause damage.
~

0 $~

#$