#HELPS -1 TARTARUS~ Tartarus code was started in late 1996 and completed around mid 1997. It was developed at darkmists.mudservices.com for use on the mud Dark Mists and used Rom2.4b3 code. The original coder on the mud was Thrym who began the mud with Styx, who contributed ideas and help. Ceran joined the team and contributed most of the core code, including all the class and clan skills/spells as well as the majority of fully new code, before leaving in 1997 because of conflicts with the other immortals. This code release is named Tartarus and contains Ceran's original coding plus rewritten code. This code is for use on Rom2.4b muds, although it can be easily hacked for parts to use on other code bases. It is provided solely for the MUDing community as a way of giving back to it what has been freely given many times before. The following people contributed to the Tartarus release: Code -- Thrym who installed the MOBProgs patch into the base ROM code. Areas -- -Lilith (Arkham) (Unable to contact this person. See README.tararus file which comes with this derivative code) -Kay, who wrote a lot of Nightfall and Thorbardin. -Zenan, who did Rakshasa Domain when I got bogged down with code and other areas. ~ -1 GREETING~ . /| /| / / / / | | | | ; / ; / ___ __ / .\_/ ,( ___ / {.' { / ;;;/ ;;;`"`_.-' KBK .--'-./ .-' / ;;;/ ;;' .-' =================== _.-` _ `;;\_, / ;;;/ .' ,/ Kill or be killed ? ,-"` ;-= g>=- .; / / ;;;/ ;',;;| \`__/_ ; ';| | ;;;/.',;;;;'\___, _ ,=,-V-' __ ;; _\ /.;/`.`.'` .,:---' `"==" |_.-'` 7_;; | | ;| .',;;;;;/ Based on Tartarus /_,;' / \'\ `,;;;;;;| {_,;'^ _\ /;;).,,,,,`'\ Made from Rom 2.4 {_;;' ^| /;/`.;;;;;;;-'` {_,;'^ _\ //`.,..`_';/ (__;; ^ \/`.;;;;;( ',| Title Screen by: (__,;,^ .'`.;;,.`';; _.-/ Deomanix, Merthairu (__,';,/ ,;'.`;;;,._\ _.' ( (__,';|/|;';;.';/` .-' _ / MUD Maintained by: (__,-';|; ;;;. |._ `//)_/ Kraenesk, Swist, Detlef, (_/ '- \,'``\ | `'.// Deomanix .-' |'-' '-'';|/ ^ '; /'-' | '-' '-' ;`;;.^ `\ / '-' \ '-' '/\_, ';, ^ \ |'-' .-'\-' '-'| \_,';, ^ \ _ \ / '.'-' \ //\_,; ^ | ,_v\ \ | \ '-( |;/ \_ ; | v_\ `---_-' \ ; / |;| <_; ^ | (.-')(`` `'-' | / | ;`=';' ; v </ || \ `'` ^/ || '-...-' || __ / |_ v-=_;` __ `) v-(_.-' `v v By what name do you wish to be known in KBK? ~ 52 COMMANDMENTS 'GOD RULES' GODS~ . === Commandments of Thera === These rules also apply to all Immortals. 1) Do not kill mortals, do not kill mortals, do not kill mortals. This includes transferring/summoning them to aggressive mobs. Any immortal found killing a mortal will be deleted. 2) Do not cheat for ANY mortal in ANY way, especially your own. Unless of course you LIKE deletion. Yes this includes tanking, healing/restoring, casting protection spells <armor, sanct>, and softening up or altering mobs, handing out equipment. 3) Do not transfer or summon mobs to mortals or mortals to mobs. They have legs, if they want to kill a mob, they can easilly 4) DO NOT use reboot unless you have a very good reason. 5) Do not induct anyone into a clan just because they ask. Clans grant special abilities and are a reward for good playing. 6) Do NOT create and keep objects which are limited. If you choose to keep limited equipment then you should stay mortal instead. Limited equipment is for mortals to fight over and earn, not for Immortals whom mortal players can never kill. 7) If you are running a quest make sure you balance the prize(s). Do not hand out anything that will upset the balance of the MUD. 8) Do not undermine the authority of a higher level god. If you see that someone has been frozen or nochannelled do not restore their priveleges. They are being punished for a reason. 9) Do not try to overrule each other. 10) Do not ban a site without posting a note about why it was banned. Likewise do not unban a site without consulting other Immortals first. REMEMBER : As an Immortal you have chosen to build and work on the mud. If you simply want to play then stay mortal and enjoy the fun, but as an Immortal you are expected to do certain duties and a minimum of building (you are also supposed to have fun, but if that's all you want to do - sit and talk, play around etc - then you should choose to be mortal and allow others to immort and build). These are the rules for Immortals to follow. ~ 0 'WESTERN THERA' WESTERN~ . Olympus | | +-----+--Ofcol--New Moria----Orc caves | | Ofcol | Dark Forest | | Catacombs | Stone's | | | of G'harne | | Past Grove of | | | Dwarven \ Despair | \ | kingdom Void | Northern Nightfall | | | | plains / | +----+ Holy | | | Nightfall | | Grove | | | Keep | Daycare / | | Thorbardin | | / To Grove Despair | | | | | | | | | | | __TO legion-> | | | | | | | Areas west<---Midgaard---------------Crossroads-----+-+-New----Dragon---Arkham | Thalos Sea | | | Old Thalos----Dwarven Forest \_____________---------+ | | | Dead Forest | Mahn-tor | Elemental Dying Forest Canyon This map shows major areas east of Midgaard. Locations are relative and are only shown as general positions. It is not to scale. See also help 'west thera'. ~ 0 'EASTERN THERA' EASTERN~ . Dale---Drannnor regions (Dale is north and west of colossal tree) High Tower | | Galaxy | Shire | | Arachnos | | Shadow | | | Grove------+----+------Haon Dor---------+-----------Midgaard-->Areas | | Grove of | East Dragon tower | Despair | [River path] \ | | -Midennir-+ Strange Carnival This map shows major areas west of Midgaard. Locations are relative and are only shown as general positions. It is not to scale. See also help 'east thera'. ~ -1 PK PKILL PKILLING PKILLER 'PLAYER KILLING' PSTEAL PSTEALING 'PLAYER STEALING'~ Player Killing (PK) Rules: Player killing and player stealing are allowed for anyone over level 10. You will see a (PK) flag next to anyone you can attack -- you yourself will always be in your own PK range. If you kill in town you may become a criminal if an Enforcer flags you wanted. In this case cityguards and Enforcer guards may all attack you, even guards who's masters are out of PK range. Charmies of masters who are not in your PK will not be attackable, nor will they be able to normally harm you. If you find that people are somehow able to use pets/charmies to kill out of PK then note to immortal about it and we will look into the problem. You must be level 10 or over to PK, and anyone below level 10 is immune to PKers. ~ -1 RULES~ Rules on KBK: ---------------------------- - Do not spam, this lags the MUD for you and everyone else. This includes spamming yells, tells, say, prays, emotes, etc. - Player Killing (PK), is encouraged on KBK. You may PK and be PK'd by anyone in your range once your "newbie" status wears off. - Roleplaying is not enforced but encouraged. Don't hope for anything but the norm without a bit of roleplaying. This includes things like cabals, tattoes, quest skills, titles, etc. - Descriptions are not mandatory but we judge your character by the effort put into it, this strongly helps the outcome of your character. - Your being here is a privilege, and a privilege we reserve the right to take away at any time. If you are caught cheating or helping someone else cheat, expect to be denied and/or banned. If you feel you've been pushished wrongly please send a note to "immortal" or bring it up on the Forum. - Multi-Charring is {RNOT{x allowed here. This includes logging on two chars at the same time, passing equipment between chars, using out of character information to obtain special things, and killing a character and looting him with another character of your own. This will result in your being denied, if the problem continues you will be banned for a long period of time. - Do not try to copy equipment, at all. If you are caught doing this you will be banned from the MUD and most likely not let back for a long, long time. - The word of an immortal is final, if an immortal tells you to do something, do it. If you feel an immortal is telling you to do something wrong, leave a note to "immortal" about it. - Hoarding limited items is grounds for first, it being taken from you, and second your being slain. Do not hold over a half screen or so of limited eq for long. It keeps the good stuff away from others. Just sac it or give it to cabal mates. *Giving it to your other chars or OOC Friends will get you denied without a single word in. - An immortal may find other smaller things that are cheating but not posted here offensive. If you are caught for something an Immortal tells you is wrong, it is (at least until an implementor or another implementor decides otherwise). -- These rules apply to mortals and Immortals alike. If you are caught breaking any of the rules above, you will be punished. You have been warned! ~ 0 RACES RACE SPECIES~ The following races may be chosen by players: Human The standard race, average stats. Changling Smart, weak creatures able to shift their shape. Dwarf Short & stout fellows, make good warriors. Elf Not very strong, but exceedingly smart. Make good mages. Grey Elf Cross breed between Dark and normal Elves. Good mages. Dark Elf Frail, make excellent clerics and varied mages. Ethereal Living mist, marginally smart, make good mages. Draconian Offshoots of true dragons, good warriors and Anti-Paladins. Gnome Short and smart, inventors by nature. Good mages. Centaur Big and strong, like giants. Good warriors. Always good aligned. Troll Strong and dumb, lucky if they know what a sword is. Always evil. Storm Giant Good Giants. Cloud Giant Neutral Giantss Fire Giant Evil Giants. Lich Undead Creatures - Necromancer quest. Wood-Elf Forest elves of ancient times. Illithid A strange, tentacled humanoid, adept at sorcery and psionicism. Different races have different starting statistics, and also different stat maximums for magic items and training. For more information, see the help files for each race (i.e. 'help dwarf') ~ 0 HUMAN HUMANS MAN~ The most populous species in the world, Humans are found in every walk of life and come in just about every shape, size, and coloring. They average 6' in height. Magical devices tend to benefit them greatly. They may follow any path (good/neutral/evil). ~ 0 ELF ELVES~ Slightly taller but lighter in build than Humans, Elves lack the strength of other races, but are more agile, both mentally and physically. Averaging 6'5" in height, Elves are fair skinned and have golden blonde to reddish to brown hair, and their eyes are usually green or blue (although there are some grey-eyed Elves). Elves are magical in nature, and it is rare to find an Elf who has forsworn magic. They are somewhat resistant to charm spells and other magic, but a strong spell can penetrate that resistance. Elves are difficult to locate and often walk unnoticed. Infravision allows them to see in the dark. Elves must stay good in order to keep their magical abilities. Elves who have turned to evil (even to neutrality) are frowned upon. ~ 0 'PARTING BLOW'~ Syntax: Automatic Using the parting blow skill, a warrior can attempt to strike a fleeing opponent with their weapon a final time as they flee in hopes of killing the target. Only warriors can obtain the parting blow skill. ~ 0 'BLACKJACK'~ Syntax: blackjack <target> bj <target> Using the blackjack ability, a thief can strike his victim in the head with a sack in an attempt to knock out their target for a certain amount of time. This skill cannot be used during combat and is only obtained by the thief class. ~ 0 'CIRCLE STAB'~ Syntax: circle Using the circle stab skill, a thief can attempt to sneak behind his opponent while they are distracted by fighting and stab them in the back. Although similar to the backstab skill, this skill is not as powerful and can only be used during combat. The circle stab ability is only obtained by the thief class. ~ 0 'DOWNSTRIKE'~ Syntax: Automatic Using the downstrike ability, a thief can attempt to stab his opponent when they are on the ground after being tripped, lashed, or bashed. The downstrike ability may also execute after the opponent fails to bash and crashes to the ground. This skill is only obtained by the thief class. ~ 0 'BIND'~ Syntax: bind <target> Using the bind ability, a sleeping person, whether sleeping normally or slept by force, can be bound by a thief using ropes and tight knots. Binding an opponent may keep them from seeing, fleeing, or both. Bind has a permanent effect that is only removable by using the 'unbind' command. ~ 0 'DUAL BACKSTAB'~ Syntax: Automatic Dual backstab is an automatic ability that is utilized by thieves after a successful backstab. If the first backstab is successful, then there is a chance that a second, or even third, backstab will execute to follow up on the third. The dual backstab skill is only used by thieves and can do tremendous amounts of damage to an unprotected victim. See also: 'BACKSTAB'. ~ 0 'CHEAP SHOT'~ Syntax: Automatic Used by thieves, the cheap shot skill is very similar to the downstrike ability. Striking when an opponent is down, the thief can deliver a kick to his foe. The cheap shot ability is only learned by thieves. ~ 0 'BEARCHARGE'~ Syntax: bearcharge <target> bearcharge A skill similar to the bash ability that can only be used by rangers, a warrior of the forest can charge into his victim similar to the way a bear charges into his prey, dazing his opponent temporarily. ~ 0 'ACUTE VISION'~ Syntax: acute Using the acute vision ability, a ranger is able to focus his eyes and see things in the woodlands that ordinary travelers cannot see, such as other camouflaged rangers. The acute vision skill also allows you to see earth- faded elementalists. Only rangers obtain this ability. See also: 'CAMOUFLAGE'. ~ 0 'CAMOUFLAGE'~ Syntax: camouflage Using their knowledge of the wilds, a ranger can become invisible to the ordinary eye in woodland areas. The ranger can use this ability to hide or to prepare to ambush a foe. Camouflaged rangers can only be seen through the acute vision skill. Only rangers obtain this useful ability. See also: 'AMBUSH' 'ACUTE VISION' 'CREEP'. ~ 0 'CREEP'~ Syntax: creep <direction> Using the creep ability, a camouflaged ranger can use his knowledge of the wilderness to move quietly from room to room without being detected. Only the ranger See also: 'CAMOUFLAGE'. ~ 0 'MOVING AMBUSH'~ Syntax: Automatic While camouflaged, a ranger can wait for an opening in combat between two characters and strike them while they are in motion, dealing large amounts of damage to the victim. This skill is automatically executed when the ambush command is used. Only rangers may obtain the moving ambush skill. See also: 'CAMOUFLAGE' 'AMBUSH'. ~ 0 'BARKSKIN'~ Syntax: barkskin After spending vast amounts of time in the wilderness, a ranger learns to change the composition of their flesh into a layer of skin similar to the bark of a tree. This layer of skin protects the ranger against small amounts of damage and is not permanent. Only rangers learn this ability. ~ 0 'CAMP'~ Syntax: camp After a life in the wilderness, the ranger learns to establish a temporary camp to rest in comfortably and, in turn, heal faster. When sleeping in a camp, a ranger's regeneration rate is much higher than when sleeping on the ground. ~ 0 'HERB'~ Syntax: herb <target> herb After studying and surviving in the wilderness for many years, the ranger learns to search for herbs on the ground. If the ranger succeeds in finding these special herbs, they, or the one they use them on, will be healed greatly. ~ 0 'SNARE'~ Syntax: snare Using materials from the wilderness, a ranger is able to put together a cunningly-hidden snare in which they can capture unsuspecting foes. If the ranger and an unsuspecting victim are of the same organization, the victim will not be affected by the ranger's snare. A victim of a snare will remain snared for a certain period of time or briefly after they are attacked. ~ 0 'TAME'~ Syntax: tame <target> Using their knowledge of beasts in the forests and their reasons for being aggressive towards intruders, a ranger can attempt to tame an aggressive being to stop attacking others. This skill is available only to those of the ranger class. ~ 0 'AMBUSH'~ Syntax: ambush <target> Using the ambush ability, a camouflaged ranger is able to ambush an unsuspecting victim, dealing large amounts of damage. This skill can only be used when the ranger is not seen, so a wise ranger would always be immune to an ambush by another ranger. See also: 'CAMOUFLAGE' 'MOVING AMBUSH'. ~ 0 'ANIMAL CALL'~ Syntax: animal <animal> The choices for called animals are lion, bear, and wolf. Using their relationship with the wilderness to their advantage, a ranger can attempt to summon two animals from the wilderness to help him in combat. The lion can berserk, the wolf is the quickest, and the bear can deal the most damage. ~ 0 'SKIN'~ Syntax: skin <corpse> Using the corpse of a fallen being, a ranger is able to skin the corpse to create a sack to put things in. This skill is only obtained by the ranger class. ~ 0 'PALM'~ Syntax: palm Focusing their mind, a monk is able to pass power to their hands. In this focused state, a monk is able to deliver brutal open-handed attacks using his hands. Monks are the only class that can focus their mental energy in this manner. ~ 0 'ROLL'~ Syntax: Automatic Using their adept abilities in the martial arts, a monk is able to skillfully roll free from crush attempts by attackers. See also: CRUSH. ~ 0 'POISONDUST'~ Syntax: poisondust Using the poisondust ability, a monk is able to throw a cloud of poison- ous dust into the air. The poisonous dust has a chance to afflict everyone in the room with poison or do nothing at all except cause the victims to angrily attack the one who threw the dust. The poisondust skill is only learned by monks. ~ 0 'BLOCK'~ Syntax: Automatic A monk's adept ability with the hands and body give them the unique ability to parry attacks with their bare hands. Block is similar to dodge and parry, but the monk must not be wielding any weapons to use it effectively. ~ 0 'FOLLOW THROUGH'~ Syntax: Automatic A monk's control of his body can allow him to skillfully execute a second kick to follow through on his first kick to deliver more damage to an opponent. See also: KICK. ~ 0 'STUN'~ Syntax: stun The monk's adept skill at the martial arts allows him the ability to strike an opponent powerfully with their fists, stunning them tempor- arily. The stun ability can only be used during combat. ~ 0 'ENDURE'~ Syntax: endure Using great concentration and focusing their mind on their body, a monk can make their body more resistant to magical attacks using the endure skill. ~ 0 'BLINDNESS DUST'~ Syntax: blindness Hurling a handful of dust, a monk can attempt to blind everyone in the respective room. ~ 0 'ASSASSINATE'~ Syntax: assassinate <target> Using the assassinate skill, an assassin attempts to strike at his victim's critical nerves, dealing damage. There is a small chance that the ass- assination attempt will kill the victim outright. ~ 0 'PIETHROW'~ Syntax: piethrow <target> piethrow Using this skill, a Killer-Clown attempts to throw a pie into his victim's face, covering their eyes and making them unable to see for a short period of time. ~ 0 'CLOWN MALLET'~ Syntax: clown mallet Using the clown mallet ability, a Killer-Clown is able to fashion an enormous mallet he can use as a weapon against his opponents. ~ 0 'POISONOUS FLOWER'~ Syntax: poisonous flower <target> poisonous flower Utilizing one of their many clown tools, a Killer-Clown is able to attempt poisoning a victim using a poisonous flower. ~ 0 'THRKNIFE'~ Syntax: thrknife Using the thrknife skill, a Killer-Clown is able to throw a group of throwing knives at their opponent, dealing massive amounts of damage to the victim. ~ 0 'SITON'~ Syntax: siton <target> After years of honing their skills, a Killer-Clown can learn how to sit on his opponent, knocking him down. If the attack is powerful enough, the Killer-Clown has a chance to unleash a terrible blast of gas. ~ 0 'CRUSHING BLOW'~ Syntax: crushingblow Lacing his hands together, a warrior specialized in the technique of hand to hand fighting can unleash a powerful blow to their opponent. This blow has a chance to knock the opponent down, stunning them temporarily. ~ 0 'WEAPONBREAKER'~ Syntax: weaponbreaker Delivering a powerful strike, a warrior studying the axe special- ization can attempt to destroy their opponent's weapons, rendering that opponent unable to use that weapon any longer. Weapons of a high caliber cannot be broken. ~ 0 'WHIRL'~ Syntax: whirl Striking with the tips of their axes, a warrior studying the axe specialization is able to whirl their axe at their opponent, causing damage, and resulting in a loss of dexterity and strength. ~ 0 'HEADCLAP'~ Syntax: headclap Striking their opponent powerfully on the sides of the head, a warrior specializing in hand to hand fighting is able to deafen their opponent with this brutal skill. See also: DEAFEN. ~ 0 'IRON HANDS'~ Syntax: Automatic Using their bare hands as a defense, a warrior specialized in hand to hand fighting can parry attacks without a weapon. ~ 0 'INTIMIDATE'~ Syntax: intimidate <target> Using their fearsome presence, an Anti-Paladin is able to intimidate a target into giving the Anti-Paladin a piece of equipment or other item. ~ 0 'SHIELDBASH'~ Syntax: shieldbash <target> shieldbash After many years of training with a shield, a Paladin is able to bash his foe with his shield, causing minor damage and stunning the target for a short period of time. This skill is similar to the bash skill and requires a shield to execute. ~ 0 'ZEALOTISM'~ Syntax: Automatic A Paladin's determination to destroy evil allows him to achieve an even greater power than those of ordinary people. Using the zealot- ism skill, a Paladin is able to skillfully strike his opponent with zeal, dealing several more blows per combat round. ~ 0 'QUESTDODGE'~ Syntax: Automatic Using the questdodge ability, it is possible for any person to become more efficient at dodging attacks from his opponents. ~ 0 'EAGLE EYES'~ Syntax: Automatic Noticing a theft is often something very difficult to do. Using a keen eye, a person can detect a theft that is not done to himself. ~ 0 'ENHANCED DAMAGE III'~ Syntax: Automatic Similar to the enhanced damage and enhanced damage II skills, any person with this ability is able to deal even greater damage to their foe with their attacks. ~ 0 'MINION SANC'~ Syntax: cast 'minion sanc' Available only to the Lich race, this powerful spell allows the Lich to cast sanctuary on himself and his minions, protecting them from damage. See also: SANCTUARY. ~ 0 'MINION FLIGHT'~ Syntax: cast 'minion flight' Available only to the Lich race, this spell allows the Lich's minions to fly. See also: FLY. ~ 0 'MINION HASTE'~ Syntax: cast 'minion haste' Available only to the Lich race, this powerful spell allows the Lich to cast haste on himself and his minions, allowing them land a larger amount of blows in a period of time. See also: HASTE. ~ 0 'MINION RECALL'~ Syntax: cast 'minion recall' Available only to the Lich race, this powerful spell allows the Lich to cast the Word of Recall spell on himself and his minions, returning them to the Lich's hometown. See also: RECALL and WORD OF RECALL. ~ 0 'MINION TACTICS'~ Syntax: cast 'minion tactics' Available only to the Lich race, this spell allows the Lich's minions to become more intelligent and tactical in combat, allowing them to trip the Lich's foes. ~ 0 'MINION SNEAK'~ Syntax: cast 'minion sneak' Available only to the Lich race, this spell allows the Lich's minions to move unnoticed and catch the Lich's foes unaware. See also: SNEAK. ~ 0 'MINION TRANS'~ Syntax: cast 'minion trans' Available only to the Lich race, this spell allows the Lich and his minions to become translucent, allowing them to pass through doors with ease. See also: PASS DOOR. ~ 0 'INCINERATE'~ Syntax: cast 'incinerate' <target> Using the incinerate skill, a character is able to burn their victim, causing massive loss of dexterity and strength, and even a chance to kill the target outright. ~ 0 'DECAPITATE'~ Syntax: decapitate <target> decapitate Using the decapitate skill, a character wielding axes may attempt to decapitate their enemy by bringing their axes together at their oppo- nent's neck. This skill has a small chance to instantly kill the target. ~ 0 'FORTITUDE'~ Syntax: cast 'fortitude' Using the fortitude spell, a character can increase his hit points drastically to withstand more damage before taking mortal damage. ~ 0 'EXECUTIONER'S GRACE'~ Syntax: executioners grace With the skill and grace of an executioner, a character wielding this ability is able to strike his opponent an increased amount of times with blows of increased damage. ~ 0 'AGILITY'~ Syntax: Automatic Similar to the dodge ability, the agility skill allows the user to evade attacks to avoid damage. See also: DODGE. ~ 0 'COUNTER PARRY'~ Syntax: Automatic A more developed form of the parry skill used by many, the counter parry ability allows a character to counter attack their foe as they parry the foe's attacks. ~ 0 deafen~ syntax: c deafen <target> Deafen makes it difficult to cast spells and to hear, therefor instead of speaking normally the target will yell. ~ 0 iceball~ syntax: c iceball Iceball is an area spell and affects everyone in the room except group mates. ~ 0 'power word stun'~ syntax: c 'power word stun' <target> This stuns the target, but cannot be cast during battle. ~ 0 demand~ syntax: demand <item> <mob> This is an Anti-paladin skill that tries to force an unwilling mob to give up and item they are carrying. ~ 0 cremate~ syntax: c cremate <target> This unleashes a blast of fire at the target. ~ 0 dark summons~ syntax: c 'dark summons' If you have lost your minions along the way, this spell will bring them back to you. ~ 0 wraithform~ syntax: c wraithform Wraithform is protective shield for a necromancer. ~ 0 hex~ syntax: c hex <target> Hex drains the casters strength but modifies save versus spell by 30 and poisons the target. ~ 0 forget~ syntax:c forget <target> This makes the target forget how to cast spells completely. ~ 0 wither~ syntax: c wither <target> This makes the targets arms start to wither and causes them great pain. ~ 0 power word kill~ syntax: c 'power word kill' <target> If done properly, this spell will slay the target out right. ~ 0 talk to dead~ syntax: c 'talk to dead' corpse This spell allows you to speak momentarily with a corpse and find out who slayed it. ~ 0 globe of darkness~ syntax: c 'globe of darkness' This spell makes a room go completely dark for a period of time. ~ 0 acid needles~ syntax: c 'acid needles' <target> This spell cause needles of acid to shoot forth from your hand at your opponent. ~ 0 acid spit~ syntax: c 'acid spit' <target> this spell causes you to spit acid at your opponent. ~ 0 alarm~ syntax: c alarm Places an alarm in the room you cast it in to let you know who is entering it. ~ 0 hold person~ syntax: c 'hold person' <target> Can not be cast during battle, causes the target to freeze. ~ 0 cone of cold~ syntax: c 'cone of cold' <target> Draws air from the room to create a sharp blast of cold at your oppenent. ~ 0 barrier~ syntax: c barrier Barrier is a protective shield that modifies your armor class by -50. ~ 0 ball lightning~ syntax: c 'ball lightning' <target> This creates a ball of lightning that you throw at your opponent. ~ 0 pyrotechnics~ syntax: c pyrotechnics This affects everyone in the room, it creates pretty but deadly fireworks. ~ 0 ice slick~ syntax: c 'ice slick' This spell makes the floor around you icy and very slick. It cannot be cast on others or in battle. ~ 0 create vacume~ syntax: c 'create vacume' This spell draws all the air out of the room, creating a vacuum. ~ 0 summon fire air water earth elemental~ syntax: c 'summon <fire/earth/water/air> elemental' Summoning an elemental is not always safe, be sure you can fend him off if he decides he doesn't want to serve you! ~ 0 shield of wind frost dust lightning flames bubbles~ syntax: c 'shield of wind/frost/dust/lightning/flames/bubbles' These are protective shields for an elementalist. ~ 0 hellfire~ syntax: c hellfire <target> Engulfs the target in flames doing continuous damage throughout battle. ~ 0 DARK-ELF DARKELF DARKELVES DARK~ Averaging 5'6", with ebony skin and stark white or silver hair, and eyes that spark red with infravision (although there are a few who have lavender eyes), Dark-Elves are a species of renegade Elf who have turned their energy toward evil. They are highly intelligent but not as studious as Elves, and their nimbleness has been honed nearly to perfection through generations of thievery and trouble-making. Like Elves, they can walk unnoticed and are not easily locatable, and they are magical and resistant to charm spells. Dark-Elves must remain evil to keep their magical abilities. Dark-Elves who have turned to good (or neutrality) are frowned upon. ~ 0 GREY-ELF GREYELF GREYELVES GREY~ In physical appearance much like Elves, you really cannot tell them apart just by looking at them. Grey Elves came into being as the offspring of Elves and Dark-Elves, neither inherently good nor inherently evil. Such breeding was common practice during surface raids, a torture set upon female Elves by male Dark-Elves, and in some cases as a part of the torture of male Elves by female Dark-Elves (who after the breeding made a bloody sacrifice of the male Elves). Grey Elves average about 5'10" in height. It is as a result of their mixed heritage that Grey Elves have chosen not to follow the Light, nor to walk entirely in Shadow, but to move between the paths, seeking balance (although not always finding it). Grey Elves may be neutral only or risk losing their ability to cast magic. Grey Elves are highly intelligent and very wise, although not as nimble as Dark-Elves, and are, for the most part, very likeable. ~ 0 CENTAUR CENTAURS~ An offbreed species between 5'8" and 6'3" in height. They are half man and half beast. Brute strength and raw power are their thing. They make good warriors (if you get past their infighting and other untrustworthy attributes). Centaurs are resistant to most diseases and poisons. They excel in enhanced damage and bashing. All centaurs are good. ~ 0 GIANT GIANTS STORM CLOUD FIRE~ These mighty people once lived in the mountains north of Thalos. They lived by themselves in colonies and villages. This was their way of life until people started exploring and expanding into their lands. The ginats immediately took up arms against these people and tried to defend the invasion. The giants soon found themselves outnumbered by the humans and other races invading their lands. They gave up and accepted this new way of life. Eventually groups of giants dispersed throughout Thera, and they became just as "normal" as any other race. Giants are the largest sentient species in the land. They average around 12-13' in height, although some have been sighted who are 27' tall. Due to their size, they tend to resist blows well. They excel at bashing and enhanced damage. Due to their size they are not good swimmers and cannot breathe under water easily. ~ 0 TROLL TROLLS~ Used in stories to frighten children, in war stories to impress bar lasses and as sources of humor in puppet shows, the troll is always a villain for the "civilized" world. Standing well over the tallest human, their monstrous looks and unclean smell have earned them this image. Living in the high mountains, the troll has grown used to the cold sterile air and dangerous heights. Being some of the most hearty of many of the races, few wounds ever are deep enough to cause long term damage to a troll. Though the fact brings much fear into human infantry, it is now well known that fire and acid cause great damage to these creatures. Due to their nature, all trolls are evil. And because of their lack of proper learning, they are often to dull to become learned in the ways of magely sorcery. They are among the strongest of all the races, and often the most deadly. ~ 0 DRACONIAN DRAC DRACON~ Draconians are some of the foulest creatures that inhabit the planet. They scavenge bodies left on the battlefield for little trinkets or useful items that they might wear. They are intelligent and strong but not very fast. Some of the deadliest people to walk the land have been draconians who have excelled in the ways of magic. Due to the wings on their back they are capable of flight. They are about 5' tall. They are resistant to poison and disease. They must remain evil or risk losing all that they have learned. ~ 0 GNOME GNOMES~ The smallest sentient species in the land, averaging 3' in height, Gnomes are usually pale grey to light brown skinned, and see in the dark with infravision. Tough, wiry little cretures, Gnomes live a long time and accumulate wisdom and knowledge. Resistant to poisons, they are vulnerable to bashing. Gnomes walk in all paths, good, neutral, or evil. ~ 0 ILLITHID ILLITHIDS~ An Illithid is a medium-sized humanoid with an octopuslike head, and lengthly, tentacled hands. Known more for their incredibly ability with the less martial, Illithids possess psionic abilities, are telepathic, and possess a keen mind when it comes to the ways of magic. Their skin usually ranges from a deep purple to the odd green, giving them an unwholesome alien look. Their lunkish figures make them less adept in combat, but they are most certainly some of the strongest minds in Thera. Illithids, with such odd hands, are unable to make use of normal weapons and shields, but instead use their tentacles in combat with good effect. Weak to the pains of both light and fire, the mindflayer Illithids are quite resistant to both magic and mental attacks, providing them with excellent durability against other magely forces. These creatures, as scholarly and secretive as they are, are inclined to take up the studies of necromancy, channeling and elementalism, dismissing the more brutish classes as uncivilized and weak. ~ 0 ETHEREAL~ Ethereals origins and species progression is unknown. They do come from another plane, possibly a wizard summoned them and lost control and they started to reproduce on this plane. They have no discernable body or mass, simply a floating mist which makes them highly resistant to weapons but electricity is a big weakness of theirs due to the water particles present in their form. They can fly and are some of the best minds in the world. They are more akin to mage professions than fighting. They must be good or neutral. ~ 0 FORAGE~ Syntax: forage Lets a ranger in a forest search for edible berries. ~ 0 'RANGER STAFF'~ Syntax: cast 'ranger staff' Creates a powerful staff that a ranger can use to fight his or her opponents with. It has a chance of healing in combat as well. ~ 0 RANGER RANGERS~ Outdoorsmen, hunters, masters of woodcraft, Rangers are the guardians of the forests. In addition to having excellent fighting skills, they are also wielders of some powerful magic. Some Rangers have been known to call large bears, lions, wolves and falcons to their aid, fashion mystical staves, and be able to camouflage beyond detection. Their ability to ambush opponents makes them deadly foes. ~ 0 WARRIOR WARRIORS~ Warriors live for the combat and the thrill of battle. They are the best fighters of all the current classes but lack the subtle skills that others possess. They possess no magical talent whatsoever and rely on brute strength and combat know-how instead. ~ 0 CLERIC CLERICS~ Clerics are the most defensively oriented of all the classes. Most of their spells focus on healing or defending the faithful, with their few combat spells being far less powerful than those of mages. However, clerics are the best class by far at healing magics, and they possess an impressive area of protective magics, as well as fair combat prowess. ~ 0 CHANNELERS CHANNELER~ Channelers are the local sponges, not a very outstanding title but one which they bare with much pride. These select few have been chosen by the gods to absorb the excess powers of the world and redirect them for their use at their descrection. It has been said that a channeler can stand face to face with a dragon and absorb his fireballs as if they were not there, and then to shoot them back at the dragon with even more power then they were originally formed. ~ 0 NECROMANCER NECROMANCERS~ Wielders of black magic, they study the darkest and most hated of all of the magical arts, that of giving life to something without any. In other words raising the dead. It is said once a necro reaches a certain level of efficiency with his spell weaving the dead themselves will heed his call. ~ 0 ELEMENTALIST~ The elementalist seeks to harness and control the powerful forces of earth, air, fire and water. While lacking the sheer raw magical power of the channeler, and the armies of servants of the necromancer, the elementalist can tailor his powers to exploit the specific weaknesses of the creatures of Thera. The elementalist is the caller of earthquakes and the summoner of tidal waves. Truly adept elementalists can call upon creatures from the elemental planes to serve them. ~ 0 MONK MONKS~ Monks are martial artists dedicated to the understanding of the body and the perfection of it into total control. Monks are adept at unarmed combat and lose much of their skill when using weapons. A monk who fights hand to hand can get up to fourth attack, but lose the ability to hit with third and fourth attacks when using weapons. All monks are lawful due to their strict regime of meditation and martial arts parctice. They can be either good or neutral. ~ 0 THIEF THIEVES~ Thieves are a marginal average class. They do a few things better than any other class, but have a wide range of skills available. Thieves are specialists at, of course, thieving, sneaking, and being unseen. They can enter areas undetected where others can not. ~ 0 CLASSES CLASS~ The following classes are available for study in the Mists. For more specific help on a certain class type help <classname> Warrior - Fighters by nature, master of weapons. Thief - Stealthy and sneaky, adept at the arts of stealing. Cleric - Master of the healing arts and blessed of the gods. Paladin - Half mage, half fighters. Anti-Paladin - Dark Paladins, those who have turned from the light. Ranger - Master Outdoorsmen. Monk - Martial art experts. Strive for perfection of the body. Assassins - Masters of fast and deadly strikes. Channeler - Magical sponges, capable of absorbing magic around them. Necromancer - Students of the dark arts. Elementalist - Controllers of the elements. ~ 0 ANTI-PALADIN ANTI-PALADINS ANTIPALADIN ANTIPALADINS ANTI~ Little is known about the origin of the Anti-Paladins. However, it is clear that they came (in force) into the world shortly after the rise of the Paladins. It is rumored that these warriors of chaos and evil were traitor paladins, children trained by demons, or possibly even demons themselves. There have been those who have claimed to learn the secrets of these "anti-paladins", but this is all most would reveal: It is said the guild of Legion (which is claimed to be the true name of the AP's guild) is similar to that of the monks. Young men and women of all races come to the guilds in hope of learning to better themselves and harming the world. Through years of training, the Legionaires learned to embrace the ways of chaos and evil. It is this mindframe that allows them to unleash their dangerous magics upon Thera. There are stories that tell of those who have left the guild to lead more peaceful lives, and found themselves unable to use their former magics, their powerful skills, and even unable to walk or speak. It is unknown if these stories are true or false, however, one thing is clear. These mage-warriors want nothing more than the destruction of all that does belong to them and their guild. ~ 0 PALADIN PALADINS~ These warriors have chosen the path of virtue and chivalry above all others. This dedication to their cause grants them priest-like spells and healing powers. They are also formidable fighters, always questing to stamp out evil. Paladins must stay good in order to cast their spells. Those who forsake goodness are frowned upon. Paladins are expected to be truthful, chivalrous, humble, merciful, kind, bold, and noble of spirit. Paladins must be Lawful Good. ~ 0 HOMETOWN HOME TOWN~ You must now choose your hometown. This is the town which you will recall to when using word of recall, or whenever you die. Midgaard is for all alignments. Ofcol is for good only, New Thalos for neutrals only, and Arkham for evil only. New players should choose Midgaard as it is most central. ~ 0 AGE~ Ageing is just that, a character getting older. In Tartarus your characters will age slowly as you spend time exploring the world. The age at which you die will vary depending on your race (the biggest factor), your constitution and a small random factor. When you eventually die of old age you will expire premenantly. Immortals may be able to increase your lifespan if quests are undertaken. Expect a human to live for around 400 hours of real time, other races are variations on that, with some longer (elves are almost double), and some a little shorter. ~ 0 MORPH MORPHDRAGON~ Syntax: morph <color> This allows a changeling to shapeshift into a dragon form. Colors available are red, green, blue, black and white. In dragon form the player can use the 'breath' command to send forth a blast of dragonbreath (the breath attack depends on what color dragon you shapeshift into). Morphing is enabled only for immortals in the stock mud. See also: 'help shapeshift' ~ 0 SHAPESHIFT SHIFT~ Syntax: shapeshift <form> This allows a changeling to shapeshift into bat, wolf or bear form. Bats fly, wolves move faster, bears are tougher. Each form has a some different plusses and minuses, and the character appears as a bat/wolf/bear to others who see him or her. The other form currently supported is that of forming a third arm ('shapeshift arm'). Changelings that choose this option are able to triple wield (if they have the dual wield skill) and also to hold up to three objects rather than two. See also: 'help morphdragon' ~ 52 RENAME~ Syntax: rename <player> <new name> Renames a player on-line ~ 0 CLOAK~ Syntax: cloak This puts the player into a cloaked form that hides them from others. You can not cloak while in another shapeshifted form. ~ 0 RATING~ Syntax: rating This shows your current number of PKs (player kills), mob kills, PK deaths and mob deaths. Mob kills are also listed with the total level worth of mobs that have been killed. ~ 0 VENUEPORT~ Syntax: cast venueport <target> This gates the caster and anyone grouped with them and in the same room to the specified victim. It is an Arcana skill. ~ 0 'TEAM SPIRIT'~ Syntax: cast team <target> This allows one arcana member to transfer mana to another one at the cost of some health. ~ 0 FAMILIAR~ Syntax: cast familiar Summons a familiar to the caster, for Arcana members. ~ 0 RIOT~ Syntax: riot Causes the user to incite a riot in his or her group. Rioting characters gain a huge bonus to attacking but are so inflamed with indignation that they will attack anything they see. This is an Outlaw skill. ~ 0 VANISH~ Syntax: vanish Allows a person to slip away and vanish to another part of the area they are in. This is an Outlaw skill. ~ 0 DECOY~ Syntax: cast decoy <target> Creates fragile mirror decoys of the target. Decoy without a target creates decoys of the caster. This is an Outlaw skill. ~ 0 REVOLT~ Syntax: cast revolt <victim> Attempts to make any charmed followers of the victim revolt and attack their master. This is an Outlaw skill. ~ 0 INDUCT~ Syntax: induct <person> <clan> Allows a clan leader or an immortal to induct others into a clan. Only immortals can specifiy a particular clan, mortal leaders automatically induct into their own clan. Clans to induct into are: Arcana, crusader, outlaw, enforcer, ancient and life. ~ 0 'STEEL NERVES'~ Syntax: steel Grants greater resistance to physical damage. This is a Crusader skill. ~ 0 BATTLECRY~ Syntax: battlecry This enables the delivering of particularly powerful blows in combat. It is a Crusader skill. ~ 0 TROPHY~ Syntax: trophy <part> Lets a Crusader make a battle trophy from a body part such as a heads, arms and legs. The poncho made can be worn as both a trophy and for beneficial uses. ~ 0 EVALUATION~ Syntax: evaluation This lets you get a more detailed look at a victim's current state of health. Using evaluation you will be able to gauge better how wounded a foe is (provided you figure out what the stages of injury are represented by). If you fail an evaluation check your skill will improve but you will have to start re-evaluating again to turn it back on. ~ 0 SPELLBANE~ Syntax: spellbane A crusader using this is able to reflect a lot of magic that is cast at him or her. ~ 0 'AURA OF SUSTENANCE' AURA~ Syntax: aura Grants the character immunity to hunger and thirst for the duration of the affects. Aura of sustenance is a Life skill. ~ 0 LIFELINE~ Syntax: cast lifeline <target> Creates and ethereal line between the caster and a target. Casting it without any argument results in the caster being transported to the previously lifeline target. If a caster lifelines themself the line is severed from the previous target. It is a Life spell. A victim may 'nofollow' to cut a lifeline that is unwanted. ~ 0 SAFETY~ Syntax: cast safety Recalls all members of the casters group who are in the same room. It is a Life skill. ~ 0 'LIFE TRANSFER'~ Syntax: cast 'life transfer' <target> Transfers some health from the caster to the target for healing. It is a Life spell. ~ 0 'ANIMATE DEAD' 'MUMMIFY' 'ANIMATE SKELETON' ANIMATE DECAY 'DECAY CORPSE' 'EMBALM' SOULBIND SOUL~ Syntax: cast 'animate dead' corpse cast 'animate skeleton' skeleton cast mummify corpse cast decay corpse cast preserve corpse cast soulbind <target> These are the basis of a necromancer's power. Decay corpse strips the flesh off a corpse and leaves the skeletal remains. The skeleton may then be animated using the 'animate skeleton' spell. Corpses that are still intact may be animated with the more powerful animate dead spell, or, at much higher levels, raised as mummies with the mummify spell. 'Embalm' skill will preserve a corpse and extend the duration before a it decays to dust. In all cases of animates the undead raised will have a level of power comparable to it's living existence but slightly lowered. Thus an orc zombie won't be as powerful as a demon zombie. Skeletons are weaker than zombies, which are in turn weaker than mummies. The number of undead you can raise is level dependant and also modified by the type of undead you already have following you. Soulbind will bind an undead follower to your soul and it will act as a loyal pet, entering and leaving the realms with you like a normal pet. See also: help 'animate object' for the Channeler's version of animation ~ 0 SHADOWSELF~ Syntax: cast shadowself Creates a shadowy, fragile mirror from your shadow. Useful to trick your enemies. ~ 0 GASEOUS 'GASEOUS FORM'~ Syntax: gaseous <direction 1> <direction 2> Allows an ethereal to turn into a cloud of gas very briefly and rip through one or two rooms. If you specify just one direction you will be go gaseous and attempt to travel two rooms in that direction. If a second direction is given you will attempt to travel one room in the first direction, then change path and go to the next room via the second direction. This is most useful in rushing past tracking mobs or aggressive ones that are blocking the way. ~ 0 'DOOR BASH' DOOR~ Syntax: door <direction> Attempt to bash down a door using brute force. A giant, centaur and troll ability. Failing can cause harm, and usually a successful bashing will result in the basher flying into the next room. ~ 0 'GREATER GOLEM' 'LESSER GOLEM' GOLEM PRESERVE~ Syntax: cast 'lesser golem' cast 'greater golem' cast preserve <object> A necromancer may create a lesser golem by gathering body parts and then forming them into a flesh automaton. The power of the golem is dependant on the caster's level and the number of parts. The 'preserve' spell is used to keep body parts such as hearts, arms, legs and heads from decaying. Greater golem fashions a more powerful golem to serve and requires no material components to cast. ~ 0 DISINTERGRATE~ Syntax: cast disintergrate <victim> Allows a channeler to blast a victim into dust. Objects on the victim have a good chance of vaporising too unless they save against the spell. ~ 0 TIMESTOP~ Syntax: cast timestop Places everything in the room which fails to save into a time trap. Those affected by it are outside the normal flow of time and may not be harmed, but at the same time are unable to move or do anything themselves. Has varying usefulness in varying situations. ~ 0 'ANIMATE OBJECT'~ Syntax: cast 'animate object' <item> When cast on a weapon, armor or key it animates the item and causes it to follow the caster like a normal charmie. The itself is destroyed in that it cannot be used again. The power of the animated object is dependant on the level of the item animated. Animated keys may be ordered to unlock doors. ~ 0 ABSORB~ Syntax: cast absorb Forms a magic absorbing shield about the caster which also channels mana back to them when absorbing offensive spells. ~ 0 'TRANSFER OBJECT'~ Syntax: cast 'transfer object' <object> <target> Sends an item in the caster's inventory to the target. If the target has notransfer set on his or her autos then they will be unable to accept the object. You can not transfer Clan items. ~ 0 GROUNDING~ Syntax: cast grounding Grounds the caster and makes him or her immune to electrical attacks. ~ 0 'SHOCK SPHERE'~ Syntax: cast 'shock sphere' <victim> Blasts the victim with a powerful sonic boom. The first blast can damage their ears and result in temporary loss of hearing. ~ 0 REGENERATION ATROPHY~ Syntax: cast regeneration <target> cast atrophy <victim> The recipient of this benedication begins to regenerate at an unnatural rate. Wounds will heal literally ever second or so. Trolls who have natural regeneration will regenerate even faster. Atrophy is the opposite to regeneration and results in health loss at a constant and fast rate. While not lasting long it can have a deadly effect on victims. ~ 0 RESTORATION~ Syntax: cast restoration <victim> A powerful healing spell that cures wither, forget, prevent healing and undead drain affects. It is the only way that level loss due to undead draining may be restored. Healers at temples, and clerics, have this power. ~ 0 'PREVENT HEALING'~ Syntax: cast 'prevent healing' <victim> Attempts to destroy a victim's ability to heal naturally. If successful the victim will stop healing on ticks until it wears off or is cured. Trolls who have natural fast regeneration are immune to this. ~ 0 DUAL TRINAL 'DUAL WIELD' 'TRINAL WIELD'~ Syntax: wield <weapon> These skills allow you to use more than one weapon at once. Most fighting classes gain the dual wield skill at some stage and if such a character attempts to wield a weapon while already using a primary weapon they will attempt to dual wield it. (This is provided that they are not using a light, shield or held item which would occupy their other hand). Trinal wield is a bit different. It requires a changeling who has shapeshifted to form a third arm and hand using the 'shapeshift arm' command. Such a changeling who has the dual wield skill and the trinal wield skill learned may then attempt to wield up to 3 weapons at once. (They may also choose to dual wield and hold a shield, or any other combination of three hand uses). ~ 0 NIGHTFALL~ Syntax: cast nightfall <victim> This binds the caster's essence to the victims and if the caster can deliver the killing blow on the target at any stage while the spell is in affect the victim's soul is ripped away and formed into a shadowy follower of the caster. Only very high level assassins can learn this spell. ~ 0 'FIRE AND ICE'~ Syntax: cast 'fire and ice' <victim> Blasts the victim with both a flaming blast and an icy cold one. -Fire and Ice will only work on Mobs. ~ 0 'Knight' 'Knights'~ The Knights of Thera are the champions of light and honor in the world of thera. They are always seeking to end the destruction that the forcesof darkness cause in the world. The life of a knight is not an easy onebecause it is full of personal sacrifice. The process to become a knightcan be long and frustrating, and only those who are pure of heart are ableto do so. Your path begins with a note to the castle (Knights) and endswhen you take your last breath in the world. To be a knight is a life long commitment and is not something that is taken lightly. ~ 0 'Muse' 'Muses of the Valley'~ A band of musicians and entertainers have gathered and named themselves the "Muses of the Valley". These people strive to enjoy life to its fullest and strive to express themselves through the arts of music and poetry. Laughter, happiness, and good times are what the Muses stand for. The Muses will defend themselves and are known to aid people according to their own beliefs. Those of the darkness of Chaotic ethos may not become Muses for they do not naturally breed beauty or art. ~ 0 OOCTELL~ Syntax: ooctell (character) (message) This is a command used to separate Roleplaying from out of character communication. You may use this for various questions to imms or other characters that can not be asked in character. However, this will not be used as a venue to curse at players when you are upset etc., that kind of behavior will be severely punished. Also overuse of this command will be looked down upon by immortals so if you want to make something out of the character you are playing, use OOCTELL sparingly. ~ 0 DEOMANIX SEEKERS INFINITY~ He is the Source of Magic, and the Potentate of Time. Those who chose to follow Deomanix are known as the Seekers of Infinity. Deomanix is magic, he created it, and is one with it. Magic is outside of time, only when wielded by mortals are limitations put upon it. Followers who seek the mark of Infinite Tome know that it is only by the feeble mind of most mortals that magic finds its limits. They seek to free thier mind and gather as much knowledge as possible so they may know the true powere availible to them. Deomanix is also the Lord of the Tower, he therefore holds to the ideals of the Tower as well. Seek the Shrine of Deomanix in a place where magic flows freely.~ 0 'Knife'~ Thieves with the this skill can surprise a opponent with a strike used at a beginning of a fight. This fighting technique may even be used against opponents that are injured or others occupied with fighting someone else. This power is used only with a dagger. ~ 0 'Enforcer'~ Enforcer is the Law. They Enforce the Laws of Thera and are the executioners ofcriminals. Their decisions are Final and not to be argued. Criminals are a the true enemy of Enforcer and they will be hunted until death as punishment for breaking the law. Only people with a lawful ethos and never convicted of breaking the law may hope to join Enforcer. Enforcers can join with other enforcers to slay criminals if needs be. An Enforcers job is to protect the town not hunt. All enforcers have the flag [ENFORCER] visable near their name. ~ 0 'Cleave'~ Cleaver is very similur to backstab (It can only be used to start fights). It inflicts massive damage and can instantly kill the victim. Cleave cannot be done to a target much larger than the player who is cleaving. This skill is for axes and swords only. ~ 0 'Strangle'~ Monks and assassins can attempt to strangle an opponent, putting them to sleep. This skill can keep the victim asleep for around 2 ticks. Some people find it works best when hiding. Strangle can only be used to start a battle and not used more than once for a few ticks. ~ 0 'Throw'~ Throw is like and trip, it does little damage but keeps the opponent from fleeing or entering commands. Throw lags the victim but also the character who is throwing. Throw cannot be entered more than once every 2-3 rounds. ~ 0 'Pugil'~ Pugil is used by a staff, the attempt is made to do a quick combination hit with both ends of the staff. This is done with a quick punching movement from each hand. You can use this skill only during a fight. ~ 0 'Wrath'~ This spell calls upon a holy wrath on an evil player. This does damage as has a small chance of cursing the target. This spell is only known to Paladins. ~ 0 'Nerve' ~ A skilled monk or assassin has the power to increase pressure to it's victim with various strikes to the vulnerable ares. This skill can be used on anyone. It deals no damage but weakens the victim. ~ 0 'Swist'~ He is the guy who is in charge of coding here. ~ 0 WOOD-ELF WOOD ELF~ Long ago when high elves ruled Thera a sub race of elven whom only lived in the peace and tranquility of the forest excited. These elves where known as chaotic creatures and where murder and destroyed, for the most part. In modern days wood-elves are still rare but do exist as ancient folk lore tells us. Wood-elves are much like high elves but not quite as intelligent but more heartier and dexterous. In modern day Wood-elves may become lawful but are shunned upon by all other of their breed. Wood-elves may become warriors, clerics, and rangers. ~ 51 'UNHOLY BLESS'~ Syntax: cast 'unholy bless' An Anti-Paladin with this spell casted upon him will become stronger in many forms every time they kill someone.~ 51 'CURSE WEAPON'~ Syntax: cast 'curse weapon' <object> This spell is castable on a weapon, this weapon becomes more powerful the more times it is castable on the object. However, this spell can destroy the weapon it is casted upon. ~ -1 $~ #$